Sunday, December 24, 2023

Alternate Combat: One Foot Squares

I've been doing some thinking about how to square realism and playability without breaking the game too badly, partly inspired by Bret Devereaux's recent post on ancient and medieval heavy infantry spacing, partly by this gallery of HEMA fighters in 5-foot squares, and partly by some of my frustrations with both oldschool and 3.x positioning and their implications in different-size rooms. The post title gives away the short version of the answer - one foot squares, with man-size characters occupying a depth of two feet and a width of two or three feet (depending on armament). 

From there, weapon reach becomes important - the front lines are no longer necessarily immediately adjacent, since a spear is going to let a combatant reach 6 squares beyond the space they're occupying. On the other hand, it might not let them effectively attack someone immediately adjacent, making daggers advantageous in wrestling range. The issue then is that the spearman wants to keep the dagger wielder at bay, while the dagger wielder wants to close through the spearman's effective range. The obvious solution here is to borrow attacks of opportunity from 3.x - the spearman gets to make an attack as the dagger wielder tries to pass through their range, and on a successful attack, they not only do damage but also prevent the dagger wielder from closing. Adding the option for the swordsman to retreat would also make the system somewhat more realistic, while giving a major advantage to longer weapon. So far so good, at least if we're looking at a duel on a fencing strip.

Saturday, November 3, 2018

PMIM Rules Version 3

Main Rules

Game Structure

Plastic Mechs and Iron Men is divided into three main phases of play: army selection, unit placement, and battle. First, in army selection, forces are selected according to the rules in the scenario, by both players simultaneously. Unit placement occurs second, with rules varying according to the scenario. Finally, in the battle phase, players alternate unit activations.

The Structure of the Battle Phase

In the battle phase, gameplay consists of rounds, in which players alternate activating their units until all units have been activated. If it is a player’s activation, but all their units have been activated, they do not make any actions that turn, and play proceeds to the next player with units available to activate. When all units have been activated, the round ends and unit activations are cleared.

Activations

A non-mech unit may move once and attack once during its activation, in either order. A Warmech may move once and attack up to twice during its activation, in any order. A Warmech may not attack with the same weapon more than once in an activation.

Movement

A unit may move a number of hexes up to its MOV. Some scenarios include impassable terrain, which may not be moved over.

Attacking

When a unit attacks, its player selects one of the attacking units weapons and an enemy unit no more hexes away than the RNG of the weapon the attacker is using. Then, the player makes a single attack roll of 2d6 + the weapon’s ACC, and if the roll is equal to or greater than the target’s DEF, deals damage equal to the weapon’s STR minus the defenders ARM, times the weapon’s REP. If the target is a non-mech unit, this damage is subtracted from the target’s current HP. If a unit’s current HP is ever reduced to 0, that unit is destroyed.

If attacking a Warmech, the damage is dealt to one of its hit locations. The location damaged by an attack is determined randomly, according to the type of the warmech. If a hit location is destroyed, the Warmech may not use any weapon mounted in that location. If an attack would hit a destroyed part of a Warmech, the hit location is rerolled. See the Warmech section below for further details about hit locations and their effects when destroyed.

Unit Design

Basic units (non-mechs) are composed of two parts: a chassis, representing the movement and defenses of the vehicle or infantry, and a weapon, representing the primary weapon of the unit. Basic units take one weapon of TON equal to their SPT.

Chassis Statline: HP, MOV, DEF, ARM, SPT, PTS

  • HP is hit points, the amount of damage a unit can take before being destroyed
  • MOV is movement, the distance in hexes a unit can move in a turn
  • DEF is defence, the difficulty of hititng the unit
  • ARM is armor, protection against damage
  • SPT is spare tonnage, used to mount weapons
  • PTS is the points cost for the unit, including weapons.

Weapon Statline: RNG, ACC, RPT, STR, TON

  • RNG is range, the maximum distance a weapon can hit at
  • ACC is accuracy, a bonus to attack rolls
  • RPT is repetitions, the number of shots per hit
  • STR is strength, the amount of damage per shot
  • TON is tonnage, the spare tonnage taken up by the weapon
Chassis
Chassis HP MOV DEF ARM SPT PTS
Infantry 4 1 8 0 5* 2
ODA 4 1 8 1 5* 3
Beetle 2 3 8 1 5 3
GEV 2 4 8 1 10 4
Mammoth 3 2 7 2 10 4
Tyrant 5 2 7 2 15 6
Nebula 3 4 7 2 10 6

* Infantry and Orbital Drop Armor units use 5-ton weapons with a -1 penalty to RNG.

