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Darth Nyrys

Early Alpha Fleet Rules Revision

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Developer introduction and notes

 

Spoiler

 

I don’t think anyone would be surprised to hear me say that this rework was a long time coming. Fleet rules are never an easy subject to tackle, with equally valid voices calling out for both more freedom and less overwhelming complexity. Each choice made with these rules is both a gain and a loss, but I hope that you will see the finished product as a net gain as we do, and not a failure. I had a couple of goals when I set out to start building this rule set, and I think that it’s best to share them so that people can understand the changes instead of just seeing them. 

 

First and foremost, I wanted to make fleet combat a more inclusive experience for our community. In the past, fleet battles were largely on the shoulders of two individuals, not just with the actual combat, but all of the research, planning, and bookkeeping that preceded it. This was an incredibly heavy burden on faction leaders, often amounting to an unpaid part time job. It also made faction leader roles intimidating to people that were not well versed in Star Wars tech and ships. Worst of all, the majority of the player base was prevented from participating in a meaningful way. The new rules address this by letting each participating player command an element of the fleet that they build both in terms of role and narrative.

 

Other times in the past fleet combat has been awkwardly chained to player character duels, with ships or even entire battlegroups blooping out of existence because one PC took a lightsaber to the everything. This made fleet command feel irrelevant, as the fate of the fleet was determined by duels, not fleet actions. To rectify this, along with arguments over how much damage a ship does or can take, we’ve established a very simple universal class system to definitively answer those questions. While this removes a lot of the technical granularity of ship selection, fleet combat will be much more accessible and cleaner to resolve, along with other benefits. 

 

Star Wars is a vast IP, not just in terms of its myriad cultures and factions, but also in the epic span of its timelines. With resources like Wookieepedia it's easy to find ships that we love the aesthetic of, only to find out that they're too old to be viable, or as is the case with a lot of the new Disney canon ships, too fueled by cocaine. We don't want players to feel limited to a very specific pool of meta options, or feel punished for taking something less meta out of love, so we've chosen to approach things with a more streamlined system based on the assumption that any ship that sees combat has been updated to the limits of current tech for its systems, and is as viable as any other in its role. While this means that we lose some of the granularity of finding that perfect ship configuration or loadout, it also means that we have a far more approachable system that lets commanders focus on tactics rather than spreadsheets. Players can now also field the ships that they want instead of the ships that they feel the meta requires.

 

With our prior fleet system, there was a very real potential for a decisive victory to snowball into an uncontestable win state, with opposing fleets too depleted to be able to mount any kind of meaningful counteroffensive. This had two unintended consequences, rampant arms races between factions and alliances to avoid vulnerability, and an underlying sense of extreme pressure to be as competitive and cutthroat in fleet battles as possible. Obviously none of this was healthy for the community, so we took out the mechanics that caused these issues and replaced them with a light versus dark fleet split instead of tying fleet numbers to factions (removing the advantage of spamming new factions) and chose a narrative that suggested that these were pieces of a much larger overall fleet so that battle losses were setbacks but not insurmountable ones.

 

Since players would have a greater hand in cultivating the look and feel of their task forces, I wanted to reinforce that attachment through progression. Making the survival of your forces a priority will yield real mechanical benefits, and encourages players to weigh the value of retreat over attrition tactics that result in massacres. Knowing when to run can stop a losing battle from turning into a crippling slaughter.

 

         

 

Alpha pitch for task forces

 

Each player participating in a fleet battle commands their own task force. If the numbers are uneven, then the admiral with fewer task forces can either choose to take a number of unranked task forces to create an equal conflict, or request a secret win objective from the mods if it makes narrative sense to do so. No engagement is ever considered to include any faction’s entire fleet, and players can enter subsequent battles even if their last task force suffered total destruction. Player commanders are responsible for their task force’s ship composition, names, traditions, and portrayal in the RP, not to mention their actions on the field. If a PC leading a task force is killed, the task force forfeits one round of ability use, and then returns to normal function the following round.

 

Task forces(TFs) gain levels from participating in fleet combat, Any PC led task force starts at blooded, needs two additional battles for veteran, and three further battles for elite (As in, it takes six battles in total to gain elite status). A task force that loses over half of its ships loses a level of veterancy, and a task force that is wiped out loses all veterancy unless it has a bonus to prevent that. Withdrawing is a full round action, but can prevent the loss of valuable experience and abilities.

 

Commanders are expected to maintain lines of communication and goodwill to the opposing players. All fleet abilities are announced at the beginning of the round (in secret) and resolved at the end of the round to represent simultaneous events rather than each post being slightly later in the timeline. Players that fail to meet the three day rule requirement are assumed to repeat their last action if possible. If it’s the first round, their commander is assumed to have choked. Since all actions are determined at the beginning, and resolved at the end, post order of combatants is irrelevant as long as they post in the round, and the three day countdown goes into effect at the start of the round.

 

Some task forces in this list mention that they are supported by smaller ships, such as the Interdiction Cadre. Leaders of these task forces can choose to reallocate removal abilities from their key ship to other ships in the task force to represent other ships tanking fire to keep their key piece on the field. Other task forces are escorts, and can attach themselves to other task forces to allow their ships to serve as support. Cruiser and capital escorts cannot intercept bomber attacks.

 

Removal abilities that overkill a target with damage have the excess distributed to another target in the task force, and if necessary however many more targets are required to account for all of the damage. If the task force is destroyed entirely, the remaining damage is lost.

 

Ship scaling: A Task Force is 6 points

One capital is 6 points.

One cruiser is 3 points.

One frigate is 1 point.

Three corvettes are 1 point. 

 

(Targeted removal charts will be located at the bottom of the doc for easier comparison and formatting)

 

Task Forces
 

Spoiler

 

Battleline Escort (Capital ship or cruisers): Tradition of excellence

Blooded: Complete destruction only reduces the TF by one tier of veterancy and heavy losses causes no reduction.

Veteran: The battle line can focus all power to shields and halve(rounding up) the power of any direct removal abilities for the round. While this ability is in play, abilities that would normally bypass shields from TFs like the Hellriders and Destroyers [Torpedoes] hit the shields instead.

Elite: If the fleet is in danger of total destruction, the task force can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the battle line TF.

 

Interdiction cadre (Interdictor ship(s) supported by frigates): Interdiction field

Blooded: Gravity wells severely hamper retreat, forcing the enemy to only withdraw half their fleet each turn. 

Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Elite: As long as the interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one ship each turn.

 

Carrier Group (Capital or cruiser supported by frigates and corvettes): Fighter Command

Blooded: The TF controller can pick an additional starfighter action for the round.

Veteran: Bombers Inbound does an additional damage.

Elite: Enemy interceptors only halve the damage of bombers on protected targets, rather than nullifying it.

 

Electronic Warfare Pod (Dedicated EW and comm ships of all sizes with frigate and corvette support): Information Control

Blooded: The TF can jam  communications and sensors.

