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Fleet Action! Space Wargame-closed thread...see new one
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<blockquote data-quote="Yellow Sign" data-source="post: 2813698" data-attributes="member: 5619"><p>Ok Here is the Rules. </p><p></p><p><strong>Fleet Action! Rules!</strong></p><p></p><p></p><p>Each player will control a single person who is in command of several assets; be it starships, space stations, space marine brigades, etc. The main commander of each side will also have control of Victory Points which are gained by successes/accomplishing goals by your side's forces. He can spend these VP's to help your side out. Getting Reinforcements and/or Supplies, Setting Up Spy Missions, Getting the most out of a repair dock, Influencing a neutral side or force, or just about anything you all can think of (with in reason of coarse). </p><p></p><p>A turn might consist of a player sending the 5th Destroyer Squadron (three Odin class Destroyers) to a near by system to conduct an anti-piracy patrol). Etc... Etc...</p><p></p><p>Role-play elements might include an escape by your character from an exploding starship, being captured by the enemy, leading a star fighter squadron into an assault run, trying to discredit another player's character so he/she could get a promotion, etc.....</p><p></p><p></p><p></p><p><strong>Strategic Map and Movement:</strong></p><p></p><p>A turn equals one week of game time. </p><p></p><p>Normally Ships have 2 movement points that they can expend during a turn. Fast Ships have 3 movement points.</p><p></p><p>Normally you cannot detect ships in hyperspace. Though you can detect them when they come out of warp. Though that depends on who is listening for them. You cannot enter hyperspace or make jumps in a gravity well like those produced by solar systems.</p><p></p><p>The Black and Blue lines are Hyperspace Connections. It takes one movement point to travel from one system to another via a Hyperspace Connection. This is uncontested movement. If enemy ships are present in a system there is a chance of the moving ship to being noticed or intercepted. The Blue Lines denote a important trade/supply route for Blue. </p><p></p><p>To move one hex without use of a Hyperspace Connection, it takes all of a ship’s movement points. If the hex to be entered has Nebulae or Dust (the fuzzy stuff) it will require the ship to use two turns of movement points.</p><p></p><p><strong>Strategic Map Key</strong></p><p></p><p><span style="color: Green">Green Systems</span> are UP controlled with some sort of UP presense in the system. </p><p></p><p><span style="color: Gray">Grey Systems</span> are basically empty systems. Though pirates are believed to operate from them. </p><p></p><p><span style="color: DarkOliveGreen">Olive Systems </span> have small human settlements in them that are not part of the United Planets. These systems are called the Backwater Worlds. These settlements are normally small fringe groups who want to run things their own way. There is some trading with UP but mainly they just want to be left alone. Some pirate activity is believed to also come from these systems. </p><p></p><p><span style="color: Sienna">The Brown System</span> is the homeworld of the Krell, an xenophobic race which while not hostile is very reclusive. While they do trade with the UA they do not allow ships to land on their planets and any use of their Hyperspace Connections is heavily taxed</p><p></p><p></p><p></p><p></p><p></p><p><strong>Player Characters</strong></p><p></p><p>Each of you will be playing an individual characters. You will each be able to pick one skill and one trait from each of the following lists. One Skill, One Trait. </p><p></p><p>Skills will give bonuses to their respect areas. </p><p></p><p>Traits will be a personality quirk of the character. It will mainly only come into play if you miss a turn or during role-playing.