This is progression from an alternative thread which I ended up by accident hijacking (sorry to author, was never the intention)
The rules of this is that it is BF EVO for Space and uses the current BF EVO rules with very little to no modification to represent space battles.
First up you need to understand the back bone to this version of space combat V the type we often play, i imagine that the biggest ships have amazing utility, but as you cant make a complete uranium armoured sheet several thousand meters long they are mad from components so have a weakness,, a reason why your battle fields will favour them as support and not a game winner.
Also in space there is little to no friction, so big ship are capable of moving extremely fast as they have the room for more fuel and larger engines. i propose that ship in the future probably wont use thrusters in the sense of rocket fuel burning but probably more something akin to gravitational thrusters...
Weapons, unlike many other star ship combat systems I feel this looks at ships very differently, I don’t see ships brisling with broadside guns but more akin to modern warships rather than warships of the 1800's these star ships are armed with turrets and deployable attack craft.
your fastest ships may well be your largest ships, but the trade of is how uncontrollable they are and how susceptible to a wide array of weapons they have become in their size and construction.
Currently to play use the conversion charts and rule adjustments that follow, with the vehicle stats in the EVO rule book, and rule sin EVO.
Ok
Now the rules.
Trait conversion
All traits stay the same unless noted differently below.
Note: on air units:
All air units in the BF-evo rules is capable of Vtol and landing, units not listed in the rules as Vtol are upgraded to Vtol for 50 points.
Every thing that’s not Vtol (Velocity Tempered Orbiting Leviathan) or land is considered in hyper space and the ship would be unable to engage or have any effect from such a position. hyperspace speeds such as loiter, cruise and burn maybe used but they would not be able to engage or be engaged till they dropped out of hyper and into Vtol mode or landed, Vtol mode is the crafts in space movement mode out of hyperspace, while landed is gravitationally secured so it may disembark transported units. Such craft are huge, and have powerful fields to protect them from close range weapons, while in Vtol mode the craft may not be targeted by close combat attacks and ignores fire zones not targeted at them, by the same effect any other vessels are not effected by fire zones targeted at these large craft due to their shields absorbing so much of the damage. In addition such units are so huge they cause a 20” reaction range rather than a normal 10” so huge are these vessels that when destroyed in Vtol mode they crash (see destroyed air units in BF-Evo rule book) such large units may also attempt flyby attacks on other such craft (refer to flyby charge rules in main BF-Evo rulebook) (any complications with such rules refer to main rule book and treat these as Vtol air units and all other units as ground units.
Players may have hyperspace battles between several craft currently in hyperspace around the system these are treated exactly like air units attacking air units, with the exception that what goes on in hyperspace has no effects on normal space unless a craft is destroyed then it crashes into normal space)
AA = Auto Action you may react as soon as an enemy ship completes an action within 20” range instead of the normal 10"
AA only = as above but all shots are targeted at the unit that caused the reaction , no dice are applied to other units or screens.
Hits/X : as per rules book but in space units with a hits statistic may not spend 2 actions moving, they may move and shoot or shoot and move but they may not move and move, they have other big engines for such actions.
Lumbering: these ships are so huge they need to spend a ready action to turn, and can only move and face in the direction of facing, unless they spend a ready action to rotate to a new facing.
Tracks : now becomes Thrusters this works just like tracks but travel must be in a straight line with no rotations.
Wheels : now becomes overdrive this works exactly like wheels, due to the inertia dampening that makes them susceptible to being knocked of course by hits they do have the advantage of being able to turn and rotate freely at either the beginning or end of its move (not both or during their move) unless lumbering, (if lumbering may not rotate at all during this move)
UNIT STATS
Convert units from Modern combat using the trait conversion notes above in addition for vehicles :
Front becomes the side, and side becomes the front, rear remains the rear. In addition Add +1 to front save and +1 to side target. If there is only 1 side mentioned in stat line then it expands to have a side and front using the base stats with above modifiers rear retains the standard stat line.