Veteran: The TF can jam missile guidance systems, making focus fire with missiles require line of sight when the task force and one ally task force selected at the beginning of the round.

Elite: Enemy actions are revealed at the beginning of the round, instead of the end when they are resolved.

 

Fleet Command (Capital ship, one per fleet): Flagship

Each level of veterancy allows the admiral to pick a new option from the following list.

Axial Weapon: The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers).

Target Saturation: The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire and bombers inbound damage on it.

Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Ultra-Heavy Flak Cannons: The ship carries a network of remorselessly deadly flak weapons. Any turn that the cannons are activated, both sides lose one starfighter action.

Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter action or Task Force ability use each round.

Citadel Overshield: Superior shield management prevents attacks that ignore shields from going straight to hull damage.


 

Defensive Escort (Frigates and Corvettes): Suppressing Fire

Blooded: An allied task force that is adjacent to the task force is treated as if being supported by interceptors (The defensive escort can select itself).

Veteran: The TF can cover an adjacent task force and itself in the same turn, and Hellriders lose their defense bonus from “Hit and Run” tactics when engaging covered assets.

Elite: Protected TFs are immune to torpedo focus fire attacks.

 

Destroyer Group[Turbolasers] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship within range and line of sight and subject it to a withering hail of turbolaser fire. Ships can only survive so long under such a brutal attack (see below).

Veteran: By delivering a steady stream of turbolaser fire to an enemy ship, the TF creates holes in its defenses, increasing the damage of other targeted removal abilities by two (This is added to the TF’s sum damage after modifiers are applied, so for example, a sister destroyer group[turbolasers] of cruisers using focus fire and the elite double damage perk would do eighteen damage.) 

Elite: The TF can put all power to weapons, doubling the damage it causes with focus fire, but also doubling the amount of damage it takes that turn from enemy removal attacks. 

 

Destroyer Group[Rail guns] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship within line of sight and subject it to a destructive barragel of rail gun fire. Ships can only survive so long under such a brutal attack (see below).

Veteran: The TF has been allocated specialized HE cluster rounds for targeting corvettes. When the TF uses Focus Fire on corvettes only in a round, they do double damage. Spillover damage to other non corvette ships is reduced to zero.

Elite: The TF can fire their rounds through unshielded enemy ships, hitting an adjacent enemy ship for half focus fire damage (rounding up). This can allow the task force to shoot through support vessels into the ship they are covering.

 

Destroyer Group[Torpedoes] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship within range and subject it to a devastating torpedo salvo. Ships can only survive so long under such a brutal attack (see below).

Veteran: Using sensor baffling materials and countermeasures, the ships can prowl unnoticed as long as it hasn’t openly engaged the enemy. The TF cannot be targeted by attacks or targeted enemy task force abilities until the first round that it engages. When firing in an undiscovered state, the TF ignores shields and goes directly to hull damage, and this damage cannot be reallocated to supporting ships.

Elite: The task force has been allocated cloaking technology, allowing it to return to an undiscovered state after engaging the enemy. While the cloaking field is activated, the task force is blind, both in terms of visual awareness and sensors, and cannot attack enemies while remaining cloaked, but it also cannot be attacked. Cloaking and uncloaking are declared at the beginning of the round, so a ship can’t fire and then immediately cloak to avoid any return fire.

 

Strike Force (Cruiser with frigate and/or corvette support): Surgical Strike

Blooded: A heavy ion cannon barrage disables one ship in line of sight and range for a turn(Capital ships require being targeted two turns in a row).

Veteran: The task force declares its target for the ion cannon barrage after actions are announced but before they resolve.

Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The task force can ignore supporting and escort ships for its ion cannon attack, but only if the target is not the same one that was targeted last turn.

 

Hellriders (Corvettes): Hit and run tactics

Blooded: The corvettes can engage cruisers and capital ships to support either a focus fire or bombers inbound removal ability. The targeted task force can either choose to focus on the Hellriders, costing the Hellriders three corvettes but doubling the base value of focus fire and bombers inbound on the enemy task force, or they can ignore the corvettes and take three hull damage as the corvettes exploit vulnerabilities on the ship’s flanks and aft sections. 

Veteran: Hellrider formations tend to draw the most brash and aggressive captains, risk takers that owe success to high stakes gambles rather than experience and discipline. This task force has a reputation that makes recruiting these men and women easy, and does not suffer experience reductions from heavy losses. 

Elite: Gut churning space acrobatics allow the Hellriders to cap focus fire losses to three corvettes per ability use.

 

Med/Eng Support Cluster (Frigates): Guardian Angels

Blooded: As long as the task force doesn’t engage the enemy, it is considered a war crime to target them. At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. 

Veteran: At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

Elite: At the end of battle, the Task Force leader picks two allied Task Forces that suffered Heavy Losses, the veterancy loss is negated for them. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

 

 

Removal effects and ship health

 

Ship shields and hull by type

Corvette: 1(This is not to imply that corvettes don’t have shields, just that the scale of firepower we’re measuring makes them irrelevant.)

Frigate: 3/3

Cruiser: 9/9

Capital: 20/20

 

Damage per by ship type

Bomber Wing: 4

Cruiser: 4

Capital: 6

 

Starfighter Actions

Each side gets one starfighter action per round, with some task forces providing additional ones.

 

Bombers Inbound: The fleet’s bombers move to engage a frigate or larger ship, doing direct removal damage. When bombers target ships supported by corvettes their damage is reduced by one.

 

Interception: The commander issuing the order picks two task forces, they cannot cannot be targeted by bombers for this round.

 

Dogfighting: The fleet’s dogfighters focus on clearing a lane for their bombers or interceptors. One Bombers Inbound action does double damage next turn or one Interception action covers an additional task force.

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Developer introduction and notes

 

Spoiler

 

For any players interested in seeing the process of the development of the fleet rules, I’ve decided to post the new iteration in a reply post post rather than replacing the original text. There are a considerable number of changes in the new draft, both in terms of ground rules and the mechanics of various task forces and the starfighter actions. Stealth was reworked into something that could build tension with simple mechanics, instead of being a means for a turn one gank. The torpedo destroyer group was reworked into two task forces, the covert strike force and the destroyer group[Missiles] task force, with the former being a fragile high risk/high reward threat to specialist ships, and the latter being about all explosions all the time.

 

Corvettes received a boost in how much defensive mitigation they can contribute, which will be useful given that bombers have become a more serious threat, with their damage scaling up according to the size of the target. Players who want to make those bombers get to their targets will be interested in the new Fighter Escort starfighter action.    

 

  

 

Alpha pitch for task forces

Spoiler

 

Each player participating in a fleet battle commands their own Task Force(TF). If the numbers are uneven, then the admiral with fewer task forces can either choose to take a number of unranked task forces to create an equal conflict, or request a secret win objective from the mods if it makes narrative sense to do so. No engagement is ever considered to include any faction’s entire fleet, and players can enter subsequent battles even if their last task force suffered total destruction. Player commanders are responsible for their task force’s ship composition, names, traditions, and portrayal in the RP, not to mention their actions on the field. If a PC leading a task force is killed, the task force forfeits one round of ability use, and then returns to normal function the following round.

