Tactical Space Ship Combat Mayhem. Advanced Battleships.
MAP & CHITS
Use a space hex grid which has all of the hexes numbered.
Use chits to represent ships. Indicate the ships facing with an arrow.
Each player should use chits of a different color.
Playable with miniatures.
TYPE COST MOVE HITS SHIELDS WEAPONS NOTES
Battlestation 8 0 100 5 10 Can carry 10 Fighter Squads
Dreadnaught 7 1 80 4 8
Battleship 6 2 60 3 6
Carrier 5 2 40 3 2 Can carry 6 Fighter Squads
Cruiser 4 3 40 2 4
Destroyer 3 4 20 1 2 Also: Frigate
Gunboat 2 5 10 1 1 Also: Escort, Scout
Fighter Squad 1 6 5 0 1 Not Jump capable
Transport 1 1 30 0 1 Use for scenario victory conditions
Cost = Does not include cost of weapons
Move = Number of spaces moved or hex facings turned
Hits = Damage before ship is destroyed
Weapons = Number of Weapon Systems that can be mounted
A Battlestation can repair 1 hit per turn to itself or to a friendly docked (in same space) ship
Docked ships cannot attack
NAME COST TYPE RANGE DAMAGE NOTES
Laser 1 Energy 2/4/8 3/2/1D6
Rail Gun 1 Projectile 2/4/8 3/2/1D6
Mssle Launcher 1 Missile 12 Fires one missile per turn, can hold 12
Missile 1/6 Missile 12 4D6
Nuclear Missile 1 Missile 12 Destroyed Nuke
Ranges of weapons used by fighters are half of those listed & fighters can only carry 6 missles
Albedo Screen Energy
Inertia Field Projectile
A shield negates one attack of the indicated type.
The number of shields a ship uses per turn does not change, the types of shield may change.
Shields are included in the cost of the ship.
Players take turns.
Each turn has 3 phases:
1. Write orders phase
2. Reveal orders phase
3. Resolve actions phase
WRITE ORDERS PHASE
Write seperate orders for every ship you control.
First write movement orders.
Ships use movement points to move forward or to make a turn of one hex facing (60 degrees).
Example: Fighter #3 move 1-R-R-2-L.
This means move it forward 1, then 2 right turns, then forward 2, then 1 left turn.
Also write attack orders.
Attacks are made from the last space entered.
Indicate the weapon and the number of the space it is targeting.
Weapons fire in all arcs.
Example: Destroyer #2 attack with laser to hex 00435 and nuclear missile to 01667.
Also Indicate how many of which type of shield the ship is activating.
A ship can always activate all of its shields and make them any combination of types.
Example: Battleship #1 activate 1 Jammer & 2 Albedo, or the same ship could have written:
Example: Battleship #1 activate 3 Inertia.
Also indicate special orders such as docking.
Players should have two minutes plus one minute per ship to write orders.
REVEAL ORDERS PHASE
No orders or Incorrectly written orders result in the ship doing nothing.
RESOLVE ACTIONS PHASE
All actions are simultaneous.
Move ships first then resolve attacks.
Attacks into empty hexes hit nothing.
Attacks into hexes containing enemy units automatically hit a ship of the attackers choice.
One Shield will absorb one attack of the appropriate type. Jammers negate missiles & nukes.
Any attacks not absorbed by shields do damage.
Nukes always destroy their target. Missles always do 4D6 Hits of Damage.
At range 0-2 Energy & Projectile weapons do 3D6 Damage.
At range 3-4 Energy & Projectile weapons do 2D6 Damage.
At range 5-8 Energy & Projectile weapons do 1D6 Damage.
Ships reduced to 0 or less hits are destroyed at the end of the turn.
Training Simulator: Each side starts with 2 Escorts.
Skirmish: 30 points to a side.
Fleet Action: 100 points to a side.
GAME DESIGNERS NOTES
I know, Yet another space combat game...
and a fuge is a variation on a theme. This one is a catchy tune.
If you really liked this one, try Sea Battles.