Post by Nygil, Nickolie on Oct 9, 2012 6:51:51 GMT -5
I got bored, and the world was not giving me the game I wanted. I was playing Gratuitous Space Battles and that was pretty good, so I ended up quick creating a game with much promise.
It is simply a hex based space ship war game. Weapons have a range, ships have a speed and maneuverability. Weapons have a strength, ships have Hp and DR, its a d10 game with to hit based on how big a ship is and your weapon of choice, with a miss chance system for shields.
Clearly never been play tested, but with the minis from Twilight Imperium I've all I need for the basic ships, and terrain is easy... I have a hex grid and 5 colors of markers.
Thoughts?
Basics
Turn Order: The game runs in three steps as listed below.
Set Up: The players each roll a d10, whom ever rolls highest is first player. The first player may place his ships on the grid according to the deployment rules, once he has finished the next player may deploy, repeat until each player has deployed and then move to the Movement Step.
Movement: The active player choses a ship they control and moves it according to it's speed. Then they select the next ship, and repeats until each ship is moved. Once the active player has moved each ship the next player becomes the active player until each player has finished their movement, at which point the game moves to the Combat Step.
Combat: The active player choses a ship they control and may fire one of it's weapons at an valid target. They then chose another ship and repeat until each ship has fired, at that point the next player becomes the active player. Once each player has finished their combat step, the game moves to the start of the next Movement Step.
Ex: At the start of a game all players roll a d10, whom ever rolls highest sets up their fleet first, then going clockwise each other player sets up. Then the first player may move his ships according to their speeds, followed the next and so on until each player has finished their movement. Then the first player may have his ships fire their weapons, followed by the second player, and so on. Once each player has fired, then began the movement step again and repeat.
Ship Rules
Speed: This is the number of hex a ship can move per action.
Maneuverability: This is how much a ship can turn per action.
Hull Points (hp): This is the number of hits a ship can take before blowing up. Once they reach half they become wrecked.
Armour: This is the amount of Damage the ship can resist per hit. (like dnd's DR)
Shields: Some ship have a shield value from 1 to 10. When a ship with shields is hit by an attack the controlling player may roll a d10, on a roll of the value or lower the hit is negated.
Size: Each ship has a size, this is shown with a number from 1 to 10. Bigger number means bigger ship. Size is used to show how hard a ship is to hit, in order to hit an attacker must roll under the size of the target. Size is also used to calculate Ramming damage.
Wrecked: At the end of a phase if a ship has reached half it's Hull Points(hp) or less it becomes Wrecked. This is shown on the board by flipping the mini over. A wrecked ship Loses 1 Speed, and 1 Maneuverability as well as 2 shields.
Destroyed: At the end of a phase if a non fighter ship has reached 0 to -3 hp it becomes destroyed, remove the model from the board. Each hex destroyed ship occupied becomes the terrain type 'Debris', unless it is already Debris in which case it becomes Heavy Debris. (if it was already heavy make it Impassable) Any ship that is destroyed leaves a 'Life Pod' in its place unless the is no hex it maybe placed (such as if the ships hex all have the Impassable terrain type.
Annihilated: At the end of a phase if a non fighter ship has reached -4 or lower hp it becomes annihilated. When a ship is annihilated any ship in an adjacent hex is dealt 2 points of damage (shields can negate). The hex where the ship was, and hex adjacent gains the 'Gas Cloud' and 'Radiation' terrain types.
Fighter: Ships with this type are different in a lot of ways. First off when they reach zero or few hp they are simply removed from the grid immediately. Secondly they do not block line of sight but instead grant +5 cover to any allied target behind them (taking the hit themselves if cover blocks the shot). Thirdly fighters must end their movement step within 1 hex of a friendly non fighter ship or be removed from the grid. Lastly they can be moved through by friendly ships (though it costs two movement).
Ramming: A non fighter ship may try to Ram another non fighter ship during the movement step. To do so the Ramming ship must have enough speed to enter the targets hex. Start by moving the Ramming ship adjustment to it's target and declare a Ram. At this point the active player must roll to hit the target ship, if they miss this attack that ship's movement is over, and the Ram fails. If this attack hits, the the Ram succeeds and both ships take damage (as below). Shields and Cover have no effect on a ramming attack.
Ramming Damage: To figure out how much damage is dealt by a successful Ramming you need to know the size of both ships, and the speed of the Ramming ship. The target takes damage equal to the Ramming ships Speed + (The Ramming ships size -3) + 1 is they are hit from it's Back 3 arc. While the Ramming ship takes damage equal to it's own speed + (the targets size -3) -1 if they hit the target from it's Back 3 arc. In the case that the target is Destroyed or Annihilated the Ramming ship moves in to the hex it Rammed. (even if it is Destroyed or Annihilated as well)
Weapons Rules
Range: This number is the distance in hex a weapon may fire.
