Space Fleet Rules ================= Ship Types ---------- The table below gives the basic stats. for the normal ship classes. Ships may be customised by exchanging 2 shields for one speed or shot, and shots and speed may be traded one for one. Mines cost 1 shield or half a shot/speed per hex covered. Ship Class Shields Speed Shots Dreadnought 15 1 8 Battleship 10 2 5 Heavy Cruiser 6 3 3 Light Cruiser 4 4 2 Destroyer 2 5 1 Movement -------- Ships may either be moved freely on a table surface, or on a hex grid. Speed is given as units, which may be hexes, or any scale to fit the models used. Slowest ships move first, either roll for initiative or alternate first move. The first player moves any DN, the second then moves any DN or BB, the first player then moves any BB or HC, and so on. After moving 1 forward a ship may turn 60 degrees before moving again, and may turn once for each 1 moved except for the last (DN only may turn after all move completed, as may ships not making a full move). Ships do not have to move their full move. Firing ------ Smallest ships fire first, all fire from one class (e.g. destroyer) is simultaneous, but occurs before the next class up. The ranges given in the table are hexes. Table gives score to hit on a d6 Range Short Medium Long 0-4 5-8 9-12 Beam 4,5,6 5,6 6 Missile 4,5,6 - - -1 for non destroyer firing at D at longg -1 if other ship firing beam weapon withhin 1 hex of firer -1 Missile at D or Lt Cr. No vessel may fire in the rear 90 degree arc. Destroyers and Lt Cruisers cannot fire at long range. Missiles can replace any beam weapon and cause 1d6 hits. They should have limited ammunition, normally 2 shots. Mines ----- Roll 1d6 when move into area of effect (usually a specific hex), 4,5,6 indicates 1d3 hits. Minelayers may lay one pattern (hex) per move. Mines may make any number of attacks, but a beam armed ship may sweep the field by stopping in the pattern for a move (it is still attacked). Effect of hits -------------- Each hit destroys one shield, shields may regenerate at one per move, but only if ship does not fire. When all shields gone, roll 1d6 per further hit, apply the following modifiers and then read result on table below: -2 to die if Destroyer -1 to die if Lt Cruiser -1 to die if missile hit +1 to die if Battleship/DN Score Damage Shields <2 Ship destroyed 3-4 Major damage, ½ speed, weapons destroyed Shields cannot regenerate 5 Damage, ½ speed Shields can still regenerate 6 Damage, weapons gone 7 Minor damage, no effect Each damage counts as one point, major damage as three points. Ships can take 4 points before being destroyed. Damage may be repaired (i.e. regain engines/weapons) by rolling a 6 on a D6. Major damage is not repairable. Crippled ships (shields down, no weapons able to fire) surrender on 5,6 if fired on.