ComScan and Exiting Hyperspace If your units are exiting hyperspace in a system that you do not control, you must do so in the Deep Space Zones UNLESS you have completed a ComScan sweep. Once completed, your units may exit hyperspace in the Green Ring.
Deep Space ZonesThese zones are unique in that they represent a vast swath of space beyond the gravitational pull of a planet. As such, units within a Deep Space Zone can shoot at each other, but they cannot shoot at units in the Green Ring or vice versa. When units move into or out of a Deep Space Zone from the Green Ring, they cannot move into or out of it again during that turn. In other words, no "jumping" is allowed. For example, a unit in A1 cannot move into X1 and then move from X1 to D1.
Starting and Ending BattlesWhenever a hostile unit moves into the Green Ring, that system is considered IN CONFLICT. When that happens, the attacker has 24 hours to declare all units he intends to bring into the battle (whether or not they have exited hyperspace yet). The defender has 48 hours to declare all units he intends to bring as well (this is symbolic of "calling for reinforcements"). Third party belligerents, if they so choose to get involved, must also declare units at the 48 hour mark. After unit declarations have been made, the system is CLOSED to outside intervention (i.e. NEW units cannot enter the battle). When all hostile units have left a system, it is no longer in conflict.
Turn Cycles and Posting LimitsWhen a battle begins, players must agree upon a scheme by which they can take turns and make posts. Once this scheme has been decided, it must be declared in the thread. Here are some recommendations:
STANDARD MODEL For two or three players: Strict turn based, 1-Hour to edit, will wait. In this scheme, players will post as often as they can until the battle is done. They will allow each other 1 hour to make edits to their posts after they are written, but after that hour is up, the next player may post a response, and so on and so forth until the battle is done. Players will wait to take their turn, however long it takes for the opposing player to make it. Attacker goes first, then Defender, then Third Party (if any).
CLASSIC MODEL For two players: 24 Hour turns, 1 hour to edit, 24 hour wait, 24 hour window. If you want that adrenaline rush, use this scheme. The turn clock begins when the system is in conflict. After writing a post, you have 1 hour to make an edit, afterwards the post is final. You cannot write another post until at least 24 hours have gone by. Once the wait period is over, you have a 24 hour window to write another post. If you miss your window, then the opposing player has the option of skipping your turn and posting again (so long as he/she is in their posting window)!
Action PointsAPs are the life blood of combat mechanics in this game. They drive everything a player can do with their units. Players can make actions in any order they wish, or in any combination or series of actions they wish (such as move-move-shoot, shoot-move-shoot-move-shoot-move, etc.). Basically, if you have the APs to burn, you're good to do anything you can.
Capital Ship ActionsLarge Movement (3 AP)
Heavy Movement (2 AP)
Medium Movement (1 AP)
Light Movement (1 AP)
Fire 1 Weapon (1 AP)
Deploy 1 Support Unit (1 AP)
Engage Tractor Beam (2 AP)
Break Tractor Lock (2 AP) -- Requires tractor beam.
Damage Control (1 AP) -- Repair 1 Armor or Systems point.
Recharge Shields (2 AP) -- Repair 1 Shield point.
Tactical Preparations (2 AP) -- Bank 1 AP for next round.
ComScan (1 AP)
Capital Ship Movement OptionsEntering Hyperspace
Exiting Hyperspace
Standard Grid-to-Grid
Planetary Landing
Planetary Takeoff
Attack Position (+1 UCR, limit once per post and towards one target only).
Support Unit ActionsMovement (1 AP)
Fire All/Some Weapons (1 AP)
Form Up (1 AP) -- Combine SFs into a Battle Group.
Break Off (1 AP) -- Split up Battle Group, take damage.
Intercept (1 AP) -- SF gets +1 UCR vs other SF/AUX.
Attack Run (1 AP) -- SF gets +1 UCR vs CAPs.
Support Unit Movement OptionsEnter Hyperspace (Heavy and Elite SF/AUX only)
Exit Hyperspace
Standard Grid-to-Grid
Weapon Arcs and RangesThere are NO arcs in this game. You just need to make sure your target is within RANGE before you shoot, 0 is same grid, 1 is adjacent grid, and 2 is the next adjacent grid.