Weapons
Weapon RNG ACC RPT DAM TON
Sabot cannon 4 0 1 4 10
L. Plasma Cannon 2 0 1 3 5
M. Plasma Cannon 2 0 1 5 10
H. Plasma Cannon 2 0 1 6 15
Minigrenades 3 0 2 3 10
L. Autocannon 4 1 1 2 5
M. Autocannon 4 1 3 2 10
H. Autocannon 4 1 3 3 15
L. Laser 5 2 3 1 5
M. Laser 5 2 2 2 10
H. Laser 6 2 2 2 15
L. Particle Cannon 5 1 1 3 10
H. Particle Cannon 5 1 1 4 15
Gauss Gun 6 1 1 5 20

Warmechs

Warmech Statline: TONS, SPT, MOV, DEF, ARM, HP stats, PTS

  • TONS is the total tonnage of the Warmech
  • SPT is spare tonnage, used to mount weapons
  • MOV is movement, the distance in hexes a unit can move in a turn
  • DEF is defence, the difficulty of hititng the unit
  • ARM is armor, protection against damage
  • HARM is arm HP, the amount of damage each of the Warmech’s arms can take
  • HLEG is leg HP, the amount of damage each of the Warmech’s legs can take
  • HTOR is side torso HP, the amount of damage each of the Warmech’s side torsos can take
  • HCEN is center torso HP, the amount of damage the Warmech’s center torso can take.
  • PTS is the points cost for the Warmech, including weapons

Warmechs may not have all four of HARM, HLEG, HTOR and HCEN. See the following sections for details about specific categories of Warmech

Humanoid Warmechs

Humanoid Warmechs have left and right arms, left and right legs, and left and right torso segments. If both torso segments are destroyed, the Warmech is destroyed. If both legs are destroyed, the Warmech is immobilized. Note that if both arms are destroyed, the Warmech is not destroyed, but is merely unable to attack.

The humanoid Warmechs detailed below must take two weapons with total tonnage equal to their SPT, mounting one on each arm.

Warmech TONS SPT MOV DEF ARM HARM HLEG HTOR PTS
Heavy 100-120
Paladin 120 30 2 7 2 4 4 4 18
Mjolnir 110 35 2 7 2 3 3 4 18
Lancelot 100 30 2 7 2 3 3 4 15
Medium 55-95
Jaeger 95 30 2 7 2 2 3 4 14
Avenger 90 25 2 7 2 2 3 4 12
Timber Wolf 80 30 2 7 2 2 3 3 12
Leopard 70 20 3 7 2 2 2 2 12
Vinge 60 20 2 7 2 2 2 2 10
Light 35-50
Basset 50 15 3 8 1 3 3 3 8
Ultralight 20-30
Ripper 30 10 4 8 1 2 2 3 7

Humanoid Warmech Hit Location Chart

Roll Location
1 Left Arm
2 Right Arm
3 Left Leg
4 Right Leg
5 Left Torso
6 Right Torso
Avian Warmechs

Avian Warmechs have left, right, and center torso segments and left and right legs. An avian Warmech is destroyed if its center torso is destroyed. As with humanoid Warmechs, if both legs are destroyed, the Warmech is immobilized.

The avian Warmechs detailed below must take one weapon with tonnage equal to their SPT, mounting it in their center torso.

Warmech TONS SPT MOV DEF ARM WTOR WLEG WCEN PTS
Drake 60 20 2 7 2 2 2 4 10
Rattler 50 15 1 7 1 3 3 6 8
Corvus 40 10 3 8 1 2 3 6 7
Shrew 20 5 4 8 1 2 2 4 6

Avian Warmech Hit Location Chart

Roll Location
1 Left Leg
2 Right Leg
3 Left Torso
4 Right Torso
5 Center Torso
6 Center Torso
Saurian Warmechs

Saurian Warmechs have left and right arms, a center torso, and left and right legs. A Suarian Warmech is destroyed if its center torso is destroyed. As with Humanoid Warmechs, if both legs are destroyed, the warmech is immobilized.

The Saurian Warmechs detailed below must take three weapons with total tonnage equal to their SPT, mounting one in each arm and one in the center torso.

