Star Command
Welcome to Star Command, a turn-based starship combat game. Each player will command a single large starship or several smaller ones as part of a team.
For an overview of the game, please check the spoiler.
Each ship is described with a single, unpronounceable word, plus a couple of numbers. For example: SAIGIRII(4|2). Each letter in the word represents a single ship component. In this case we have one Shield, one Armour, four Ion Engines, one CoilGun and one Missile LauncheR. The numbers represent the ship speed (equal to the number of ion engines) and the ship's turn rate (describing how quickly it can turn).
Each turn consists of a simultaneous movement phase, followed by a simultaneous firing phase. Each active Ion Engine gives a ship one point of movement per turn. A movement point can be spent to move the ship forward one hex, or to stay in the current hex. Once a ship has spent as many movement points as its turn rate, it may then also rotate sixty degrees (or one hex edge), if it does so, the number of movement points required is reset to zero. If it chooses not to rotate, it will have the option to rotate again with its next movement point. The count for turn rate is carried over between turns. Finally, a ship may stay stationary for a full turn in order to change it's facing to any direction the player chooses. This resets the count.
After all ships have moved, they will all have the opportunity to fire. This happens simultaneously, so it is quite possible for two ships to destroy each other at the same time. Each starship may fire on a single enemy starship with some or all of its weapons. There are three basic types of weapon. Coilguns, Missile Launchers and Laser Cannons. Coilguns are cheap and effective at short distances. Missiles are most effective at long distances and ignore Shields, but can be countered by Point Defence. Lasers are good at strong at short-mid range and ignore armour, but can be countered by Overload Dampers and are expensive. Each weapon causes one point of damage on a hit.
As a ship takes damage, components are destroyed. When there are no components left, the ship is out of action and will play no further part in the battle. As may be surmised, destroyed components are of no use, so a heavily damaged ship could be more of a hindrance than a help. Typically, components are struck off in order from left to right, thus tactical arrangement of ship systems will allow the expendable components like Armour and Shields to take damage first, before the more important weapons and engines suffer.
For now however, all I need from potential players is the type of ship(s) you wish to command. Do you want several small ships, a couple of medium ships, or one large ship? Do you want a balanced set of weapons, or predominantly one type?
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This game is heavily based off of the board game Starfire, and is adapted for forum play plus a few changes that I feel are appropriate.