Battle Cry
If this system prove to be fatally flawed I reserve the right to change it.
Ship to Ship Combat
Ships
- Guided Missiles: Unlimited range, limited ammo (most imperial ships carry three reloads)
- Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 7, these are bendy beams.
- Anti-Air: Shoots down fighters/bombers/AWACs, Missiles
- Antimatter Cannon: Fires bolts of suspended Anti-Matter, range 1-3, destroys both armor and hp on the same damage roll on unshielded hulls
- Lancers: High power lasers that have range 0-1, ignores shields, murderously effective in destroying armor.
- ECM: Electronics warfare makes it harder to hit you
- Siege/Spinal cannon: 5 accuracy, 30 damage to armor/shields if hit. (Recharge 8 turns) Single shot weapon seen specialized anti-fortress ships and occasionally battleships (TN6 Dreadnoughts, 7 Battleships, 8 Cruisers)
- Shields:
- Armor:
- HP:: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
Standardize mass produce warship examples stats for reference
- BB: 8 Armor, 12 lasers, 5 missiles, 10 shields 1ECM, 2AA, 20HP, 1 Speed (Init: 1)
- Fast Battleship 7 Armor, 10 Lasers, 5 Missiles, 9 Shields, 2ECM, 2AA, 17HP, 3Speed (Init 2)
- CA: 4 armor 4 lasers, 3 missiles, 6 shields 2ECM, 1AA, 10HP , 3 Speed (Init 2)
- CC: 3 Armor, 3 lasers, 5 missiles, 6 shields, 4ECM, 4AA, 8HP, 1 speed (Init 2*) (Plus 1 Fleet/Squadron Command, (Give init bonus in tactical combat)
- DD: 0 Armor, 3/0 lasers, 0/3 missiles, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)
- Elite Custom Dragoon: 1 Armor: 3 Lasers 3 missiles, 3 shields, 2ECM 1AA, 5HP, 4 Speed (Init 3)
Non-Standard Imperial Ships including the Calvary

- CB (Command Battleship Vidar) 8 Armor, 12 lasers, 6 missiles, 10 shields 2ECM, 2AA, 20HP, 2 Speed (Init: 2) (Plus 2 Fleet/Squadron Command, (Give init bonus in tactical combat)

- CB (Command Battleship Midas) 8 Armor, 12 lasers, 5 missiles, 10 shields, 1ECM, 2AA, 20HP, 1 Speed (Init: 1) +2 Fleet/Squadron Command (Spinal Cannon)

- CB (Star Doom) 6 Armor, 10 missiles, 5 lancers 6 shields 2ECM, 2AA, 15HP, 2 Speed (Init: 1) +3 Fleet/Squadron Command

- VC (Calvary Cruiser): 3 armor 3 lasers, 5 lancers, 4 shields 2ECM, 1AA, 10HP, 4 Speed (Init 2)

- VD (Calvary Destroyers): :DD: 1 Armor, 2 lancers, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)

- B(M) (Battleship: Modernized) 5 Armor: 10 lasers, 4 missiles, 8 Shields, 1ECM, 1AA, 15HP 1 Speed, Init 1
Jardin Ships
- Dreadnought 12 Armor, 15 points on lasers, 10 Antimatter Canoon, 15 shields 0ECM 4AA, 40HP, (Always last on init) speed 0.5
- BB: 8 Armor, 10 lasers, 5 Antimatter Cannon, 10 shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)
- CA: 5 armor 4 lasers, 2 Antimatter Cannon, 6 shields 2ECM, 3AA, 15P , 2 Speed (Init 2)
- DD: 1 Armor, 2 lasers, 1 Antimatter Cannon, 2 shield, 2ECM, 2AA, 8HP, 4 speed (Init 4)
Reavers
- Corsair 2 armor 5 lasers, 3 shields 1ECM, 1AA, 8HP , 4 Speed (Init 3)
Rifters
- Omni-Cruiser 3 Armor, 4 Lancers, 4 Missiles (Reload: 8) 4 Shield, 1ECM, 1AA, 10HP, 5 Speed Init 4
Battlemap
- 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - -1 - -2 - -3 - -4 - -5 - -6 - -7 - -8 - -9 - -10
Ship Formation
- Determines bonus to passive defenses if your on the same tile.
- Vanguard
- Central +1 defense
- Rearguard +2 defense
Combat Rules
- Ship captains roll their Command Values plus ship Init value (command cruisers give bonus to all ships in the fleet)
- Init is rolled again every 5 turns, if ship enters range a reaction shot of who shoots first is rolled via command
- Ships move and fire or fire and move, if you want to move fire and then move again, requires a command roll.
- GM attack is Attack Value(AV)-(AA value)
- Lasers attack AV-(ECM)
- Each hit reduces the shield by one
- Requires 2 success to destroy a single piece of armor
- Tentative rules patch: Ships may focus fire on single target equal up to the overall squadron commander rating. Each time a ship targeted and fired by enemy after that it raises the target number to hit (IC explanation bendy beam interfere with each other)
ECM degradation
- ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@5
Stances
- Ship commander can order a ship stance for single turn
- Full attack double weapons but half shield
- Fire spinal cannon:
- Full defense double shields but half weapons
- Rebubble the shields: Restore shield power fully, half restored right away, and full start of next turn (minus any new damage on it while its being rebubbled)