The problem with LMGs in Bolt Action

VeronicaFoster-RonnieBrenGunGirl-smokeI really enjoy Bolt Action. While it’s not a WW2 simulation it certainly is a fun skirmish game. As it’s been out a while, sure enough errata has slowly crept into it. However the lead designer, Alessio Cavatore, has a philosophy of trying to minimize errata. He really believes in saving it for rules that are unclear, as opposed to trying to fix problems in the game.

One thing that has stood out for a long time is the LMG. Being a tournament game, based on building forces with points, inevitably you are going to get people trying to get the most competitive army possible. As such, LMGs consistently never seemed to make the cut. As a team weapon at +20 points, it appears people just couldn’t justify the points for getting them.

There are some slight advantages with LMGs. Most notably is the range. At 30″ they can really reach out and touch someone. You can get pins put on a unit well before they can return fire. Even with penalties for firing on the move, long range, and having a target in light cover, with 6s you are rolling enough dice to get roughly a 50/50 chance to throw on a pin.

I’m convinced LMGs were viewed in the light of max squads. They are the only way to add some firepower to a full unit. Given LMGs are team weapons, having 2 extra dice would be roughly equivalent to having 2 more rifles in a squad. From that perspective, paying +20 points for a LMG works out. The 2 extra dice being similar to spending another 20 points to add two more men.

This falls apart though when you aren’t looking at max squads. A regular 5 man squad with a LMG compared to spending an equivalent 70 points for 7 riflemen, you actually throw out less dice. Due to the team weapon rule, you only get 6 fire dice. Ignoring that 7 man squads can take more casualties and pitch more dice into an assault, you still come out on top with fire dice compared to buying a LMG with the same points.

The cost for LMGs are broken. Sadly, it’s not something that will be addressed either (or at least until Bolt Action 2). But for a competitive tournament scene, it’s odd that LMGs are not encouraged more to be included in a force list. This also smacks right in the face of historical composition of infantry squads. LMGs were pretty much standard armament to compliment infantry. So a couple of ideas to consider…

Drop the team weapon – I did this for my BA sci-fi conversion. With no loader needed, you are at least matching the number of dice that a 7 man rifle squad is rolling. So that 5 man squad with a LMG generates the same amount of fire dice for the same amount of points.

Lower the cost of LMGs – The other answer is lowering the points. One suggestion is paying only 5 points. At first this seems too cheap. However if you take into consideration the team weapon rule, you are only generating 1 more die for shooting when comparing a LMG to 2 riflemen. Looking at this, +5 points for LMGs match very well against troops armed with BARs or assault rifles which generate a similar number of extra fire dice.

Of the two I am leaning towards dropping the team weapon rule. Maybe only have a penalty if it’s the last person in a squad. The only reason I am leaning this way is I like keeping points for models roughly similar. That way if in the incredibly unusual situation I actually hit up a tournament sometime, I am not scrambling to adjust my points. This is the only reason however. Looking over the numbers, keeping it a team weapon and lowering the cost to +5 points is actually a better solution.

I’ll put money on the point cost of LMGs being addressed in an updated rulebook. Till then I guess I’ll have to tinker with them to make them more cost efficient.

2015 gaming (and some blogging) resolutions

Another year has rolled around. Looking back I dabble in a lot of different gaming topics. I’m sort of all over the place. Unfortunately it does leave of a lot of unfinished projects lying around. Especially with my miniature wargaming, I’ve probably bitten off more than I can chew. So I’m hoping this year to get some more focus with my hobby.

Get Pacific terrain done – Working with 20mm WW2 stuff, I really want to get more Pacific-themed terrain finished. I made a decent stab at western European buildings and such, but my Pacific terrain is lacking. Having some buildings and jungle terrain is something I’ve wanted to do for a long time but have never gotten around to. I need to rectify that.

Paint at least 80% of what I own – This isn’t monumental but it’s a heavy load to lift. I’ve accumulated a lot of different armies over the past few years and I really want to get them painted. I still have a 15 mm sci-fi platoon to paint up, along with a bunch of bugs, APCs, and a few tanks. Getting those done would be nice.

I have made a ton of progress with my Bolt Action stuff. I’ve got Germans, British, Japanese, and Pacific US Army platoons painted all in 20 mm. I’ve got a British paratroop platoon to work on. Along with some more armor kits to paint up. The big task will be to get my 28mm Russians painted. Not sure how much of a dent I can make into those ruskies at the end of the year, but I want to try.

