On Delta Station
Battle Flow
- Step 1: Reduce range band by 1 (first turn: start at value for environment)
- Step 2: Roll Scouting vs target formation's Fleet Signature. Each faction gets to roll.
- Step 3: Scout Intercept. A successful scout intercept gives significant bonuses to all further scouting attempts but the target is not discovered.
- Step 4: If no faction has discovered the enemy, go to Step 1. If an enemy is detected, go to Step 5.
- Step 5: Launch Strike; strikes may only be launched one per turn.
- Step 6: Gunnery; Ships may Gunnery once per pulse. Phase count depends on range.
Pulses: Each turn is divided up into one or more pulses. As a rule the closer the battle is the more pulses happen. This represents ships firing more accurately at closer targets, shorter flight time, etc. Counterpulses: These are pulses that happen when there is no active battling, giving ships (and other pulse units) time to conduct damage control, regenerate shields, etc. Counterpulses happen after each pulse and the number of Counterpulses after each pulse is determined by distance; longer ranged battles have more 'downtime'. If there is no pulse unit action (such a pure carrier strike) the number of Counterpulses equals the band value.
Band:
- 10 - 1 Pulse, 9 Counterpulses
- 9 - 1 Pulse, 8 Counterpulses
- 8 - 1 Pulse, 7 Counterpulses
- 7 - 1 Pulse, 6 Counterpulses
- 6 - 1 Pulse, 5 Counterpulses
- 5 - 2 Pulses, 3 Counterpulses
- 4 - 2 Pulses, 2 Counterpulses
- 3 - 3 Pulses, 1 Counterpulses
- 2 - 5 Pulses, 0 Counterpulses
- 1 - 10 Pulses, 0 Counterpulses
Units
All Battlecraft are Squadron units, which means they are made up of a large number of individual units. As a squadron takes damage down its damage track, it suffers penalties as it has less operational units. This is called the dropout thresholds.
Battlecraft types:
- Scout - As the old joke goes, knowing is half the battle. The humble scout is designed to collect information and as such they are affordable and can be carried on most warships. As their primary mission is not to fight but to locate and track the enemy they have good base flight range but extremely limited dogfight ability.
- Swarmer Variation - Short-ranged battlecraft, swarmers are normally drones embarked specifically to provide local cover; they are pure combat and have no real scouting ability.
- Fighterscout Variation - Effectively a souped-up standard fighter loaded with added electronics, fuel tanking and operating in an element-sized formation like regular scouts. Their performance means they can effectively fight for information, even if on the whole they are less resilient compared to a full fighter squadron. They also make a competent CAP for ships unable to support full squadrons of regular fighters.
- Fighter - This is the single most common type of battlecraft and the foundation of essentially every aerospace force out there. Armed with a combination of guns and missiles they are built to achieve aerospace superiority and then support the attack. Some are instead built around a single large weapon (bomb or torpedo, generally) in which case they are known as strikers.
- Heavy Fighter Variation - Heavy fighters are physically larger cousins to regular fighters, trading dogfight performance and speed for improved firepower and survivability. Many of them are deliberately built as 'jack of all trades' capable of delivering heavy firepower against enemy fighters and strike ordnance against ships and ground targets in the same mission.
- Dominance Fighter (unlock) - The absolute last word in aerospace combat, dominance fighters are the elite of the deep sky. Coming in elements as opposed to squadrons they are relatively fragile as a tactical force but can down several times their numbers in a brawl.
- Superheavy Fighter (unlock) - Straddling the line between fighters and gunboats, superheavy fighters can deliver inordinant amount of firepower at anything that happens to wander in front of their gunsights. They also carry as many guns in their turrets as most fighters do in toto and are tough enough to withstand significant fire. While quite fast and agile compared to most other craft their size (by brute force if nothing else) they are still no medium fighter. They are also generally too large to be easily flown off most carriers, requiring either modified motherships or fixed bases. Their spacious frames do give them massive endurance though and they make excellent SPA (Space Patrol Aircraft) and raiders that can look after themselves. Able to all but ignore small-caliber flak, if there's one thing a superheavy fighter does not want to run into is it a warship armed with heavy SAMs. Like dominance fighters, superheavy fighters operate in elements instead of squadrons.
- Bomber - A fairly conventional attack craft, bombers are designed to lug lots of ordnance often over long distances and flatten whatever's on the recieving end. While bombers can fit on regular carriers, they do tend to be a bit of a tight fit.
- Heavy Bomber Variation - The big brother of regular bombers, heavy bombers are even tougher, carry significantly more ordnance and have improved flight endurance. Even larger than superheavy fighters they are essentially limited to fixed bases but can roam across vast areas of space.
- Superbomber (unlock) - Aircraft literally the size of a small warship, superbombers are large enough that they can comfortably dock a handful of regular-sized aircraft onboard.
Weight variations are significant differences in individual craft weight while maintaining a broadly similar statline. In practical terms, this has several effects:
- Dropout thresholds are modified, generally by spacing them out more but making the effects more significant (individual craft are harder to take down but losses are more significant)
- Damage tracks may be lengthened and firepower may be increased.
- Dogfight and other defensive values may be decreased.
- Other effects may apply, such as gaining defensive turrets. (dogfight defense)