User talk:100thlurker: Difference between revisions
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*Points in PD represent QF Vector Beams that can be used to damage ships or defend against enemy fire. Two points of PD can be used to do one flat damage to an enemy ship in 7 hexes. One point of PD can subtract one dice from enemy fire. PD refreshes at the start of the next round. | *Points in PD represent QF Vector Beams that can be used to damage ships or defend against enemy fire. Two points of PD can be used to do one flat damage to an enemy ship in 7 hexes. One point of PD can subtract one dice from enemy fire. PD refreshes at the start of the next round. | ||
*ECM is now free to function as a buff/debuff stat rather than one of two passive defenses as a more general EW stat. | *ECM is now free to function as a buff/debuff stat rather than one of two passive defenses as a more general EW stat. | ||
*EW now modifies Spotting and Jamming. A ship projects an EW bubble equal to double its EW score. It also determines the range of Distortion Fields. | *EW now modifies Spotting and Jamming stances. A ship projects an EW bubble equal to double its EW score. It also determines the range of Distortion Fields. | ||
2.) '''Spotting and Jamming''' | 2.) '''Spotting and Jamming''' | ||
*'''Jamming:''' By default ships generate noise as a passive defense, adding one TN to hit per EW score. Jamming degrades as other sensors that are harder to fool come into play: -1@7, -2@5, -3@3, -4@1. | *'''Jamming:''' By default ships generate noise as a passive defense, adding one TN to hit per every two points of EW score. Jamming degrades as other sensors that are harder to fool come into play: -1@7, -2@5, -3@3, -4@1. | ||
*'''Spotting:''' Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. | *'''Spotting:''' Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. So long as the Target is within the Spotter's EW bubble, use the distance between the Spotter and the Target for the purposes of determining penalty from EW for any weapons in range. Crippled ships can not spot. | ||
3.) Ship Initiative is now changed to hull type, which modifies TN to hit: | 3.) Ship Initiative is now changed to hull type, which modifies TN to hit: | ||
*0 = Capital Ship | *0 = Capital Ship | ||
Line 12: | Line 14: | ||
*2 = Cruisers or Frigate Destroyers. | *2 = Cruisers or Frigate Destroyers. | ||
*3 = Frigates or other unrated ships. | *3 = Frigates or other unrated ships. | ||
4.) Weapons + Range brackets. | 4.) Weapons + Range brackets. | ||
*'''Antimatter Cannon:''' Fires bolts of suspended Anti-Matter, destroys both armor and hp on the same damage roll on unshielded hulls. Reactor power brings maximum range out to 10. | |||
*''' | :[Critical Range]: Range 0-1. On rolls of 1 the volatile AM bolt may burst too close to the firing ship. Takes one AM hit. | ||
:[Direct] | :[Direct Fire]: Range 2-5. | ||
*'''Anti-Ship Lasers:''' High intensity vectored lasers, the primary weapon of most navies. Base to-hit number is 6 + Target Hull Type. | *'''Anti-Ship Lasers:''' High intensity vectored lasers, the primary weapon of most navies. Base to-hit number is 6 + Target Hull Type. | ||
:[Direct] range 0-10 ER type 0-15 | :[Direct] range 0-10 ER type 0-15 | ||
:[Predicted] Effectively infinite, requires Spotter | |||
*'''Heavy Lasers:''' Massive arrays far too powerful to use strong beam vectoring. Consequently their base to-hit number is 7 plus the target's Hull Type (may not be able to hit certain targets at all). They can not be fitted on Hull Types over 2. | |||
:[Direct] range 0-15, ER type 0-20 | |||
:[Predicted] Effectively infinite, requires Spotter | :[Predicted] Effectively infinite, requires Spotter | ||
*'''Lances:''' High power pulsars based on gravity manipulation with two fire modes. | *'''Lances:''' High power pulsars based on gravity manipulation with two fire modes. | ||