I’ve also got a Relthoza Firestorm Armada fleet to work on, not to mention my SAGA Viking and Saxon warbands, and a Flames of War Russian infantry division to finish. The latter is really on my back (back, back) burner as I haven’t played FoW in years. I might look into an alternative ruleset to FoW so I can kickstart my desire to get back into WW2 15mm

Find skirmish sci-fi rules I like… – Over the years I’ve picked up several rules for sci-fi wargames, including making some alternatives to existing rules. There are quality rules out there but nothing that I quite like. I was gung ho to jump into Beyond the Gates of Antares however there are some aspects to the rules that I find clunky. Still on the prowl for something I would enjoy more.

…or write some of sci-fi rules of my own. – A few thoughts on a rule set have been rolling around my head though. I’d like a platoon skirmish system that doesn’t require a ton of bookkeeping and charts. Maybe a bit of rules for some armor. I really want to dabble in a fog of war system too. What I want is a little specific to what’s out there, so I’m considering working on a set of rules of my own making.

Buy RPGs I’ll play – I’ve adopted this already in 2014 and will be sticking to it. Over the years I bought a lot of books. I ended up dumping most and decided from now on to get books for games I plan on playing. Savage Worlds will likely be on that list for some setting specific books. I’m on the fence for D&D though. No clue if I will be running a game any time soon. I’ve got the starter set and will probably get the PDFs bound, but don’t see me buying the core books unless I can get a game going. Unfortunately, my group is pretty keen on other RPGs so not sure if 5E is in the cards for me.

Get more board game reviews done – I have a decent collection of board games. I really want to get a good chunk of my games reviewed. Very slowly I’ve been building a base of reviews and linking them to the Board Game Geek site. I enjoy making a contribution to that community. I might have to dabble in some tabletop wargame reviews also.

Compile my Expeditions of Amazing Adventure posts – There is an entire campaign setting there. Throw them together with a map. Flesh out some details on locations. Add a few more locations of interest. Yeah, there is something I could do with that for a fantasy setting. I want to get that done, along with adding a few more locales.

Revisit ASTRO Colony – A long while back I worked on a classroom social studies exercise, where students were different factions of a space colony, all trying to be the lead party in an election so they could gain resources and goals specific for their faction. They had to work with other faction groups to gain a simple majority by vote. It was an exercise to illustrate the how unyielding positions on certain platforms, and still being able to compromise, is a difficult issue for political parties. Especially if their own goals go against the immediate needs of the general public.

At it’s core, I’m happy with how ASTRO colony worked out. However I really need to clean the document up more. The presentation of the material is also unwieldy. I want to get an updated version of that done.

So that’s about it. It’s a pretty long list of goals. Hee. It’ll be interesting how many of these resolutions I can keep for the upcoming year. I sincerely hope folks have a wonderful New Year, and get a lot of gaming in with family and friends over 2015.

2014 state of blog address

Abraham_Lincoln_2nd_Inaugural_AddressEarlier this year marked a big milestone hitting 300 posts. Since then another year has passed by and I looked over my blog stats to get a feel for how 2014 went. When I first started blogging I was really focused on 4E D&D and doing a lot of posts related to running my games. That petered out some as I began to post my other gaming interests, including miniature wargames and board games. So looking over the traffic for 2014, I’ve come to some conclusions…

RPG posts are popular – No surprise here but RPG posts are the ones that get the most traffic. As I’ve waned some on posting RPG-centric posts, a decline in traffic has been noticed too. My wargame posts are likely too much of a gaming niche (and too generic) to garner much interest from folks.

D&D is king – I’m certain another decline with blog traffic is my shift away from D&D. I also realize there’s a draw to hearing about people starting campaigns, and tackling issues of running a game with a new system is narrative that resonates more than rehashing past games. There’s probably more of a drive for information about wanting to learn about playing a new game, rather than reading about systems they are comfortable running. I expect a popular topic for a lot of RPG blogs in 2015 will be stuff on 5E. There’s no getting around that.

Savage Worlds has some bite – I’ve been more focused on running Savage Worlds and the posts and reviews I’ve done for the game get a fair amount of traffic. Seems a couple of blog aggregators for Savage Worlds have also picked me up. Having a review for Broken Earth highlighted over on PEG’s site helped some too. Currently my group is happy with switching genres and going with more episodic campaigns, so SW fits the bill with keeping a uniform generic system for flipping back and forth with different games.

