Space Combat

Just like the land-based Combat System, Space Combat takes place on a board. The two are incredibly similar mechanically, with one exception: Capital Ships.

Capital Ships
Capital Ships, similar to MECA, are made up of a number of tiles. They are always two tiles wide, but their length ultimately depends on their class. Their class also determines their weapons.

Each Tile of the ship is known as a “Hull Tile”. Each Hull Tile has a different damage level, and each hit by a Hull damage capable weapon further damages that Hull Tile.


 * 1) Undamaged/Light Grey
 * 2) Minor Damage/Gold
 * 3) Heavy Damage/Orange
 * 4) Severe Damage/Red
 * 5) Breached/Purple

In order to disable a ship, you must breach a number of Hull tiles based on its class. Once it is disabled, the Crew has 2 turns to abandon ship before its hull fails completely. Please note that Derelict and dead ships are still on the battlefield and can act as covers and obstacles.

Each ship, each turn, may fire each available weapon system, then either divert power to Engines and move, or divert power to a charging weapon system to give it an additional point of charge.

If ships collide, it results in Double Damage to every tile of both ships that make contact.

Crew
At Minimum three bridge crew are required to operate a Capital Ship:


 * A Captain, who gives orders and runs the ship.
 * An Operations Officer, who controls the flow of power about the ship. The Captain can do this if no Officer is available. The Operations officer only rolls for engine redlining.
 * A Weapons Officer, who controls the ships weapons. The Gunner rolls 1d10 when the weapons are fired and applies his normal Offensive bonuses.
 * A Navigation Officer, who controls the movement and evasive maneuvering of the ship. The Navigator is who rolls 1d10 for Defensive rolls, and his defensive roll bonuses apply.

For the Sake of levelling, one Hull Breach awards 1 Kill XP to the whole crew.

Turns
During each turn, the bridge crew will do the following:


 * You may fire one missile from every missile pod on the ship for free as long as you still have missiles remaining.
 * You may fire any currently charged energy-based weapon systems.
 * You may spend your power points on charging weapon systems as well as movement.
 * You can spend over your maximum points on movement for your ship class by one by “Redlining the Engines”, however in doing so the Operations Officer must roll 1d10 for every turn this is done. If below a 3 is rolled, beyond this turn the ship suffers -1 max movement, and continuing to redline the engines after this will completely fry your ships engines. If successful your ship gains a +2 to Movement for this turn.
 * Having a Multi-Tool or Technomancy as an operations officer gives you +1 to the redline rolls.

Subcorvette

 * Electronic Warfare vessel designed for sabotage, infiltration, and recon behind enemy lines. Known to be as expensive as a Destroyer to produce.
 * 3 Tiles Long.
 * 7 Power Pool.
 * Only a single hull breach to destroy.
 * Can move up to 5 Tiles per turn.
 * Armed with 2 Missile Pods and 1 Ion Cannon.
 * Can become invisible until weapons are fired, after which it must wait a turn before re-engaging cloak.
 * If Firing the Ion Cannon out of Cloak, it's an autohit.

Corvette

 * 3 Tiles Long.
 * 5 Power Pool.
 * Only a single hull breach to destroy.
 * Can move up to 5 Tiles per turn.
 * Armed with 2 Missile Pods and Autocannons.

Frigate

 * 4 Tiles Long.
 * 7 Power Pool.
 * 2 Hull Breaches to destroy.
 * Can move up to 4 Tiles per turn.
 * Armed with 2 Railcannons, Autocannons, and 4 Missile Pods.

Destroyers

 * Frigates except they sacrifice Point Defense for more firepower.
 * 4 Tiles Long.
 * 7 Power Pool.
 * 2 Hull Breaches to destroy.
 * Can move up to 4 Tiles per turn.
 * Armed with 2 Railcannons, 1 Ion Cannon, and 6 Missile Pods.

Cruisers

 * 5 Tiles Long.
 * 9 Power Pool.
 * 3 Hull Breaches to destroy.
 * Can move up to 3 Tiles per turn.
 * Armed with 4 Railcannons, 1 Ion Cannon, 6 Missile Pods, and Autocannons.
 * Can carry a very limited compliment of interceptors and bombers.

Carriers

 * 6 Tiles Long.
 * 11 Power Pool.
 * 4 Hull Breaches to destroy.
 * Can move up to 3 Tiles per turn.
 * Armed with 4 Railcannons, 1 Ion Cannon, 4 Missile Pods, and Autocannons.
 * Can carry a large contingent of various craft.

Dreadnought

 * 7 Tiles Long.
 * 13 Power Pool
 * 5 Hull Breaches to destroy.
 * Can move up to 3 Tiles per turn.
 * Armed with 6 Railcannons, 3 Ion Cannons, and 8 Missile Pods.
 * Can carry a large contingent of various craft.
 * Used as flagships, generally also exorbitantly expensive.

Missile Pods

 * Each Ship has only a total of 5 Missiles per pod that they have, however, Missile Pods have no “Charge-up” time.
 * Does Standard damage to the target hull tile.
 * 15 Tile Range. -1 to Offensive Rolls when used.

Railcannons

 * Railcannons Require 4 total power per gun to charge up, but have unlimited ammo.
 * Does standard damage to the target hull tile.
 * Automatic +1 to offensive roll when used.
 * 10 Tile Range.