Warmech TONS SPT MOV DEF ARM HARM HLEG HCEN PTS
Grumbler 120 40 2 6 2 3 3 8 18
Grenadier 85 30 2 7 2 2 3 6 12
Terrier 45 15 3 8 1 2 2 4 8

Saurian Warmech Hit Location Chart

Roll Location
1 Left Arm
2 Right Arm
3 Left Leg
4 Right Leg
5 Center Torso
6 Center Torso

Scenarios

Scenario: Take and Hold

Sides: two, symmetric.
Points: 72 per side.
Warmechs: 2 per side.
Map: 20x14 hexes, short grain.
Deployment: Each player deploys along a long edge of the map. Infantry deploy within four hexes of the edge, vehicles and Warmechs within two hexes of the edge.
Objectives: Six objective hexes are located along the center line of the map, with a 1-hex radius capture zone around them. At the end of each round, if one players has more units adjacent to an objective, that player gains one Victory Point. The first player to end a turn with more than 10 Victory Points while having more Victory Points than their opponent wins.

Thursday, August 30, 2018

PMIM: A Visit to the Archive

The Archive, E. Eridani II, 26 May 2430

“Provost, I am grateful for the offer of a message of Lost Earth, but a man of the worlds such as I must take practical matters into account.”

“Of course, Margrave . We scholasts understand that not all can be as devoted to knowledge as ourselves. The message contains, as well as its historical content, a previously unknown tread design for the Hippo amphibious tractor.”

“Tractor?”

“A vehicle used for pulling farming machinery in the Seeding era.”

“The very idea! Using vehicles for something a donkey could do.”

“In the days of our forefathers, when Earth was not yet lost, they had the wealth for such marvels. In these times, the Hippo is most notable for having interchangeable parts with the Mammoth GST.”

“And so these treads will work on Mammoths?”

“Precisely, my lord.”

“And what benefits would they provide?”

“The message indicates superior performance in muddy ground, but, of course, we at the Archive have no Mammoths to test this with.”

“Very well. I have asked my seneschal to send a tithe of wheat from my estate on New New York. It will arrive within the week.”

“Many thanks, your lordship.”

Tech Havens

Some research stations and other minor colonies retained advanced technology despite the damage done by the Revanchment Wars. Generally, these are on inhospitable worlds, with limited manufacturing capabilities and small populations. In many cases, only sealed environments are habitable, and without external support, the population is severely limited. Some tech havens posess technologies that are not replicable elsewhere.

Notable Tech Havens

  • The Archive at Eridani is located on the surface of Sirius II, a barren husk of a world blasted by its enormous sun. The inhabitants live in a library-city dug into the crust, which holds the last recordings sent from Earth. Many of the transmissions are encrypted, intended for the Earth-bound factions’ colony ships. The Archivists are willing to sell redacted copies of messages, some of which include details about technologies that are otherwise lost, but refuse to divulge any information about the intended recipients or the originating factions.
  • New Sumer is a tidally locked world, one side in constant day and the other in eternal night. The majority of the population lives in the twilight zone, eking out a subsistence existence by growing a variety of grain crops. Two tech havens exist on New Sumer, one at each pole. The Day City performs a variety of high-energy manufacturing, including aluminum refinement. The Night City is officially a monastic retreat, but is noted as a source of military and political advisors for the nobles of the Fioran Confederacy, and as a convenient destination for their inconvenient relations. By decree of the Fioran Council, no residents of the polar cities are permitted to operate free-moving vehicles - all movement of heavy goods within the polar cities is done by train, while external transit must be done by non-residents.
  • Hermes 7 is a space station near the Alpha Centauri warp point. The station maintains a small clean room and integrated circuit fabrication facility, and as a result has a disproportionate influence for its small size.. Weapons are forbidden in the main wheel of the station, and the exits from the docking wheel are heavily guarded by mercenary troops from Nieu Friesland.

Tuesday, August 28, 2018

Seven Swords for Seven Kings: The Green Knight

Seven Swords for Seven Kings is a dungeoncrawly Zelda-inspired campaign I'm beginning to build, using 3.x based mechanics with a custom set of classes. The first of these, the Green Knight, is presented below.

