Thanks to Telva for the facing rules and format and of course fixing flaws in the rules.
All space is divided into hexes for convenience’s sake. All movement and range are calculated in hexes.
Congratulations, Captain- or should I say “Admiral”- on your promotion. You are now the Commander of your own fleet. Through deposing your former boss or simple promotion, you have a fleet. Now it is time to describe it.
A Fleet is a group of ships that work together. It can range from three ships to hundreds (It’s not accurate terminology but stick with me here). They generally come in these flavors.
Vanguard– 500 points
Strikeforce – 1000 points
Battlegroup– 2000 points
Basically, Vanguards fight vanguards and Battlegroups fight Battlegroups.
Once you have selected the fleet size you want to play, you shall build a fleet. A fleet, consists of ships; ships are built on a point buy basis.
There are six types of ship hulls. They determine your ship’s integrity and how many points you can use in the ship’s construction excluding the cost of the hull.
Now that you have determined how big your ship is, it is time to determine the stats of your ship and to do that, you need to know the stats you have to determine.
Hull Integrity: How much damage the ship can take. Cannot be changed.
Armour: How resistant your ship is to damage. Starts at 0 and cost 3 points per +1.
Arsenal: Your toys. The heat your ship is packing.
Speed: How fast your ship can go. Starts at +1 and cost (Hull Integrity/5) points per additional +1. This stat cannot be below 0. It takes:
1 speed to move one hex and 1 speed to change your facing by one hex face on the spot.
Any weapons created are listed under arsenal in your ship’s stats.
When you create a weapon, you spend points to create weapons for your ship. Remember that the cost of all your weapons and your ship’s boosted stats cannot exceed your ship’s point budget.
Weapons also have stats. Their stats are:
Range: How far the weapon’s projectiles can viably hit. Spending 1 point increases the range by 1. Special: for ballistics, one point increases the range by 2.
Damage: How much damage the weapon can do. Spending 1 point increases the damage by 1. Spending 3 points nets you an extra d6 of damage. Special: for ballistics it cost 1.5 Points to gain an extra D6 and ½ points for a +1
Fuel: Only applicable to missile. It takes 1 unit of fuel to fire one missile. Fuel cost 1 point per 4 units.
There are three types of weapons.
Ballistic, Laser, Missile.
Ballistic: Targets hexes.
Laser: Targets hexes. Does an extra D6 of damage per 5 armour of target.
Missile: Targets ships. If a target is hit, all ships in the same hex receives half the damage done to the targeted ship.
Look at mount
Look at mount
Look at mount
Finally weapons have mounts. Mounts allow weapons a certain field of fire. Mounts have their benefits and drawbacks. The weapon mount types are:
Spinal: No change. Fire from where your ship is facing and only in a straight line.
Look at the Pic, yeah I’m horrible at explanations
The brown hex is the ship.
Broadsides must always be mounted on the forward and rear flank.
With a broadside you may select two targets for your guns, as long as the targets are on opposite sides of your ship.
360* field of fire.
Four directions of fire
2 directions at a time only
360 degrees of fire
So to build a weapon, you must select a weapon type and boost it. Remember, you cannot go over your ships point budget.
Now that your ship has been built, it is time to fight.
Combat is divided into rounds which are further divided into a Movement Phase and an Attack Phase. At the start of a round all weapons that have not hit their targets move then both players roll 2d6. The highest roll goes first.
But before you begin moving you must first deploy your ships. You and your opponent will begin by arguing the respective sizes and locations of your deployment zones. One an agreement is reached, you will deploy your ships in the agreed upon zone.
Ships are moved in order of their Reaction from lowest to highest. The player has to move his lowest reaction ship first and his highest last.
The player that goes first moves his lowest reaction ship first. If more than one ship qualifies for that title, he may choose from among those that qualify.
Once one ship is moved, the other player moves his lowest reaction ship first. If more than one ship qualifies for that title, he may choose from among those that qualify.
This is repeated until all ships have moved. Then the Attack phase begins.
Now in the attack phase, Shot’s are fired as a group from the highest reaction to the lowest. Basically, the ships with the highest reaction shoot first simultaneously and it goes down the reaction table.
