Difference between revisions of "User talk:100thlurker"

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=I00thlurker Retcon Proposal=
 
=I00thlurker Retcon Proposal=
General Outline: <br>
 
 
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.  
 
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.  
 
*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.  
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*'''Spotting:''' Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. Use the distance between the Spotter and the Target for the purposes of determining penalty from EW, out to the spotter's own EW range.  
 
*'''Spotting:''' Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. Use the distance between the Spotter and the Target for the purposes of determining penalty from EW, out to the spotter's own EW range.  
 
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:  
*-1 = A Fleet Capital and above
+
*0 = Capital Ship
*0 = A capital ship.
 
 
*1 = Cruisers
 
*1 = Cruisers
 
*2 = Cruisers or Frigate Destroyers.
 
*2 = Cruisers or Frigate Destroyers.
 
*3 = Frigates or other unrated ships.  
 
*3 = Frigates or other unrated ships.  
2.) Spotting & Jamming
+
4.) Weapons + Range brackets.  
4.) Modifications to weapons + Range brackets.  
 
 
*Lasers of all types now fire out to infinite range. However, their effective range is short without a spotter. e.g.:
 
*Lasers of all types now fire out to infinite range. However, their effective range is short without a spotter. e.g.:
*'''Heavy Lasers:''' Massive arrays far too powerful to use beam vectoring and thus relying on mechanical aiming systems. 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.  
+
*'''Heavy Lasers:''' Massive arrays far too powerful to use beam vectoring and thus relying on mechanical aiming systems. 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
 
:[Direct] range 0-15, ER type 0-20
 
:[Predicted] Effectively infinite, requires Spotter
 
:[Predicted] Effectively infinite, requires Spotter
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:[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 Special Stance to fire. Ship fires at half dice and may be hit at -1 TN.  
+
*'''Burst Missiles:''' Must use Open Bay Stance to fire. Range unlimited. Ammunition is limited, one point = one missile. 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. Each overlapping blast adds half, then 1/4, then no damage.
 +
:[Shaped Charge]: Resolved like a normal attack, a successful hit causes 8 damage, the next does half, then 1/4, then none. Direct fire range 0-10, Predicted effectively infinite, requires spotter.
 +
*'''Anti-matter Torpedo''': Instead of a traditional warhead, anti-matter torpedoes use a vector field at the tip of a large missile to safely contain an anti-matter charge. They act like other missiles in almost all respects, however, after every launch AMTs have to have their vector fields calibrated, they can only be launched every other turn.  
 
3.) Stances: Ships have different stances depending on their hull type and role. Some have specific stances entirely unique to their class.<br>
 
3.) Stances: Ships have different stances depending on their hull type and role. Some have specific stances entirely unique to their class.<br>
 
General Stances:  
 
General Stances:  
*'''Damage Control''': Hands are taken away to fight fires and make hasty repairs. The ship can not fire weapons or use EW.  
+
*'''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 and cannot use Reactor power. Each turn he ship is in Damage Control, make a command check to bring systems back up to normal function.  
*'''Retreat''': All emergency power to engines. x2 Speed to nearest Starway or safe zone. Ship in Retreat cannot be taken out of Retreat stance except with a command check.
+
*'''Retreat''': All emergency power to engines. No weapon pools may be used. +1/2 Speed to nearest Starway or safe zone. Ship in Retreat cannot be taken out of Retreat stance except with a command check.
*'''E-War''': The ship doubles its EW score for the purposes of spotting and triples it for the purposes of jamming.
+
*'''Spinal Cannon''': When firing a spinal gun, a ship cannot fire any main batteries and takes a relatively predictable course, and may be hit at -2 TN.  
*'''Barrage''': Fleet Capitals to Cruisers may barrage a target zone, doing half their damage to an area of
 
*'''Spinal Cannon''': When firing a spinal gun, a ship must take 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:
 +
*'''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.
 +
Hull Types 2-3:
 +
*'''E-War''': The ship can not fire. Target an enemy ship and stop it from Spotting or Jamming. Weapon pools halved.
 +
*'''EW Screen''': The ship doubles its Spotting and Jamming range. Can not use weapon pools.
 