:[Close] range 0-4, murderously effective in destroying armor, however base-to-hit is 8. Each unit of speed a ship moves in a turn brings the TN to hit down by one. | :[Close] range 0-4, murderously effective in destroying armor, however base-to-hit is 8. Each unit of speed a ship moves in a turn brings the TN to hit down by one. | ||
:[Long] range 4-8, base-to-hit is 10. Each unit of speed a ship moves in a turn brings the TN to hit down by one. | :[Long] range 4-8, base-to-hit is 10. Each unit of speed a ship moves in a turn brings the TN to hit down by one. | ||
*''' | *'''Missiles:''' Must use Open Bay Stance to fire. Ammunition is limited, one point = one missile. Ships can launch as many missiles as they have loaded. One point of PD stops one missile within 7 hexes. Weapon pools can fire on missiles at TN 8. | ||
:[Burst Munitions]: Unlimited range. The player designates either a ship or a designated hex for missiles to hit. A Burst Missile that successfully reaches its target does 6 damage to the center hex and 4 damage to each hex around it. | :[Burst Munitions]: Unlimited range. The player designates either a ship or a designated hex for missiles to hit. A Burst Missile that successfully reaches its target does 6 damage to the center hex and 4 damage to each hex around it. In hexes where blasts overlap, add half damage for another missile, then no damage for any further blasts. | ||
:[Shaped Charge]: Resolved like a normal attack | :[Shaped Charge]: Resolved like a normal attack, base to-hit number is 7 + Target Hull Type. Range 1-10, effectively infinite with a spotter. A successful hit causes 8 damage, the next does 4, a third adds none. | ||
*'''Anti-matter Torpedo''': Instead of a traditional warhead, these warheads when armed use a vector field at the tip of a large missile to safely contain anti-matter. Destroys both armor and hp. They act like other missiles in almost all other respects, however, due to their volatility they can only be launched every other turn while their vector fields are recalibrated. | |||
3.) | :'''Plasma Cannon:''' 15-20 Range (Half Damage, requires spotter), 10-15 (1 Damage, requires spotter), 10-4 Range (2 Damage), 0-1 (3 damage). Base to-hit number is 7 + Target Hull Type | ||
*'''Damage Control''': When a ship is crippled, the Captain may order every non-critical hand to fight fires and make hasty repairs. The ship can not fire weapons | 7.) '''Crippled:''' Ships are brought to half efficiency when they reach 1/3rd health, instead of half at half, and 1/4 at 1/4th. | ||
*'''Retreat''': All emergency power to engines. No weapon pools may be used. +1/2 Speed | |||
*'''Spinal Cannon''': When firing a spinal gun, a ship cannot fire any | 6.) '''Stances:''' | ||
*'''Damage Control''': When a ship is crippled, the Captain may order every non-critical hand to fight fires and make hasty repairs. The ship can not fire weapons or Reactor power. Each turn the ship is in Damage Control, make a command check to bring either weapons or drives back up to normal function. | |||
*'''Retreat''': All emergency power to engines. No weapon pools may be used. +1/2 Speed. Ship in Retreat cannot be taken out of Retreat stance except with a command check. | |||
*'''Spinal Cannon''': When firing a spinal gun, a ship cannot fire any weapon pools and takes a relatively predictable course, and may be hit at -2 TN. | |||
*'''Open Bays''': When lofting missiles or launching/recovering smallcraft, the ship halves its weapon pools and takes double damage. | *'''Open Bays''': When lofting missiles or launching/recovering smallcraft, the ship halves its weapon pools and takes double damage. | ||
Hull Types 0-1: | Hull Types 0-1: | ||
*'''Barrage''': Fleet Capitals to Cruisers may target a hex for barrage fire. Every weapon pool in range does half its damage, spread equally between the target hex and each surrounding hex. | *'''Barrage''': Fleet Capitals to Cruisers may target a hex for barrage fire. Every weapon pool in range does half its dice in damage, spread equally between the target hex and each surrounding hex. | ||
