Rules by the Neo Stalinist Reality Wargames Collective
Written by The Party Chairman and playtested by the Collective
Event
Horizon - Quick Play Star Ship Combat Rules version 1.0
Play
on a table divided into 3” squares to form a grid. No attempt at portraying
the realities of space travel/combat has been made in these rules. They were
play tested on a 4ft x 4ft square table with fleets of up to 25 ships per
player.
The
Turn Sequence
Use a standard deck of well-shuffled cards (do not remove the jokers); designate one fleet to be red and the other to be black. Place the pack face down and take turns drawing a card (when you run out of cards reshuffle the deck). If a red card is drawn then the red fleet may activate one of their ships. If a black card is drawn then the black fleet may activate one of their ships. It is permissible to consecutively activate the same ship. If three or four different fleets are present then allocate a suit (not just a colour) to each fleet.
Picture cards and aces are Decisive Action Cards because they have the following effects:
Jack = player may activate two ships instead of one
Queen = player may activate three ships instead of one
King = player may activate four ships instead of one
Ace = player may activate five ships instead of one
Consecutive activation of the same ship is not permissible when using DACs.
When the first Joker is drawn a particle storm begins which forces all vessels to disengage their stealth fields automatically. No vessel may engage a stealth field during a storm. When the second Joker is drawn the storm ceases.
An activated ship
can perform any three of the following actions:
Attempt to restore power if lost
Attempt to regenerate all damaged force fields
Scan one enemy vessel
Move
Attempt to get a lock on and then fire with any/all weapons
Attempt to get a lock on with a teleporter, then teleport over a boarding party and resolve a boarding action
Resolve an ongoing boarding action – this is compulsory!
Engage stealth field (cannot be combined in the same activation with disengage stealth field)
Disengage stealth field (cannot be combined in the same activation with engage stealth field)
An activated ship (with operable engines) can, instead of normal movement, elect to break off the engagement and go to “warp”. The vessel is removed from play and may not come back.
Lock
On
Before
firing weapons or using a teleporter a “lock” must be achieved on the
target. To achieve a “lock” on a target throw 1d6 per weapon system or
teleporter. Each score of 4, 5 or 6 thrown means one system has achieved a lock
and may fire on the target. A player may split lock-on attempts between multiple
targets if he wishes. Lock on must be rolled for each time a vessel is
activated.
Modifiers
to the dice scores thrown to achieve a lock:
+2
Target ship has lost all power and/or had
its engines destroyed
+1
Ship disengaging stealth field and firing
at close range* (ambush)
+1
Hero Crew or AI Supercomputer
-1
Attempting to get a lock on a ship that is taking “evasive manoeuvres”
-1
Attempting to get a lock on with a ship
that is taking “evasive manoeuvres”
-1
Attempting to get a manual lock on a
target (can only be done at close range)
-1
Attempting a weapons lock on a hostile
shuttlecraft
-2
Ship enveloped in a particle cloud
*a
vessel with a functioning fighter bay negates this modifier as fighter patrols
are assumed to give advance warning
Evasive
manoeuvres must be declared immediately upon the activation of a ship and
continues until declared to stop by the player.
When firing more than one type of weapon at a target, different coloured dice must be used to differentiate between the weapons. Firing can be done through squares containing friendly or hostile vessels.
Movement
All
ships get one free 90 degree turn of face per square moved, this can be done
either before, during or after the ship moves.
Turning
in a square cost 1pt of movement per 90 degree face turned. Ships cannot move in
reverse.
Ships
may pass through squares containing friendly or hostile vessels.
No
more than one ship may occupy a square.
Movement
and firing can be done diagonally.
Ships must always be aligned in a square so that each side of the square corresponds to one of the following directions relative to the ship: forward, aft, port, starboard.
Force
Fields
All
ships have port, starboard, forward and aft force fields (FF), each one has its
own FF generator. The FF strength of a ship applies to each generator. FFs work
by absorbing incoming attacks. Each attack absorbed reduces the value of the FF
by the damage points of the weapon hitting it. When the value of the FF is
reduced to 0 (or less) it can no longer absorb enemy attacks. Players should
combine the damage points of their weapon attacks in such a way as to reduce an
enemy’s FF to exactly 0 whenever possible, because a weapon hit that does more
damage to a FF than it has strength does NOT get to roll for the excess points
on the damage chart.