Pulse Cannons

 * Ion Cannons Require 10 total power per gun to charge up, but have unlimited ammo.
 * Does no damage to the ship whatsoever, but disables all of the targets weapons for one turn on a hit.
 * 10 Tile Range.

Autocannons

 * Autocannons only function for Point Defense.
 * The Point Defense Network can only target one enemy starcraft at the time.
 * A single point of power must be diverted to fire the Autocannons.
 * Fires 5 times. Roll 1d50 and triple offensive bonuses to determine damage done.
 * Does no damage against other Capital Ships.
 * 9 Tile Range.

Starcraft
Small Starcraft come in many shapes and sizes. They’re typically armed with smaller versions of Ship to Ship weapons that give the same effect. They can also be used in Atmosphere for Close Air Support, but doing so opens them to AA Fire from the ground. When used in this way, they are vulnerable to all MECA attacks except Melee, and attacks from Infantry using Machine Guns and Explosive Launchers.

Starcraft can move per turn and use one of their weapons or abilities. Starcraft have damage states similar to Infantry. Each hit costs the Craft a damage state.


 * 1) Undamaged.
 * 2) Clipped.
 * 3) Damaged.
 * 4) Critical.
 * 5) Shot Down.

Starcraft also have kinetic barriers. Kinetic Barriers recharge after two turns without taking any damage.

Once Shot down the player has a single turn to eject. If Ejected in space they must roll 1d10. Anything but a 1 is a successful ejection with them being unharmed. If they roll a 1, a fault of some kind happens and they will end up wounded in some way and must be healed/saved following the battle. Either way, they can be picked up after the Battle.

Planetside, the same rules apply, except they now become an Infantry Unit and can join the battle on the ground, except with only their registered secondary weapon. Offensive and Defensive roll bonuses apply while firing a ship, as well as Barrier perks. Hull Breaches to Capital Ships or enemy ships shot down count as KillXP Points.

Special Rules during CAS

 * 1) Infantry suffer an instant -2 to offensive rolls
 * 2) Conversely, Starcraft also suffer a -2 when trying to attack and hit Infantry.

Interceptor
Intended to destroy enemy starcraft.
 * Moves 12 Tiles per Turn.
 * 3 Max Barrier.
 * Weapon 1: Chaingun - Fires in Bursts of 6 Rounds. Roll 1d60 to determine hits. 120 Round Ammo Pool. Unable to damage Capital Ships. Roll Bonuses and Penalties are doubled. 5 Tile Range.
 * Weapon 2: Dual Missile Pods - Fires two Missiles per Salvo. 6 Missile Ammo Pool. Roll 1d25 to determine hits. 12 Tile Range.

Heavy Bomber
Intended to damage Capital Ships.
 * Moves 10 Tiles per Turn.
 * 4 Max Barrier.
 * Weapon 1: Heavy Missile Pod - 10 Missile Ammo Pool. Roll 1d10 to determine hit. 9 Tile Range. -3 Roll Penalty if fired at another Starcraft. Does Double damage to capital ship hulls.
 * Weapon 2: HEAP Autocannon - Fires 4 times. Roll 1d40  to determine hits. 80 Round Ammo Pool. Roll bonuses and penalties are doubled. 6 tile range.
 * Passive Ability: CAS penalty is negated when attacking enemy MECA.

Gunship
Intended to provide support for Infantry in the form of CAS and light transport.
 * Moves 10 Tiles per Turn.
 * 3 Max Barrier.
 * Weapon 1: Rocket Launcher - Fires Twice. Roll 1d20 to determine hits. Deals double damage to tile of impact, and splash damage to each neighboring tile. Receives -3 roll penalty when attacking other starcraft.
 * Weapon 2: Machine Gun - Fires 5 Times. Roll 1d50 to determine hits. 8 Tile Range. Cannot Damage Capital Ships.
 * Passive Ability: Can Transport up to 5 Personnel. CAS penalties are ignored.

Electronic Warfare Craft
Intended in a support role to disable ships, gather intel, and sabotage the battle for the enemy.
 * Moves 11 Tiles per Turn.
 * 2 Max Barrier.
 * Weapon: Ion Cannon - Does no damage but disables the enemy's weapons next turn. 5 Tile Range. Roll 1d10 to determine hit. Requires a turn to charge.
 * Passive Ability 1: This craft can only be detected and fired upon within 4 Tiles.
 * Passive Ability 2: Allies receive a +2 roll bonus, defensive or offensive, against any enemy unit within 5 tiles of this craft,

Repair Drone
Unarmed, intended to do repairs on Capital ships. Is remotely piloted.
 * Moves 8 Tiles per Turn.
 * 1 Max Barrier.
 * Ability: Can Repair one hull tile by one state each turn.
 * Repair Drone Pilots earn 1XP for every 2 States repaired.

Transport
Intended to transfer personnel.
 * Moves 10 Tiles per Turn.
 * 4 Max Barrier.
 * Weapon: Autocannon - Fires 4 times. Roll 1d40  to determine hits. Unable to damage capital ships. 80 Round Ammo Pool. Roll bonuses and penalties are doubled. 6 tile range.
 * Ability: Can transport up to 12 crew to a location.