Board game reviews are decent – Despite not having the reach of RPG posts, board game reviews certainly have a draw. I throw my stuff up on Board Game Geek so that certainly doesn’t hurt drumming up traffic. I tend to review games I’ve vetted some before picking up for my collection. As such most of them are games I like. However occasionally I buy something on a whim and at times get a few lackluster games. I also dabbled a bit posting about various kickstarters, but unfortunately I seem to get a flood of requests to promote other campaigns. I’d love to highlight more stuff coming out in the community, but I do this as a hobby and with my limited time it’s hard to commit to promoting different crowd-funding projects.

In summary, I dig 5E and am eager to try it out but right now my gaming group is keen to do other stuff. I made a commitment to trim back my RPG purchases and only buy books I will play. I broke that getting the 5E Starter set but at $20 it’s pretty hard not to bite. I’m holding off getting the hardback books though. Playing 5E just isn’t in the cards for me right now.

Heh, I’m certain I’ll also lose a bunch of followers switching over to WordPress too. However Blogger just wasn’t doing it for me any more and I was having a hard time getting things to work with G+. I still need to check out a lot of my older posts, but for the most part everything seems to be working okay with the transfer. So I’ll just be chugging along here with posts on miniature wargaming and board games, occasionally throwing some RPG stuff into the mix. Unfortunately as I’m all over the place with gaming, it’s hard to capture an audience, especially as folks seem to have a primary interest in RPGs. I just have to accept I’ve slipped into being a tiny blog about gaming. And I’m okay with that.

Cigar Box battle mats review

Ever on the quest to find some cool gaming mats I stumbled across Cigar Box Battle Mats and had to pick a few up. A while back I had gotten some Hotz mats for my Bolt Action and Firestorm Armada games. The star field mat was okay while the green mat was a little lackluster. Further, they were treated felt. The surface looked like it could handle pilling but it was stiff and kept wrinkles if folded up.

The battle mats from Cigar Box are made out of a thin fleece material. It’s very supple and has a sheen surface that will not snag on miniature bases. Most come in 4′ x 6′ with a few mats measuring 36″ x 36″. You can machine wash the mats and the surface appears to be screen printed making it look pretty resistant to your normal wear and tear.

The star field mat is very muted, but has a nice generic look. All of which allows you to plop down whatever terrain you have and not look too out of place clashing with something printed on the mat itself.

The generic grass field has a nice textured look to it. As the material is so yielding, you can put hills under the mat. This is something I found an issue with the Hotz mats as the treated felt was rather stiff. For a basic open field, the Cigar Box mat looks good with just a little contrast to break up the entire surface.

Digging through the store, there are also more elaborate patterns which can highlight roads, fields, and forests. A few even are set up to portray classic civil war battles, but could work for different historical engagements too. There is a pretty impressive variety and fortunately some generic mats are also available.

I think one ding to the mats would be that you’d have to double up if needing a 4′ X 8′ mat as the size options are limited. The mats are also ideal for free miniature movement as there are no hex or grid options.

The service was quick and I got my order via international air mail about a week after it was shipped. They were also very quick to respond to any queries via email. I highly recommend these mats. They are durable, provide a good gaming surface, and look great. Well worth picking them up for your games.

Litko game tokens as holiday gifts

Say you want a stocking stuffer for your nerdy, significant other, or want to give a small gift to a gamer pal. Litko makes quality plastic acrylic game tokens and other miscellaneous game items, offering a great gift for them. A long while back I made no bones about my preference using tokens and markers around the table. Having a tactile marker to represent a condition, bonus, or temporary status is great over just using pen and paper. So I’ve had a long affair of enjoying Litko products for years now. They’ve got wonderful stuff for just about any gamer you’d like to get a gift for.

The wargamer – They offer tons of sets and individual packs for tokens. From command and casualty markers, to range band and blast templates, Litko offers some fantastic tokens and markers.

The board game fan – Litko has branched out and now provides game token sets for popular board games too. Imagine spicing up your Pandemic game with these tokens…

Not to mention some really wonderful X-Wing token and marker sets…

And I’m certain Netrunner players would enjoy having these on the table…

The RPG player – Litko also offers a lot of sets and tokens for RPG games also. You can find lots of tokens to mark temporary conditions….

and complete sets are also available like this one for Savage Worlds.

