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Vendetta

by Rindis on February 2, 2026 at 12:00 pm
Posted In: Books

I can remember, back in the day, hearing about the producers for ST:TNG at conventions giving some of their own thoughts on certain subjects (it’s only cannon if it makes it to the screen…). It had been said that the doomsday machine (from the original episode of the same name) had actually been built as an anti-Borg weapon.

I have some problems with that (dealing with the original episode), but there are things to recommend the theory. Vendetta, the last of the giant novel Star Trek prestige format, is basically built around that theory.

Now, this was written around when fourth season was going, so a fair number of things hadn’t happened yet. In fact, part of the novel anticipates “I, Borg” in season five. That warp 10 was infinite speed, and unattainable for that reason, had been established, but we’re years away from Voyager‘s evolve-into-lizards story. Peter David has a different idea about what getting to warp 10 means, and I do like that version and how it helps end the story.

So, we have the Borg, the doomsday machine, and an ‘unattached’ Borg all as story elements. Oh, and a replacement for Locutus. The first two are the focus of the story, combined with an extra MacGuffin that he nicely references as inherently possible from bits of alien tech seen in previous episodes. Of course, we have to go even bigger and nastier on a bigger doomsday machine here. I don’t think that was really necessary, though the story does demand a pilot for this one, so it does need to be different. (Treknobabble annoyance: Back in “The Doomsday Machine”, Commodore Decker emphasizes it used a beam purely of anti-protons. David makes a point of it here, and equates that to inherently being very powerful. That’s just bunk. Power will depend on how many anti-protons you’re using. All anti-protons might be an impressive technical accomplishment, and there’s reasons to think it’d be very efficiently destructive, but you still need it to be a very concentrated beam to do better than anything easier but less efficient.)

There’s a good theme of obsession going on here that would pay off with better writing. We have Delcara (AKA “Vendetta”) with her single-minded pursuit of vengeance against the Borg, we have the Borg themselves, obsessed with absorbing all distinctiveness into their collective, we have Korsmo, Picard’s rival back in Starfleet Academy, who’s obsessed with how Picard’s career (and success against the Borg) have far surpassed his. With better development, this could all better reflect each other, with Picard holding a middle, largely balanced ground to hold a mirror against all of these at the same time. Better yet, not yet healed scars from his time as Locutus could send him reeling off balance into an obsession like Delcara’s, and the act of pulling back from that be the catharsis of the novel.

But that’s beyond Peter David’s abilities here (or possibly just beyond his writing schedule to do what would be a heck of a polishing job). Worse, there’s a Ferengi subplot and the rescued ex-Borg that do add to the final action, but don’t really add to the structure of the story. With better development, you could add them into the mix I outline above, but part of my point there is to use Picard as fulcrum of all these competing views, and he just doesn’t have the interactions with them for that to happen. (He is already quite busy in this novel! He also slips out of character, which also needs a round of polish to help.) So, it’s good, with possibilities to be more, but it would need a big rewrite to start approaching that promise.

After all that, you’ll understand when I say the writing here is weaker than the other four giant novels. Since it doesn’t have the plot-wrecking ending, I still like it better than Metamorphosis, but I put it below the three TOS giants. Metamorphosis gets a recommendation if you want to see the high concept, as its well developed but is otherwise a skip for destroying its own plot. Enterprise: The First Adventure gets points for it’s high concept as well, and is the best version of that one I’ve seen, and is generally well done. Final Frontier invites a few quibbles, but is very well done and excellently written. Strangers From the Sky is even better and one of my top Star Trek novel recommendations (and frankly, Final Frontier is up there too).

└ Tags: books, reading, review, science fiction, Star Trek
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Indigo Rain

by Rindis on January 29, 2026 at 12:00 pm
Posted In: Books

While getting started with this novella, something was tickling at the back of my mind. Shortly after the first chapter, I realized that I recognized the names “Raneadhros” and “Ranea”. This is the same world as his early stories “A Gift of Fire, A Gift of Blood”, and “The Lighthouse”. It’s good to be back. (Watts, get these stories into ebook format; I know the former is available free in HTML, but they both deserve a good portable reading format.)

