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Galactic Skirmish: Starship Combat

Posted: Tue Jun 25, 2024 10:09 pm
by Gene
A long time ago, in a galaxy far, far away, a man looked up and dreamt of truly alien people and weird wonderous sights and also, of how to get there...

So, I dusted off the old set of rules for starship combat. I reviewed them and decided they aren't half bad. I've been working on them, to eventually interweave the rules with Far Reaches. These rules are not for star travel, rather they're simple rules to allow skirmish style combat. Years ago, I titled the rules, "Galactic Skirmish: Starship Combat".

I'm thinking of posting these tabletop starship combat rules on here, as a PDF, for a couple of reasons. One, to allow everyone to see genius at work and the other, to see what you all might come up with to "add to" or "subtract from" the rules. I'll have to finish the rules, which won't take much longer, maybe a couple of weeks, before I make them available. Until then... Kidding! Just until my next post.

Re: Galactic Skirmish: Starship Combat

Posted: Sat Jul 20, 2024 9:21 pm
by Gene
Based on the emails I've gotten, which makes me wonder why people don't register and post in here, the opinions I've gotten is positive. I won't get into the specifics, suffice to say that the majority of opinions are greatly encouraging. Out of the 150+ emails I received about the game, and I apologize for not being able to reply to everyone, I answered as many emails that posed questions, as I could as I could, which was maybe 12 or so, as each email asked a different question, so instead of answering each email separately I decide to answer all email in here. Although emails are phrased differently, I paraphrased some emails as to be inclusive, as the questions asked were similar to other questions asked.

1. Will you add different technologies for non-human races?
  • I wasn't planning on it, as I've already included a table that offers the ship specs for the different races.


2. How do the drives work?
  • I really haven't given that much thought as I designed the system. So, I'll get back to you as soon as I get a chance to think about it.


3. How will we handle ground combat when you didn't include those rules?
  • I think this is a joke. I hope it's a joke.


4. You explained that smaller ships are used in this game, can we make larger ships?
  • I suppose you can, although the values are really designed for smaller ships. In fact, some of the equations I used to derive certain values are not structured for larger ships than what I included. So good luck! Let me know how it works out.


5. Why are the rules not more detailed in their examples and specifics?
  • I'm not sure what you mean. I the rules are self-explanatory. Give me some examples of what you refer to. Thanks.


6. I don't like the names of the aliens. Why did you choose those names?
  • I do apologize for not seeking your opinion first but do change the names of the species as you see fit.


7. Are EPs accumulative?
  • Each ship has a certain number of Energy Points it generates each turn. From that, certain actions; firing weapons. moving, boarding and etc, cost a EPs to accomplish. If the ship you control is doing multiple things, Firing, Moving, and Boarding then each will consume a certain number of energy points, which are accumulative. As an example: A Lt Cruiser has the following stats...
    Lt Cruiser: Size-7, Speed- 4, Attack- 4, Shields- 3, Armor- 3, Structural- 6, Energy- 5, Wpn Slots- 3, Weapons- LLC/4-3, Total cost- 9.

    These are the basic ship stats. We want a Vy-Nex ship. if you'll recall the Vy-Nex are anthropoids, meaning their ship stats will be different.
    Thus, we change the stats by; Speed- (-1), Attack- (-1), Shields- (+2), Armor- (+1), Structural- (+2), Energy- (+2)

    The new stats look like this for the Vy-Nex...
    Lt Cruiser: Size-7, Speed- 3, Attack- 3, Shields- 5, Armor- 4, Structural- 8, Energy- 7, Wpn Slots- 3, Weapons- LLC/4-3, Total cost- 9

    The Vy-Nex Light Cruiser is a hardy ship much more than the basic ship design, yet it's speed and attack are reduced. This indicates the ship is slower and has less chance of hitting something, yet it can absorb a fair amount of damage before it begins to get seriously hurt.

    To move it takes 1 EP, to raise shields to maximum will take 5 EP, leaving 1 EP to fire with, which is not much of a punch. Because the EP is accumulative, and you've reached the EP generation limit for the turn. You can always lower the shield strength and increase the strength of your weapon fire. That's a tactical decision you'll have to make in battle.

    Mind you some of these values used today may change as the game further develops. Please keep that in mind.


Last question...

8. I don't understand how maneuver works based on the chart. Can you explain?
  • I will try. as the rules state...
    Movement Phase

    Each ship has a Speed stat indicating how many hexes it can move. It costs 1 EP for each facing or turn. Some ships pay for each hex moved, too.
    Facing: Some ships can turn a hex facing for free, and the asterisk shown represents that. Turning again, or to the ship's maximum turn arc, cost 1 EP. To initiate a turn, use the Ship Maneuver Table, (as it's more cost effective) shown below, for turn sequence and EP cost for the ships. A ship may have to move forward before it can begin its facing or move after each facing.

    Obstacles: Moving through asteroid fields or nebulae costs all ships (including fighters) 2 Speed per hex moved.
    Facing.png
    As shown the table indicates that an asterisk (*) represents that 1st turn on the table, is at no cost in EP. It's a free facing change. Also, the Battle Cruiser, Battleship and the Dreadnaught must each pay 1 EP for each move.

    So going back to the earlier example, the Vy-Nex light cruiser has the following from the Ship's Maneuver Table- Facing Sequence: 1 move, 1 turn, 1 move, 1 turn, 1 move, 1 turn, stop, EP: 2 Max Facings: 3

    The Vy-Nex Lt Cruiser has no cost-free movement or facing, so it has to pay 2 EP to move, further reducing how much EP it has left over for other systems. The ship can move forward 3 hexes or 3" depending on what system you are using and since it made no maneuvers it adds +1 to its movement for total of 4 forward moves. Now, if the ship turns, and if it uses its full maneuver capability it must use the sequence table to do so. it's the only way the ship can get so much maneuver capability. Otherwise, the ship can maneuver however it sees fit as long as it doesn't exceed a combined 3 turns and moves and pays the EP costs. I hope this explains things a bit better.


Until next time.