They offer some more interesting items like paper figure miniature stands…

or markers for indicating which character miniature is holding a torch…

And other bits for gamers – Litko also makes a variety of bases for miniatures and other really clever items like counter dials….

and a variety of portable dice towers which can be taken apart and thrown in a zip lock bag. Perfect for those gaming tourneys.

So I encourage folks to give them a look. Several online retailers also carry their products. And if you aren’t sure about what they’d really like, well just give them a gift certificate instead. Hope folks enjoy the holidays with family and friends (and get some games in too).

Firestorm Armada terrain and MARs summary sheets

Some big news from Spartan Games is that they’ve opted to release all of their games as free downloadable pdfs. I completely understand why they did this. Likely they looked long and hard at the costs associated with printing, publishing, and warehousing hardback books and figured it just was better to go the digital route. I figure they are pushing more to sell their models as a revenue stream over selling rules.

As a long time rule book buyer for Firestorm Armada I’m a little torn. On one hand I’m happy as this will certainly get more people playing the game. On the other hand I feel a little burned buying another book that is released later as a free pdf. This happened for version 1.5 and now with 2.0. I guess on the plus side, I can finally take a peek at Dystopian Wars and Planetside without having to pony up any cash.

As the new pdfs are available, I revisited my QRS and updated it with better scans of the charts. While I was at it I also made a simple terrain effect summary sheet to get all the terrain rules on a single sheet. I decided to also whip up the MARS rules onto a front and back cheat sheet. I still need to figure out how to tweak that sheet some as there is a ton of white space. Both are really bare bones and fugly, but at least you can get all those rules at your fingertips to pass around the game table. All of this stuff is also over in the downloads section. Enjoy!

Outrider Kickstarter wrapping up.

Outrider from Dice Fist Games has a successful Kickstarter that is ending soon. Set in an apocalyptic setting after a severe food shortage, players are car driving, mercenaries for hire assigned to protect truck shipments of food that pass through the the wastelands of Texas. It’s billed some as a board game but really is a miniature wargame using cards for cars. With souped up engines, welded armor plates, and machine guns strapped to the hood, players duke it out seeing who will be the king of the roads.

The game uses a clever system of assigning die types to various car characteristics to represent engine power, defense, driver skill, and weaponry. Players distribute a single D6-D12 for each of the car attributes with a higher die type translating into a more effective stat. Each car type also has base stat bonuses which add to the die type value, allowing players to rely on base car characteristics plus a lower assigned die type if seeking to tweak out a different attribute more.

Players resolve their turn one at a time, using a special maneuver deck. Players program the movement for their turn and then flip through the cards one at a time on their turn to move. It’s a rather simple, elegant system over relying on movement using a measuring tape. As each card is turned over, some may require maneuver tests. If successful the car continues, otherwise some mishap could happen.

During each maneuver card placement, there is an opportunity to fire weapons at opponents. Again, rather than using a ruler to measure out ranges and arcs of fire, a special set of cards is used. If the target is within the boundaries (or corridor of fire) of these cards, it’s hit. Then it is a matter of rolling the weaponry attack value versus the target’s armor. As with all the rolls and checks you have to equal or better a target number, with damage tokens used to record how much a beating your car can take before it’s a bullet-ridden wreck.

There are several Kickstarter add ons from additional cars to varying types of weapons, drivers, and equipment. It has a smattering of feel along the lines of X-Wing and Wings of War, but I totally dig the theme of the game. It’s successfully funded too, but will wrap up in a matter of days.

As the Kickstarter goes, I am a bit torn on the final product. While the quality of the cards and dashboards look top notch, I am disappointed with the various counters. It seems they’ve stuck with the concept of a better print and play version. The counters scream being printed on thick cardboard counters. The dashboard would really shine if a plastic dial was used instead of a separate counter. Instead you have double printed tokens on cardstock, which sort of makes the components fall flat. I totally understand the guy needs to make sure they can deliver and all those extra bits would likely mean the base cost of the boxed game would creep up more. But man, I’m hoping another publisher picks this up and gives the component quality some love.

Nonetheless, it looks like a fun game that straddles the mini wargame and board game camps pretty well. The box version seems they will have nice cards printed on good stock. At the very least, I am going in for the print and play version. If looking for a sleek version of Car Wars, or a more road warrior themed version of Wings of War/X-Wing, Outrider looks like it’s right up your alley.