Hull Types 2-3: | Hull Types 2-3: | ||
*'''E-War''': | *'''E-War''': Half weapon pools. Target an enemy ship and attempt to counter its Spotting or Jamming. Both ships roll 1d10+EW Score. On a success nullify target's EW. | ||
*''' | *'''Spotting''': Half weapon pools. The ship is doubles its EW bubble and doubles the range of EW degradation to -1@12, -2@8, -3@6, -4@ for the purposes of spotting for friendly ships. | ||
*'''Deception''': No weapon pools. The ship grants all ships within its EW bubble its EW score for the purposes of passive defense. | |||
==Ship mockups== | ==Ship mockups== | ||
=== | ===Battleships=== | ||
''' | '''Dreadnought''': Speed 2 (Init:0), Shields 10, Armor 8, Structure 25, EW 0, PD 4, Heavy Lasers 8, 4 Lasers <br> | ||
'''Armored Cruiser''' | '''Armored Cruiser''': Speed 3 (Init:1), Shields 8, Armor 6, Structure 15, EW 0, PD 5, 3 Heavy Lasers, 5 Lasers <br> | ||
'''Cruiser''' | '''Cruiser''': Speed 3 (Init:1), Shields 6, Armor 4, Structure 12, EW 2, PD 6, 6 Lasers, Missiles 3 <br> | ||
=== | '''Frigate Destroyer''': Speed 5 (Init:2), Shields 6, Armor 3, Structure 10, EW 1, PD 3, Lasers 4, Missiles 4 <br> | ||
''' | ===Unrated=== | ||
'''Frigate''': Speed 4 (Init | '''Super-Frigate''': Speed 5 (Init: 2), Shields 6, Armor 2, Structure 12, EW 4, PD 4, Lasers 6 | ||
'''Frigate''': Speed 4 (Init 3), Shields 4, Armor 2, Structure 6, EW 4, PD 3, Lasers 3 | |||
=Fleet Action= | =Fleet Action= |
Revision as of 17:11, 23 December 2015
I00thlurker Retcon Proposal
1.) ECM and AA: AA is an orphan stat that did one thing only, subtract dice from missiles. As a one off mechanic without the other gameplay elements it was intended to counter, it has become little more than an element of the most aggravating weapon against defense interplays of the system. However, rather than do away with it entirely, I suggest that it offers an opportunity. Turn "AA" into a full stat called Point Defense that takes on all the functions that both ECM and AA used to have.
- Points in PD represent QF Vector Beams that can be used to damage ships or defend against enemy fire. Two points of PD can be used to do one flat damage to an enemy ship in 7 hexes. One point of PD can subtract one dice from enemy fire. PD refreshes at the start of the next round.
- ECM is now free to function as a buff/debuff stat rather than one of two passive defenses as a more general EW stat.
- EW now modifies Spotting and Jamming stances. A ship projects an EW bubble equal to double its EW score. It also determines the range of Distortion Fields.
2.) Spotting and Jamming
- Jamming: By default ships generate noise as a passive defense, adding one TN to hit per every two points of EW score. Jamming degrades as other sensors that are harder to fool come into play: -1@7, -2@5, -3@3, -4@1.
- Spotting: Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. So long as the Target is within the Spotter's EW bubble, use the distance between the Spotter and the Target for the purposes of determining penalty from EW for any weapons in range. Crippled ships can not spot.
3.) Ship Initiative is now changed to hull type, which modifies TN to hit:
- 0 = Capital Ship
- 1 = Cruisers
- 2 = Cruisers or Frigate Destroyers.
- 3 = Frigates or other unrated ships.
4.) Weapons + Range brackets.
- Antimatter Cannon: Fires bolts of suspended Anti-Matter, destroys both armor and hp on the same damage roll on unshielded hulls. Reactor power brings maximum range out to 10.
- [Critical Range]: Range 0-1. On rolls of 1 the volatile AM bolt may burst too close to the firing ship. Takes one AM hit.
- [Direct Fire]: Range 2-5.
- Anti-Ship Lasers: High intensity vectored lasers, the primary weapon of most navies. Base to-hit number is 6 + Target Hull Type.