Damage: This is the number of hull points lost by a weapon or ram hit.
To Hit: Some Weapons have a bonus or penalty to hit their target, this is shown as a + or -, followed by a number. This modifier is added to the size of the target. (+1 means add one to the size of the target, making it easier to hit)
Arc of Fire:This shows a weapons target-able area. Below are the options.
Front 1:Form a cone from the hex right in front of ship, anything partly in that cone is a valid target.
Front 3:Form a cone from the ships hex facing towards it's front (if a large ship use it's front half), anything partly in that cone is a valid target.
Side:Form a cone from the ships hex facing towards both it's right and left (if a large ship use both it's hexs), anything partly in these cones is a valid target
Back 1:Form a cone from the hex right in behind of ship, anything partly in that cone is a valid target
Back 3:Form a cone from the ships hex facing behind it (if a large ship use it's back half), anything partly in that cone is a valid target.
Any:There are no limits to the area this weapon may aim.
Shots: A weapon may fire as many times as the Shots value. If a weapon has more than one shot and the 'targeting' rule it may split up these shots between different valid targets. (it must declare all targets before rolling anything.)
Line of Sight: Non-fighter ships and some terrain block line of sight, meaning that weapons can not target through that hex.
Beam Weapons
Range: 5-10
Damage: 3-5
Shots: 1-2
Arc: Limited (Front 1 or 3)
To hit: 0 to +4
Special: Shields hit by beams turn off until next turn.
Ballistic Weapons
Range: 1-6
Damage: 1-4
Shots: 2-6
Arc: Any
To hit: -2 to +2
Special: These weapons ignore 1 point of the target's armour.
Missile Weapons
Damage: 3-6
Shots: 1-3
Arc: Limited (Front and/or Side)
To hit: -4 to 0
Special: Missiles do not have a range, instead they have a movement and Maneuverability and move like a ship does, when a missile enters a hex that has a ship in it, roll to hit and the missile is destroyed. (Missiles can not pass through Debris or Heavy Debris, but can pass through Gas Clouds)
Terrain Type Rules
Open Space: This is the default state of an hex on the gird. Moving through such hex costs one movement, has no cover, open line of sight, and no penalties.
Debris: An hex that has this type slows movement, taking 2 movement to pass through. Firing through Debris causes a -1 to hit per hex of debris(Not counting the hex the attacker is in, but it does count the hex the target is is). A ship in Debris may not use shields, but gains +3 Cover.
Heavy Debris: Any hex that has this type slows movement, taking 3 movement to pass through. Heavy Debris blocks line of sight through it, however a ship in Heavy Debris can still be targeted, and fire out of it. A ship in Heavy Debris gains +5 Cover, but can not use shields while in that hex.
Gas Cloud: Any hex with this type blocks line of sight through, but not in or out (target or attacker in the hex can still be seen/hit).
Impassable: This hex can not be moved through, and blocks line of sight.
Radiation: Any ship moving through a hex with this terrain type takes 1 point of damage that ignores armour at the end of their movement. (max 1 damage per turn, no matter how many hex they pass through)
Ships Not fully ready yet need more mods.
Capital Ship
Hp: 12
Speed: 3
Maneuverability: 1
Armour: 2
Shields: +5
Size: 8
Weapons: Nuke, PDS, Capital Gun
Cruiser
Hp: 8
Speed: 4
Maneuverability: 2
Armour: 1
Shields: +4
Size: 6
Weapons: Radiance Cannon, Missile Pod
Frigate
Hp: 6
Speed: 3
Maneuverability: 3
Armour: 1
Shields: +4
Size: 4
Weapons: Railgun, Seeker Missiles
Command Ship
Hp: 6
Speed: 2
Maneuverability: 1
Armour: 1
Shields: +6
Size: 7
Special: within 3 hex, fighters can deploy
Weapons: Missile Pod
Fighter (Fighter Type)
Hp: 1
Speed: 3
Maneuverability: 4
Size: 2
Weapons: Gatling Gun
Shield Array
Hp: 4
Speed: 1
Maneuverability: 3
Armour: 0
Shields: +8
Size: 6
Special: Within 3 hex allied non fighter ship's shields area increased by 2.