The Green Knight

HP: 1d10
BAB: Good
Saves: Fort Good, Ref Poor, Will Poor
Skill Points: 4+Int
Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy armor, and shields.
Class Skills: urgh

Level Basic Stances Known Intermediate Stances Known Advanced Stances Known Special
1 2 Stances, Speak with Animals
2 2 Fleet of Foot
3 3 Woodland Stride
4 3 2 Warrior’s Stance
5 3 2 Immovable Object
6 4 3 Reactive Stance
7 4 3 2 Master’s Stance
8 4 4 2 Mettle
9 4 4 3
10 4 4 3 Grandmaster’s Stance

Stances: As a swift action, the Green Knight may assume a stance he knows. At most one stance may be active at a time; when the Green Knight activates a new stance, the prior stance is deactivated. The Green Knight may leave their stance as a free action. The Green Knight begins play knowing two stances from the Basic Stances list, and gains additional stances according to the chart above. In addition, whenever the Green Knight levels up, they may replace one stance they know with another of the same category.

Speak with Animals: 3/day, as the spell

Fleet of Foot: At level 2, the Green Knight may take a five-foot step as a swift action, in addition to the usual five-foot step.

Immovable Object: Starting at level 5, if the Green Knight needs to make a Reflex or Will save and has not moved since the start of their most recent turn, they may instead make a Fortitude save.

Warrior’s Stance: A 4th level Green Knight may assume the Warrior’s Stance. When this stance becomes active, the Green Knight selects two Basic Stances they know. While Warrior’s Stance remains active, the Green Knight gains the benefits of both stances they selected.

Reactive Stance: The Green Knight may assume a stance he knows as an immediate action.

Master’s Stance: A 7th level Green Knight may assume the Master’s Stance. When this stance becomes active, the Green Knight selects one Basic Stance and one Intermediate Stance they know. While Master’s Stance remains active, the Green Knight gains the benefits of both stances they selected.

Grandmaster’s Stance: A 10th level Green Knight may assume the Grandmaster’s Stance. When the Grandmaster’s Stance becomes active, the Green Knight may select two stances they know, at most one of which may be Advanced. While the stance remains active, the Green Knight gains the benefits of both stances.

Basic Stances
  • Adder’s Strike: While this stance is active, 5-foot steps provoke attacks of opportunity from the Green Knight.
  • Leopard’s Quickness: While this stance is active, the Green Knight may make a number of attacks of opportunity per round equal to his level plus one.
  • Shelter of the Oak: While this stance is active, any allies within 10 feet of the Green Knight gain a +4 bonus to AC.
  • Eagle’s Eye: While this stance is active, the Green Knight makes ranged attacks as though the range increment of his weapon were doubled.
  • Carpet of Vines: While this stance is active, enemies of the Green Knight move at half speed while within 15 feet of the Green Knight
  • Bear Arms: While this stance is active, the Green Knight’s reach is increased by 5 feet.
Intermediate Stances
  • Nature’s Guardian: While this stance is active, melee attacks against the Green Knight’s allies provoke attacks of opportunity from the Green Knight.
  • Maze of Thorns: At the start of each round in which this stance is active, each enemy within 10’ of the Green Knight takes 1d6 piercing damage for every two levels the Green Knight has, rounded down. Reflex save DC 10 + Con + 1/2 level for half damage
  • Bramble Ring: While this stance is active, enemies of the Green Knight within 15 feet of the Green Knight act as though they are on difficult terrain.
  • Blessings of the Wild: While this stance is active, the Green Knight gains Fast Healing equal to their level.
  • Avalanche Strike: While this stance is active, when the Green Knight makes a full attack, they may make an additional attack at their highest base attack bonus.
  • Vortex Wall: While this stance is active, a vertical wall of wind is projected from the Green Knight, reaching 20 feet into the air and 45 feet in total length. Effects as wind wall, but the wall must be straight and centered on the Green Knight.
Advanced Stances
  • Grasping Roots: While this stance is active, whenever an enemy of the Green Knight is within 20 feet of the Green Knight, they must make a Reflex save once per round or become entangled. Enemies that succeed move at half speed. While Grasping Roots remains active, entangled enemies cannot move. If they spend a standard action and succeed on a strength check (DC 15 + 1/2 the Green Knight’s level), they are disentangled and can move at half speed for the remainder of the round.
  • Eye of the Storm: The Green Knight projects windstorm-force winds with a radius of 40 feet. They are not affected by any winds while Eye of the Storm is active.
  • Air Walk: While this stance is active, the Green Knight may move through the air at his normal speed. As the Druid spell.
  • Nature’s Wrath: Enemies with 30 feet of the Green Knight take 1d6 damage for every two levels the Green Knight has, rounded down. Reflex save 10 + Con + 1/2 level for half damage.