 

Task forces gain levels from participating in fleet combat, Any PC led task force starts at blooded, needs two battles for veteran, and three further battles for elite (As in, it takes five battles in total to gain elite status). A task force that loses over half of its ships loses a level of veterancy, and a task force that is wiped out loses all veterancy unless it has a bonus to prevent that. Withdrawing is a full round action, but can prevent the loss of valuable experience and abilities. The fleet’s admiral can order “unowned” task forces to retreat.

 

Commanders are expected to maintain lines of communication and goodwill to the opposing players. All fleet abilities are announced at the beginning of the round (in secret) and resolved at the end of the round to represent simultaneous events rather than each post being slightly later in the timeline. Players that fail to meet the three day rule requirement are assumed to repeat their last action if possible. If it’s the first round, their commander is assumed to have failed to react promptly and/or the crew was caught unprepared and they make no action. Since all actions are determined at the beginning, and resolved at the end, post order of combatants is irrelevant as long as they post in the round, and the three day countdown goes into effect at the start of the round.

 

Throughout the rules you will see references to removal, targeted removal, and damage abilities, these all refer to Task Force abilities and starfighter actions that allow ships to do measurable damage to each other. This is not to say that other ships aren’t actively firing their weapons or otherwise engaging the enemy, just that these task forces and bombers are specifically designed to overwhelm shields and compromise hulls. Rather than cluttering the process by trying to track every single ship’s attacks, we’re focusing on the heavy hitters whose role it is to destroy other ships, while letting other ships focus on different aspects of fleet combat. Up to three task forces can focus fire on the same enemy task force, but for each attacking task force after the first there’s a cumulative minus two penalty per task force to total damage inflicted, representing too many ships getting in the way of each other.

 

Some task forces in this list mention that they are supported by smaller ships, such as the Interdiction Cadre. Leaders of these task forces can choose to reallocate removal abilities such as Focus Fire from their key ship to other ships in the task force to represent other ships tanking fire to keep their key piece on the field. Another form of defensive options are escorts, task forces that can attach themselves to other task forces to allow their ships to serve as support. Cruiser and capital escorts serving as support cannot intercept bomber attacks.

 

Removal abilities that overkill a target with damage have the excess distributed to another target in the task force, and if necessary however many more targets are required to account for all of the damage. If the task force is destroyed entirely, the remaining damage is lost.

 

A task force can arrive late to a battle. When a task force jumps in the enemy is made aware of ships exiting hyperspace at the beginning of the round (but not what those ships are) and have the opportunity to assign abilities to target them. If enemy sensors are jammed they lose the option to make an initial response. If comms for the side that is bringing in reserves are not jammed, the new arrival can perform an action as normal for the round. Some task forces (Interdiction cadre and Command Group at the time of writing this)can allow reserve forces to do precision jumps into the battle. Provided that comms are not jammed, the reserve task force can ignore support ships and escorts for the round that they jump in. If the task force is a carrier group and chooses Bombers Inbound, the starfighter action ignores support ships as well, representing the ships jumping in already in attack formation. Ships that use precision deployment have damaged their hyperdrives and cannot withdraw early (If both sides have ships stranded this way and no longer wish to fight they can agree to mutually disengage until repairs are completed).

 

Some task forces are composed of ships with stealth armor or cloaking devices. For enemies to target them they must first find them through scanning. While every stealth system has a “tell” on certain frequencies, finding it takes time. At the beginning of each battle, the commander of the stealth task force picks a number between one and ten, this is their “tell” frequency. Task forces can scan their immediate surroundings and pick a number, if the number is the same as the stealth task force, and the stealth ship is stalking them, the stealth ship becomes targetable for the rest of the battle. Escorts share the same space as the task forces they are attached to, effectively giving a second guess for a high priority target each round. Additional scans are gained from using the combat air patrol starfighter action and if the concealed ship opens fire. If sensors are being jammed by an allied EW ship, the stealth ship has a second frequency tell that must be guessed before they are revealed. Ships with cloaking can change their tell frequency in the round after they are discovered, meaning they can recloak, but they have to survive the round first. Cloaked ships cannot reuse an already discovered tell frequency, even if the discovered tell was for an allied ship. Hidden ships can go cold, not performing any actions for the round, to avoid scans for that round.

 

Ship scaling: A Task Force is 6 points worth of ships.

One capital ship is 6 points, meaning that it comprises the entire task force.

One cruiser is 3 points, meaning that a task force can either have two cruisers or one cruiser and smaller support ships.

One frigate is 1 point.

Six corvettes are 1 point. 

 

 

(Targeted removal charts will be located at the bottom of the doc for easier comparison and formatting)

 

Task Forces (all of these are task forces, names are for flavor)

Spoiler

 

Battleline Escort (A Capital ship or two cruisers): Tradition of excellence

Blooded: Complete destruction only reduces the TF by one tier of veterancy and heavy losses causes no reduction.

Veteran: The battle line can focus all power to shields and halve(rounding up) the power of any direct removal abilities for the round. While this ability is in play, abilities that would normally bypass shields from TFs like the Hellriders and Destroyers [Torpedoes] hit the shields instead.

Elite: If the fleet is in danger of total destruction, the task force can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the battleline TF, but it can prevent a wipe by an interdictor supported enemy fleet.

 

Interdiction cadre (Interdictor cruiser supported by frigates and corvettes): Interdiction field

Blooded: Gravity wells severely hamper retreat, forcing the enemy to only withdraw half their fleet each turn. 

Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Elite: As long as the interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one ship each turn.

 

Carrier Group (Capital or cruiser supported by frigates and corvettes): Fighter Command

Blooded: The TF controller can pick an additional starfighter action for the round.

Veteran: Bombers Inbound does an additional point of damage.

Elite: Fighter escort allows bombers inbound to do full damage in spite of interceptors.

 

Electronic Warfare Pod (Dedicated EW and comms cruiser with frigate and corvette support): Information Control 

Blooded: The TF can jam long range communications and sensors.

Veteran: The TF can perform an additional scan on any allied TF to search for concealed enemies.

Elite: The enemy penalty for targeting the same task force with more than one task force becomes a cumulative -3 instead of -2.

 

Fleet Command (Capital ship, one per fleet under the command of the grand admiral): Flagship

Each level of veterancy allows the admiral to pick a new option from the following list. Since the upgrades are specific to the ship, abilities that prevent veterancy loss cannot be used on the flagship.

Axial Weapon: The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers).

Target Saturation: The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire damage to it.

Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Ultra-Heavy Flak Cannons: The ship carries a network of remorselessly deadly flak weapons. Treat the flagship as supported by corvettes.

Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter action or allowing two task forces to choose the same target for focus fire without penalty to damage.

Citadel Overshield: Superior shield management prevents attacks that ignore shields from going straight to hull damage, instead being treated as regular attacks.

