Fleet Combat
Fleet Action Rule Alpha 0.1
Basic Rolling
Imitative and Movement
- Init Rolls: Squadron Init plus Admiral Command Values
- Declare actions from lowest rank to highest rank, highest rank moves first.
- Ships move then cease moving in the hex when they are firing.
Attack and Defense
- IS d10s worth of Attack Value plus Admiral Vale >= 7 to represent a hit
- Each point of DV value is the number of success need to be beat to score a hit
- Each Attack still reduces next attack DV by 1 represent onslaught. If it the attack succeeds subtract the damage of the fleet vs enemy fleet hp. If the attack is critical success 5 or more success it does double damage.
- Ships have not come under attack (either successful or failed) gain a increasing +1 modifer to their dice roll to represent gunnery crews bracketing targets without having to do major course corrections, per turn unmolested. That bonus is lost when they come under attack.
Fleet Integrity
- Fleet Integrity runs a track from 20-1
- Each time a fleet/squadron gets successful attack it loses a point of integrity
- If it takes catastrophic damage (like 10-25 percent lose in a single turn it rolls 1d10 to see how disrupted it becomes)
- At half integrity it takes double damage, at quarter it rolls d10 each turn and if it doesn't succeed a moral check it routs.
"An admiral can spend a turn in defensive mode to reform the fleet lines (no attack no movement) to restore it to 20.
General Stats
- Fleet Integrity
- Fleet Ships HP
- Fleet Direct Fire Attack [3 hexes]
- Fleet Indirect Fire Attack [1-12 hexes] (IF rounds of "ammo" equal to rating, unless specialized IF units which double their rating)
- Fleet Active Defenses
- Fleet Passive Defenses
- Fleet Speed
- Fleet Movement
- Fleet Init
- Weapon Slots (number of weapons can be added to unit)
- Special Ability:
Unit Types
Scout Flotila
- HP: 60
- DF: 3
- IF: 2
- AD: 1
- PD: 1
- FM: 6
- FS: 15
- FI: 6
- Weapon Slots: 2
- Special Ability: Shoot N Scoot: Scouts can for a single turn move fire then move again, cool down 2 turns.
Cruiser Task Force:
- HP: 100
- DF: 6
- IF: 3
- AD: 3
- PD: 3
- FM: 3
- FS: 12
- FI: 5
- Weapon Slots: 2
- Special Ability: Data-links: Task Forces on same or neighborhood hexes can combine their firepower and DV values for turn, with three turn cooldown.
Carrier / Missile Task Force:
- HP: 80
- DF: 3
- IF: 6
- AD: 5
- PD: 2
- FM: 4
- FS: 16
- FI: 3
- Weapon Slots: 3
- Special Ability: Choose either Carrier or Missiles: Carriers once per battle can do "Formation Strike" which is admiral vs admiral roll which can half the current enemy formation intergrity.
- Alpha Strike: Missile Formations can fire external box launchers once per battle which effectivly doubles their firepower from AD.
Battleship Strike Groups
- HP: 140
- DF: 7
- IF: 6
- AD: 5
- PD: 6
- FM: 2
- FS: 12
- FI: 2
- Weapon Slots: 5
- Special Ability: All Power to Deflectors: Doubles all Defense values per 1 turn, 3 turn cool down
- Intensify Forward Firepower: Doubles all DF per 1 turn, 3 turn cool down.
Capablablities
Added Capablity (Barbarian Fleets get 1 added cap, Senatorial Forces get 2 added caps, Solar Guard get 3 added caps)
- ECM: +3 AD
- ECCM: -2 AD Enemy Side
- Interceptors: -2 Enemy IF roll (number of interceptors equal to fleet units IF capability)
- Bombers: +3 Fighter IF
- Shipwrecks +5 to damage of IF
- Superheavy Shells +5 to damage of DF
"Regenium Armor + 2/4/6 PD for Scout/Cruisers/Capitals, decreases speed by 1/3 for scouts and cruisers 1/2 by capitals
- AEGIS: + + 2/4/6 AD as similar, but effectively doubles enemy sensor range in the purpose of finding you.
- Starmetal: 1/4 more hull points
- Ares Hall: 5 more Fleet Integrity Points
- CIC: Regain fleet integrity 1 per turn)
- Combat Drop (capable of carrying the Grav Legionaries)
- Atmospherics (Capable of landing and fighting on planets)
Weapons
Scout Weapons
- Barbarian Railguns: DF 3
- Light Lasers Battery DF: 4
- Solar Guard Plasma Caronade: DF 5
- Torpedo Array IF: 5
- Barbarian Missile Array: IF 3
- PBY Squadron / Outside of Combat can double fleet sensor range by double) 4
Cruiser Size Weapons
- Laser Array Battery DF: 6
- Solar Guard Plasma Cannons: 7
- Standard Missile Cells: IF: 6
- Barbarian Keelguns: DF: 10 -3 to hit
- Barbarian Missiles: IF: 5
- Spartanian Assault Fighters: IF: 7
- Solarian Achilles Assault Mech: IF 10
Capital Weaponry
- Phase Laser Array: DF 10
- Heavy Standard MIssiles: IF 10
- Heavy PLasma Cannon: DF 13
- Barbarian Warlance: DF 15 - 3 to hit
- Barbarian IPBM: IF 8 (+3 to hit)