For example a shadow would be:
Shadow (Recon Star Tactical )
Size : 2
Move : 6
Close combat : 2xD10
Facing Target save kill
Front 6+ 6+ 8+
Side 7+ 5+ 8+
Rear 6+ 5+ 8+
Hits/2, Overdrive/16”
Transport 5x size 1 ships
GPMG = 30” - 2d6 - AA / Auto / piercing/1 / Prone
Range rule additions…
Space is big, very big
DEATH AND GLOY… this rule is used if a ship is hit from over 36” away
Apply damage as normal, but do not remove target if destroyed, due to vast distances and time it takes for shots to land the enemy get a chance to go down as a hero, the ship gets to be used next turn as normal in all ways but at the end of that players ship activation all the damage effects take hold and model is then subject to being crippled, removed and possibly explode if such effects are caused, this gives the player a chance to unload any transported units or fly to a safe distance to blow up as to not effect friendly units possibly, or maybe just sit there and blast back at the enemy going down in a blaze of glory.
Cover, asteroids space stations and planets become such objects, planets being impassable with asteroid belts are hard cover and gas clouds are soft cover, terrain is as varied as the players so it’s a good idea to decide between your selves on such effects, all types of space phenomenon blocks line of sight, if unsure refer to structure section of the main BF-Evolution rule book.
Command ship,
Each army may have a command for every 2,000 points or part of, any ship can be upgraded to a command ship for 100 points, this ship allows you one bonus action that can be used any where within your (even on a crippled ship) once per turn, a fleet that contains 2 or more command ships still only gets one bonus action per turn, but obviously the others are effectively backup if your command vessel is destroyed. (a command Bonus Action does not cause "Mass Effect")
Infantry, these are now your most mobile units these can be represented by small craft or a bunch of fighter on a single base these are allowed to move freely, face any direction and move with 2 actions, and react and can even dock transport ships, these are your key to a good attack, and due to their small size may not be targeted by weapons that roll a D10 or more.
Close combat : close combat dice represent high calibre rounds or bombing runs made against targets, the Rule that D10 can not target size 1 units still applies (size 1 units are just to evasive).
Mass Effect : Inertia, and momentum, its pretty much imposable to stop on the penny in space due to impacts, gravitation or just previous speed and mass, to keep things simple and to keep the battle field mobile, we have to use a new rule, called "Mass effect" when you activate a ship do your required action you wish then once the action is complete you must apply the mass effect this makes you push your ship forward a distance equal to your ships mass in a straight line, once this has been done and any effects resolved you may then take your second action, again after this action you must apply the mass effect again. in brief : ships must be moved forward in direction of facing their size in " after taking each action.
Additional clarification for Inertia moves:
Intertia move needs the phrase "after any reactions have been made"
Units of size 1 have little mass and can choose not to be effected by Mass Effect if they so wish, if they do apply mass effect then it maybe in any direction of their choosing.
Note: mass effect is not an action so cannot trigger a reaction. In addition Mass effect does not count as movement so wont effect any actions you are taking for example going prone.
Weapon dice and arcs of fire : on size 2 and above all D10 type weapons may only fire into the forward arc, size 1 models may fire 360 with any weapon unless stated by a rule otherwise..
Large Turrets, some ships have large turrets that can house huge weapons, these D10 weapons can fire 360 if the action beforehand was a ready action (the ready action is used to rotate the Turret (the turret is always presumed to reset to forward arc after each shoot action) for a Ship to have a turret it is purely the players choice, but should where possible be modelled on the ship. (note a turret turn action must be followed by a shoot action)
Size 1 units Have no front or back arc due to there extreme mobility. Although do have a facing in certain circumstances, such as going prone.
for your first game try this
3x shadows
Shadow (Recon Star Tactical )
Size : 2
Move : 6
Close combat : 2xD10
Facing Target save kill
Front 6+ 6+ 8+
Side 7+ 5+ 8+
Rear 6+ 5+ 8+
Hits/2, Overdrive/16”
Transport 5x size 1 ships
GPMG = 30” - 2d6 - AA / Auto / piercing 1 / Prone
against
4x NORINCO
Norinco (Fast action ravagers)
Size : 2
Move : 6
Close combat : 2xD10
Facing Target save kill
Front 5+ 5+ 6+
Side 6+ 6+ 6+
Rear 5+ 6+ 6+
Hits/2, Overdrive/16” , Multifire.
Transport 4x size 1 ships
23 Cannon = 30” - 3d6+1 - AA / Auto / piercing 2
GPMG = 30” - 2d6 - AA / Auto / piercing 1 / Prone
If the Norinco uses its overdrive movement mode it gains a 5+ Dodge save.
