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Subject: Simpler rule for Capital ships for my Imperium IV rules. rss

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Steve
Thailand
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Capital ships have several qualitative advantages.

. . . . . a] They take 2 Hits to be destroyed during space combat. The 1st Hit, weakens its shields and so reducing the Hit # required by 1 (H#Mod = -1); on Vassal mark the ship as “HIT”. These ships can move normally. A 2nd Hit destroys the ship.
. . . . . The shields are returned to normal by repairing them at the start of your 1st or 2nd Movement Phases, by paying or rolling as if it was 'disrupted'.
. . . . . . . Planetary Defense Fire destroys a Capital ship (& CR) with any one “Hit”. But any ship with a HIT or that is Disrupted suffers a -1 DRM , not -2 if both. Functionally, this is a +1 Hit number modifier. It negates a Capital Ship's +1 DRM. Being Disrupted comes from failure or lack of Maint. sometime before the start of the battle and it also effects weapons.
. . . . . b] Capital ships can always fire at any ship in the line of battle [i.e. not screened in either of the 2 ways] and ignore the ship it is paired with, because Capital Ships can fire their weapons at longer range.
. . . . . c] Capital ships can fire both their weapons at close range and at long with the optional rule for Beams firing at long range. Capital ships can split their weapon and fire at 2 ships in the line of battle. Split them exactly in half, round down. They can't make suicide attacks if they split their Beams or use double Missile if they split their Missiles.
. . . . . d] The B & B1 are built in just 1 turn. Other Capital Ships pay half their cost in each turn while they are building.
. . . . . e] Optionally, the Beams of Capital Ships can be used at long range at 1/3.5 =2/7 strength; if split, 1/7 strength at each, round down. At long range Beams still fire 1st and no suicide attacks are possible. This helps Terran M a lot & Imp. CA & BB some.
. . . . . f] Optionally, no more than 2 M in a system hex at a time + 1 in the PSB. [To avoid WWI in space.]

NOTE: This rule will be part of the slight rewrite I'll post very soon to Imperium IV rules in files.
. . It is simpler because they can just ignore the ship they are paired with and fire at any ship that is not screened by either of the 2 screening rules.
. . Another change is the 2/7 instead of 1/4 strength for Beams firing at long range. This is to let the Imp. CA & BB use the rule effectively too.

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Steve
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It is simpler because Capital ships can (as their reason to be bought) fire at any unscreened ship.

They also take 2 Hits to be destroyed, but the largest cruisers [CR & CA] can also take 2 Hits to be elim. Not either's CS.

Capital ships can also split their weapons and fire both weapons in the same round.

All of these are their advantages to make them a better buy.
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Steve
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If Capital ships can always ignore the ship they're paired with to fire at any un-screened ship, I wonder if letting the B & B1 be built in 1 turn may be too much. That is, maybe just this plus the other 3 advantages may be enough to make them worth the extra time and money.

So, with this change you can make B & B1 take the normal 2 turns to be built. They still pay half of their cost the 1st turn and the rest in the 2nd turn, and are delivered in the 3rd turn.

 
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