Like Watts’ other stories, Roulette is a fairly typical person. No amazing abilities or other hooks to make Roulette ‘main character bait’. She grew up in a backwater area of the empire, and wants more than living on the family vineyard will ever get her. She is attractive (if you go for curvy raccoons Procya), and knows how to dance. She’s using this to earn money to travel to the capital and find herself a rich husband.

However, in the human-dominated province of Achoren, she runs into trouble when a need for a bit of extra money turns into a private dance, assault, and death. Roulette has run straight into explosive local politics with stakes higher than she can willingly credit.

The political side is sadly even more familiar today than back in 2013 when this was written. But this is still a character-driven story, and as ever, Watts has given us a good cast of characters to follow. The action (because of course there’s action) is good, Roulette does spend a little too much time trying to duck the story she’s in, but Rissi is a nicely complicated character, who drives much of the middle.

I don’t know that this could hang together as a longer story, but it makes a great novella. Recommended, and I do hope we see some of the characters again someday.

└ Tags: books, fantasy, furry, reading, review
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Anime Fall 2025

by Rindis on January 25, 2026 at 12:00 pm
Posted In: Anime

Running behind on getting this out, but as usual at this part of year, my “season switchover” is running behind too.

Apocalypse Hotel — We finished the rewatch/show to the guys a little bit ago. Baron and Dave enjoyed it a lot, and it’s a remarkable series that can remain itself while occasionally visiting completely different anime genres.

The Owl House — We’re now over halfway through second season and things have gotten more complex. We have a lot of secondary motivations from secondary characters that are becoming more important. I also found the main episode with Luz’ mother very interesting, and hope we see more in that soonish.

MHA: Vigilanties — A bit late, we got to watching the My Hero spinoff. It was a very good self-contained story, with some nice twists set up early that pay off towards the end. I definitely recommend it.

My Hero Academia — And we’ve started the final season of MHA, but we’re still mid-way though it. I often don’t appreciate stories that turn up the power level too high, and that is true here. Now, it is good, and there’s a lot to be said for the conclusion we’re headed for, but the off-the-charts power level does irk me.

Kipo In the Age of Wonderbeasts — Smudge and I started watching this a bit ago, and we’re now in the middle of second season. It’s surprisingly good, though there’s a few unanswered questions, like what exactly caused all the mutated animals in the first place. However, other things are getting answered, and it’s obvious we’ll get to this at some point. Kipo herself is a great main character, full of energy and a desire to go see everything about her.

Wakfu — We’re now about halfway through the fourth season, now that we can just watch it on YouTube (no thanks to Netflix). As ever, well done, Yugo has gotten an age-up that has been kind of promised for a bit. However, see my comments on My Hero above about power levels. New threat, new power source, etc. I mean, yes, it is dangerous, but that’s a worn trope as well. Thankfully, the writing is there, and as it gets past a somewhat long establishing section, the writing is still carrying it well.

She-Ra — Unfortunately, this is getting pulled from Netflix in under a month (apparently more the studio going under than anything else), so Smudge and I tried it out. It has been good, and is miles ahead of the original. We’re currently in the middle of season two, and it has its problems, but overall has some very good characters, and the ‘sides’ aren’t as clear-cut as normal, with some well done characters with the villains. Sadly, even hurrying through it, we probably won’t get through season three, much less five.

Ranma 1/2 — I can’t shake the feeling that second season skipped things purely to get to Ukyo as fast as possible. It’s good that they included the classic school play/Romeo & Juliet story, but there was no reason to reshuffle it to near the end. Also, they started by skipping Ryoga getting the breaking point, and tended to just use him as a random guest appearance. On the other hand, the insanely fast pacing they’re going for reduced the main Happosai story to one episode.

Blood Blockade Battlefront — Smudge talked the guys into watching this, and we’re just before the end of first season. Dave has been unsure, but seems to have warmed up to it as the main story takes over and major character threads tie in nicely. I remember going through the same process myself the first time. The early going is pretty rough, with just enough sympathy for Leo to keep you going. The overall story though is very good, and makes the series well worthwhile.