Weapons: PDS
Orbital Guns
Hp: 4
Speed: 0
Maneuverability: 1
Armour: 0
Shields: +3
Size: 4
Weapons: PDS, Railgun
Life Pod (Fighter Type)
Hp: 1
Speed: 1
Maneuverability: 3
Size: 2
Weapons: None
Central Base
HP: 20
Speed: 0
Maneuverability: 0
Armour: 2
Shields: 5
Size: 10
Weapons: PDS
It is simply a hex based space ship war game. Weapons have a range, ships have a speed and maneuverability. Weapons have a strength, ships have Hp and DR, its a d10 game with to hit based on how big a ship is and your weapon of choice, with a miss chance system for shields.
Clearly never been play tested, but with the minis from Twilight Imperium I've all I need for the basic ships, and terrain is easy... I have a hex grid and 5 colors of markers.
Thoughts?
Basics
Turn Order: The game runs in three steps as listed below.
Set Up: The players each roll a d10, whom ever rolls highest is first player. The first player may place his ships on the grid according to the deployment rules, once he has finished the next player may deploy, repeat until each player has deployed and then move to the Movement Step.
Movement: The active player choses a ship they control and moves it according to it's speed. Then they select the next ship, and repeats until each ship is moved. Once the active player has moved each ship the next player becomes the active player until each player has finished their movement, at which point the game moves to the Combat Step.
Combat: The active player choses a ship they control and may fire one of it's weapons at an valid target. They then chose another ship and repeat until each ship has fired, at that point the next player becomes the active player. Once each player has finished their combat step, the game moves to the start of the next Movement Step.
Ex: At the start of a game all players roll a d10, whom ever rolls highest sets up their fleet first, then going clockwise each other player sets up. Then the first player may move his ships according to their speeds, followed the next and so on until each player has finished their movement. Then the first player may have his ships fire their weapons, followed by the second player, and so on. Once each player has fired, then began the movement step again and repeat.
Ship Rules
Speed: This is the number of hex a ship can move per action.
Maneuverability: This is how much a ship can turn per action.
Hull Points (hp): This is the number of hits a ship can take before blowing up. Once they reach half they become wrecked.
Armour: This is the amount of Damage the ship can resist per hit. (like dnd's DR)
Shields: Some ship have a shield value from 1 to 10. When a ship with shields is hit by an attack the controlling player may roll a d10, on a roll of the value or lower the hit is negated.
Size: Each ship has a size, this is shown with a number from 1 to 10. Bigger number means bigger ship. Size is used to show how hard a ship is to hit, in order to hit an attacker must roll under the size of the target. Size is also used to calculate Ramming damage.
Wrecked: At the end of a phase if a ship has reached half it's Hull Points(hp) or less it becomes Wrecked. This is shown on the board by flipping the mini over. A wrecked ship Loses 1 Speed, and 1 Maneuverability as well as 2 shields.
Destroyed: At the end of a phase if a non fighter ship has reached 0 to -3 hp it becomes destroyed, remove the model from the board. Each hex destroyed ship occupied becomes the terrain type 'Debris', unless it is already Debris in which case it becomes Heavy Debris. (if it was already heavy make it Impassable) Any ship that is destroyed leaves a 'Life Pod' in its place unless the is no hex it maybe placed (such as if the ships hex all have the Impassable terrain type.
Annihilated: At the end of a phase if a non fighter ship has reached -4 or lower hp it becomes annihilated. When a ship is annihilated any ship in an adjacent hex is dealt 2 points of damage (shields can negate). The hex where the ship was, and hex adjacent gains the 'Gas Cloud' and 'Radiation' terrain types.
Fighter: Ships with this type are different in a lot of ways. First off when they reach zero or few hp they are simply removed from the grid immediately. Secondly they do not block line of sight but instead grant +5 cover to any allied target behind them (taking the hit themselves if cover blocks the shot). Thirdly fighters must end their movement step within 1 hex of a friendly non fighter ship or be removed from the grid. Lastly they can be moved through by friendly ships (though it costs two movement).
Ramming: A non fighter ship may try to Ram another non fighter ship during the movement step. To do so the Ramming ship must have enough speed to enter the targets hex. Start by moving the Ramming ship adjustment to it's target and declare a Ram. At this point the active player must roll to hit the target ship, if they miss this attack that ship's movement is over, and the Ram fails. If this attack hits, the the Ram succeeds and both ships take damage (as below). Shields and Cover have no effect on a ramming attack.
Ramming Damage: To figure out how much damage is dealt by a successful Ramming you need to know the size of both ships, and the speed of the Ramming ship. The target takes damage equal to the Ramming ships Speed + (The Ramming ships size -3) + 1 is they are hit from it's Back 3 arc. While the Ramming ship takes damage equal to it's own speed + (the targets size -3) -1 if they hit the target from it's Back 3 arc. In the case that the target is Destroyed or Annihilated the Ramming ship moves in to the hex it Rammed. (even if it is Destroyed or Annihilated as well)
Weapons Rules
Range: This number is the distance in hex a weapon may fire.