An activated ship may attempt to regenerate all damaged FF back to full strength providing that the relevant FF generator is still operating. Hero crews or AI Supercomputers require a 4, 5 or 6, for all other ships a roll of 5 or 6 is required. Roll for each point of FF protection lost.
Ranges
Long
range = 2 and 3 squares
Close
range = 1 square
Teleporters
can only be used at close range
Arcs of fire are irrelevant except for PBA that can only fire in the forward arc
Weapon Damage and Range
Laser
Banks = 1pt of damage per hit.
Short range only
Particle
Accelerators = 2pts of damage per hit.
Short range only
EMP
Cannons = 3pts of damage per hit.
Short range only
Guided
Missiles = 3pts of damage per hit.
Long and short range
Fighters
= 1pt of damage per hit. Long and
short range
Planetary Bombardment Array = Roll on table below for effect. Long range only
20
= Critical Hit! = Target explodes, all ships in a 3 square range roll
once on the hit location table for shock wave attack as if hit by a weapon that
does 5pts of damage!
15
– 19 = Planetary defences overcome,
populace surrenders, no blockade needed
11
– 14 = Planetary defences overcome,
populace refuses to surrender, blockade needed
1 – 10 = Planetary defences intact, the attacking ship rolls once on the hit location table as if hit by a weapon that does 4pts of damage, attacking ship may roll again to bombard the planet next time it is activated
Hit Locations: Roll 1d20 per weapon hit
1
– 10 = Hull
– the ship’s hull strength is reduced by the damage points of the attacking
weapon. When hull strength is reduced to 0 or less the ship must be abandoned.
11
– 13 = Engine – ship’s
movement is reduced by the damage points of the attacking weapon. When reduced
to 0 ship is stationary. When reduced to less than 0 engines are destroyed.
14
– 15 = Weapons –
randomly choose one weapon system, it is now destroyed
16
= Force Field generator
– lose the FF generator facing the attacking vessel. The FF cannot be
regenerated. In addition, if a 3, 4, 5 or 6 is rolled then the ships stealth
field generator (if present) is now inoperable.
17
= Sensors & targeting systems destroyed
– lock on can only be achieved manually. Also, the teleporter is now
off-line.
18
= Life support lost
– Ship must engage auxiliary life support, when auxiliary is lost the ship
must be abandoned.
19
= All power lost –
ship is helpless it cannot move or fire, force fields, teleporter and stealth
field are inoperable. Restore power on a 5 or 6. Hero Crews and AI
Supercomputers restore power on a 4, 5 or 6.
20 = Engine Core breach – ship explodes! Crew launch escape shuttles in time on a 5 or 6. Hero crews add +2 to their throw.
If a result is rolled that cannot be applied then move up the chart one step to the next result. If it too cannot be applied then move up again and continue to do so until an applicable result is achieved.
Boarding
Parties Rules
In order to use boarding parties the target vessel must have no force field relative to the direction that the parties will be teleported in from. Starting with the first turn that boarding parties teleport over to an enemy vessel, the player rolls 1d6 and consults this chart:
6
= Ship captured
3
– 5 = Fighting continues
1
– 2 = Boarding parties’ defeated
+1
on the second (and subsequent) go of attempting capture
-1
if attempting to capture a Hero crew
A
player who activates a ship that has been boarded rolls with a –1 modifier to
represent deployment of additional security teams.
Boarding parties belong to the ship they came from ergo, unless the ship being boarded is activated by the owning player, the player that owns the boarding party will only roll to capture the ship each time he activates the ship they came from.
Sensor Information
Sensor range is equal to the movement distance of the ship; this distance is not modified by damage to the engines that reduce movement. A vessel with functioning sensors may scan any ship in range. Meaning that a player may ask his opponent about what systems on the scanned ship are functioning/damaged and to what extent. All ships must divulge this information if asked to do so.
