Fleet Action

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Work in Progress Squadron/Fleet Combat rules

The Stats

===Fleet Element===

Stress Bar: (the amount of tactical damage a unit takes during the firefight)
Squadron HP:(When stress bar goes over, this number decreases to represent loss or mission killed ships, at 1/2 strength it becomes 1/2 effect and ditto at 1/4)
Formation Organization: ships fighting in formation get a bonus to their roll (equivalent to the squadron or fleet stats depending on commander) however the durability bar on this one goes down for each 2 hit of stress and if goes to zero the unit is unable to move as it needs to spend the turn reorganizing, when a unit is disorganized, hits on it from the enemy count as double as ships are no longer there to support each other
Units engage in melee are unable to attack any other unit but the one they are in melee unless they disengage which is a maneuver roll of 7. Forces firing in to support their side must roll a command gunnery check of 8.

Attack Stats

Indirect Fire: Range 30 (5 shots total)
Direct Fire (range 10)
Meleee (0-1)

Passive Stats

Speed
ECM
AA

Special Commands:

Defense (raise the stress bar by double halving your weapons)
Offense (halve stress bar for double your weapons)
Refresh (need a spend a turn out of combat before you can do it emergency repairs clears stress bar max 4 times)
Reload (spend a turn out of combat, move your missiles from your storage bay to rearm max 4 times)
Formation Reorganize: Refreshes the formation durability
Support fire: Does no damage, but allows for the next attack by another unit to count doubles on hits if pass a gunnery check of (TN 5+enemy command bonus)
Charge: +3 Speed -no IF - 3AA -2ECM +4Melee IF hits on charging unit do double formation damage

Fleet Element Constructions

First Generation Imperial Navy Task Force

Stressbar: 30
Squadron Elements: 50
Formation Organization: 50
IF: 7
DF: 10
Melee: 3
Speed: 5
ECM: 3
AA: 5

First Generational Jardin Navy Task Force

Stressbar 45
Squadron Elements 50
Formation 50
IF: 0
DF: 10
Melee: 10
Speed: 4
ECM 4
AA 6

First Generational Jardin Elite Unit

Stressbar 60
Squadron Elements 100
Formation 75
IF: 0
DF: 15
Melee: 20
Speed: 4
ECM 3
AA 6


First Generational Imperial Calvary Regiment

Stressbar: 20
Squadron Elements: 75
Formation Organization: 75
IF: 3
DF: 8
Melee: 10
Speed: 6
ECM: 2
AA: 2

Imperial Guard Battlegroup

Stressbar: 50
Squadron Elements: 150
Formation Organization: 100
IF: 15
DF: 25
Melee: 5
Speed: 4
ECM: 4
AA: 5

Fleet Model Mk2:

Fleet Composition

A fleet consits generally of 1 FLAG ELEMENT 4 HEAVY ELEMENTS 10 LIGHT ELEMENTS and 10 MEDIUM ELEMENTS

Stat Elements of Fleet Combat

HP: Represents the ships themselves ability to stay in the field, and is treated similar to ship HP in tactical combat though when it decreases it doesn't mean ships are destroyed per say but have fled the field or been captured or surrendered depending on the situation and orders of the fleet.
Toughness: Is the holistic amalgamation of the various defenses and shields of the ships, this has to be battered down to get at HP.
Pressure: Is the intangible element such a differing fleet numbers, elan of the troops and such:
5 Pressure Flag
4 Heavy
2 Medium
1 Light
Artillery: Fleet combat takes two stages very long range fire that isn't shown on the tactical map
Melee: The other is fleet combat model of the tactical game of when the formations get into a spot where they have to maneuver around each other.


Battlegroups

Battlegroups are the tokens on the map. Fleet Elements are combined to form 4-5 Battlegroups

Basic Battlegroup Unit formations example (names can change but * denotes optional)

Vanguard/Scouting
  • Left, Central and Right Flanks
Rearguard
Special detachment (up to level of fleet command and maunver average)

Battlegroups have at the minimum of 1 Fleet Element, and a max of 4 + fleet command skill


Combat

When two battle groups have opened fired on each other, they're locked facing their foe as the constant beam and missile pressure precludes easy manuvering, they can only accelerate or back away from or towards their foe without a successful fleet navigation manuver check which is TN+Enemy Fleet Command skill, if they fail the check the enemey command gets a bonus round of firing at them.

Each battle group that fires at a battlegroup currently under fire from its primary foe has a -1 difficulty modifer, if there is 3 or more battlegroups firing, 9 start counting as double, however if they are targeting enemy battlegroup a and enemey battlegroup B fires at them battlegroup B gets a -1 difficulty as well shooting at the attacker shooting at A.

If the battlegroup pressure total is more then twice the pressure of the unit facing it, they get -1 difficulty modifer -2 if its more then three times.
Battlegroups locked in melee run under similar rules, however, ships firing into an enemy locked in melee run the risk of hitting their own ships, they must make a difficulty 9 roll not to hit their own ships firing.

Model working fleet elements bound to change=

Flag

50 Toughness
5 Pressure
100 HP
50 Artillery Barrage
50 Melee
Max Speed 2

Heavy Units

30 Toughness
4 Pressure
100 HP
50 Artillery Barrage
50 Melee
Max Speed 2

Medium Units

15 Toughness
2 Pressure
40 HP
20 Artillery Barrage
20 Melee
Max Speed 4

Light Units

5 Toughness
1 Pressure
10 HP
10 Artillery
10 Melee
Max Speed 6

Leetness and other things=

Elite units at this point in the model double the pressure of their base unit
National units will be treated as a modifier of the base units when the base units stats get finalized
Right now to replenish toughness is a command called "Reinforcing" which restores the toughness count in a similar manner to rebubblebut can only be done 2 times + fleet commander (or squadron commander if they're controlling it directly) maneuver stat