Archive for September, 2009

ATC, and what's news at SDGS

Posted in Event details and info on September 29th, 2009 by Captain Arrg – Be the first to comment

We are in full swing here at Sea Dog Game Studios,  with The Ren Fair just finishing it’s 4th week, and Advance The Colors out of the way, we are looking to get ready for the last four ren fair weekends, traditionally larger crowd weekends for the fair and CHARCON, whith is coming up in October!

We also have a Sailpower event scheduled at The Soldiery,  and are working on a new 28MM brig (yes BIGGER 28MM SHIPS!) and putting the finishing touches on some other kits in the pipe.

TechCommander’s Deathmatch game is becoming rather cool, with fast paced game play, explosive action, and friendly smack talk making for a unrivaled tabletop experience!

I want to thank everyone who played at ATC, and I hope you all had a great time!  For those who could not make it, we had a great Saturday battle, and a slew of skirmishes and demo battles.  We hope to do this show again next year as well!

SeaDog Event Dates!

Posted in Event details and info on September 10th, 2009 by Captain Arrg – Be the first to comment

Soldiery Playdates, Sailpower (all games gather at 1:30 or so, and start at 2)

October 11th

Nov 1st

Dec 6th

See us Later this month at  at Charcon, held Oct 23-25 ant the Charleston Civic Center

www.charcon.org

Then hopefully in Novemeber at Pentacon.

Come see our pewter at the Ohio Ren Fair, running  on the weekend September 5 – October 25, 2009

Also, If you are interested in playing TechCommander on Wedsday nights at the Soldiery, Drop us a line!

Cowman's Gladiator

Posted in Creative outlet, Gallery, Player Gallery!, Tech Commander on September 9th, 2009 by Captain Arrg – 1 Comment

For being the highest ranked player at Origins in the TechCommander Beta games, Ken Head of Ohio, AKA COWMAN, recieved a early build gladiator MSV, which he has custom painted!, here are a few pics. Nice work Cowman!

 

cowmanmsv1

cowmanmsv2

cowmanmsv3

Xebec rules!

Posted in Event details and info on September 8th, 2009 by Captain Arrg – Be the first to comment

All of these rules are copyright 2009, Brian Carnes, with permission to print for personal gaming use only!

On to the rules!
A Xebec is a special type of warship used in the Mediterranean. It was used predominantly by the Moors, Barbary Coast Pirates and other Arab or North African groups as well as the Spanish and French navies. The Royal navy also used them in the Mediterranean, as did other navies on occasion of capturing one.
The design seems derived from the galleys of old, albeit with less oars due to the addition of cannon, and much improved sailing qualities.  The Barbary pirates and other Arabic nations used galleys and were a menace to European shipping, but if the merchants were escorted by a warship, the broadsides could eliminate the oar-driven vessels quickly. The merchants could flee under sail and leave the pirates with no prizes.

In order to be able to run away or even stand up to a fight, galleys needed to be upgraded. The result was a sailing ship with the capacity to carry guns. Rowers were removed to fit the cannons, and the hull was widened to achieve greater stability for the added weight.

            The foremast of the xebec was traditionally raked (bent) forward while the main was straight. There were no topmasts. The immense lateen yards were actually two spars lashed together wish rope at the thicker ends to form one. The hull had considerable overhang at the bow and stern. The bow generally was shaped into a ram, perhaps a throwback to its galley lineage. The bow had a boom instead of a traditional multi-piece bowsprit.

             Xebecs were very fast sailors in almost any heading to the wind including close hauled or tacking.  The sails could be replaced with different sized sails depending on the circumstance, and the rig was designed for easy conversion.  The downside was that the rig was designed for light winds common to the Mediterranean, and thus not very good in high seas. Also changing tacks was a manpower issue as the boom had to be switched to the other side of the mast.

Many of the features of a xebec are also found on its smaller cousin, the Felucca, and the Polacre, basically a xebec with one or two of its masts square rigged.

XEBEC –CHEBEC – POLACRE – FELUCCA RULES

Vessel types are highlighted in bold for ease of determining what class each rule effects.

Xebecs and Feluccas have a larger then average sail crew –usually double that of a traditional vessel at least. The sail crew must be divisible by two. The sail crew is located on deck for damage taking purposes. There is no aloft crew. They also may not use extra sail.