Money in Savage Worlds

I’m not a fan of keeping track of money in games. A long time ago I used to dole out silver and gold coins, making sure my PCs kept track of the money they spent for ale and a night’s rest at the inn. I stopped doing that altogether in my games.

However money is still a motivator for some PCs. They want loot, or a means to acquire it through cash, so having some manner of wealth is something I needed. I just didn’t want to get mired down in individual dollars/gold coins/credits. For my 4E D&D game I took up the concept of chests of treasure. I simply awarded some abstract chest of treasure, a pile of coins, or just a share of wealth.

So for my Savage Worlds game, I adopted this as resolving wealth through shares. Shares are an abstract sum of wealth. They can be awarded in ½ increments. When players complete a job, or gain a significant amount of reward, they gain a share. A share is about $250 (or ½ the starting money a player gets during character generation), with ½ shares being roughly half that ($100-125).

Monthly income and expenses – I assume that every month a player goes through ½ a share. This is the gradual expenses of housing, food, upkeep of equipment, entertainment, etc. At the same time, if a player is not actively adventuring, they accumulate ½ a share. So the net income per month is zero. They are spending as much as they are earning.

I see this as a player spending time gathering spell components, income from odd jobs, money for pelts they’ve trapped, or the occasional sale they get from running some business they own. It all depends on the setting and the resources available to the player. Regardless, they get enough to pay the bills, keep a roof over their head, and their belly full.

Purchases – If they want to buy incidentals or some special equipment, I don’t worry if it’s under $100. I consider they have enough money on hand to cover the costs. Restocking arrows, buying flasks of oil, or repairing equipment, I just lump into typical monthly expenses. If they are making a larger purchase for special expensive equipment, that is when I dig into the players’ resources. Then I’ll have players spending shares in at least ½ increments, translating it to dollar amounts. So I don’t sweat the small stuff, it’s the larger purchases and expenses that hit the PCs in their purse strings.

Rewards – Most jobs are going to award each player one share. They might pick up more during the adventure, but one share is going to be the typical reward they’ll each get from a patron. Actively adventuring will cut into the time they would be spending gaining income through other means. At the end of the day, a player will be earning ½ a share in actual profits as they are going through ½ a share every month. So it’s a slow accumulation of wealth but players can earn a bit.

I like this as it leaves open more opportunities to give out rewards. Players might be charged with exploring a set of ruins. For such a task they’ll get one share from a patron. During the exploration they might come across treasure or some artifact that’ll fetch them even more money, allowing them to individually get another share (or a half).

I simply don’t bother with having players record every bit of wealth they get. If they stop a few bandits, in reality they might find a few dollars between them all however it’s not worth writing down. I end up hand-waving a lot of rewards. Players will always find just enough through your typical adventuring to pay for incidentals. It’s the completion of larger tasks that earn them enough reward to be considered a ‘share.’

Being Rich or Poor –These edges and hindrances can be a little tricky. For the wealthy edge I figure that a player is earning 1/2 share a month, regardless if they are actively adventuring or not. I still assume that whatever money they take in, they are spending just as much enjoying a more affluent lifestyle. They just don’t have to work at it as much as others.

This means if typical PCs take a job for 1 share, they’ll net ½ a share in profit at the end of the month. Remember they spend about half a share each month in expenses and adventuring takes away from time spent making a steady income. That PC with a wealthy edge will be walking away with a full share of profit instead. They aren’t penalized for spending time adventuring (it’s nice to live off interest, a trust fund, etc.).

For PCs with a poverty hindrance, they don’t gain ½ a share income every month like other players. So while other players can keep their heads above water and net a little profit leading a life of adventure, that poor PC will always be digging into their pockets a bit more. These guys have to always be on the prowl for work and always be looking for some manner of employment. While others have enough resources to get by, idleness will slowly grind PCs with the poverty hindrance into the ground. They just can’t get the typical monthly income other players get.

I like how this works for my game. PCs slowly accumulate their shares of wealth. Every month of game time I tell players to dock off half a share for expenses. If a lot of time has passed where they haven’t done anything noteworthy, their wealth is unchanged (they spend their time earning as much as they are spending). PCs with a wealthy edge don’t worry about having to spend ½ a share for upkeep, as they get that automatically and spend it every month. PCs with a poverty hindrance might have to worry about being an idle adventurer for too long as their shares of wealth can slowly be whittled away.

It’s pretty simple. I can quickly translate it to actual dollars when they need to spend something. More importantly, the bookkeeping is manageable and I don’t have to have players counting silver coins each time they hit up an inn for a belly of food, a pint of ale, and a place to rest their head.