(Please note im also keeping an upto date version of this on Evo Command)
The rules of this is that it is BF EVO for Space and uses the current BF EVO rules with very little to no modification to represent space battles.
First up you need to understand the back bone to this version of space combat V the type we often play, i imagine that the biggest ships have amazing utility, but as you cant make a complete uranium armoured sheet several thousand meters long they are mad from components so have a weakness,, a reason why your battle fields will favour them as support and not a game winner.
Also in space there is little to no friction, so big ship are capable of moving extremely fast as they have the room for more fuel and larger engines. i propose that ship in the future probably wont use thrusters in the sense of rocket fuel burning but probably more something akin to gravitational thrusters...
Weapons, unlike many other star ship combat systems I feel this looks at ships very differently, I don’t see ships brisling with broadside guns but more akin to modern warships rather than warships of the 1800's these star ships are armed with turrets and deployable attack craft.
your fastest ships may well be your largest ships, but the trade of is how uncontrollable they are and how susceptible to a wide array of weapons they have become in their size and construction.
Currently to play use the conversion charts and rule adjustments that follow, with the vehicle stats in the EVO rule book, and rule sin EVO.
Ok
Now the rules.
Trait conversion
All traits stay the same unless noted differently below.
Note: on air units:
All air units in the BF-evo rules is capable of Vtol and landing, units not listed in the rules as Vtol are upgraded to Vtol for 50 points.
Every thing that’s not Vtol (Velocity Tempered Orbiting Leviathan) or land is considered in hyper space and the ship would be unable to engage or have any effect from such a position. hyperspace speeds such as loiter, cruise and burn maybe used but they would not be able to engage or be engaged till they dropped out of hyper and into Vtol mode or landed, Vtol mode is the crafts in space movement mode out of hyperspace, while landed is gravitationally secured so it may disembark transported units. Such craft are huge, and have powerful fields to protect them from close range weapons, while in Vtol mode the craft may not be targeted by close combat attacks and ignores fire zones not targeted at them, by the same effect any other vessels are not effected by fire zones targeted at these large craft due to their shields absorbing so much of the damage. In addition such units are so huge they cause a 20” reaction range rather than a normal 10” so huge are these vessels that when destroyed in Vtol mode they crash (see destroyed air units in BF-Evo rule book) such large units may also attempt flyby attacks on other such craft (refer to flyby charge rules in main BF-Evo rulebook) (any complications with such rules refer to main rule book and treat these as Vtol air units and all other units as ground units.
Players may have hyperspace battles between several craft currently in hyperspace around the system these are treated exactly like air units attacking air units, with the exception that what goes on in hyperspace has no effects on normal space unless a craft is destroyed then it crashes into normal space)
AA = Auto Action you may react as soon as an enemy ship completes an action within 20” range instead of the normal 10"
AA only = as above but all shots are targeted at the unit that caused the reaction , no dice are applied to other units or screens.
Hits/X : as per rules book but in space units with a hits statistic may not spend 2 actions moving, they may move and shoot or shoot and move but they may not move and move, they have other big engines for such actions.
Lumbering: these ships are so huge they need to spend a ready action to turn, and can only move and face in the direction of facing, unless they spend a ready action to rotate to a new facing.
Tracks : now becomes Thrusters this works just like tracks but travel must be in a straight line with no rotations.
Wheels : now becomes overdrive this works exactly like wheels, due to the inertia dampening that makes them susceptible to being knocked of course by hits they do have the advantage of being able to turn and rotate freely at either the beginning or end of its move (not both or during their move) unless lumbering, (if lumbering may not rotate at all during this move)
UNIT STATS
Convert units from Modern combat using the trait conversion notes above in addition for vehicles :
Front becomes the side, and side becomes the front, rear remains the rear. In addition Add +1 to front save and +1 to side target. If there is only 1 side mentioned in stat line then it expands to have a side and front using the base stats with above modifiers rear retains the standard stat line.