- [Direct] range 0-10 ER type 0-15
- [Predicted] Effectively infinite, requires Spotter
- Heavy Lasers: Massive arrays far too powerful to use strong beam vectoring. Consequently their base to-hit number is 7 plus the target's Hull Type (may not be able to hit certain targets at all). They can not be fitted on Hull Types over 2.
- [Direct] range 0-15, ER type 0-20
- [Predicted] Effectively infinite, requires Spotter
- Lances: High power pulsars based on gravity manipulation with two fire modes.
- [Close] range 0-4, murderously effective in destroying armor, however base-to-hit is 8. Each unit of speed a ship moves in a turn brings the TN to hit down by one.
- [Long] range 4-8, base-to-hit is 10. Each unit of speed a ship moves in a turn brings the TN to hit down by one.
- Missiles: Must use Open Bay Stance to fire. Ammunition is limited, one point = one missile. Ships can launch as many missiles as they have loaded. One point of PD stops one missile within 7 hexes. Weapon pools can fire on missiles at TN 8.
- [Burst Munitions]: Unlimited range. The player designates either a ship or a designated hex for missiles to hit. A Burst Missile that successfully reaches its target does 6 damage to the center hex and 4 damage to each hex around it. In hexes where blasts overlap, add half damage for another missile, then no damage for any further blasts.
- [Shaped Charge]: Resolved like a normal attack, base to-hit number is 7 + Target Hull Type. Range 1-10, effectively infinite with a spotter. A successful hit causes 8 damage, the next does 4, a third adds none.
- Anti-matter Torpedo: Instead of a traditional warhead, these warheads when armed use a vector field at the tip of a large missile to safely contain anti-matter. Destroys both armor and hp. They act like other missiles in almost all other respects, however, due to their volatility they can only be launched every other turn while their vector fields are recalibrated.
- Plasma Cannon: 15-20 Range (Half Damage, requires spotter), 10-15 (1 Damage, requires spotter), 10-4 Range (2 Damage), 0-1 (3 damage). Base to-hit number is 7 + Target Hull Type
7.) Crippled: Ships are brought to half efficiency when they reach 1/3rd health, instead of half at half, and 1/4 at 1/4th.
6.) Stances:
- Damage Control: When a ship is crippled, the Captain may order every non-critical hand to fight fires and make hasty repairs. The ship can not fire weapons or Reactor power. Each turn the ship is in Damage Control, make a command check to bring either weapons or drives back up to normal function.
- Retreat: All emergency power to engines. No weapon pools may be used. +1/2 Speed. Ship in Retreat cannot be taken out of Retreat stance except with a command check.
- Spinal Cannon: When firing a spinal gun, a ship cannot fire any weapon pools and takes a relatively predictable course, and may be hit at -2 TN.
- Open Bays: When lofting missiles or launching/recovering smallcraft, the ship halves its weapon pools and takes double damage.
Hull Types 0-1:
- Barrage: Fleet Capitals to Cruisers may target a hex for barrage fire. Every weapon pool in range does half its dice in damage, spread equally between the target hex and each surrounding hex.
Hull Types 2-3:
- E-War: Half weapon pools. Target an enemy ship and attempt to counter its Spotting or Jamming. Both ships roll 1d10+EW Score. On a success nullify target's EW.
- Spotting: Half weapon pools. The ship is doubles its EW bubble and doubles the range of EW degradation to -1@12, -2@8, -3@6, -4@ for the purposes of spotting for friendly ships.
- Deception: No weapon pools. The ship grants all ships within its EW bubble its EW score for the purposes of passive defense.