</p><p></p><p></p><p>Skills: </p><p>1. Escort Operations</p><p>2. Fighter Operations</p><p>3. Fleet Maneuvers</p><p>4. Fleet Gunnery</p><p>5. Recon Operations</p><p>6. Drop Assault Operations</p><p>7. Logistics</p><p>8. Communications</p><p>9. Electronic Warfare</p><p>10. Ground Warfare</p><p>11. Carrier Operations</p><p>12. Diplomacy</p><p></p><p>Traits:</p><p>1. Cautious</p><p>2. Aggressive</p><p>3. Ambitious</p><p>4. Meddling</p><p>5. Tunnel Vision</p><p>6. Under Confident</p><p>7. Overconfident</p><p>8. Lazy</p><p>9. Vindictive</p><p>10. Merciful</p><p></p><p></p><p>One thing about resources. </p><p></p><p>Several people have talked about gathering resources and such. With in the scope of the game, there will not be enough time during the game to put into production the gathering of new resources. Hence, no "I am building new iron mines on Proxima 7 and shipping the ore to the home worlds”. Also I doubt you will have the time to build new starships from scratch. Though the taking of existing resource production for use is allowed. </p><p></p><p>That is what Victory Points are for. (thinking about changing that name to Influence Points) The High Command sends a request to the Core Worlds for more combat ships. He spends 4 Victory Points because you are in a jam. So you 'might' see some new ships in a few turns sent by the High Command to help you out. </p><p></p><p>Another example, you have two old battle cruisers in mothballs around Regel 5. You need ships, any ships! So the High Command spends 1 Victory Point and assign crews to bring the old battlewagons out of mothballs in a turn or two. </p><p></p><p>Victory Points can be giving to other players by High Commander. But they must be in contact with each other. The scope of use of Victory Points by a Battle Commander is limited compared to the High Commander. He/she could not request reinforcements for example. A Battle Command cannot have more than half the total number of Victory Points possessed by the High Commander at the time of transfer and after the transfer.</p><p></p><p><strong>Star Port Ratings:</strong></p><p></p><p>A - The best of the best. Large extensive starship berth, repair, cargo, and construction facilities. </p><p></p><p>B - Pretty Good. Can handle multiple starship landings and take offs. Good repair yards and some construction facilities. </p><p></p><p>C - Good for handling basic traffic and repair. Orbital Docks. Limited construction facilities. </p><p></p><p>D - Poor. A fair groundside landing pads and docks. Fair repair facilities.</p><p></p><p>F - Primitive dirt landing pad with poor service facilities. </p><p></p><p><strong>Star Fortress Ratings:</strong></p><p></p><p>Class 1 - Cruiser sized. </p><p>Class 2 - Battleship sized.</p><p>Class 3 - Twice the size of a Battleship.</p><p>Class 4 - Four times the size of a Battleship. </p><p></p><p>They are more heavily armored that a same sized ship. Though they are immobile a space tug(s) could move them within a system if needed. At a tactical disadvantage against a mobile force.</p><p></p><p>A Hyperspace Communications Relay Stations allow for faster than light communication to another HCRS. Think big radio stations! There are three in the Haskins Corridor that link the Ares Cluster with the main body of the UP.</p></blockquote><p></p>
[QUOTE="Yellow Sign, post: 2813698, member: 5619"] Ok Here is the Rules. [B]Fleet Action! Rules![/B] Each player will control a single person who is in command of several assets; be it starships, space stations, space marine brigades, etc. The main commander of each side will also have control of Victory Points which are gained by successes/accomplishing goals by your side's forces. He can spend these VP's to help your side out. Getting Reinforcements and/or Supplies, Setting Up Spy Missions, Getting the most out of a repair dock, Influencing a neutral side or force, or just about anything you all can think of (with in reason of coarse). A turn might consist of a player sending the 5th Destroyer Squadron (three Odin class Destroyers) to a near by system to conduct an anti-piracy patrol). Etc... Etc... Role-play elements might include an escape by your character from an exploding starship, being captured by the enemy, leading a star fighter squadron into an assault run, trying to discredit another player's character so he/she could get a promotion, etc..... [B]Strategic Map and Movement:[/B] A turn equals one week of game time. Normally Ships have 2 movement points that they can expend during a turn. Fast Ships have 3 movement points. Normally you cannot detect ships in hyperspace. Though you can detect them when they come out of warp. Though that depends on who is listening for them. You cannot enter hyperspace or make jumps in a gravity well like those produced by solar systems. The Black and Blue lines are Hyperspace Connections. It takes one movement point to travel from one system to another via a Hyperspace Connection. This is uncontested movement. If enemy ships are present in a system there is a chance of the moving ship to being noticed