Milky☆Subway: The Galactic Limited Express — We recently went through this in a couple weeks as it’s a bunch of very short episodes. The original Milky☆Highway short is good, but this has time for a few more characters, though the action is just as ridiculous. It’s a bit faster paced (visually) than I really like, and being short keeps it from outstaying its welcome.

Pokemon: Horizons — We’re now into part 3 of Search for Laqua, and we’ve technically been on main plot for the last few months with the Brave Olivine repaired. However, we’re still not seeing nearly as much of the adult cast, and that does hurt the show.

Dr Stone — Okay, new world and Amazon showdown. As usual, I have a lot of problems with what’s going on, but they’re part of the younger shonen audience aims. The later part with the final showdown and revival from scratch was well done, though I’m having problems believing the healing properties of the petrification can handle the amount of physical trauma some of the characters were subjected to. (This did open the door to a really big long-term question, so its not entirely uncalled for.)

└ Tags: anime
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Alliance Unbound

by Rindis on January 21, 2026 at 12:00 pm
Posted In: Books

This is a direct sequel to Alliance Rising; you could read this alone, but reading that first would be highly recommended.

That said, while Rising left off on a cliffhanger, nothing about that gets resolved here. It will take time for Galway to make her trip, and for the fallout from that to happen. Meanwhile, some of the crew is stranded, and Finity’s End, the ship that has spearheaded the Merchanter’s Alliance, has them and loose ends to wrap up.

The book starts with Finity’s End on arrival at Pell station. This introduces a few themes, one of which is a somewhat deeper idea of how Cherryh’s hyperspace drive works than we’ve gotten elsewhere. The plot proper starts once we’re actually on Pell. It is a rich station (at least by the standards of anything outside of Earth), but things quickly go from seeing the sights to finding products that just shouldn’t exist there.

This quickly blows up into the main structure of the book, and then adds a complete new layer to the problem presented in Rising. Considering how all the focus had been on a few things in that novel, and the consequences of the end of that book, seeing an all-new element thrown in was a very good ratcheting up of the stakes.

On the other hand, we are back to lots of detail examination of character thoughts while they work through some complicated things with a lot of possibilities. This has always been Cherryh’s strength, and main point, in writing, but it does mean a lot of repetition, and drags things out longer than they should go. Unlike the last half of Rising, we don’t get any real breaks from this, and while the novel is overall quite strong, it does suffer from being all internal thoughts. So, not quite as refreshing as the first one, but still very good, and continuing to explore a part of her SF universe that has been part of the background from the beginning. And in need of… at least one more book to finish off the story.

└ Tags: books, reading, review, science fiction
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Chance Encounter

by Rindis on January 17, 2026 at 5:24 pm
Posted In: Boardgaming

After trying Congress of Vienna, Mark and I decided to try out Renegade Legion: Centurion. I’d been interested in it since it came out in ’89, and got a second edition copy around ’94; I had started priming the miniatures in the set when I got interrupted by a job and a move.

It is FASA’s tactical ground combat with hover tanks that grew out of their Star Wars bid (which is why a space fighter game was the first entry in the series). Movement is geared around the idea of tanks that don’t have solid contact with the ground, and damage is done by template shapes for various types of ammo overlayed on a a grid diagram of armor and vehicle systems.

It took a bit for me to find the basic sample scenarios in the set, as they’re hidden in the center of the booklet with all the tank record sheets to copy for use. The base scenario has each side bring three platoons (of three tanks each), which is actually a fair bit to keep track of. Proper excuses are given, but the sides are generally symmetrical, with a medium tank, medium APC, and light APC platoon each (all platoons—start as—three vehicles). The details of armament and armor/shield layout are different, which is a nice bit to explore.

The scenario begins with each side entering from opposite sides of the map. We both started feeling out with our light APCs, and Mark largely came in on the center, while my APCs went on the flanks, while my tanks came in at low speed in the center, and worked on climbing a hill. We were largely out of LOS, but got one lucky hit each to do laser damage which penetrated armor, but not the ballistic protection (free “internal” hits).

