Officers:
Captain- The commander of the ship. May order around any and all other players as well as have them removed in the case of insubordination.
Ship orders:
Lock on Target: Ship may not move, allows gunnery officer to re-roll attacks once per weapon fired
All power to the engines: Ship may not fire weapons, allows the head engineer to rotate the ship twice in one turn or attempt to escape an encounter.
Evasive Action: Ship may not fire, forces attackers to re-roll hits.
Ramming Speed: Ship may not fire, rams enemy ship and deals damage to both. Point of impact on both ships loses 1D10 tiles starting from impact area and moving out to furtherest point of contact, then going deeper if damage remains.
Brace for Impact: Ship may not move or fire, all hits dealt must be re-rolled. The lowest result is taken.
Head Engineer- Possesses the repair skill. May repair as many tiles as there are engineering tiles times 5. Success is determined by skill level. Additionally, the Head engineer may rotate the ship once per turn.
Logistics Officer- Possesses the electronic warfare skill. May make drones attack enemy ships and target ordinance (drones, missiles, and torpedos) with point defenses.
Medical Officer- Possesses the medical skill. If a fellow officer is killed then the medical officer may attempt to save him/her. Success is determined by skill level.
Gunnery Officer- Possesses the gunnery skill. May fire as many weapons as he wishes each turn. Whether the attacks hit or not depends on his gunnery skill. A success indicates a hit, but shots may drift.
Head Pilot - Controls the fighters, but must follow the captains orders
**** If an tile where an officer is stationed is destroyed then the officer is killed and removed from the game unless the medical officer saves him.
Components:
Basic Components:
Bridge- The area where the Captain is stationed. Ship commands cannot be given if the bridge is destroyed.
Engine- Allows the ship to move. If all of the engines are destroyed the ship cannot travel or be rotated in combat. More engines lessens travel time.
Engineering- The area where the Head engineer is stationed. If engineering is destroyed damage cannot be repaired.
Reactor- Provides the ship with power. Each reactor tile provides power to 6 non-hull tiles (bridge, weapons, etc...). When destroyed reactors destroy every tile adjacent to it.
Computer Core- The area of the ship where the Logistics officer is stationed. If destroyed drones and point defenses cannot be used.
Medbay- The area where the Medical officer is stationed. If medbay is destroyed patients can no longer be treated. The medbay can trear 2 officer per turn per medbay tiles.
Gunnery control- The area where the Gunnery officer is located. If the gunnery control area is destroyed then only 1 weapon may be fired per turn.
Power Cell- Required to provide power to an adjacent tile if the tile is not touching a reactor. If destroyed all adjacent tiles are destroyed as well.
Hull- Basic hull tile.
Armor- Armored section of the hull. Takes 2 damage to be destroyed. May only be placed on the outside of a ship. Armor can be layered (I.e. Multiple tiles attached to one another)
Weapon Components:
Railgun- Deals 1 damage per length of rail. Rail is 1 tile and all rails must be in a straight line. All damage is dealt in a straight line from the point of impact.
Missile- Deals 1 damage. Each missile pod may fire up to 2 missiles per turn. Each missile also deals 1 damage to each square adjancent to the hit location.
Torpedo- Deals based on size. Size is detemind by the amount of torpedo bayslinked together to form the weapon bay. Damage is 3 times size, destroying tiles equal in width and depth. Torpedos may only be fired once per battle.
Laser- Deals 1 damage. Lasers ignore armor (count armor as hull tiles)
Drone Bay- Contains 2 drone fighters. Drones may be lauched on any turn but attack on the next. Drones do 1 damage each and can only attack the outside of a ship. Drones may attack any side of an enemy ship.
Point Defense- Destroys ordinance on a successful hit.
Ships
Ship type is determined by the number of tiles used to build it. All ships must include at least one Bridge, one reactor, one engineering, and one engine.
Fighters 4 tiles
Support Frigate 9+ Tiles
Frigate: 15+ Tiles
Destroyer: 25+ Tiles
Light Crusier: 40+ Tiles
Crusier: 55+ Tiles
BattleCruiser: 70+ Tiles
Battleship: 100+ Tiles
Dreadnought: 140+ Tiles
Combat
-A ship can only damage or be damaged on the side that is facing the enemy
-A ship can only hit an enemy with weapons that are facing the enemy
-If damage dealt to a tile is more than enough to destroy it the excess damage goes to the next tile behind it, if more damage remains, continue on to the next until all damage has been dealt.
- Even if hit, a shot may drift during travel. After a hit hads been made, roll a D10. A 4, 5, 6, or 7 means the shot hits with no drift. Any other number indicates the shot has drifter. A 1, 2,or 3 indicates that the shot has drifted that many tiles to the left. The same applies for 8, 9, and 10 except that they drift to the right (8=1, 9=2, 10=3)
-A ship is considered destroyed when it loses 70% of its tiles.
-If a ship can no longer fight it is considered destroyed. (No power to fire guns, or no guns left, with no way to do repairs)
Skills:
All skill have a value between 1 and 10. To succeed at a skill activity the user must roll under or equal to his current skill (Rollling a 1D10). Failure results in the action failing.
Each officer (except the captain) starts with 1D10 for their skill. After each battle they emerge from victorious, they increase their skill by 1
Courtesy of Moghopper.