 

Defensive Escort (Frigates and Corvettes): Suppressing Fire

Blooded: An allied task force that is adjacent to the task force is treated as if being supported by interceptors (The defensive escort can select itself).

Veteran: The TF can cover an adjacent task force and itself in the same turn, and Hellriders lose their defense bonus from Hit and Run’s elite rank when engaging covered assets.

Elite: Protected TFs are immune to missile focus fire attacks.

 

Destroyer Group[Turbolasers] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Focus fire damage against shield health is increased by two points(One point each for cruisers).  

Elite: The TF can put all power to weapons, doubling the damage it causes with focus fire, but also doubling the amount of damage it takes that turn from enemy removal attacks. 

 

Destroyer Group[Rail guns] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: The TF has been allocated special armor piercing rounds for targeting heavily armored ships. Its focus fire damage against hull health increases by two points(One point each for cruisers). 

Elite: The TF can break formation to capitalize on more lethal attack vectors. Doing this allows it to do double damage, but it is also overextended for the next round so it loses any attached escorts and enemy task forces do not suffer penalties for stacking focus fire attacks on it.

 

Destroyer Group[Missiles] (Cruisers or capital ship): Focus Fire

Blooded: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: The TF has been allocated specialized HE cluster bombs for targeting corvettes. When the TF uses Focus Fire on corvettes only in a round, they do double damage. Spillover damage to other non corvette ships is reduced to zero.

Elite: The TF treats its focus fire damage like a bombers inbound action, allowing it to ignore cruiser and capital escorts but making it vulnerable to reduction by corvettes and interceptors.

 

Covert Strike Force (One stealth cruiser): Silent Hunters

Blooded: The TF uses stealth armor and sensor baffling countermeasures to prowl unnoticed along the edges of the battle. As long as the cruiser does not engage, each round they can bank three points of damage while stalking an enemy TF. On the TF commander’s order, the banked damage can be applied to a target ship’s hull integrity, ignoring support ships and shields. Banked points are not lost if the TF disengages to avoid scans, but are lost if the target is destroyed or the TF starts stalking another target.

Veteran: The TF has a cloaking device, allowing it to hide even after its initial discovery.

Elite: The TF can bank four points of damage instead of three.

 

Asset Denial Force (Cruiser with frigate and/or corvette support): Surgical Strike

Blooded: A heavy ion cannon barrage disables one ship in line of sight and range for a turn(Capital ships require being targeted two turns in a row).

Veteran: The task force declares its target for the ion cannon barrage after actions are announced but before they resolve.

Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The task force can ignore supporting and escort ships for its ion cannon attack, but only if the target is not the same one that was targeted last turn.

 

Hellriders (Corvettes): Hit and run tactics

Blooded: The corvettes can engage cruisers and capital ships to support either a focus fire or bombers inbound removal ability. The targeted task force can either choose to focus on the Hellriders, costing the Hellriders three corvettes but doubling the base value of focus fire and bombers inbound on the enemy task force, or they can ignore the corvettes and take three hull damage as the corvettes exploit vulnerabilities on the ship’s flanks and aft sections. 

Veteran: Hellrider formations tend to draw the most brash and aggressive captains, risk takers that owe success to high stakes gambles rather than experience and discipline. This task force has a reputation that makes recruiting these men and women easy, and does not suffer experience reductions from heavy losses. 

Elite: Gut churning space acrobatics allow the Hellriders to cap focus fire losses to three corvettes per enemy damage ability use.

 

Med/Eng Support Cluster (Frigates): Guardian Angels

Blooded: As long as the task force doesn’t engage the enemy, it is considered a war crime to target them. At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. 

Veteran: At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

Elite: At the end of battle, the Task Force leader picks two allied Task Forces that suffered Heavy Losses, the veterancy loss is negated for them. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

 

 

Removal effects and ship health

Spoiler

 

Ship shields and hull by type

Corvette: 1(This is not to imply that corvettes don’t have shields, just that the scale of firepower we’re measuring makes them irrelevant.)

Frigate: 3/3

Cruiser: 9/9

Capital: 20/20

 

Damage per by ship type

Bomber Wing: Varies by size of target (Frigates: 2, Cruisers: 3, Capitals: 5)

Cruiser: 4

Capital: 6

 

 

Starfighter Actions

Spoiler

 

Each side gets one starfighter action per round, with some task forces providing additional ones.

 

Bombers Inbound: The fleet’s bombers move to engage a frigate or larger ship, doing direct removal damage. When bombers target ships supported by corvettes their damage is halved, rounding down.

 

Interception: The commander issuing the order picks two task forces, they cannot cannot be targeted by bombers for this round.

 

Combat Air Patrol: The starfighters assist with locating potential hidden enemies, allowing for an additional scan of a task force’s area.

 

Fighter Escort: Supplements bombers inbound, so only usable if the fleet can use more than one starfighter action a round. Snubfighters escort the bombers, making interception and other anti fire abilities halve damage rounding down instead of stopping bombers completely, and allowing bombers to ignore corvette support penalties to their damage. 

 

 

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Dev notes: A lot of this was balance fine tuning, fixing things that got broken while fixing other things. Two new task forces were added, to give more defensive options and also to give corvettes more time in the spotlight. For initial roll out we are discussing players running two task forces just to provide room for more granularity until we see more community growth. While we still want to work on the readability of the rules, most likely this is what you will be using for launch, in terms of mechanics and systems.

 

Alpha pitch for task forces


 

Spoiler

 

Each player participating in a fleet battle commands their own Task Force(TF). If the numbers are uneven, then the admiral with fewer task forces can either choose to take a number of unranked task forces to create an equal conflict, or request a secret win objective from the mods if it makes narrative sense to do so. No engagement is ever considered to include any faction’s entire fleet, and players can enter subsequent battles even if their last task force suffered total destruction. Player commanders are responsible for their task force’s ship composition, names, traditions, and portrayal in the RP, not to mention their actions on the field. If a PC leading a task force is killed, the task force forfeits one round of ability use, and then returns to normal function the following round.

 

Task forces gain levels from participating in fleet combat, Any PC led task force starts at blooded, needs two battles for veteran, and three further battles for elite (As in, it takes five battles in total to gain elite status). A task force that loses over half of its ships loses a level of veterancy, and a task force that is wiped out loses all veterancy unless it has a bonus to prevent that. Withdrawing is a full round action, but can prevent the loss of valuable experience and abilities. The fleet’s admiral can order “unowned” task forces to retreat.

 

Commanders are expected to maintain lines of communication and goodwill to the opposing players. All fleet abilities are announced at the beginning of the round (in secret) and resolved at the end of the round to represent simultaneous events rather than each post being slightly later in the timeline. Players that fail to meet the three day rule requirement are assumed to repeat their last action if possible. If it’s the first round, their commander is assumed to have failed to react promptly and/or the crew was caught unprepared and they make no action. Since all actions are determined at the beginning, and resolved at the end, post order of combatants is irrelevant as long as they post in the round, and the three day countdown goes into effect at the start of the round.