Damage: This is the number of hull points lost by a weapon or ram hit.
To Hit: Some Weapons have a bonus or penalty to hit their target, this is shown as a + or -, followed by a number. This modifier is added to the size of the target. (+1 means add one to the size of the target, making it easier to hit)
Arc of Fire:This shows a weapons target-able area. Below are the options.
Front 1:Form a cone from the hex right in front of ship, anything partly in that cone is a valid target.
Front 3:Form a cone from the ships hex facing towards it's front (if a large ship use it's front half), anything partly in that cone is a valid target.
Side:Form a cone from the ships hex facing towards both it's right and left (if a large ship use both it's hexs), anything partly in these cones is a valid target
Back 1:Form a cone from the hex right in behind of ship, anything partly in that cone is a valid target
Back 3:Form a cone from the ships hex facing behind it (if a large ship use it's back half), anything partly in that cone is a valid target.
Any:There are no limits to the area this weapon may aim.
Shots: A weapon may fire as many times as the Shots value. If a weapon has more than one shot and the 'targeting' rule it may split up these shots between different valid targets. (it must declare all targets before rolling anything.)
Line of Sight: Non-fighter ships and some terrain block line of sight, meaning that weapons can not target through that hex.
Beam Weapons
Range: 5-10
Damage: 3-5
Shots: 1-2
Arc: Limited (Front 1 or 3)
To hit: 0 to +4
Special: Shields hit by beams turn off until next turn.
Ballistic Weapons
Range: 1-6
Damage: 1-4
Shots: 2-6
Arc: Any
To hit: -2 to +2
Special: These weapons ignore 1 point of the target's armour.
Missile Weapons
Damage: 3-6
Shots: 1-3
Arc: Limited (Front and/or Side)
To hit: -4 to 0
Special: Missiles do not have a range, instead they have a movement and Maneuverability and move like a ship does, when a missile enters a hex that has a ship in it, roll to hit and the missile is destroyed. (Missiles can not pass through Debris or Heavy Debris, but can pass through Gas Clouds)
Terrain Type Rules
Open Space: This is the default state of an hex on the gird. Moving through such hex costs one movement, has no cover, open line of sight, and no penalties.
Debris: An hex that has this type slows movement, taking 2 movement to pass through. Firing through Debris causes a -1 to hit per hex of debris(Not counting the hex the attacker is in, but it does count the hex the target is is). A ship in Debris may not use shields, but gains +3 Cover.
Heavy Debris: Any hex that has this type slows movement, taking 3 movement to pass through. Heavy Debris blocks line of sight through it, however a ship in Heavy Debris can still be targeted, and fire out of it. A ship in Heavy Debris gains +5 Cover, but can not use shields while in that hex.
Gas Cloud: Any hex with this type blocks line of sight through, but not in or out (target or attacker in the hex can still be seen/hit).
Impassable: This hex can not be moved through, and blocks line of sight.
Radiation: Any ship moving through a hex with this terrain type takes 1 point of damage that ignores armour at the end of their movement. (max 1 damage per turn, no matter how many hex they pass through)
Ships Not fully ready yet need more mods.
Capital Ship
Hp: 12
Speed: 3
Maneuverability: 1
Armour: 2
Shields: +5
Size: 8
Weapons: Nuke, PDS, Capital Gun
Cruiser
Hp: 8
Speed: 4
Maneuverability: 2
Armour: 1
Shields: +4
Size: 6
Weapons: Radiance Cannon, Missile Pod
Frigate
Hp: 6
Speed: 3
Maneuverability: 3
Armour: 1
Shields: +4
Size: 4
Weapons: Railgun, Seeker Missiles
Command Ship
Hp: 6
Speed: 2
Maneuverability: 1
Armour: 1
Shields: +6
Size: 7
Special: within 3 hex, fighters can deploy
Weapons: Missile Pod
Fighter (Fighter Type)
Hp: 1
Speed: 3
Maneuverability: 4
Size: 2
Weapons: Gatling Gun
Shield Array
Hp: 4
Speed: 1
Maneuverability: 3
Armour: 0
Shields: +8
Size: 6
Special: Within 3 hex allied non fighter ship's shields area increased by 2.
Weapons: PDS
Orbital Guns
Hp: 4
Speed: 0
Maneuverability: 1
Armour: 0
Shields: +3
Size: 4
Weapons: PDS, Railgun
Life Pod (Fighter Type)
Hp: 1
Speed: 1
Maneuverability: 3
Size: 2
Weapons: None
Central Base
HP: 20
Speed: 0
Maneuverability: 0
Armour: 2
Shields: 5
Size: 10
Weapons: PDS