Joe_Dracos
Mongoose
Well I've been working this over for quite some time and I think I might actually be ready to reveal it. There are some details that I am still trying to work over but here is a breif glimps at the rules.
Movement.
Speed is more abstract. A ship has an Acceleration/Deceleration score rather then a maximum speed and number of turns. Most ships will only be able to go as fast as double there Acc/Dec. These points may be used to increase speed (which would be recorded down on the ship data sheet or scrap paper you are using to track damage and what not) or execute turns. Turns will cost 2 points (with lumbering increasing the cost to 3 and agile decreasing the cost to 1) and a point of turn will be roughly 22.5 degrees (best guess). Spending points on turning does not change your speed and you must move your current speed in inches.
Independant flights and ships will not have the advantage over formations/squadrons. Fighting in a formation or a squadron is more advantageous then being independant. This will effectively eliminate the initiative sink.
Formations and squadrons.
Ships and flights of fighter craft fight better inside formations. Capital ships are harder to target, light ships have more difficulty penetrating a formation containing escorts and carriers are better protected by simply being surrounded by cruisers and escorts.
Every ship will have a particular formation role.
Carrier - All carriers, Battlecarriers
Capital ships - Super Battleships, Battleships, Heavy Battlecarriers, Battlecruisers
Ships of the Line - Heavy Cruisers, Pocket Battleships, Line cruisers, Light cruisers, light battlecarriers.
Bombardment - missile cruisers, some heavy crusie
Escorts - Escort carriers, Some destroyers, corvettes
Raiders - some destroyers, frigates
Recon - varies
These ships are arranged into formations with a given minimum number of ships and a maximum (for practical reasons).
Carrier formations - 1 Carrier, 2 ships of the line, 3 escorts -> maximum 2 CV's, 4 SotL, 6 Escots
Battle squadron - 2 Ships of the line, 4 escorts -> maximum 2 Cap ships, 6 SotL, 8 Escorts
Bombardment squadron - 1 Bomb ship, 3 escorts -> maximum 4 bomb ships, 6 escorts
Raider squadron - between 4 and 12 raiders
Every fleet must contain one battle squadron when playing at the Raid PL or higher.
Fighter craft and squadrons
Each particular type of fighter craft will have a list of how many flights will make a squadron in there profile.
2. Combat
Weapons
Each weapon will have one of four designations
Primary - May not shoot at Fighter craft, -1 to hit escorts and raiders.
Secondary - May shoot at fighter craft at -2. All secondary batteries have an effective arc of T and the AD may be expended in any dirrection as long as the AD is not exceeded in one turn.
Tertiary - Can not damage a ship with an armour score of 3 or more. Can conduct Panic fire (a rule to replace the Anti-Fighter trait). These are extremely small weapons and are mounted in restricted arcs in many places on the ship. The AD may be fired out each arc (that means a ship with 4 AD in tertiary weapons may fire 4 AD out each of the four arcs).
AFC - Anti-Fighter Craft batteries. May not damage ships. When shooting at fighter craft these weapons give a -2 to dodge. These weapons may also attack missiles. They may fire the max AD out of each arc.
Special weapons
Launch bays - these are where fighter craft are launched and recovered from. Typically this is F and A respectively. The AD is the number of craft the launch bay can launch and recover in any given turn.
Missiles - These weapons will have a specified arc. Missiles do not instantly cross the gap between ships. Instead during the shooting phase the player will place a counter with a die representing the number of missiles that the counter represents (in some instances this can mean up to 20 missiles). Missiles are moved during the movement phase (with the range score representing the Acc/Dec of the missile) before any ship or fighter craft and will commence an attack when they encounter an enemy ship (or fighter craft if they are also labled as AFC weapons). The ship will be allowed to conduct panic fire against these attacks. Once this is done
the remaining missiles will attack the ship and any missile that does not successfully strike the hit will be lost reguardless of how much Acc/Dec they have left.
Target and armour
Rather then the ships armour representing how easy it is to hit the ship has a target score. Once hit the weapon will either strike shields or must penetrate the ships armour by rolling equal to or higher then the armour score. For ships with a score of higher then 6 you roll to penetrate and any 6 will temporarily reduce the ships armour that turn and for every ship that does this the armour score will be permenantly reduced by 1. Once the ships armour is temporarily reduced to 6 or less then these hits will score damage. Beams with the Primary trait count for double. AP weapons will count a single automatic 6 (with super AP counting for 2) in addition to the damage attempts. It should be noted that ships with Shields do not count on armour as much as those without shields.
Critical hits.
Criticals are not as easy to get in this game. If you require a 6 to do damage then you do not score a critical and the armour is just too thick. For ever 6 when the armour is reduced to 5 or is 5 or lower then roll again. on a 1-3 you raise the damage multiplier by one (this does mean to a max of x5 damage). On a 4-5 you score an external critical hit and on a 6 you score an internal critical hit. There is the possibility that an external will translate to an internal. Accurate weapons score external crits on 3-5 and precise weapons score external crits on 3 and 4 and internal crits on 5's and 6's.
An example of Optional rules
Advanced stealth - All ships have a base stealth score of 5+ with other assorted modifiers applied. Space is after all filled with dust, radiation and many shits are specifically designed to reduce there sensor profile.
Other notable mentions
Initiative bonuses will be determined by your fleet comp rather then your race/faction.
Many special actions are for ships inside formations only
Each Race/Faction will have there own unique special rules to provide a degree of individuality.
Races and Factions
Akoran - Bio Ships, Primary Beams
Decoran - Battlecarriers
Terran/UNE - No shields, missiles
Terran/Feddie - Primitive tech
Andromidan - Terror weapons
There is more behind each of the above and I will reveal more if people are interested.