 

Throughout the rules you will see references to removal, targeted removal, and damage abilities, these all refer to Task Force abilities and starfighter actions that allow ships to do measurable damage to each other. This is not to say that other ships aren’t actively firing their weapons or otherwise engaging the enemy, just that these task forces and bombers are specifically designed to overwhelm shields and compromise hulls. Rather than cluttering the process by trying to track every single ship’s attacks, we’re focusing on the heavy hitters whose role it is to destroy other ships, while letting other ships focus on different aspects of fleet combat. Up to three task forces can focus fire on the same enemy task force, but for each attacking task force after the first there’s a cumulative minus two penalty per task force to total damage inflicted, representing too many ships getting in the way of each other.

 

Some task forces in this list mention that they are supported by smaller ships, such as the Interdiction Cadre. Leaders of these task forces can choose to reallocate removal abilities such as Focus Fire from their key ship to other ships in the task force to represent other ships tanking fire to keep their key piece on the field. Another form of defensive options are escorts, task forces that can attach themselves to other task forces to allow their ships to serve as support. Cruiser and capital escorts serving as support cannot intercept bomber attacks.

 

Removal abilities that overkill a target with damage have the excess distributed to another target in the task force, and if necessary however many more targets are required to account for all of the damage. If the task force is destroyed entirely, the remaining damage is lost.

 

A task force can arrive late to a battle. When a task force jumps in the enemy is made aware of ships exiting hyperspace at the beginning of the round (but not what those ships are) and have the opportunity to assign abilities to target them. If enemy sensors are jammed they lose the option to make an initial response. If comms for the side that is bringing in reserves are not jammed, the new arrival can perform an action as normal for the round. Some task forces (Interdiction cadre and Command Group at the time of writing this)can allow reserve forces to do precision jumps into the battle. Provided that comms are not jammed, the reserve task force can ignore support ships and escorts for the round that they jump in. If the task force is a carrier group and chooses Bombers Inbound, the starfighter action ignores support ships as well, representing the ships jumping in already in attack formation. Ships that use precision deployment have damaged their hyperdrives and cannot withdraw early (If both sides have ships stranded this way and no longer wish to fight they can agree to mutually disengage until repairs are completed).

 

Some task forces are composed of ships with stealth armor or cloaking devices. For enemies to target them they must first find them through scanning. While every stealth system has a “tell” on certain frequencies, finding it takes time. At the beginning of each battle, the commander of the stealth task force picks a number between one and ten, this is their “tell” frequency. Task forces can scan their immediate surroundings and pick a number, if the number is the same as the stealth task force, and the stealth ship is stalking them, the stealth ship becomes targetable for the rest of the battle. Escorts share the same space as the task forces they are attached to, effectively giving a second guess for a high priority target each round. Additional scans are gained from using the combat air patrol starfighter action and if the concealed ship opens fire. If sensors are being jammed by an allied EW ship, the stealth ship has a second frequency tell that must be guessed before they are revealed. Ships with cloaking can change their tell frequency in the round as a full round action, meaning they can recloak, but they have to survive the round first. Cloaked ships cannot reuse an already discovered tell frequency, even if the discovered tell was for an allied ship. Hidden ships can go cold, not performing any actions for the round, to avoid scans for that round.

 

Ship scaling: A Task Force is 6 points worth of ships.

One capital ship is 6 points, meaning that it comprises the entire task force.

One cruiser is 3 points, meaning that a task force can either have two cruisers or one cruiser and smaller support ships.

One frigate is 1 point.

Six corvettes are 1 point. 


 

(Targeted removal charts will be located at the bottom of the doc for easier comparison and formatting)

 

Task Forces (all of these are task forces, names are for flavor)

Spoiler


Battleline Escort (A Capital ship or two cruisers): Tradition of excellence

Blooded: Complete destruction only reduces the TF by one tier of veterancy and heavy losses causes no reduction.

Veteran: The battle line can focus all power to shields and halve(rounding up) the power of any direct removal abilities for the round. While this ability is in play, abilities that would normally bypass shields from TFs like the Hellriders and Destroyers [Torpedoes] hit the shields instead.

Elite: If the fleet is in danger of total destruction, the task force can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the battleline TF, but it can prevent a wipe by an interdictor supported enemy fleet.

 

Interdiction cadre (Interdictor cruiser supported by frigates and corvettes): Interdiction field

Blooded: Gravity wells severely hamper retreat, forcing the enemy to only withdraw half their fleet each turn. 

Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw early for the rest of the battle.

Elite: As long as the interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one task force each turn.

 

Carrier Group (Capital or cruiser supported by frigates and corvettes): Fighter Command

Blooded: The TF controller can pick an additional starfighter action for the round.

Veteran: Bombers Inbound does an additional point of damage.

Elite: Fighter escort allows bombers inbound to do full damage in spite of interceptors.

 

Electronic Warfare Pod (Dedicated EW and comms cruiser with frigate and corvette support): Information Control 

Blooded: The TF can jam long range communications and sensors.

Veteran: The TF can perform an additional scan on any allied TF to search for concealed enemies.

Elite: The enemy penalty for targeting the same task force with more than one task force becomes a cumulative -3 instead of -2.

 

Defensive Escort (Frigates and Corvettes): Suppressing Fire

Blooded: An allied task force that is adjacent to the task force is treated as if being supported by interceptors (The defensive escort can select itself).

Veteran: The TF can cover an adjacent task force and itself in the same turn, and Hellriders lose their defense bonus from Hit and Run’s elite rank when engaging covered assets.

Elite: Protected TFs are immune to missile focus fire attacks.

 

Destroyer Group[Turbolasers] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Focus fire damage against shield health is increased by two points(One point each for cruisers).  

Elite: The TF can put all power to weapons, doubling the damage it causes with focus fire, but also doubling the amount of damage it takes that turn from enemy removal attacks. 

 

Destroyer Group[Rail guns] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: The TF has been allocated special armor piercing rounds for targeting heavily armored ships. Its focus fire damage against hull health increases by two points(One point each for cruisers). 

Elite: The TF can break formation to capitalize on more lethal attack vectors. Doing this allows it to do double damage, but it is also overextended for the next round so it loses any attached escorts and enemy task forces do not suffer penalties for stacking focus fire attacks on it.

 

Destroyer Group[Missiles] (Cruisers or capital ship): Focus Fire

Blooded: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: The TF has been allocated specialized HE cluster bombs for targeting corvettes. When the TF uses Focus Fire on corvettes only in a round, they do double damage. Spillover damage to other non corvette ships is reduced to zero.

Elite: The TF treats its focus fire damage like a bombers inbound action, allowing it to ignore cruiser and capital escorts but making it vulnerable to reduction by corvettes and interceptors.