Wednesday, August 8, 2018

Masterpiece

Landedam, Dortheim, 15 May SY 2428

While a young apprentice worked the bellows, Albrecht’s tongs held the final tread segment in the furnace. Satisfied that the metal was hot enough, he withdrew it and lay it back on the great anvil of the workshop. A fellow journeyman took up a hammer and began striking while Albrecht used the tongs to reposition the work under the hammer. As the metal cooled, Albrecht took a ruler and magnifier and checked his work; for the tread to be accepted as a masterpiece by the Treadwright’s Guild, each piece needed to meet the millimeter tolerances of the original Galactic Standard Template, rather than merely fitting together as a whole. Finding the piece slightly out of tolerance, he plunged the work back into the furnace; another round of heating and hammering should finish the job.

Setting: The Mammoth and the Galactic Standard Template

A main battle tank originally of Seeding-era design, the Mammoth is meant to run on anything that burns and fire anything that explodes. Aboard the resource-rich mining cities of Jotunheim, Mammoths are powered by jet fuel and fire discarding-sabot tungsten projectiles using the latest explosives. When operated by the tanker-barons of the Spinward Reach, the Mammoth’s turbine generator is run on refined vegetable oils or even distilled alcohol, and black powder launches round lead shot from the same smooth bore cannon.

The engineers of the Seeding era designed a range of vehicles, appliances, and heavy equipment that could be produced, operated, and maintained with the contents of a 200-ton standard colony module. Further, a computerized Galactic Standard Template system could automatically modify the designs to account for local variance in available resources, handling alloy variations and even using different metals entirely. GST military vehicles are designed with interchangeable weapons, although in the Plasteel Age, manufacturing precision has fallen to the point where weapon replacements require months of work by expert mechanics and engineers. As such, tanks based on the Mammoth design can be found mounting every 10-ton weapon, from lasers to plasma cannons.

By 2430, no full GST systems are still in operation in the Core Kingdoms, as a result of sabotage and destruction in warfare. Some blueprints are common, however, and are frquently copied, traded and sold. Some Tech Havens are rumored to possess GST systems with fragmentary databases, and the enclaves of the Outer Black are often built around a partially operational GST, though they typically lack the resources and fabrication capacity to take full advantage of it. The discovery of a new GST design is a cause for celebration and conflict. More than one war has been launched by a power-hungry noble in possession of a newly recovered GST blueprint, trying to seize the advantage before the new design can be replicated.

Tuesday, August 7, 2018

PMIM Playtest matches 1 and 2

Had a friend (Richard, who did the monte carlo simulations previously) over to do a playtest of PMIM. We played two games, using the Take and Hold scenario presented earlier. I took a balanced force: a Timber Wolf and a Vinge, two Tyrants, two Mammoths, three GEVs, three units of infantry, two Beetles, and two units of ODA, with a mix of anti-tank, anti-light, and anti-infantry weapons.

The first game, he went with a heavy composition: a Timber Wolf, a Vinge, seven Tyrants, and two Mammoths, armed with a mix of heavy autocannons and particle beams. That heavy composition had a pretty clear edge over my balanced composition when it comes to combat, but I won by victory points - GEVs can jump from their starting position to the capture zone in the first round, and that, combined with more units to seize points in the midgame, gave me enough of an edge to hit 10VP before my forces were quite wiped out. One major factor in this game was the fact that not all of my units could actually damage any of his units; my infantry had lasers and the Beetles were armed with LAC, with STR 1 and 2 respectively.

The second game, he took a Mjolnir with a gauss and a heavy particle beam and a Paladin with a heavy particle beam and a heavy autocannon as his Warmechs, filling the rest of his ponts with infantry and ODA units, armed with a mix of light autocannons and light plasmas. His first shot on my Timber Wolf took its left arm with the Gauss Gun out, and it was all downhill from there - I didn’t have much in the way of long-range anti-tank that could push for his Warmechs, so he was able to pick most of my vehicles apart before I could get in to hit his mechs, and he outnumbered me with infantry by a fair bit. I’m not sure how the game would have gone otherwise, or if dual 15-ton guns on my Timber Wolf would have made it easier to cope with an early weapon loss.

Overall, balance seemed pretty good, although that was partly down to the scenario rules disadvantaging the low number of units in the tank-heavy composition.