Movement.
Speed is more abstract. A ship has an Acceleration/Deceleration score rather then a maximum speed and number of turns. Most ships will only be able to go as fast as double there Acc/Dec. These points may be used to increase speed (which would be recorded down on the ship data sheet or scrap paper you are using to track damage and what not) or execute turns. Turns will cost 2 points (with lumbering increasing the cost to 3 and agile decreasing the cost to 1) and a point of turn will be roughly 22.5 degrees (best guess). Spending points on turning does not change your speed and you must move your current speed in inches.
Independant flights and ships will not have the advantage over formations/squadrons. Fighting in a formation or a squadron is more advantageous then being independant. This will effectively eliminate the initiative sink.
Formations and squadrons.
Ships and flights of fighter craft fight better inside formations. Capital ships are harder to target, light ships have more difficulty penetrating a formation containing escorts and carriers are better protected by simply being surrounded by cruisers and escorts.
Every ship will have a particular formation role.
Carrier - All carriers, Battlecarriers
Capital ships - Super Battleships, Battleships, Heavy Battlecarriers, Battlecruisers
Ships of the Line - Heavy Cruisers, Pocket Battleships, Line cruisers, Light cruisers, light battlecarriers.
Bombardment - missile cruisers, some heavy crusie
Escorts - Escort carriers, Some destroyers, corvettes
Raiders - some destroyers, frigates
Recon - varies
These ships are arranged into formations with a given minimum number of ships and a maximum (for practical reasons).
Carrier formations - 1 Carrier, 2 ships of the line, 3 escorts -> maximum 2 CV's, 4 SotL, 6 Escots
Battle squadron - 2 Ships of the line, 4 escorts -> maximum 2 Cap ships, 6 SotL, 8 Escorts
Bombardment squadron - 1 Bomb ship, 3 escorts -> maximum 4 bomb ships, 6 escorts
Raider squadron - between 4 and 12 raiders
Every fleet must contain one battle squadron when playing at the Raid PL or higher.
Fighter craft and squadrons
Each particular type of fighter craft will have a list of how many flights will make a squadron in there profile.
2. Combat
Weapons
Each weapon will have one of four designations
Primary - May not shoot at Fighter craft, -1 to hit escorts and raiders.
Secondary - May shoot at fighter craft at -2. All secondary batteries have an effective arc of T and the AD may be expended in any dirrection as long as the AD is not exceeded in one turn.
Tertiary - Can not damage a ship with an armour score of 3 or more. Can conduct Panic fire (a rule to replace the Anti-Fighter trait). These are extremely small weapons and are mounted in restricted arcs in many places on the ship. The AD may be fired out each arc (that means a ship with 4 AD in tertiary weapons may fire 4 AD out each of the four arcs).
AFC - Anti-Fighter Craft batteries. May not damage ships. When shooting at fighter craft these weapons give a -2 to dodge. These weapons may also attack missiles. They may fire the max AD out of each arc.
Special weapons
Launch bays - these are where fighter craft are launched and recovered from. Typically this is F and A respectively. The AD is the number of craft the launch bay can launch and recover in any given turn.
Missiles - These weapons will have a specified arc. Missiles do not instantly cross the gap between ships. Instead during the shooting phase the player will place a counter with a die representing the number of missiles that the counter represents (in some instances this can mean up to 20 missiles). Missiles are moved during the movement phase (with the range score representing the Acc/Dec of the missile) before any ship or fighter craft and will commence an attack when they encounter an enemy ship (or fighter craft if they are also labled as AFC weapons). The ship will be allowed to conduct panic fire against these attacks. Once this is done
the remaining missiles will attack the ship and any missile that does not successfully strike the hit will be lost reguardless of how much Acc/Dec they have left.
Target and armour
Rather then the ships armour representing how easy it is to hit the ship has a target score. Once hit the weapon will either strike shields or must penetrate the ships armour by rolling equal to or higher then the armour score. For ships with a score of higher then 6 you roll to penetrate and any 6 will temporarily reduce the ships armour that turn and for every ship that does this the armour score will be permenantly reduced by 1. Once the ships armour is temporarily reduced to 6 or less then these hits will score damage. Beams with the Primary trait count for double. AP weapons will count a single automatic 6 (with super AP counting for 2) in addition to the damage attempts. It should be noted that ships with Shields do not count on armour as much as those without shields.
Critical hits.
Criticals are not as easy to get in this game. If you require a 6 to do damage then you do not score a critical and the armour is just too thick. For ever 6 when the armour is reduced to 5 or is 5 or lower then roll again. on a 1-3 you raise the damage multiplier by one (this does mean to a max of x5 damage). On a 4-5 you score an external critical hit and on a 6 you score an internal critical hit. There is the possibility that an external will translate to an internal. Accurate weapons score external crits on 3-5 and precise weapons score external crits on 3 and 4 and internal crits on 5's and 6's.
An example of Optional rules
Advanced stealth - All ships have a base stealth score of 5+ with other assorted modifiers applied. Space is after all filled with dust, radiation and many shits are specifically designed to reduce there sensor profile.
Other notable mentions
Initiative bonuses will be determined by your fleet comp rather then your race/faction.
Many special actions are for ships inside formations only
Each Race/Faction will have there own unique special rules to provide a degree of individuality.
Races and Factions
Akoran - Bio Ships, Primary Beams
Decoran - Battlecarriers
Terran/UNE - No shields, missiles
Terran/Feddie - Primitive tech
Andromidan - Terror weapons
There is more behind each of the above and I will reveal more if people are interested.