British PIAT teams – Italeri anti-tank teams

I’ve been getting the finishing touches on my British platoon for Bolt Action wrapped up. I wanted some anti-tank assets and was in a pickle for finding a PIAT team in 20mm. Hunting around I found some anti-tank teams from Italeri that looked like they would do the trick.

They weren’t quite perfect though. One ding was I was also getting quite a few models for other armies in the kit that I wasn’t working on (and the included German troops were redundant). The other was the troops were paratroopers and not typical British army troops. However one thing I like about Bolt Action is the game adopts an attitude of under-strength platoons with a mix and match force composition. I could easily see the PIAT team as misdropped paratroopers hooking up with an army platoon the initial days of the Normandy campaign. If anything, it’s encouraging me to pick up some paratroops for another force, or possibly include a small group to represent veteran squads.

The plastic itself is pretty stiff. However, it’s just a tad soft and not quite the material found in Plastic Soldier Co. kits. Overall the detail is decent. Some of the molds are blurred though. The kneeling figure has his knees clumped together in a blob, with no real definition for the legs. While most of the webbing and pack kits have a fair amount of detail, some of the packs and excess gear is a little blocky. The faces and helmet netting are somewhat sparse on detail also.

The poses are okay with the firing and cocking figures done well. There are two figures in a running pose with extra rounds that form the rest of the teams. They seem a little odd, but the sculpts capture a dynamic pose okay. It might be considered a little mismatched with the other firing and cocking figures that are in a static pose. Another small gripe is the figures look a little big for 1/72. The Italeri minis are larger by about 2-3mm compared to the 20mm figures from Plastic Soldier Company (pictured below right)

Despite my complaints, overall I’m happy with the figures. I’ve got my PIAT team, the figures look okay and look like they can take a little wear and tear on the gaming tabletop. I wish they were regular army uniformed troops, however I have to admit I am eagerly awaiting painting up a squad or two of paratroopers now. They’d make a great small contingent of veteran troops for my British platoon.

Savage Space – A fan made Savage Worlds sci-fi supplement

A while back I covered a Borderlands-inspired setting for Savage Worlds. I wanted to take some time and bring attention to another wonderful fan-made sci-fi supplement, Savage Space. Folks that follow my blog might recall that I considered running Traveller for one of my games. I ended up using Savage Worlds making my own conversion rules but much of the game I lifted stuff from Marcus “Chaosmeister” Burggraf’s amazing sci-fi companion.

I feel dirty using it, as it’s such a great space opera set of rules. I am a huge fan of settings that don’t go hog wild with edges and skills, and instead just add a dollop to the base rules. Savage Worlds is flexible that can fit a lot of genres. So settings that embrace that and amend what is necessary is appreciated.

You get a surprisingly thorough treatment of sci-fi rules with Savage Space. There are a few select knowledge skills. There is a replacement of climbing and swimming with an all encompassing athletics skill, which is something I’ve sort of adopted for my other games as well. Alien creation rules are missing primarily as much of this is covered in the regular rules with racial backgrounds. Cyberware however is something that is covered a bit more, primarily as it can be acquired as equipment of sorts replacing natural limbs with cybernetic ones.

I like the approach done with starships, making them have characteristics like characters. Ship to ship combat is covered more of a general outline in the rules. I think the author admitted these are a little limited in scope, but they provide a good basis for a system. You might need to work a bit more to fit it into your game however in practice (or lift rules from another setting or game). One tremendously useful part of the rules is an adventure generator, providing seeds for some classic space opera missions as well as some more scoundrel, mercenary-type tasks.

It’s not a complete sci-fi setting, as there are no rules for creating systems or planets. However that’s something that can be lifted easily from other game systems. The equipment section is rather complete having a lot of your typical gear and equipment that aspiring star travelers would have for their adventures. As expected there are a variety of weapons with differing technology levels, as well as more mundane and exotic technological gear.

It really is a wonderful set of rules for running a classic space opera game. It may not be a complete setting with a larger campaign detailed out for the universe, but it does have some great bits that can be lifted out and plopped into your own hacked sci-fi campaign. The setting background they provide is brief and paper thin. However the theme of the companion rules is for a generic space opera, so not having a detailed universe setting is expected. Savage Space is a great fan-made set of rules for Savage Worlds, check it out if wanting to run a sci-fi game.