Head to Head Sector Assault is a Simple Combat Game for 1 to 2 players. See Simple Combat Resources for templates.
Rules
The goal is to conquer and hold all 5 systems.
In order to do this, you must conquer, then sufficiently defend the systems
while denying your enemy access to those same systems. Reduce the enemy
fleet sufficiently to prevent them from building a shipyard, and
stop/destroy enough enemy convoys to deny random attack fleets sufficient to
threaten your shipyards. You must also attain a minimum of 13 points (see
'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken by enemy forces, you will face
a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for
size of enemy fleet, then subtract any applicable random fleet disadvantage
(see below). Then use appropriate simple combat template. All surviving
ships retain damage but can move and fight until destroyed. They can only be
repaired by remaining in place for two turns (subject to random enemy attack
each turn: (1d6: 4-6)) or by docking at shipyard for one turn. The system
remains yours once you've defeated the initial fleet, but if left
undefended, any attempt to conquer it will only be countered by a randomly
generated fleet. You can (and should) choose to leave any combination of
ships and/or a shipyard to defend it.
--Alternate space terrain rules:
If you want a more challenging game, roll 1d6 when you first arrive
in-system. 1-2= nebula 3-4=asteroid field (in that case, roll another 1d6:
1-2= light, 3-4=medium, 5-6=heavy) 5-6= black hole accretion disc. In an
asteroid field, ships must travel five turns (volleys) to penetrate the
field to get to or set up the base. In a black hole accretion disc, a base
would obviously not survive. Otherwise, use the following space terrain
rules:
Asteroid field
-heavy
--to hit: roll 6
--accident rate
volley 1 roll of 6 roll for damage
volley 2 roll of 5-6 roll for damage
volley 3 roll of 4-6 roll for damage
volley 4 roll of 3-6 roll for damage
volley 5 roll of 2-6 roll for damage
volley 6 roll for damage
-medium
--to hit: roll 5-6
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
-light
--to hit: roll 2-6
--accident rate
volley 6 roll of 6 roll for damage
volley 7 roll of 5-6 roll for damage
volley 8 roll of 4-6 roll for damage
volley 9 roll of 3-6 roll for damage
volley 10 roll of 2-6 roll for damage
volley 11 roll for damage
Nebula
temp 20% damage to simulate loss of shields
need 3-6 to hit
Black Hole Accretion Disc
need 3-6 to hit
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
volley 10 roll 1-3 to escape black hole.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter
(1d6: 1-3). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA
escorts. The random fleet disadvantage does not affect this. Random enemy
convoy(s) must be stopped=at least 3/5 freighters destroyed or captured
(5/15 damage and successful boarding party action), escorts destroyed or
disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped
decreases random enemy fleet size by one. This is the random fleet
disadvantage. For every three freighters captured, your random fleet
disadvantage is reduced by one. You will not encounter convoys in open
spaces when you have conquered both adjacent systems
Enemy forces may be encountered in all open spaces (even between two
conquered and held systems). Roll for encounter (1d6: 5-6), Roll for size of
enemy fleet (use same method as in-system combat).
Shipyard:
Shipyards are recommended. They can only be built in systems that you hold
(by destroying an initial assault fleet). Three starships must remain in
system or open space area for three turns to build shipyard. During each
turn 50% chance of random attack. (1d6: 4-6) LOS (line of sight) must be
maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard
can construct replacement ships in 3 turns.There is no limit to the number
of ships you can group in a fleet, and no limit to the number of fleets you
can field. Since you must have a minimum of three ships to build a shipyard,
it is recommended that you build at least one shipyard and at least three
reserve ships just in case of unforseen losses. A fleet reduced to two ships
and no shipyard to fall back would have little chance of victory.
If you want to register as a player, notify me through a comment on the
blogsite. I recommend keeping a record of your games played, as they add up
to experience points that enrich your gaming experience.
Victory Conditions/Points-
Shipyards 5 (max)
Fleet size
Random Attack Fleet capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
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