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  1. #1

    Space Combat issues in Deadlands:Lost Colony

    I was running a Deadlands:Lost Colony based game last night. My players are combat veterans used to melee and ranged weapon combat, but last night was our first ship vs ship space combat adventure in this setting. I had loaded 3 enemy shuttles into the combat tracker, and onto the map taken from the stock spaceships list in the Deadlands:Lost Colony players guide.

    When we tried to initiate combat we got some strange results. The players ship fired first, they had targetted one of the shuttles, no problem there... but when we rolled damage for the missile strike we got a whole load of errors referring to "toughness" and even a reference to a Gorgon APC (this is a six-wheeled armoured vehicle, not something that would be involved in space combat).

    • We tried various work-arounds, adjusting the toughness of the shuttles, unloading all extensions except the Deadlands:Lost colony setting but to no avail.
    • We loaded in another spaceship from Deadlands:Lost colony and the same errors came up.
    • We loaded the SWADE sci-fi companion, and introduced a spaceship from there and everything worked perfectly.



    Our conclusion was that there is something amiss with the ships in the Deadlands:Lost Colony setting, that makes them unusable in the latest version of FGU.
    I would appreciate it if I could hear from anyone who has experienced this sort of problem, and if they can replicate the same errors that I was getting.
    I am for the time being only going to use ships from the SWADE science fiction companion, and avoid using any Deadlands:Lost Colony ships or vehicles.
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  2. #2
    Mike Serfass's Avatar
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    You're correct about Lost Colony vehicles not working properly in the newer SWADE ruleset.
    We're working on this now.
    Thanks for letting us know.
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  3. #3
    I’ve run into similar issues with space combat in Lost Colony. What worked for my group was using the chase rules to keep things fast and cinematic. We avoided full tactical maps and focused more on narrative action. Has anyone found a good way to streamline this in Fantasy Grounds?

  4. #4
    Quote Originally Posted by brarecipe View Post
    I’ve run into similar issues with space combat in Lost Colony. What worked for my group was using the chase rules to keep things fast and cinematic. We avoided full tactical maps and focused more on narrative action. Has anyone found a good way to streamline this in Fantasy Grounds?
    I am just not using vehicles from Lost Colony - I am sticking to using those in Science Fiction companion, they work fine.
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  5. #5
    Mike Serfass's Avatar
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    The vehicles in Lost Colony were fixed. They should now work.

    Dramatic tasks for vehicle combat is not a bad way to go. I use that sometimes.
    Clash is a good option too.
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