So been a little while since I posted on this project, but wow what an update I have for it.
First off, a friend and I got in basically a whole day of playtesting using some of the rules. And pretty much decided the rules needed to change.
I'm just using little cardboard models I've assembled for game tokens at this point. Nothing fancy. Just an ink jet printer, some cereal boxes, some glue, a couple q-tips and a butt load of patience.
Pictures from said day of gaming:
As I said, after about 2 games we came to the conclusion that the rules as they were simply didn't work. So we dig a round of 'blindly blazing brainstorm' and made a crap ton of notes in the process. At this particular point, we've come up with the following setup:
Still working with a card crafting mechanic, so having a card image up for reference might be helpful.
The mechanic itself uses a solid "ship card" a transparent "Pilot sheet" and a transparent "Load out sheet". The sheets are placed over the ship card and then you put the assembled ship into a protector. The image shows an assembled card, in this case with Col. Blair piloting an Excalibur with 4 Pilum missiles (
and yes I know I misspelled Tachyon, just roll with it).
Basic Stats used in the game:
Ships
(7) -- Maneuver Value: A 2 part stat that represents the ships overall speed and maneuverability. The first value is the crafts flat-out speed and denotes how many inches the ship can move in a straight line. The second number represents how many degrees of turn the ship can manage under ‘optimal’ conditions. The ship can user afterburners to increase their flat-out speed at the expense of the second. So a ship sacrifices 1 degree of turn, for 1 inch more of distance, up to its maximum turn. A pilot can push his craft harder but will need to make pilot skill tests as detailed below.
(8) -- Shields: how many points of shielding the craft has. The shields must be removed before the ship itself will take damage. 1 hit against the shields removed 1 point of shields. Under normal conditions, a craft will regenerate 1 shield per turn.
(9) -- Hull points: A rating of how many hull points/hit points a fighter has. If it is reduced to 0 Hull points, then it is destroyed.
(10) -- Evasive Measures: a Letter (D or F) followed by a number. This denotes what kind of evasive measures (Decoys or Flares) and how many of them. Decoys have a chance to fool any sort of missile (Excluding dumb fires) but only have a 30% chance of doing so, while Flares will only affect Heat Seeking Missiles, but have a much higher chance (60%) of doing so.
(11) -- Ship ability: Not all ships have one. This includes things like the Strakha’s Cloaking device, the Excaliburs’ auto-tracking, and others.
(13) -- Weapons: how many, and what kind of energy guns the craft carries.
(14) -- Loadout: How many missile hardpoints the craft has.
(15) -- Keywords: a list of Keywords that apply to the fighter. These are used for identification based on different criteria. Things like “All medium fighters” or “Only fighter with the ‘ground’ keyword”.
Ship Cost: the points cost of the ship.
Pilots
(3) -- Pilot Skill – the general piloting skill of the individual pilot.
(6) -- Gunnery Skill – the ability of the pilot to hit a target with the guns of their craft.
(12) -- Pilot Ability - Not all pilots have one. Generally reserved for character and elite pilots.
(15) -- Keywords: a list of keywords that apply to the pilot. Like the keywords for the fighter, these are used for identification based on different criteria, things like “all Confed pilots”. Also meant to prohibit the use of multiples of the same character. While you can have 2 Excaliburs on the board, you can’t have 2 Christopher Blairs regardless of what cards are in your deck.
Pilot cost: the number of points it costs to field this pilot.
And then you would have a sheet that indicates the type of missiles you are equipping the craft with but it's just a name.
The stats for the weapons are
Cannons
Damage – How much damage the canon inflicts per shot
Range – the range, in inches, the cannon is effective.
Shots – How many shots the weapon gets
Special – Any special effects or rules for the cannon
Missiles
Movement – a split stat rendered in 3 parts: (X/Y)Z. The numbers inside the parenthesis are the ‘burn and turn’ ratio. The first number is the number of inches the missile must move forward in order to turn the number of degrees in the second number. The third number, the one outside the parenthesis is the maximum distance the missile can travel per game turn.
Example:
Name Movement Damage Tracking Lock-On Criteria
Hunter Sight Missile (3/1)14 20 7 2 A potential Target must be of the same model as it's the original target and not be a Kilrathi fighter.
The Hunter sight missile must move 3 inches forward for every 1 degree of turn it makes
Damage – the amount of damage the missile can inflict on impact.
Tracking – a bit like the pilot skill, but is really only used to determine if the missile locks onto a target after it has missed the first time.
Lock-on – how long in turns it takes for a missile to lock onto the intended target.
Criteria – the criteria a target must meet for the missile to lock onto.
Stress Tokens –
There are times that a pilot will push themselves very hard. Sometimes the pilot is able to pull off the crazy stunt, sometimes they pull it off but they’ve put a lot of stress on their bodies and they have to deal with the results. This is represented in-game by accumulating ‘Stress tokens’. A pilot can accumulate any number of tokens in a given turn, but they can only lose 1 token per turn.