Ship mockups
Battleships
Dreadnought: Speed 2 (Init:0), Shields 10, Armor 8, Structure 25, EW 0, PD 4, Heavy Lasers 8, 4 Lasers
Armored Cruiser: Speed 3 (Init:1), Shields 8, Armor 6, Structure 15, EW 0, PD 5, 3 Heavy Lasers, 5 Lasers
Cruiser: Speed 3 (Init:1), Shields 6, Armor 4, Structure 12, EW 2, PD 6, 6 Lasers, Missiles 3
Frigate Destroyer: Speed 5 (Init:2), Shields 6, Armor 3, Structure 10, EW 1, PD 3, Lasers 4, Missiles 4
Unrated
Super-Frigate: Speed 5 (Init: 2), Shields 6, Armor 2, Structure 12, EW 4, PD 4, Lasers 6 Frigate: Speed 4 (Init 3), Shields 4, Armor 2, Structure 6, EW 4, PD 3, Lasers 3
Fleet Action
Design Goals
- Represent entire Operational Scope
- Narratively focused gameplay
- Relatively fast pace, unity of command
Raising Fleets
Fleets are made up of three kinds of Fleet Elements:
- Screen: The forward element of the
- Wall of Battle: The main body of a fleet is made of the [First Wing], [Second Wing], and [Third Wing].
- Fleet Train:
Into these Elements go Tokens which represent tactical groups of ships. Four different
Fleets are made up of Tokens, usually representing tactical groups of 2-6 ships. Tokens come in three different categories Light, Ship of the Wall, and Capital. In addition each token has several specific characteristics: Speed, Firepower, Shock, Resilience, as well as special traits.
e.g. Phoenician First Line Capitals: 1 Speed, 5 Firepower, 3 Shock, 2 Resilience
Not all fleets are made equal. Most powers have several different kinds of Fleets. Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, morale, and training.
Fleets in Action
Fleets in action. There are two types of engagement, determining the particular fleet elements, and a battle can freely transition between either depending on circumstance. This determines what fleet elements the
Phases of Battle
- Screening: In the Screening phase the Screen attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.
- Planning: The Flag Officers and their staffs analyze the field and issue their orders. Both sides describe the overall formation they want their fleets to adopt to the GM.
- Execution: The Fleet Elements perform Actions.
- Aftermath: The results of the main action is made known.
Set Piece
Whenever two fleet groups mutually agree and commit to pitched battle, bringing the full weight of their numbers to bear on each other. In a Set Piece engagement there are two major lines.
Screen | ||
Line of Battle | ||
---|---|---|
[First Wing] | [Second Wing] | [Third Wing] |
(Reserve) | (Reserve) | (Reserve) |
Skirmish
Whenever a majority of either fleet group is not engaged such as a meeting engagement, an attempt to maneuver around an enemy, or a fighting retreat. Most of a fleet’s tokens are “off-screen”.
Screen | ||
[First Wing] | ||
---|---|---|
(Reserve) | ||
March Train | ||
[Second Wing] | [Third Wing] |
Formation prejudices. It provides bonuses to
Flags & Symbols
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Infoboxes
Office Holder
{| style="border: #aaa 1px solid; width: 300px; background: #F9F9F9" class="infobox FCK__ShowTableBorders" align="right" |- ! style="background: #B0C7E6" colspan="2" | Name |- ! style="background: #B0C7E6; font-size:90%" colspan="2" | Office |- |- style="vertical-align:top;font-size:90%" ! colspan="2" | In office |- style="vertical-align:top;font-size:90%" | colspan="2" align="center" | [Term Start] - [Term End] |- style="vertical-align:top;font-size:90%" ! colspan="1" width="150" align="Left" | Preceded by | width="150" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Succeeded by | align="Left" | |- ! style="background: #B0C7E6; font-size:90%" colspan="2" | Personal Details |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Born | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Died | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Resting Place | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Citizenship | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Nationality | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Political Party | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Other political affiliations | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Spouse(s) | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Domestic Partner | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Relations | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Children | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Parents | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Residence | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Education | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Alma mater | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Occupation | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Profession | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Known for | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Cabinet | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Committees | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Portfolio | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Religion | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Civilian Awards | align="Left" | |- ! style="background: #B0C7E6; font-size:90%" colspan="2" | Military Service |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Allegiance | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Service/Branch | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Years of Service | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Rank | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Unit | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Commands | align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Battles | colspan="1" align="Left" | |- style="vertical-align:top;font-size:90%" ! colspan="1" align="Left" | Military Awards | align="Left" | |- |}