Stealth
Fields
Ships that engage their stealth field are removed from the table and must then plot their movement on a grid map until such time as they disengage the field. While in stealth mode, ships cannot attempt to get a lock on with weapons. They can however: use their transporter and/or regenerate force fields.
Shuttle
Craft
When
a crew abandons a ship replace the model with a shuttlecraft. Shuttles do not
have auxiliary systems.
Spatial Anomalies
Ships
cannot shoot through (but may shoot into or from) a square that contains a
spatial anomaly.
Planet/Moon:
there is no limit to the
number of ships that can occupy a square containing a planet or moon. Ships may
pass through a square that contains a planet/moon. Ships that land on a
planet/moon are removed from the table until they launch. A planet/moon can be
blockaded by placing vessels in every square adjacent to the one(s) occupied by
said planet/moon. Blockading a planet/moon prevents enemy ships from launching
or landing. A planet/moon designated as having “planetary defences” cannot
be blockaded until the defences are overcome.
Black
Hole: any ship that enters a
square containing a black hole is pulled in and removed from play.
Sun:
ships may pass through, but cannot end their movement in, any square containing
a sun.
Particle
Cloud: Ships that enter a
particle cloud have their movement reduced to one square per activation due to
navigation hazard. Sensor range is reduced to 1 square when looking into,
through or out of a particle cloud. Long-range weapons fire in, through or out
of a particle cloud is not permitted.
Wormhole:
ships that enter a wormhole are instantly transported to the other end of the
hole, wherever that may be.
Angle
Locator
In
many situations it will be useful to know the relative angle between two ships.
Use this chart to do just that. The arrow indicates the facing of the target
vessel. Plot the other vessel on the chart and read off the corresponding angle
between the two. The primary use of the locator is for determining which force
field has been struck in an attack.
|
F |
F |
F |
F |
F |
F |
F |
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P |
F |
F |
F |
F |
F |
S |
|
P |
P |
F |
F |
F |
S |
S |
|
P |
P |
P |
^ |
S |
S |
S |
|
P |
P |
A |
A |
A |
S |
S |
|
P |
A |
A |
A |
A |
A |
S |
|
A |
A |
A |
A |
A |
A |
A |
Star
Ship Design Rules - Unplaytested
Each
ship has a Build Point (BP) cost. Opposing fleets should try to match BP totals
to ensure a reasonable degree of parity. Only selected components are considered
in the design process.
Ship
Type
Vessels
are rated in accordance with their BP total.
Military
Vessels:
Patrol
Craft = 20 BP
Corvette
= 25 BP
Frigate
= 30 BP
Destroyer
= 35 BP
Star
Cruiser = 40 BP
Space
Station = 30 BP (limited to a maximum
movement of 1)
Cargo
Freighters:
Tramp
Freighter = 15 BP
Bulk
Carrier = 30 BP
Star
Lifter = 60 BP
Basic
Ship Components
Hull
Strength = 1BP per strength point, minimum
is 1, maximum is 12
Engine
= 1BP per movement point, minimum is 1,maximum is 9
Force Field Generators:
1BP for
strength 4
2BP for strength 5
3BP for strength 6
4BP for strength 7
5BP for strength 8
Weapon Systems:
1BP per laser bank
2BP per particle
accelerator
3BP per EMP cannon
2BP per fighter bay
4BP per guided missile
bay
20BP for a planetary
bombardment array
Stealth
Field Generator = 5BP
Boarding
Party = 1BP per boarding party. One
boarding party per 3 hull strength points
Advanced
Ship Components:
Improved
Force Field Generators cost +3BP to the normal generator cost and regenerate on
a 4, 5 or 6.
A
Nanobot Skin can be added to the ships hull for double the hull’s normal BP
cost. This allows the hull to regenerate damage like a force field on 5 or 6.
For
a cost of 5BP, a ship can be fitted with a Core Containment Capacitor (3C) that
allows it to negate the first engine core breach result that it receives in a
battle.
For
a cost of 5BP a ship can be fitted with an AI Supercomputer.
Note
The
maximum number of weapon systems that can be built into a military ship or space
station is 7. The maximum number for freighters and civilian space stations is
2.
