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Frontier Space War 3 Featured

Alternative Tactical Spacecraft Combat System.

When opposing vessels meet at a system, transfer all conflicting vessels from the main interstellar board to the combat space tactical board above. Only one vessel of any type per square. Position the defending vessels on any of the nine central squares, or on immediately surrounding squares if defending with more than nine vessels. Then place attacking vessels on any of the squares that lie five squares from the middle square.

Defender moves first, defender second, and then turns proceed alternately.

All vessels may move during a turn and all vessels may either move then fire or fire then move. Any vessel may fire at any designated target within range regardless of anything in the intervening spaces.

Any hit destroys any vessel. The combat power of any vessel depends entirely on the range at which it can score hits.

To score a hit, a vessel must throw a number equal to, or greater than, twice the number of squares away that the designated target lies.

Thus, a target one square away requires a throw of two or more, a target two squares away requires a score of four or more, a target three squares away requires a score of six or more, and so on.

Vessels use dice of different sizes to represent their combat power.

Battleships – D12 dodecahedron. Battlecruisers – D10 di-pentagon. Cruisers – D8 octahedron

Destroyers – D6 cubes. Frigates  – D4 tetrahedron.

Fortresses – D20 Icosahedron.

D12, D10, and D8 vessels may move one square per turn, D6 and D4 vessels may move two. D20 Fortresses remain immobile.

Thus, vessels have the following chances of scoring a hit at each of these squares: -

Squares            First      Second      Third     Fourth     Fifth     Sixth.

Score for hit      2             4                6           8             10         12.

Battleship      11/12         9/12         7/12       5/12        3/12      1/12.

Battlecruiser    9/10        7/10         5/10       3/10        1/10.

Cruiser               7/8          5/8          3/8         1/8.

Destroyer           5/6          3/6          1/6.

Frigate               3/4          1/4.

Combat continues until only vessels from one side occupy the combat space. Vessels which manage to move off the combat space have escaped and must move to a new position on the  main interstellar board in their next main board turn.

This system allows smaller faster vessels to rush heavier more powerful vessels, it also allows smaller vessels to assist heavier vessels in attack or defence or escape.

Vessels may attempt to pass through enemy held systems by escaping the combat space.

Defending vessels may attempt to abandon a system by escaping the combat space.

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