==Ship mockups==
 
==Ship mockups==
 
===Ships of the Wall===
 
===Ships of the Wall===

Revision as of 16:54, 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. A ship projects an EW bubble equal to twice 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 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. Use the distance between the Spotter and the Target for the purposes of determining penalty from EW, out to the spotter's own EW range.

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.

  • Lasers of all types now fire out to infinite range. However, their effective range is short without a spotter. e.g.:
  • Heavy Lasers: Massive arrays far too powerful to use beam vectoring and thus relying on mechanical aiming systems. 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
  • 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
  • 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.
  • Burst Missiles: Must use Open Bay Stance to fire. Range unlimited. Ammunition is limited, one point = one missile. 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. Each overlapping blast adds half, then 1/4, then no damage.
[Shaped Charge]: Resolved like a normal attack, a successful hit causes 8 damage, the next does half, then 1/4, then none. Direct fire range 0-10, Predicted effectively infinite, requires spotter.
  • Anti-matter Torpedo: Instead of a traditional warhead, anti-matter torpedoes use a vector field at the tip of a large missile to safely contain an anti-matter charge. They act like other missiles in almost all respects, however, after every launch AMTs have to have their vector fields calibrated, they can only be launched every other turn.

3.) Stances: Ships have different stances depending on their hull type and role. Some have specific stances entirely unique to their class.
General 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 and cannot use Reactor power. Each turn he ship is in Damage Control, make a command check to bring systems back up to normal function.
  • Retreat: All emergency power to engines. No weapon pools may be used. +1/2 Speed to nearest Starway or safe zone. 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 main batteries 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 damage, spread equally between the target hex and each surrounding hex.

Hull Types 2-3:

  • E-War: The ship can not fire. Target an enemy ship and stop it from Spotting or Jamming. Weapon pools halved.
  • EW Screen: The ship doubles its Spotting and Jamming range. Can not use weapon pools.

Ship mockups

Ships of the Wall

Battleship (1st Rate): Speed 2 (Init:0), Shields 10, Armor 8, Structure 25, EW 0, 10 HI Vector Beams, 4 QF Vector Beams
Armored Cruiser (IInd Rate): Speed 3 (Init:1), Shields 8, Armor 6, Structure 12, EW 0, 6 HI Vector Beams, 4 QF Vector Beams
Cruiser (IIIrd Rate): Speed 3 (Init:1), Shields 6, Armor 4, Structure 10, EW 1 4 HE Vector Beams, 4 QF Vector Beams

Light Ships

Light Cruiser (IVth Rate): Speed 4 (Init:2), Shields 4, Armor 3, Structure 8, EW 3, 6 QF Vector Beams
Frigate: Speed 4 (Init 4), Shields 2, Armor 1, Structure 6, EW 4, 2 QF Vector Beams

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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  • Simurgh logo.jpg
  • Phoenix Republic.png
  • Azadistan flag.gif
  • Zilvekust Republican Flag.png
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  • ZOCU Flag.PNG
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  • Magnateflag.jpg
  • Thetisflag.png
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  • PACTroundel.png
  • Alpha protocol.jpg
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  • Error creating thumbnail: File missing

  • Estovakia.png
  • Emmeria.png
  • Yuktobania Flag.gif
  • Deldan Flag.png
  • Pacificaflag.jpg
  • Leagueflag.jpg
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  • Leagueroundel.gif
  • Flag of the Dominican Republic.gif
  • 25px
  • PYRAMID Flag.png
  • NEXT.png
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  • Arstotzka.png
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  • RFlag.PNG
  • Sonic.jpg
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  • Verg Sun.png
  • Worn flag.jpg

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" | 
|- 
|}