Range is determined by drawing a straight line between the firing face and the target. Every hex the line passes through is counted as one hex.
You choose a target ship from one of the ships within your range.
To figure out if your shots hit, throw 2d6, add up any bonuses and penalties and compare the results to the opponent’s To-Hit score. If it meets or exceeds it, you hit the target.
To figure out how much damage you did, roll the amount of dice noted in damage and add them up. Write down the damage somewhere. Once the attack phase ends, the damage is added up, armour of the hit ship subtracted and the result is removed from the Hull Integrity.
To ram, enter the same hex as an enemy ship and declare your intent to ram. You roll 2d6 and compare it to the target’s to hit score. If the number meets or exceeds your opponent’s To-Hit score, you have rammed your enemy.
Upon a successful ram, look at the rammer’s and the ship that is rammed’s Armour score.The rammer’s armour score is converted into damage for the ship that is rammed and the ship that is rammed’s armour score is converted into damaged for the rammer. This damage is treated as if it was done in the Attack Phase.
Ramming uses up all remaining speed for the turn.
EX The Constitution rams the Valient. The Constitution has twenty armour at the time of ramming, the Valiant has ten Hull Integrity left. When it rams, the Constitution does twenty damage to itself and the Valient. The damage is treated as if it was rolled in the attack phase.
Every ship has targeting systems. Sadly different weapon systems need different targeting systems. If you use 1 type of weapon, your targeting system sings praise in your name and your to hit rolls gain a +2 bonus.
If you use 2 different types of weapons, your targeting system grumbles a bit but no harm done. You have no bonus or penalty to your to hit roll.
If you use three types of weapons, your targeting system curses the very ground you walk on and you take a -2 to your to hit modifier.
In Figure 2 the grey hex is a representation of a ship, its bow -the front- faces the green hex and its stern -the rear- faces the red hex. The ship’s forward flank is coloured yellow and its rear flank is coloured orange.
A ship can only move in the direction it’s facing, one hex at a time, with the opportunity to change its facing by one side clockwise, towards the port, or counter-clockwise, towards the starboard, after each movement without using extra Speed.
e.x. If this ship recently moved into its current hex it could change its forward facing to either yellow side, the current facing of its forward flanks.
Bonuses gained from Facing
A ship firing upon the bow of another ship receives no bonuses.
A ship firing upon the forward flank of another ship gains +1 to hit.
A ship firing upon the rear flank of another ship gains +2 to hit.
A ship firing upon the stern of another ship gains +2 to hit and 1d6 bonus to damage.
Ships may move through or end their turn in the same hex as an enemy ship without hindrance. To determine where the ship is hit, draw a line from the originating point of the shot to the centre of the targeted hex. The last hex that the line passes through before reaching the targeted hex is the face that gets hit.
For example if the line passes through the green hex before reaching the targeted square, it is considered to have hit the bow.
If a ship is firing at another ship in the same hex, treat it as it is firing at the stern.
If more than 2 shots are hitting a single ship, the damage done by the shots are added together and only one roll is needed to be rolled to hit or miss the target. Use the highest to-Hit bonus.
Now you have a fleet. And now for the final ingredient. You, yes you the admiral. Every fleet has a capital ship. A capital ship must be the most expensive ship in the fleet. If that position is tied, you can pick one of the ships that qualify.
If the capital ship is destroyed, you lose because you’re dead.
Every fleet has a morale rating. Its morale rating is based on how many ships it has and how large the ships are. Morale can fly to ridiculous heights and drop to ridiculous lows. Starting morale is based off this chart. if your moral ever drops below 0, you automatically lose the game because your remaining ships turn tail and flee.
Every time a ship is destroyed the destroying side gains morale and the destroyed side loses morale according to this table.
Certain terrain gives certain bonuses and penalties to shooting.
work in progress
+2 to ship’s to hit score
every turn spent in an asteroid hex, roll 2d6. If the score meets or exceeds your ships base to hit score roll 2d6 of damage and treat it as rolled in the damage phase.