No guns outside of rail swivels may be mounted on the quarterdeck or poopdeck on Xebecs, Feluccas, or Polacres.

Xebecs, Feluccas, or Polacres may move six inches under sweeps with the sail crew, and twelve inches with double sail crew.

Xebecs may ram without taking any damage except for the loss of the bowsprit.

Xebecs and Feluccas must treat a spar loss as a mast loss until a repair crew of ten replaces the spar (10 crew actions, 1 full turn after loss).  The ship may not be sailing while replacing the spar (but may be rowed).

Xebecs and Feluccas must roll a D20 after sailing a plot in high wind. On a roll of one the Xebec loses a mast. This is a critical, and may be saved with standard rules

Xebecs and Feluccas may be rigged right or left to start the game. This adds two inches to every facing on the side rigged. To change the rig direction the ship may not be sailing, (but may be rowed), and requires the sail crew number of crew actions and one full turn to implement.

Xebec coming!

Posted in Event details and info on September 8th, 2009 by Captain Arrg – Be the first to comment

Some pictures of the first casting of this ship, minus guns.  This ship comes with the deck details pre cast in, so assembly should be a bit faster! coming soon!

Feel free to contact the Soldiery if you would to be added to a preorder list!

devxebec1devxebec2devxebec

Valkyrie Pewter, Website up!

Posted in Event details and info on September 8th, 2009 by Captain Arrg – Be the first to comment

Finally got our first Valkyrie Pewter website up, See www.valkyriepewter.com

A few pics of the booth ( a tent this year)

crew

booth

vista

swordinstone

 

More pics and slightly larger ones can be found at the Valkyrie Pewter website!

TechCommander BETA – Deathmatch Rules

Posted in Event details and info on September 3rd, 2009 by Captain Arrg – Be the first to comment

All rules Copyright 2009 Brian Carnes

 
Welcome to the fast play world of TechCommander Death matching!  This game plays similar to an action video game and includes re spawning and other rules to keep you in the action.
 
You will be first asked for a call sign, You may use anything that is not vulgar or explicit or otherwise offensive. Do not try to put your call sign into a sentence, or say you don’t know . . .  The GM may assign you a call sign randomly based on what you said.
 
Now that you have a call sign, take a couple of minutes to look at the various units.   To start off with you have a budget of 4, meaning you may take any MSV up to AC4, or a ECBS squad of up to 4 members.   Once you get your first kill, you may hand in your kill chip to up your budget to 5, and then to 6 with a second kill chip.  Once you upgrade to 6 your kill chips will be returned to you.
 
The first thing you will do is roll for a spawn point. At which point, you choose what to spawn as, then spawn at that point. If you tie with another player, you will re roll as directed by the GM until each player has a spawn point.
 
You get two actions per turn, This game is fast and furious, and you are playing for POINTS, so deaths don’t matter. Go for the big kills. Points win the game, kills only matter as a tiebreaker.
 
Every time you get a kill you will get a red kill chip, as well as point chips for what you killed, the person who is killed will receive a black chip for dieing
 
1 point for a AC1 unit
2 points for a AC2 unit
3 points for a AC3 unit
4 points for a AC4 unit
5 points for a AC5 unit
6 points for a AC6 unit
 
10 points for a skull’
10 points for spoiling a smack talk wager
10 points for getting a kill before dieing with a smack talk wager chip
 
Skulls are randomly placed by the GM. They may only be claimed by AC1 units. They may have positive or negative effects on you as a player. regardless, you receive 10 points for claiming the skull
 
Smack talk wagers are available once you have your first kill. They can be claimed upon re spawning only.  Ask the GM and you will be handed a silver chip to place by your unit.  If you can make a kill before dying while holding the token, you gain 10 points in addition to the kill. If  a player kills you first, they get 10 points in addition to the kill.
 
When you die you will roll for spawn point and select a new unit or squad to command. You will then be deployed at the start of the next turn.
 
The game is played until the GM is out of either kill or death tokens at which point the game immediately ends.
 
The highest point player wins. in case of a tie, the tiebreaker is number of kills.  At game end, turn in your chips and the leader board will be updated