You
only pay for FF generators once, NOT for each one.
Fighters
are treated as a weapons system therefore models of such craft are not required.
Each
BP allocated to Cargo Capacity holds the equivalent of 5BP. E.G. a ship that
allocates 8BP to cargo capacity has a cargo bay big enough to hold the
equivalent of a vessel of 40BP in size!
Sample Ship Design - Venetian San Marco Class Star Cruiser
Hull
Strength 10 = 10BP
Engine
8 = 8BP (gives the
vessel a tactical move of 8 and a campaign move of 4)
Force
Fields 8 = 5BP (vessel
has strength 8 force fields in all four arcs)
Laser
Bank x3 = 3BP
Guided
Missile Bay x3 = 12BP
Fighter
Bay x1 = 2BP
The
San Marco class act as fleet flagships for the Venetian Star Republic.
Sample
Ship Design – Knights of G.O.D (Great Onmi-Dictator) Sword Class Frigate
Hull
Strength 6 = 6BP
Engine
7 = 7BP (gives the
vessel a tactical move of 7 and a campaign move of 4)
Force
Fields 6 = 3BP (vessel
has strength 6 force fields in all four arcs)
Laser
Bank x4 = 4BP
Fighter
Bay x2 = 4BP
Stealth
Field Generator = 5BP
Boarding
Party x1 = 1BP
The
Sword class is the standard ship of the line for the Knights of S.T.J.O.N
(Strategic Terran Joint Operations Navy).
Sample Ship Design - Automann Torque Sultan Class Destroyer
Hull
Strength 8 = 8BP
Engine
7 = 7BP (gives the
vessel a tactical move of 7 and a campaign move of 4)
Force
Fields 5 = 2BP (vessel
has strength 5 force fields in all four arcs)
Particle
Accelerators x2 = 4BP
Guided
Missile Bay x2 = 8BP
Stealth
Field Generator = 5BP
Boarding
Party x1 = 1BP
The
Sultan class is the standard ship of the line for the robo-worlds that compose
the Automann Torque Empire.
Sample Ship Design – Cyber-Corsair Galiot Class Corvette
Hull
Strength 5 = 5BP
Engine
9 = 9BP (gives the
vessel a tactical move of 9 and a campaign move of 5)
Force
Fields 7 = 4BP (vessel
has strength 7 force fields in all arcs)
Laser
Bank x4 = 4BP
Fighter
Bay x1 = 2BP
Boarding
Party x1 = 1BP
The
Cyber-Corsairs are the cyborg allies of the Automann Torques. The Galiot class
is representative of the kinds of vessel preferred by these raiders.
Ideas
for a Military Campaign - Unplaytested
Creating
a Map
Using
hexes or squares create a map of any size, and then roll for the contents of
each hex:
1
= Black Hole
2
– 11 = Empty Space
12
– 13 = Particle Cloud
14
– 17 = Planet
18
– 19 = Colony
20
= Worm Hole
Empty
= the hex is devoid of any contents
Particle
Cloud = the hex contains particle clouds that act as a navigation hazard. A ship
(or fleet) moving through a particle cloud hex must roll 3+ on 1d6. Failure
means that the opponent moves the ship/fleet for the rest of its remaining
movement.
Planet
= In order to build ships you must engage in resource exploitation. Planets
provide 1d6 x 10 BP.
Colony
= In order to build ships you must engage in resource exploitation. Colonies
provide 1d6 – 3 x 10 BP.
Black
Hole = No ship/fleet can pass through a hex containing a black hole.
Worm Hole = If two (or more) wormholes exist on the map then they are assumed to be connected. A ship/fleet that enters a wormhole can travel to any other wormhole on the map instantaneously.
Set
Up
Each Player selects one planet as his home world; the selected planets should be as far away from each other as possible. At the start of the campaign all other planets and colonies are considered neutral. Each player starts with 240BP to construct his fleet or buy “resources”. Players can greatly speed up play by having at least one standard ship design in each of the five categories created before the campaign begins.
Campaign
Turn Sequence
Resource
Exploitation Phase –
Players calculate how many BP’s they have and then spend some, all or none of
it. Unused BP can be banked and spent in subsequent turns.