 

Covert Strike Force (One stealth cruiser): Silent Hunters

Blooded: The TF uses stealth armor and sensor baffling countermeasures to prowl unnoticed along the edges of the battle. As long as the cruiser does not engage, each round they can bank three points of damage while stalking an enemy TF. On the TF commander’s order, the banked damage can be applied to a target ship’s hull integrity, ignoring support ships and shields. Banked points are not lost if the TF disengages to avoid scans, but are lost if the target is destroyed or the TF starts stalking another target.

Veteran: The TF has a cloaking device, allowing it to hide even after its initial discovery.

Elite: The TF can bank four points of damage instead of three.

 

Asset Denial Force (Cruiser with frigate and/or corvette support): Surgical Strike

Blooded: A heavy ion cannon barrage disables one ship in line of sight and range for a turn(Capital ships require being targeted two turns in a row).

Veteran: The task force declares its target for the ion cannon barrage after actions are announced but before they resolve.

Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The task force can ignore supporting and escort ships for its ion cannon attack, but only if the target is not the same one that was targeted last turn.

 

Hellriders (Corvettes): Hit and run tactics

Blooded: The corvettes can engage cruisers and capital ships to support either a focus fire or bombers inbound removal ability. The targeted task force can either choose to focus on the Hellriders, costing the Hellriders six corvettes but doubling the base value of focus fire and bombers inbound on the enemy task force, or they can ignore the corvettes and take three hull damage as the corvettes exploit vulnerabilities on the ship’s flanks and aft sections. 

Veteran: Hellrider formations tend to draw the most brash and aggressive captains, risk takers that owe success to high stakes gambles rather than experience and discipline. This task force has a reputation that makes recruiting these men and women easy, and does not suffer experience reductions from heavy losses. 

Elite: Gut churning space acrobatics allow the Hellriders to cap focus fire losses to four corvettes per enemy damage ability use.

 

Med/Eng Support Cluster (Frigates): Guardian Angels

Blooded: As long as the task force doesn’t engage the enemy, it is considered a war crime to target them. At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. 

Veteran: At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

Elite: At the end of battle, the Task Force leader picks two allied Task Forces that suffered Heavy Losses, the veterancy loss is negated for them. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

 

Mobile Disruption Escort (Corvettes): Aggressive Defense

Blooded: Coordinated and highly disciplined evasive maneuvers effectively translate to corvettes in this TF having a second point of hull damage.

Veteran: Rather than attaching to an allied task force to cover it like normal for escorts, the MDE can attach to an enemy TF with removal abilities and force it to target them first. If the enemy TF is a carrier group, its bombers inbound action is treated as going through an additional corvette screen.

Elite: Localized jamming causes the targeted TF to be unable to participate in coordinated attacks with its allies, and the MDE is now considered to have three points of hull damage for the purpose of removal abilities.

 

Rapid Intervention Escort (Cruisers) Deadly Response

Blooded: Halve removal damage if the TF is not attached to the same allied TF it was last round, or if it is currently not escorting any TF.

Veteran: The TF focuses shields to front and intensifies forward firepower. When covering a new task force, it does removal damage to an enemy TF that is actively targeting or targeted the escorted TF in the last round.

Elite: The TF decides which ally it will support after actions are declared but before they resolve.

 

Fleet Command (Capital ship, one per fleet under the command of the grand admiral, the grand admiral does not need to use his or her flagship, but only they can command it if it is on the field): Flagship

Each level of veterancy allows the admiral to pick a new option from the following list. Since the upgrades are specific to the ship, abilities that prevent veterancy loss cannot be used on the flagship.

Axial Weapon: The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers).

Target Saturation: The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire damage to it.

Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Ultra-Heavy Flak Cannons: The ship carries a network of remorselessly deadly flak weapons. Treat the flagship as supported by corvettes.

Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter action or allowing two task forces to choose the same target for focus fire without penalty to damage.

Citadel Overshield: Superior shield management prevents attacks that ignore shields from going straight to hull damage, instead being treated as regular attacks.

 

 

Removal effects and ship health

Spoiler

 

Ship shields and hull by type

Corvette: 1(This is not to imply that corvettes don’t have shields, just that the scale of firepower we’re measuring makes them irrelevant.)

Frigate: 3/3

Cruiser: 9/9

Capital: 20/20

 

Damage per by ship type

Bomber Wing: Varies by size of target (Frigates: 2, Cruisers: 3, Capitals: 5)

Cruiser: 4

Capital: 6

 

 

Starfighter Actions

Spoiler

 

Each side gets one starfighter action per round, with some task forces providing additional ones.

 

Bombers Inbound: The fleet’s bombers move to engage a frigate or larger ship, doing direct removal damage. When bombers target ships supported by corvettes their damage is halved, rounding down.

 

Interception: The commander issuing the order picks two task forces, they cannot cannot be targeted by bombers for this round.

 

Combat Air Patrol: The starfighters assist with locating potential hidden enemies, allowing for an additional scan of a task force’s area.

 

Fighter Escort: Supplements bombers inbound, so only usable if the fleet can use more than one starfighter action a round. Snubfighters escort the bombers, making interception and other anti fire abilities halve damage rounding down instead of stopping bombers completely, and allowing bombers to ignore corvette support penalties to their damage.

 

 

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Dev notes: *Cough* Well then. Final update before release indeed. This update sees a change to heavy losses and wiped out penalties to more forgiving versions. Originally the cost of a task force wipe was intentionally super harsh to make players give more weight to tactical retreats, but I think it also would have fed into player frustration at an unhealthy rate. Heavy Losses now encourages players to explore other task force roles, while a total loss only incurs a one level penalty, rather than a total reset. Calculating heavy losses for capital ships and specialist ships with support was also clarified.

 

Flagships, on the other hand, became more valuable in the long run and more devastating to lose, to better reflect why the command ship should be a high value target. The cap on upgrades was removed, which will help with later content...

 

Asset Denial was made more fluffy by requiring shields to be down on their target. Disabled was also better defined, and the two hits to disable a cap ship limitation was removed to make up for the shield limitation.

 

A cap on escorts was applied to avoid hi jinks.

 

Abilities for Battleline Escort and Hellriders were changed to reflect new rules for heavy losses and total wipes.

 

Alpha pitch for task forces

Spoiler

 

Each player participating in a fleet battle commands their own Task Force(TF). If the numbers are uneven, then the admiral with fewer task forces can either choose to take a number of unranked task forces to create an equal conflict, or request a secret win objective from the mods if it makes narrative sense to do so. No engagement is ever considered to include any faction’s entire fleet, and players can enter subsequent battles even if their last task force suffered total destruction. Player commanders are responsible for their task force’s ship composition, names, traditions, and portrayal in the RP, not to mention their actions on the field. A player can have any number of Task Forces on their character sheet, but will be limited in how many they can bring to a fleet battle.

 

Task forces gain levels from participating in fleet combat, Any PC led task force starts at blooded, needs two battles for veteran, and three further battles for elite (As in, it takes five battles in total to gain elite status). A task force that loses over half of its ships (or suffers 50% hull damage in the case of capitals and specialist ships with support) is considered to have suffered heavy losses and must skip the next battle to undergo repairs and train replacement crew, and a task force that is wiped out loses a rank of veterancy unless it has a bonus to prevent that or is already at blooded, in which case advancement to next rank is reset. Withdrawing is a full round action, but can prevent the loss of valuable experience and abilities. The fleet’s admiral can order “unowned” task forces to retreat.