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Battle Groups!Support Units will have the ability to group together in combat based on their size and classification. You can form as many Battle Groups as you can. The maximum size of a Battle Group is limited by command points (see chart below). Units in a Battle Group combine Durability (Shields/Armor/Health) as to effectively "take hits" for each other. However, they must move together (each unit is yoked to the other per se). When a Battle Group splits up, the damage must be redistributed proportionally in increments of 1 point (until fractions remain).
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TIP: Independent SF/AUX Battle GroupsA great way to utilize independent SF/AUX is to have them form their own Battle Group!
Combat Space PatrolSF/AUX on Combat Space Patrol must be assigned to a single GRID to protect. Any hostile SF/AUX that wishes to attack any units in that grid MUST be engaged on a 1:1 basis before any Capital Ships in that grid can be attacked. Battle Groups count as the number of SF/AUX in that group (such that: if 3 TIE Fighters are in 1 Battle Group on CSP, you CANNOT simply engage that Battle Group with 1 X-Wing, rather, you must do so with 3 total units).
Ion Damage & Disabled UnitsIon Cannons hit a unit's shields first, and once that unit's shields are depleted, the damage is applied to Systems. Once a ship's Systems are depleted, it becomes DISABLED. Once a ship is disabled, it must fully repair its Systems before it can Move or Fire Weapons. Disabled units may still launch/recover support units.
Tractor BeamsTractor Beams are powerful tools that can be used to tow a disabled capital ship. Once a tractor beam is engaged (for 2 AP) by the home ship, tractor lock must be maintained continuously each post (for a recurring 2 AP). While tractor lock is maintained a disabled capital ship is brought into the same grid as the ship engaging the tractor beam. From that point forward, any movement (sublight or hyperspace) the home ship does, the disabled ship goes with it. A disabled ship that completes repairs of its systems can break tractor lock only if it has a tractor beam of its own (to reverse polarity).
WarheadsWarheads are not interceptible. Instead, their damage has been relativized in order to be calculated through the UCR System.
Taking Lethal Damage & Returning FireIf a unit takes lethal damage (enough to reduce its Armor to 0), then it may not move, BUT it may return fire and make one last attack before presumably blowing up.
Universal Combat Rating (UCR) SystemThe UCR system is a classic feature we've used in previous games on this forum. Every unit is given a number 1~10 which represents the aspects of that unit which are not captured by its durability, weapons, or support units. UCR is fundamentally a relativistic system, because it means even the smallest starfighter can make a difference when going up against the biggest capital ships - just like we see in the movies.
Calculating Damage with UCR1. UCR Ratio = Attacker's UCR # / Defender's UCR # (Min 0.33 ~ Max 3.0 -- see chart below for details.)
2. Weapon DMG x UCR Ratio = Battle DMG
3. Round up Battle DMG to nearest hundredth (X.XX).
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Orbital BombardmentMassive, Large, and Heavy Capital Ships with Turbolasers or Concussion Missile Tubes (configured for Assault) can do orbital bombardment against Ground Facilities while in the HALO Zone. Damage is calculated normally using the UCR formula.
Orbital Barrage Massive, Large, and Heavy Capital Ships with Concussion Missile Tubes (configured for Assault) can do orbital barrage attacks aimed at specific grids on the Ground while in the HALO Zone. Damage is NOT calculated with UCR, rather, the total amount of raw damage from the weapons is divided equally amongst all units in the targeted grid.
Bombing RunsStarfighters and Auxiliary Craft with Lasers and warheads can do bombing runs aimed at specific grids on the Ground while in the HALO Zone. Damage is NOT calculated with UCR, rather, the total amount of raw damage from the weapons is divided equally amongst all units in the targeted grid.
Planetary LandingHeavy, Medium, and Light Capital Ships can move to the Ground and perform a planetary landing. Once landed, Capital Ships cannot raise shields or fire weapons, and are vulnerable to Orbital Bombardment.