For example a shadow would be:
Shadow (Recon Star Tactical )
Size : 2
Move : 6
Close combat : 2xD10
Facing Target save kill
Front 6+ 6+ 8+
Side 7+ 5+ 8+
Rear 6+ 5+ 8+
Hits/2, Overdrive/16”
Transport 5x size 1 ships
GPMG = 30” - 2d6 - AA / Auto / piercing/1 / Prone
Range rule additions…
Space is big, very big
DEATH AND GLOY… this rule is used if a ship is hit from over 36” away
Apply damage as normal, but do not remove target if destroyed, due to vast distances and time it takes for shots to land the enemy get a chance to go down as a hero, the ship gets to be used next turn as normal in all ways but at the end of that players ship activation all the damage effects take hold and model is then subject to being crippled, removed and possibly explode if such effects are caused, this gives the player a chance to unload any transported units or fly to a safe distance to blow up as to not effect friendly units possibly, or maybe just sit there and blast back at the enemy going down in a blaze of glory.
Cover, asteroids space stations and planets become such objects, planets being impassable with asteroid belts are hard cover and gas clouds are soft cover, terrain is as varied as the players so it’s a good idea to decide between your selves on such effects, all types of space phenomenon blocks line of sight, if unsure refer to structure section of the main BF-Evolution rule book.
Command ship,
Each army may have a command for every 2,000 points or part of, any ship can be upgraded to a command ship for 100 points, this ship allows you one bonus action that can be used any where within your (even on a crippled ship) once per turn, a fleet that contains 2 or more command ships still only gets one bonus action per turn, but obviously the others are effectively backup if your command vessel is destroyed. (a command Bonus Action does not cause "Mass Effect")
Infantry, these are now your most mobile units these can be represented by small craft or a bunch of fighter on a single base these are allowed to move freely, face any direction and move with 2 actions, and react and can even dock transport ships, these are your key to a good attack, and due to their small size may not be targeted by weapons that roll a D10 or more.
Close combat : close combat dice represent high calibre rounds or bombing runs made against targets, the Rule that D10 can not target size 1 units still applies (size 1 units are just to evasive).
Mass Effect : Inertia, and momentum, its pretty much imposable to stop on the penny in space due to impacts, gravitation or just previous speed and mass, to keep things simple and to keep the battle field mobile, we have to use a new rule, called "Mass effect" when you activate a ship do your required action you wish then once the action is complete you must apply the mass effect this makes you push your ship forward a distance equal to your ships mass in a straight line, once this has been done and any effects resolved you may then take your second action, again after this action you must apply the mass effect again. in brief : ships must be moved forward in direction of facing their size in " after taking each action.
Additional clarification for Inertia moves:
Intertia move needs the phrase "after any reactions have been made"
Units of size 1 have little mass and can choose not to be effected by Mass Effect if they so wish, if they do apply mass effect then it maybe in any direction of their choosing.
Note: mass effect is not an action so cannot trigger a reaction. In addition Mass effect does not count as movement so wont effect any actions you are taking for example going prone.
Weapon dice and arcs of fire : on size 2 and above all D10 type weapons may only fire into the forward arc, size 1 models may fire 360 with any weapon unless stated by a rule otherwise..
Large Turrets, some ships have large turrets that can house huge weapons, these D10 weapons can fire 360 if the action beforehand was a ready action (the ready action is used to rotate the Turret (the turret is always presumed to reset to forward arc after each shoot action) for a Ship to have a turret it is purely the players choice, but should where possible be modelled on the ship. (note a turret turn action must be followed by a shoot action)
Size 1 units Have no front or back arc due to there extreme mobility. Although do have a facing in certain circumstances, such as going prone.
for your first game try this
3x shadows
Shadow (Recon Star Tactical )
Size : 2
Move : 6
Close combat : 2xD10
Facing Target save kill
Front 6+ 6+ 8+
Side 7+ 5+ 8+
Rear 6+ 5+ 8+
Hits/2, Overdrive/16”
Transport 5x size 1 ships
GPMG = 30” - 2d6 - AA / Auto / piercing 1 / Prone
against
4x NORINCO
Norinco (Fast action ravagers)
Size : 2
Move : 6
Close combat : 2xD10
Facing Target save kill
Front 5+ 5+ 6+
Side 6+ 6+ 6+
Rear 5+ 6+ 6+
Hits/2, Overdrive/16” , Multifire.
Transport 4x size 1 ships
23 Cannon = 30” - 3d6+1 - AA / Auto / piercing 2
GPMG = 30” - 2d6 - AA / Auto / piercing 1 / Prone
If the Norinco uses its overdrive movement mode it gains a 5+ Dodge save.
(Please note im also keeping an upto date version of this on Evo Command)