or intercepted. The Blue Lines denote a important trade/supply route for Blue. To move one hex without use of a Hyperspace Connection, it takes all of a ship’s movement points. If the hex to be entered has Nebulae or Dust (the fuzzy stuff) it will require the ship to use two turns of movement points. [B]Strategic Map Key[/B] [COLOR=Green]Green Systems[/COLOR] are UP controlled with some sort of UP presense in the system. [COLOR=Gray]Grey Systems[/COLOR] are basically empty systems. Though pirates are believed to operate from them. [COLOR=DarkOliveGreen]Olive Systems [/COLOR] have small human settlements in them that are not part of the United Planets. These systems are called the Backwater Worlds. These settlements are normally small fringe groups who want to run things their own way. There is some trading with UP but mainly they just want to be left alone. Some pirate activity is believed to also come from these systems. [COLOR=Sienna]The Brown System[/COLOR] is the homeworld of the Krell, an xenophobic race which while not hostile is very reclusive. While they do trade with the UA they do not allow ships to land on their planets and any use of their Hyperspace Connections is heavily taxed [B]Player Characters[/B] Each of you will be playing an individual characters. You will each be able to pick one skill and one trait from each of the following lists. One Skill, One Trait. Skills will give bonuses to their respect areas. Traits will be a personality quirk of the character. It will mainly only come into play if you miss a turn or during role-playing. Skills: 1. Escort Operations 2. Fighter Operations 3. Fleet Maneuvers 4. Fleet Gunnery 5. Recon Operations 6. Drop Assault Operations 7. Logistics 8. Communications 9. Electronic Warfare 10. Ground Warfare 11. Carrier Operations 12. Diplomacy Traits: 1. Cautious 2. Aggressive 3. Ambitious 4. Meddling 5. Tunnel Vision 6. Under Confident 7. Overconfident 8. Lazy 9. Vindictive 10. Merciful One thing about resources. Several people have talked about gathering resources and such. With in the scope of the game, there will not be enough time during the game to put into production the gathering of new resources. Hence, no "I am building new iron mines on Proxima 7 and shipping the ore to the home worlds”. Also I doubt you will have the time to build new starships from scratch. Though the taking of existing resource production for use is allowed. That is what Victory Points are for. (thinking about changing that name to Influence Points) The High Command sends a request to the Core Worlds for more combat ships. He spends 4 Victory Points because you are in a jam. So you 'might' see some new ships in a few turns sent by the High Command to help you out. Another example, you have two old battle cruisers in mothballs around Regel 5. You need ships, any ships! So the High Command spends 1 Victory Point and assign crews to bring the old battlewagons out of mothballs in a turn or two. Victory Points can be giving to other players by High Commander. But they must be in contact with each other. The scope of use of Victory Points by a Battle Commander is limited compared to the High Commander. He/she could not request reinforcements for example. A Battle Command cannot have more than half the total number of Victory Points possessed by the High Commander at the time of transfer and after the transfer. [B]Star Port Ratings:[/B] A - The best of the best. Large extensive starship berth, repair, cargo, and construction facilities. B - Pretty Good. Can handle multiple starship landings and take offs. Good repair yards and some construction facilities. C - Good for handling basic traffic and repair. Orbital Docks. Limited construction facilities. D - Poor. A fair groundside landing pads and docks. Fair repair facilities. F - Primitive dirt landing pad with poor service facilities. [B]Star Fortress Ratings:[/B] Class 1 - Cruiser sized. Class 2 - Battleship sized. Class 3 - Twice the size of a Battleship. Class 4 - Four times the size of a Battleship. They are more heavily armored that a same sized ship. Though they are immobile a space tug(s) could move them within a system if needed. At a tactical disadvantage against a mobile force. A Hyperspace Communications Relay Stations allow for faster than light communication to another HCRS. Think big radio stations! There are three in the Haskins Corridor that link the Ares Cluster with the main body of the UP. [/QUOTE]
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