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Fleet Control System Revised

From: Kelvin Henderson <kx.henderson@q...>
Date: Fri, 30 Oct 1998 16:01:29 +1000 (EST)
Subject: Fleet Control System Revised

As promised, its 3:30pm here in not-so-sunny Brisbane and here's the
revised version of the Fleet Control System.

Fleet Cons-
Similar to a FireCon but much, much larger the Fleet Con is a
sophisticated
sensor and communication array used to co-ordinate fleet movements and
observe/predict enemy fleet movements.	It is often only found on larger
vessels due to its size, complexity and crew requirements. 
Communications
in battle is often tenuous at best and as a result the effectiveness of
the
device can vary greatly.

Game Use:  As communications in battle are often tenuous at best, the
Fleet
Control communications are represented by randomly generated numbers
refered to as 'ratings'.  Any vessel with a Fleet Con rolls a D6 at the
start of each turn.  Rolls of 1-3 have no effect, 4's give 1 rating, 5's
give 2 ratings and 6's give 3 ratings resulting in a possible result of
0-3
in any given turn.

The Fleet Con can be used to either give a fleet an edge in initiative
over
the other or to co-ordinate friendly vessel attacks.  

When the roll for initiative is made, players with Fleet Cons may expend
ratings to give them a bonus on the initiative roll.  Each rating
expended
give a bonus of +1 to the roll.

Fleet Cons may also be used to co-ordinate friendly attacks.  When a
friendly ship activates to fire, if the friendly player has Fleet Cons
in
their force, they may use them to activate other, friendly vessels for
simultaneous fire.  ONE extra vessel may be activated per rating of
Fleet
Con used.  The other friendly vessel then activates at the same time as
the
original choice and carries out all firing simulatneously.  Previously
activated vessels MAY NOT activate again in the same turn and vessels
activated in this way MAY NOT activate again later in the same turn. 
Only
one extra vessel may be activated at any one time.

Ratings are NOT carried from turn to turn and any that are not used are
wasted.

Mass of system=9      Costs=27 points.

Optional rules:

Fleet Con grades.
The above explanation is for a basic Fleet Con.  If desired, players may
use "grades" of Fleet Cons each with a different level of
sophistication.
There are three grades available:  Basic, Enhanced and Superior.

Basic Fleet Cons are the ones described in the main rules and roll 1D6
to
determine the system's rating for the turn.  Enhanced systems roll 2D6
while Superior systems roll 3D6 (giving a range of 0-6 and 0-9
respectively).

The more advanced systems are subsequently more massive and expensive
than
just the basic systems as described below:

Basic Fleet Con     Mass=9     Cost=27 points (Mass x 3)
Enhanced Fleet Con  Mass=12    Cost=36 points (Mass x 3)
Superior Fleet Con  Mass=18    Cost=54 points (Mass x 3)

"Peeking"
Fleet Cons can also be used to predict the movements of enemy vessels,
allowing for a tactical edge for the friendly fleet.  For every 3
ratings
expended, a player with Fleet Cons may force their opponent to reveal
the
movement orders for ONE for their vessels (Fleet Con player's choice)
AFTER
all orders have been written but BEFORE Salvo Missiles and Fighter
groups
are moved.

(This final rule is currently VERY optional as it can provide players
with
a huge tactical advantage at times.  This is why it takes 3 ratings to
perform.)

Well, there's the current re-write.  I've taken into account everyone's
suggestions and so I think its a vast improvement.  Any more comments
anyone?

And thanks to everyone for their input.  Its been very helpful and
creative!

-Kelvin....

===========================================
   "And how do you suppose we stop them?
      Get a big red sign with the word 
	    STOP written on it?"	  
===========================================


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