Timber Wolves might be undercosted, but I’d need to look at some alternate 12-point mechs to really decide that (and mech costs don’t have much to do with the costs of other units - the Timber Wolf is probably stronger than a pair of Tyrants, especially since it can take the Gauss Gun).

Light Lasers seem a little weak, but it’s hard to see what to do to buff them without stepping on something else’s toes; 4REP would be an instagib on infantry, a range increase would be put them at a longer range than anything else, and a damage increase would make them stronger than the LAC.

The Mjolnir seemed to be more effective than the Paladin, though that might just be because the Paladin didn’t bring its HAC into play consistently. I’m inclined to think that the Mjolnir should be an 18-point unit, since the heavy particle and Gauss gun combination was extremely effective.

I’m considering adding a requirement to take some light units in certain scenarios. Take and Hold nerfs the all-Tyrants strategy by making unit count matter for victory points, but all-Mammoths would create the same issues for an army that takes some STR 1 or 2 weapons, while putting a few more tanks on the table. I’m not sure how that would have affected the game; Richard would have had to make some tradeoffs, but APDS might have worked as well as the HPB and HAC lineup did, once you account for the 50% more shots being fired.

We noticed that I hadn’t revised the Heavy Mech defense values in the last rules update. That was a mistake on my part, but I’m not sure I shouldn’t just leave them at 6 DEF to keep them killable.

Richard also convinced me to rename Particle Cannons to Particle Beams. That means there’s a unique acronym for every weapon without needing to get creative.

I should be posting a revised ruleset in the next couple days; I’m hoping to get some of the bullet points I had in the first rules post turned into prose.

Thursday, August 2, 2018

Giver of Rings

Giver of Rings

Smoke from the great fire filled the plasteel rafters of the feast hall. As the skald finished the saga of Sven Bear-burner’s settlement of Delta Ursae Minoris II, Oli Redbeard stepped forth to lead the next part of the celebration.

“A toast! To our hero, the slayer of giants! To the master of this hall, the ring-giver! To Egil Svenson!”

Mead sloshed as the gathered warriors raised their glasses. “Egil!”

The honoree sat at the end of the hall, surrounded by the spoils of battle: gold and gems, of course, but far more precious to the Ursans was the aluminum and copper captured from an ore hauler as it returned to its base.

“Pietr, come forth.” called Egil.

A black-haired giant of a man, clad in furs, stood and walked toward the throne, limping slightly from an injured leg.

“For our rock, my berserker, twenty kilos of alum and the duke’s knife.”

Pietr knelt to receive the knife. “Many thanks, ring-giver.”

As he returned to his seat, Egil called for another warrior, giving him a kilo of copper and a gold ring. The celebration would go on far into the night, and in the morning, the men would take the spoils of battle to the settlement’s autofab, where the precious copper and aluminum could be worked into the marvels of their forefather’s time, the Second Age of Exploration.

Chronology

  • The First Colonies: Mankind reaches the stars using slower-than-light travel and cryosleep.
  • The Seeding: humanity invents the warp gate, and launches them to the stars in robotic ships
  • The Lost Centuries: Earth is destroyed in nuclear war. Some escape by slow boat or warp gate, but no clear picture of the events ever emerges.
  • The Joining: The colonies reconnect as warp gates arrive. A golden age of science, an age of mourning for the lost Earth.
  • The Second Age of Exploration: The pre-Seeding colonies launch colonies of their own on freshly seeded worlds.
  • The Stagnation: The limits of the Seeding’s original warp gate network are reached. Competition for the limited space of colony worlds leads to war. The Warmech is developed as a military variant of civilian loader frames.
  • The Collapse: Wars result in the destruction of many of the warp gates. Trade and diplomacy collapse as a result. The interstellar empires of the first colonies collapse. The rump states become the Core Kingdoms. Many technologies are lost, as their manufacture requires resources that are no longer readily available through interstellar travel.
  • The Reconnection: An FTL drive that can arrive at the wreckage of a gate is developed by the Fioran Confederation. Rebels sieze a jumpship, reverse engineer the drive, and broadcast the plans to every world they can reach.
  • The Wars of Revanchment: The Core Kingdoms go to war to reclaim their former territories. Although some technologies are reinvented, many are permanently lost, and the destruction of most autofabs means computers are no longer easily replaceable. The end of the Silicon Age.
  • The Plasteel Age: the present day, everything is barely maintained, factories exist in some places but the tools to build them no longer do. Remaining pieces of high technology are now the basis of government throughout the settled worlds.