- If a pilot has 1 Stress Token, they suffer a -1 modifier to their gunnery skills
- If a pilot has 2 Stress Tokens, they suffer a -1 modifier to Gunnery skill tests and –2 to Pilot skills tests
- If a pilot has 3 Stress Tokens, they suffer a -1 modifier to Gunnery skill tests and –2 to Pilot skill tests and every turn must pass a pilot skill test to avoid passing out.
- If a pilot has 4 Stress Tokens, they pass out.
Losing Stress tokens:
A pilot will lose 1 stress token for each turn they do not perform any actions that result in gaining a stress token. If they perform an action that results in them accumulating a stress token, any stress token they previously had remained, and they accumulate the additional stress token. A pilot can only lose 1 stress token per turn, but they can accumulate multiple tokens in a single turn.
If a pilot ‘passes out’ or is under the effect of ‘passed out’, they are unable to control their ship. Each turn they must make a pilot skill test to determine if they regain consciousness. This test is done with all applicable modifiers (such as having 3 stress tokens). If they pass the pilot skill test, they immediately remove 1 stress token and regain consciousness.
If they have not regained consciousness, they will continue to travel in a straight line up to their maximum unmodified maneuver distance until one of three conditions occur:
1- They regain consciousness (as outlined above)
2- They are destroyed
3- They leave the board (and count as being destroyed).
Playing the game
Gunnery/Pilot Skill tests
There are 2 types of ‘tests’ done in the game to determine the results of certain actions:
- Gunnery Skill test – used when shooting the weapons on your craft.
- Pilot skill test – used when it involves operating the craft.
In both of these cases, the process is the same. You take your base value (the gunnery skill/pilot skill from the pilot card), apply any modifiers as needed, and then roll a D10 and compare that to the modified skill value. If the result is less than or equal to the modified skill value, the test is passed. If it is more, you pass.
Here is an example:
We have a ‘Rookie Confed Pilot’ piloting the Excalibur, shooting at a Dralthi while he is under the influence of a 1 stress token. The Pilot’s Gunnery Skill is 4, which is his basic unmodified value. The Excalibur grants a +4 modifier to the pilot’s Gunnery Skill, while the stress token causes a -1 modifier to Gunnery skill checks.
Base skill (4) + (+3) + (-1) = 6 <= Modified value to test against.
So to make the shot, the Rookie Confed Pilot needs to roll a 6 or less.
The same process applies when making Pilot Skills check.
Moving
To move a ship you need to look at the 'Maneuver Value' on the ship card. You can see it's a split number, X/Y. Basically, it's how many inches forward the ship can move, over how many degrees the ship can turn in a single turn. Because it's stuck in my mind, I sometimes refer to this as the "Burn and Turn". For reference making a 180 takes 8 degrees of turn to accomplish. So using the Excalibur in the example, it can move 8 inches in a straight line, and turn up to 7 degrees in a given turn under optimal conditions.
Note that I said under optimal conditions. A pilot can push his craft further than 'optimal' and same sometimes pull off some really impressive feats. Most ships also have Afterburner that allows the ship to achieve much higher speeds at the expense of maneuverability, or swapping the turn for the burn. For each degree of turn, you sacrifice, the ship can move one inch further. So the Excalibur can move a maximum of 15" in a single turn (remember this intended to be played on a 2'x2' space.
When it comes to pushing the ship into hard turns, this is handled by turning the ship beyond it's listed max. Using the Excalibur as the example, let's say it's moved 13" (and thus sacrificing 5 degrees of turn to move that far) and the player then to turn the Ship 5 degrees to it's left. He can turn the first 2 degrees no problem, for the third turn he must pass a Pilot skill check. If he passes it, he can proceed to make the second degree of turn with no penalty. If he fails, he still completes that degree of turn but gains 1 Stress token.
When he moves onto the third degree of turn, he must pass another Pilot skill check with an -1 modifier to it. And likewise, if he passes the check he completes that degree of turn without penalty. If he fails he gains a second stress token. Finally, to make that third degree of turn, he must pass a third pilot skill check now with a -2 modifiers (-4 if he failed the previous 2 checks because now he'll have 2 Stress tokens).
Attacking
There are two types of attacks you can make in the game, those are "Gunnery Attacks" and "Missile Attacks". These are handled in two different ways.
Gunnery Attacks
Gunnery Attacks involve shooting attacks from your canons at an enemy target (and dumbfire missiles) and are handle via Gunnery Checks.
First determine if you are within range of your weapon. To determine this look at the Weapons table and look up the Canons on your ship. Using the Excalibur as the example here once more. It is armed with Tachyon Canons. Tachyon Canons have Range: 10. So meassure from the front quadrant of the base of the Excalibure to the base of the enemy ship. If it is under 10" then it is with in range.
With range confirmed, determine number of shots. Tachyon Canons are S: 3, meaning each canon makes 3 shots. The Excalibur has 4 Tachyon Canons. Meaning it can throw out 12 shots per attack.
So pick up 12 dice and perform 12 gunnery checks. Everyone that passes, hits. Everyone that fails, misses.
The Enemy can attempt to dodge them by performing a Pilot Skill test with a -2 modifier for each hit. For each test that they pass, one more hit is discarded.