I've playtested this three times and won all three times, and while there could be balance tweaks, the basics seem quite sound
Medium Combat Play
1 2 3 4 5 6 7 8 9
a__/__/__/__/__/__/__/__/__/
b_x/__/__/__/__/__/__/__/__/
c__/__/__/__/__/__/__/__/__/
d__/__/__/__/__/__/__/__/__/
e__/__/__/__/__/__/__/__/__/
f_y/__/__/__/__/__/__/__/__/
g__/__/__/__/__/__/__/__/__/
h__/__/__/__/__/__/__/__/__/
i __/__/__/__/__/__/__/__/__/
Roll:
X=6 Y=2
Position
X Y
1,b 1,f
Course
X=000
Y=090
Shields
X Y
F /20 /20
A 20/20 20/20
P /20 /20
S /20 /20
Damage
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 4/20
Warp /20 20/20
Max Range= 5
Range/X
1x5
2x4
3x3
4x2
5x1
Combat Rules
Shield damage is determined by facing. Internal system damage is determined by 1d6 roll. Excess damage points get additional 1d6 rolls. Loss of impulse means ship can't move. Loss of sensors means 1d6 chance of hitting target after opponent has moved. Loss of shield generator drops all shields
AI will engage (pursue/attack) under any of the following conditions:
-weapons fire
-player comes within 5 spaces
-three turns
Otherwise AI will use 'Crazy Ivan' rule to maneuver. (every second turn, 1d6 1-2=port, 1d6 3-4=starboard, 1d6 5-6 pursuit)
AI will fire max torpedoes as available
AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.
Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)
2 points from roll= 1 point repair
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