February 25, 2010

Nebuleon SE

Filed under: General — Tags: , — bilbo @ 9:30 am

Matt is asking about Nebuleon SE on facebook as well as Alan over on our forums. Here is what I told Matt:

Gee Matt, you don’t ask the easy ones. 😉 Basically, it has taken a back seet to development of the Squirrel Dice Game. To be honest though, I have been struggling with changes I wish to make to the Iridium version. I really like where Iridium V2 has gone and get great feedback from the play testers but it is still a case of whether to update the Nebuleon SE to Iridium V2 or just stick with V1 and the setting updates I would like. I think what I need is a good editor.

So, I have kind of hit a loop/block. Part of what I am having trouble with is what should be included, what should be added and what should be subtracted. Short list off the top of my head:

1. V1 or V2?
2. Planet generation system? If so, what kind?
3. Ship gen system? Change the ship combat system?
4. I will be clarifying FTL, the effects of travel. the specifics of travelling.
5. Better/clearer rules on healing.
6. ???
7. Profit!!!!

Of course, any suggestions are very welcome. In fact, much like Clash over at Flying Mice I would ask for suggestions, modifications, revisions and requests for Nebuleon SE.


  1. Thanks for the plug Bill, heh,heh

    I seem to have it firmly in my head that V2 is the way to go, I just can’t see any sense in not updating the new version of NEB to the new version of the Iridium rules

    would be a wasted opportunity to do otherwise I reckon

    Comment by Alan Hume — February 25, 2010 @ 11:15 am

  2. My opinions:

    1. V2
    2. Something fast and loose that can be generated real time, but which is extensible later if you want more detail.
    3. I would change the ship generation system. Use Aspects.
    4. Yes!
    5. Excellent!
    6. (Then a miracle occurs)
    7. YAY!


    Comment by clash bowley — February 25, 2010 @ 11:53 am

  3. Oh, another thought. I currently have a Hull Point system in place for ships/fortifications/real big things. Essentially 1 Hull Point is 100 FP but more important, if a thing has Hull Points, small arms and weapons not indicating that they inflict Hull Damage will not harm things. This means that you may have a nifty alien pistol o’ doom but even if it does 200 FP it will not harm a tank unless the alien pistol indicates it does Hull Points.

    So, should I keep them?

    Comment by bilbo — February 25, 2010 @ 2:58 pm

  4. yeah,

    I like it, its kind of like the MEGA DAMAGE bit in RIFTS

    and it fits for ships pretty darn well

    so 1 HULL pt = 100 FP

    would one SHIP GUNNERY PT = 100 damage points?

    Comment by Alan Hume — February 26, 2010 @ 3:22 am

  5. Yeah, ships weapons deal Hull Points and thus would smear a person. The coolest application of this in a campaign was when a group of players armed with shoulder mounted anti-ship rockets took out an enemy VTOL. It just felt a lot like it was real action.

    Comment by bilbo — February 27, 2010 @ 9:09 pm

  6. Kewl!

    That sounds pretty darn good, yep, you just proved the system works:.)

    Comment by alan hume — March 2, 2010 @ 2:27 am

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