 

Commanders are expected to maintain lines of communication and goodwill to the opposing players. All fleet abilities are announced at the beginning of the round (in secret) and resolved at the end of the round to represent simultaneous events rather than each post being slightly later in the timeline. Players that fail to meet the three day rule requirement are assumed to repeat their last action if possible. If it’s the first round, their commander is assumed to have failed to react promptly and/or the crew was caught unprepared and they make no action. Since all actions are determined at the beginning, and resolved at the end, post order of combatants is irrelevant as long as they post in the round, and the three day countdown goes into effect at the start of the round.

 

Throughout the rules you will see references to removal, targeted removal, and damage abilities, these all refer to Task Force abilities and starfighter actions that allow ships to do measurable damage to each other. This is not to say that other ships aren’t actively firing their weapons or otherwise engaging the enemy, just that these task forces and bombers are specifically designed to overwhelm shields and compromise hulls. Rather than cluttering the process by trying to track every single ship’s attacks, we’re focusing on the heavy hitters whose role it is to destroy other ships, while letting other ships focus on different aspects of fleet combat. Up to three task forces can focus fire on the same enemy task force, but for each attacking task force after the first there’s a cumulative minus two penalty per task force to total damage inflicted, representing too many ships getting in the way of each other.

 

Some task forces in this list mention that they are supported by smaller ships, such as the Interdiction Cadre. Leaders of these task forces can choose to reallocate removal abilities such as Focus Fire from their key ship to other ships in the task force to represent other ships tanking fire to keep their key piece on the field. As mentioned before, support ship losses do not count towards determining whether the task force has suffered heavy losses. Another form of defensive options are escorts, task forces that can attach themselves to other task forces to allow their ships to serve as support. Cruiser and capital escorts serving as support cannot intercept bomber attacks. A task force can only have one escort at a time.

 

Removal abilities that overkill a target with damage have the excess distributed to another target in the task force, and if necessary however many more targets are required to account for all of the damage. If the task force is destroyed entirely, the remaining damage is lost.

 

A task force can arrive late to a battle. When a task force jumps in the enemy is made aware of ships exiting hyperspace at the beginning of the round (but not what those ships are) and have the opportunity to assign abilities to target them. If enemy sensors are jammed they lose the option to make an initial response. If comms for the side that is bringing in reserves are not jammed, the new arrival can perform an action as normal for the round. Some task forces (Interdiction cadre and Command Group at the time of writing this)can allow reserve forces to do precision jumps into the battle. Provided that comms are not jammed, the reserve task force can ignore support ships and escorts for the round that they jump in. If the task force is a carrier group and chooses Bombers Inbound, the starfighter action ignores support ships as well, representing the ships jumping in already in attack formation. Ships that use precision deployment have damaged their hyperdrives and cannot withdraw early (If both sides have ships stranded this way and no longer wish to fight they can agree to mutually disengage until repairs are completed).

 

Some task forces are composed of ships with stealth armor or cloaking devices. For enemies to target them they must first find them through scanning. While every stealth system has a “tell” on certain frequencies, finding it takes time. At the beginning of each battle, the commander of the stealth task force picks a number between one and ten, this is their “tell” frequency. Task forces can scan their immediate surroundings and pick a number, if the number is the same as the stealth task force, and the stealth ship is stalking them, the stealth ship becomes targetable for the rest of the battle. Escorts share the same space as the task forces they are attached to, effectively giving a second guess for a high priority target each round. Additional scans are gained from using the combat air patrol starfighter action and if the concealed ship opens fire. If sensors are being jammed by an allied EW ship, the stealth ship has a second frequency tell that must be guessed before they are revealed. Ships with cloaking can change their tell frequency in the round as a full round action, meaning they can recloak, but they have to survive the round first. Cloaked ships cannot reuse an already discovered tell frequency, even if the discovered tell was for an allied ship. Hidden ships can go cold, not performing any actions for the round, to avoid scans for that round.

 

Each side has one flagship that can be commanded by the grand admiral. The flagship can earn a variety of powerful upgrades, but if it is destroyed, all upgrades are lost. Furthermore, if the flagship is destroyed then the following round actions for that side are resolved after the opponent's, representing confusion and panic from the loss of such a powerful symbol. Flagship upgrades persist as long as the flagship survives.

 

 

 

Task Forces (all of these are task forces, names are for flavor)

(Targeted removal charts will be located at the bottom of the doc for easier comparison and formatting)

 

Ship scaling: A Task Force is 6 points worth of ships.

One capital ship is 6 points, meaning that it comprises the entire task force.

One cruiser is 3 points, meaning that a task force can either have two cruisers or one cruiser and smaller support ships.

One frigate is 1 point.

Six corvettes are 1 point.

 

Spoiler

 

Battleline Escort (A Capital ship or two cruisers): Tradition of excellence

Blooded: The TF regains two points of shield damage at the end of each round.

Veteran: The battle line can focus all power to shields and halve(rounding up) the power of any direct removal abilities for the round. While this ability is in play, abilities that would normally bypass shields from TFs like the Hellriders and Covert Strike Force hit the shields instead.

Elite: If the fleet is in danger of total destruction, the task force can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the battleline TF, but it can prevent a wipe by an interdictor supported enemy fleet.

 

Interdiction cadre (Interdictor cruiser supported by frigates and corvettes): Interdiction field

Blooded: Gravity wells severely hamper retreat, forcing the enemy to only withdraw half their fleet each turn. 

Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw early for the rest of the battle.

Elite: As long as the interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one task force each turn.

 

Carrier Group (Capital or cruiser supported by frigates and corvettes): Fighter Command

Blooded: The TF controller can pick an additional starfighter action for the round.

Veteran: Bombers Inbound does an additional point of damage.

Elite: Fighter escort allows bombers inbound to do full damage in spite of interceptors.

 

Electronic Warfare Pod (Dedicated EW and comms cruiser with frigate and corvette support): Information Control 

Blooded: The TF can jam long range communications and sensors.

Veteran: The TF can perform an additional scan on any allied TF to search for concealed enemies.

Elite: The enemy penalty for targeting the same task force with more than one task force becomes a cumulative -3 instead of -2.

 

Defensive Escort (Frigates and Corvettes): Suppressing Fire

Blooded: An allied task force that is adjacent to the task force is treated as if being supported by interceptors (The defensive escort can select itself).

Veteran: The TF can cover an adjacent task force and itself in the same turn, and Hellriders lose their defense bonus from Hit and Run’s elite rank when engaging covered assets.

Elite: Protected TFs are immune to missile focus fire attacks.

 

Destroyer Group[Turbolasers] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Focus fire damage against shield health is increased by two points(One point each for cruisers).  