Initiative
Phase – Players roll 1d6
(the player with the biggest BP total getting +1 to his score), the highest
score takes the initiative and decides whether to move first or last. Other
players move in order of highest to lowest. Re-roll ties.
Movement
Phase – In order of
initiative players move their ships/fleets around the map, making appropriate
decisions and dice throws as they do so.
Tactical Battle Phase – Fight all tactical battles that have occurred as a result of movement.
Campaign
Movement
Each ship/fleet should be marked on the map with a coloured pin. Divide in half (rounding fractions up) a ships movement allowance; this is how far a ship can travel in hexes in a single go. Fleets must move at the speed of the slowest vessel. Two or more ships constitute a fleet and there is no limit to how many ships can be in a fleet.
Invading Enemy Hexes
When
an enemy ship/fleet enters a hex containing a ship/fleet that belongs to you
and/or one of your planets, colonies, wormholes or star gates you have to make a
choice:
Option
1 = Give tactical battle with whatever vessels are defending the hex. In which
case fight the battle out on the tabletop.
Option 2 = Retreat up to one full map move from the hex and abandon it to the enemy. In which case the enemy captures the hex and it becomes his.
Result
of a Tactical Battle
If
you win a tactical battle the hex it was fought in belongs to you. If it
contains enemy “resources” (including partially built star ships in a
dockyard) they become yours as well.
If you lose a tactical battle what remains of your fleet must retreat one full map move.
Neutral
Planets/Colonies
Whenever
a fleet is in a hex containing a neutral planet/colony roll a dice:
5
– 6 = the planet/colony declares its
support for your empire
3
– 4 = the planet/colony reasserts its
neutrality
1
– 2 = the planet/colony declares it will
never surrender and attacks your fleet, one ship is destroyed, the opposing
player chooses which.
Add
+1 to the die score if you have a Diplomatic Corps operating in your empire
Add
+1 to the die score if one (or more) ships in the fleet have a PBA
Once a result of 5 or 6 has been achieved no further rolls are made
Use
of BP in a Campaign
As
well as building ships players can spend their BPs on the following
“Resources”:
Diplomatic
Corps – 60BP no map symbol
required
By
establishing a diplomatic corps you increase your chances of neutral
planets/colonies joining your empire.
Planetary
Defences - 40BP (requires
that you own the planet/colony) map symbol = ^
The
effects of planetary defences have been covered in the main rules.
Hold
Out Garrison – 20BP
(requires planetary defences) no map symbol required
If
you surrender your planet/colony without a fight (option 2 in invading enemy
hexes) a garrison will deny the invading player ownership of the planet/colony
for one campaign turn.
Advanced
Early Warning Array – 120BP
(requires planetary defences) map symbol = #
If
a tactical battle occurs in a hex containing an AEWA then the invading player
must deploy all his vessels on the tabletop before you do.
Dockyard
- 120BP map symbol = *
A
dockyard allows you to build and repair ships and space stations; each player
starts the campaign with a dockyard on his home world. To repair a damaged
vessel requires that it move to the hex containing the dockyard and remain there
for the rest of that campaign turn: the cost of the repairs is the same as the
component BP cost. Once built, ships appear on the map at the dockyard where
they have been constructed.
Military
Academy – 180BP (requires
a dockyard) no map symbol required
By
establishing a military academy you gain the ability to train Hero crews. Any
ship produced at the dockyard can be given a hero crew for an additional cost of
+30BP.
Merchants
Guild - 240BP (requires a
home world) no map symbol required
By
establishing a merchant’s guild in your empire you create a system of
organised interplanetary trade (under a central ruling authority) that you can
exploit to access other resources.
Enrichment
- 60BP (requires that a
Merchants Guild has been established) map symbol = +
A
planet or colony can be enriched. Once enriched it adds +1 to the die score of
its resource exploitation roll.
Stabilised
Economy – 40BP (requires
that the planet/colony has been enriched) map symbol = S
By
taking steps to stabilise a planet/colony’s economy you insolate it from the
vagaries of exploitation. A stabilised planet always produces 40BP, a stabilised
colony always produces 10BP, no dice roll is required.