During the second turn all three of my tanks (“Liberators”) stopped, fired digging charges, and grounded in the resulting craters, making them hull down, but immobile (until the start up again, which I never did). My light APCs maneuvered into light woods, and one stopped to drop off a squad. One medium APC on the other flank went hull down and dropped its squad, while the rest continued to maneuver. Mark’s mediums came up the center while the light APCs (“Lupus”) turned south towards mine.

I manged to paint two of his tanks (“Horatius”) and one each of his APCs, while nothing connected for him. This was largely due to the modifiers from cover or being hull down, but the Renegade Legion units also have a bit more shields (and less armor) than TOG, so it was easier all around for me. And I got a bit lucky. Painting lasers are an interesting idea. Missiles and lasers can be deflected by shields that are a to hit penalty against vehicles. The gauss cannons that are the technical main cannons ignore shields, and if you can manage to “paint” a target with a targeting laser, everything else ignores the shields too. And you can do out-of-LOS missile fire on them. The medium APCs don’t actually have gauss cannons, so painting targets is pretty important here.

Mark did some damage to a Liberator and a Spartius (medium APC), but took a pounding in return. Three vehicles took a nasty number of hits, and a laser followed other hits in to punch straight through the driver into Vehicle Destroyed territory on Horatius #2.

I set the Liberator platoon for opportunity fire on the third turn. (That rule is pretty nice; you have to already be stopped to do it, and you can’t paint or take advantage of laser painting with it, but if you don’t actually op fire you go back to normal fire rules.) Mark started with the surviving Horatiuses, and my fire punched through the front armor with 150mm HEAP to take out the #1 vehicle. #3 took some solid hits, but got turned around to get out of accurate short-range fire. The Lupuses circled around to come at my tanks from the south, while the Romuluses (medium APC) headed north and started letting off infantry. My Spartiuses continued forward a bit, and a second one let off its infantry, while my Vipers let off the rest of their infantry, grounding at the south end of the clear battle area.

Again, painting went better for me than Mark, getting the remaining Horatius and the mobile Romulus, while he painted my hilltop Liberator. This took some good hits, taking out the turret weapons and the backup right shield (primary was still fine).

The final Horatius took hits all over, which largely kept anything important from being taken out (just the primary terrain sensor, still had the backup). All three Romuluses were knocked about some.

There was more op fire setup in the fourth turn, and the last Horatius took a couple shots to the stern as it moved away, and while they penetrated (150 HEAP followed by 50mm Hammer Head on the same column), it merely reduced available thrust (I think there should probably be an automatic 1 point reduction in velocity every turn for wind resistance; as is, a vehicle can go forever without taking any action).

Two of the Spartiuses turned to face back towards the Romuluses, and the Lupus platoon moved into the central area. The lead one (#2) went through the hex of a Liberator, and at point-blank took fire from another, which did no more than take out a shield generator. Lupus #3 moved next to a Spartius, and took four hits from it through the front armor, with two lasers hitting the same column for destruction.

Laser painting again went my way. Romulus #3, was painted again, and lost comms and the targeting computer. Romulus #2 and Lupus #2 also took some bad hits, but they generally didn’t get past the ballistic protection.

Afterword

We called it after all firing on turn 4. Mark had lost a lot, and would, at best, be disengaging. It really wasn’t worth the time to play out. I kind of had a plan as of middle of turn 1 movement, and it worked well enough. Once the Liberators got into position, they did effective work. The 150mm Gauss cannons do a lot of damage. I assume it would take a heavy vehicle to get to the 200mm version.

Okay, there’s a lot to go through here:

First, its nice that there’s a Vassal module for a 1989 game that doesn’t see a lot of play, but it does need some help. The graphics are taken from the first edition fold-up box tanks, and the counters. Fine enough, but the settings to label them in-module (so you can tell one tank from another) are medium gray text which is often nearly impossible to see (especially as it tends to hit hex borders). You also have to just know what the various tanks look like, and which color is which for the infantry. (Mark had trouble remembering which end was the front and which the rear. FASA’s, at best, ‘okay’ tech design wins again.) The counter controls are locked out per side for no real reason; so you can’t, say, mark that you just painted an opposing vehicle (the control and marker exists, your opponent just has to do it for you). Finally, everything is set to ‘don’t stack’. This makes having multiple vehicles in the same hex a problem (especially if they’re facing the same way). Now, the general assumption with the physical miniatures is that you won’t be doing that, but the rules do say there is infinite stacking (hexes are 200 meters across) with no stacking penalties, so the module needs to make provision for that.