Elite: The TF can put all power to weapons, doubling the damage it causes with focus fire, but also doubling the amount of damage it takes that turn from enemy removal attacks. 

 

Destroyer Group[Rail guns] (Cruisers or a capital ship): Focus Fire

Blooded: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: The TF has been allocated special armor piercing rounds for targeting heavily armored ships. Its focus fire damage against hull health increases by two points(One point each for cruisers). 

Elite: The TF can break formation to capitalize on more lethal attack vectors. Doing this allows it to do double damage, but it is also overextended for the next round so it loses any attached escorts and enemy task forces do not suffer penalties for stacking focus fire attacks on it.

 

Destroyer Group[Missiles] (Cruisers or capital ship): Focus Fire

Blooded: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles. Ships can only survive so long under such a brutal attack (see damage tables below).

Veteran: The TF has been allocated specialized HE cluster bombs for targeting corvettes. When the TF uses Focus Fire on corvettes only in a round, they do double damage. Spillover damage to other non corvette ships is reduced to zero.

Elite: The TF treats its focus fire damage like a bombers inbound action, allowing it to ignore cruiser and capital escorts but making it vulnerable to reduction by corvettes and interceptors.

 

Covert Strike Force (One stealth cruiser): Silent Hunters

Blooded: The TF uses stealth armor and sensor baffling countermeasures to prowl unnoticed along the edges of the battle. As long as the cruiser does not engage, each round they can bank three points of damage while stalking an enemy TF. On the TF commander’s order, the banked damage can be applied to a target ship’s hull integrity, ignoring support ships and shields. Banked points are not lost if the TF disengages to avoid scans, but are lost if the target is destroyed or the TF starts stalking another target.

Veteran: The TF has a cloaking device, allowing it to hide even after its initial discovery.

Elite: The TF can bank four points of damage instead of three.

 

Asset Denial Force (Cruiser with frigate and/or corvette support): Surgical Strike

Blooded: A heavy ion cannon barrage disables one unshielded ship for a turn. Disabled ships cannot use abilities, provide support or escort, or issue additional starfighter commands.

Veteran: The task force declares its target for the ion cannon barrage after actions are announced but before they resolve.

Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The task force can ignore supporting and escort ships for its ion cannon attack, but only if the target is not the same one that was targeted last turn.

 

Hellriders (Corvettes): Hit and run tactics

Blooded: The corvettes can engage cruisers and capital ships to support either a focus fire or bombers inbound removal ability. The targeted task force can either choose to focus on the Hellriders, costing the Hellriders six corvettes but doubling the base value of focus fire and bombers inbound on the enemy task force, or they can ignore the corvettes and take three hull damage as the corvettes exploit vulnerabilities on the ship’s flanks and aft sections. 

Veteran: Hellrider formations tend to draw the most brash and aggressive captains, risk takers that owe success to high stakes gambles rather than experience and discipline. This task force has a reputation that makes recruiting these men and women easy, and does not have to skip a battle after suffering Heavy Losses. 

Elite: Gut churning space acrobatics allow the Hellriders to cap focus fire losses to four corvettes per enemy damage ability use.

 

Med/Eng Support Cluster (Frigates): Guardian Angels

Blooded: As long as the task force doesn’t engage the enemy, it is considered a war crime to target them. At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. 

Veteran: At the end of battle, the Task Force leader picks one allied Task Force that suffered Heavy Losses, the veterancy loss is negated for it. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

Elite: At the end of battle, the Task Force leader picks two allied Task Forces that suffered Heavy Losses, the veterancy loss is negated for them. He or she also picks one allied task force that was destroyed, that Task Force is instead treated as having suffered Heavy Losses.

 

Mobile Disruption Escort (Corvettes): Aggressive Defense

Blooded: Coordinated and highly disciplined evasive maneuvers effectively translate to corvettes in this TF having a second point of hull damage.

Veteran: Rather than attaching to an allied task force to cover it like normal for escorts, the MDE can attach to an enemy TF with removal abilities and force it to target them first. If the enemy TF is a carrier group, its bombers inbound action is treated as going through an additional corvette screen.

Elite: Localized jamming causes the targeted TF to be unable to participate in coordinated attacks with its allies, and the MDE is now considered to have three points of hull damage for the purpose of removal abilities.

 

Rapid Intervention Escort (Cruisers) Deadly Response

Blooded: Halve removal damage if the TF is not attached to the same allied TF it was last round, or if it is currently not escorting any TF.

Veteran: The TF focuses shields to front and intensifies forward firepower. When covering a new task force, it does removal damage to an enemy TF that is actively targeting or targeted the escorted TF in the last round.

Elite: The TF decides which ally it will support after actions are declared but before they resolve.

 

Fleet Command (Capital ship, one per fleet under the command of the grand admiral, the grand admiral does not need to use his or her flagship, but only they can command it if it is on the field): Flagship

The grand admiral picks one upgrade to start, and selects a new upgrade at a rate of every two battles plus the number of current upgrades. Since the upgrades are specific to the ship, abilities that prevent veterancy loss cannot be used on the flagship.

Axial Weapon: The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers).

Target Saturation: The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire damage to it.

Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Ultra-Heavy Flak Cannons: The ship carries a network of remorselessly deadly flak weapons. Treat the flagship as supported by corvettes.

Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter action or allowing two task forces to choose the same target for focus fire without penalty to damage.

Citadel Overshield: Superior shield management prevents attacks that ignore shields from going straight to hull damage, instead being treated as regular attacks.

Pocket Dreadnought: The flagship is far larger than a standard capital ship, allowing for heavier armor and more powerful shield generators. This translates to an additional ten shield and hull health.

Defensive Formation: The flagship can have two escorts at any given time, instead of one.

 


 

Removal effects and ship health


 

Spoiler

 

Ship shields and hull by type

Corvette: 1(This is not to imply that corvettes don’t have shields, just that the scale of firepower we’re measuring makes them irrelevant.)

Frigate: 3/3

Cruiser: 9/9

Capital: 20/20

 

Damage per by ship type

Bomber Wing: Varies by size of target (Frigates: 2, Cruisers: 3, Capitals: 5)

Cruiser: 4

Capital: 6


 

Starfighter Actions

Spoiler

 

Each side gets one starfighter action per round, with some task forces providing additional ones.

 

Bombers Inbound: The fleet’s bombers move to engage a frigate or larger ship, doing direct removal damage. When bombers target ships supported by corvettes their damage is halved, rounding down.

 

Interception: The commander issuing the order picks two task forces, they cannot cannot be targeted by bombers for this round.

 

Combat Air Patrol: The starfighters assist with locating potential hidden enemies, allowing for an additional scan of a task force’s area.

 

Fighter Escort: Supplements bombers inbound, so only usable if the fleet can use more than one starfighter action a round. Snubfighters escort the bombers, making interception and other anti fire abilities halve damage rounding down instead of stopping bombers completely, and allowing bombers to ignore corvette support penalties to their damage. 

 

 

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