Research
Facility – 60BP (requires
that a Merchants Guild has been established) map symbol = X
By
building a research facility you gain access to one of the advanced technologies
listed below, for each additional facility built you get an additional
technology. Given that a facility must be built to gain these technologies you
cannot start the campaign with ships that incorporate these technologies into
their design!
Improved
Force Fields
Core
Containment Capacitor
Nanobot
Skin
Stealth
Field Technology
AI
Supercomputer
Star
Gate - 120BP (requires that
at least one research facility has been built) map symbol = G
A
star gate is an artificial wormhole that must be connected to one, or more,
other star gates. A gate allows instantaneous travel in the same manner as a
wormhole and can be built in any hex. Any ship/fleet can use a gate even if they
did not build it. If a gate is guarded then a tactical battle must be fought for
control of it before it can be used.
Note
You
can only build one “resource” on a planet/colony per turn!
You can only build or repair one star ship per dockyard per turn. Multiple dockyards on the same planet/colony are permissible.
Trade
Routes
Once you control more than one planet/colony you must draw a line on the map connecting your planets/colonies together. This line must take the shortest possible path between any two planets/colonies that you own and can pass through neutral (but not enemy) planets/colonies. The line is called a trade route. If an enemy fleet (not ship) occupies a hex through which your trade route passes then that route has been interdicted (blocked). In the resource exploitation phase if you cannot trace a line from your home world to a planet/colony without passing through an enemy fleet then you may not roll the BP dice for the planets/colonies that are cut off (interdicted).
Purpose
of the Campaign (Victory Conditions)
Roll
at the start of each campaign to determine its purpose:
6
= Total Annihilation – Every enemy planet must be captured.
5
= Trade War – all trade routes leading directly to the enemy home world
must be successfully interdicted for three consecutive campaign turns.
4
= Regime Change – the enemy home world must be captured.
3
= Open Battle – the enemy’s fleets must be destroyed.
2
= Power Projection – every enemy owned dockyard, wormhole, enriched
planet and star gate must be captured.
1
= Land Grab – Every enemy and neutral colony must be captured.
Regardless
of the rolled purpose for a campaign a player loses if he finishes a campaign
turn with no ships.
Optional
Campaign Rules - Unplaytested
Alternative
to a Tactical Battle
Instead
of fighting a tactical battle on the tabletop this system can be used instead.
The advantage of this is that if you use this alternative you can play the
campaign without needing any miniatures.
Both
players should add up the BP total of their fleets, compare the totals and
express the result as an odds ratio.
E.G.
Fleet A has a BP total of 180, Fleet B has a BP total of 60. The odds are 3 to 1
in favour of Fleet A. This means that Fleet A rolls 3d6 and Fleet B rolls 1d6.
The
side that rolls the most number of 6s wins. Note, if neither side rolls a 6 then
the side with most 5s wins, if no 5s are rolled count 4s etc.
For
each 6 thrown by your fleet the enemy fleet loses one ship of its choice.
In
the unlikely event of a draw victory goes to the fleet with the biggest BP total
and one enemy ship is destroyed.
Force
Multipliers:
If
your fleet contains at least one Star Cruiser and the enemy fleet does not, you
get one extra die.
If
your fleet contains at least one Destroyer and the enemy fleet contains no
Destroyers or Star Cruisers you get one extra die.
If the hex being attacked contains planetary defences then the player that owns the defences gets one extra die.
Star Ship Build Times – in campaign turns
Patrol
Craft = 1
Corvette
= 2
Frigate
= 3
Destroyer
= 4
Star
Cruiser = 5
Space Station = 4
Tramp
freighter = 1
Bulk
Hauler = 3
Star
Lifter = 6
Planetary
Economy Type
5
– 6 = Industrial (draw the planet in
black on the map) = 1d6 x 10 BP
(40BP if stabilised)
3
– 4 = Commercial (draw the planet in
blue on the map) = 1d6 –1 x 10BP
(30BP if stabilised)
1 – 2 = Agricultural (draw the planet in green on the map) = 1d6 –2 x 10 BP (20BP if stabilised)