Maneuvering the grav tanks is one of the interesting parts of the rules, as the design does give some feel for the fact they’re sliding around. (Honestly, it should probably end up with some sort of vector system since it should be possible to keep going in one direction while turning around to face the front armor at the guys you just blew past.) You have limited points each turn to change velocity each turn, and you only spend to accelerate at the start of the move, and decelerate at the end of the move. This requires some good planning ahead, and I recommend trying to stick to lower speeds so you don’t find yourself in trouble. However, the penalty for doing anything wrong (notably, needing more velocity to enter the next hex than you have) is immediate grounding, which turns into ramming the ground at your current speed) is harsh so you need to preplan your entire move in advance, and can’t afford to ‘wing it’ at all. (Oh, and one insoluble question: You use all your velocity [0 left], but thanks to a downslope, the next hex would be 0 to enter. Can you keep going until there is a hex with a non-0 entry cost? Must you keep going?)

Weapons fire is a bit fiddly, with laser painting rolls, to hit rolls, location (turret/body) rolls, and armor location (column) rolls. Worse, most vehicles have a couple of direct fire weapons, plus missiles to fire off, so the amount of work is high on a per-vehicle basis (one turn logged 47 shots taken by 15 vehicles and 6 squads). Also, the firing arcs are overly generous, at 120 degrees. This is especially bad on the Horatius, which has a fixed mount main cannon on the hull. I think 60-degree arcs would be better. The ASL solution to that is to point the vehicles at a hexspine for an easy covered arc, but that would have vehicles going back and forth if they want to go ‘straight’, which would feel really odd here, so I think going with alternate-hexrow boundaries (or shield boundaries, if you know SFB) would be better. Not that it matters much; most weapons, even large ones, are turret mounted, and it’s easy to understand why turret facing is ignored here. But the occasional hull-mounted direct fire weapons do end up feeling far too generous.

Sequencing everything is also a pain, as you’re to go back and forth declaring all fire, and then resolve it all. Sensible, but remembering it all between declaration and resolution does require notes, especially as the main guns have three different types of ammo to choose between. I think some sort of command/initiative system like Panzer‘s might do better here.

Terrain is a really big sticking point. First, everything is inherent terrain without it being explicitly so. If LOS goes down a hexspine with blocking terrain on one side, you ask the other guy if you can see him, and of course he’ll say ‘no’. Saying ‘yes’ won’t even let him fire back, as you always ask the defender in these situations if you can see the target, and you’ll say ‘no’ when he wants to fire on you, even if he let you fire on him. Worse, hill levels have a well-done effect on movement, but you’re always at the highest level depicted in the hex. Well, that wouldn’t be a problem, except there are plenty of places where an elevation line wanders just a little bit into a corner of a hex, which immediately raises the entire hex to that level. Also, the maps tend to give two or three elevations at a time, so there’s not a lot of subtlety. If I were to re-do it, I’d get rid of all the corner cases, have at least some rolling areas with lots of little ups and downs, and maybe look into Last Hundred Yard‘s intermediate levels.

That also brings up the maps. Technically, there’s four, but they’re two backprinted sheets, so you can’t have more that two in use at the same time. Battletech maps will work with Centurion, but they have different hex sizes, so you can’t use them together. They’re fairly attractive, but I’d say four separate maps would have been a lot more valuable (and borrowing from the future, doing them on good cardstock would have been a big plus).

Overall, there’s lots of good ideas, rules that need a rework… and a high degree of per-unit fiddlyness for a game where the intro scenario has eighteen vehicles and twelve squads.

└ Tags: gaming, Renegade Legion, science fiction
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