Space Cruisers Material by Geo Gibson (techromancer@wncol.net)
Here's that extra stuff I'd done for Space Cruisers. It's mostly been
used in solo games, so I can't say it's been extensively playtested :)
Some of the modifications have been left out, either because they
aren't in any kind of usable form yet or else because they only make
sense in scenarios.
Extra "Space Cruisers" rules
These are the extra rules I've been using for some solo games. I use
miniatures on a hexless surface (two sections of posterboard that
have a starfield painted on them); each hex is assumed to be 1 inch
on the table. Two inches might work better if you have the space.
Fighters: Fighters are fielded in squadrons (usually 2-5 fighters);
each squadron moves as a unit and rolls one initiative die. Hits are
always assigned to any damaged fighters first. Fighters do not have
to move between turnings (see below).
Movement (additional): Ships cannot usually turn twice; some
forward movement must occur in between. A ship may turn twice
(without a move in between), but the second facing change costs 2".
Fighters ignore this rule.
Extra Systems
Enhanced Battle computer: allows Critical rolls to be modified by
plus or minus one. A ship with an EBC only suffers -2 when
targetting a Cloaked Ship.
Tractor Beams (all Military ships have one): Range is 3". A ship can
use its tractor beam to latch onto another vessel (same size or
smaller) to tow it. Towed ships remain within 3" of the other vessel;
the towing ship loses 1" of movement while the beam is engaged.
Ships with operable drives cannot be towed unwillingly. Stations
cannot be towed and fighters cannnot possess tractors. If a second
tractor is added, a ship can tow a vessel one size larger at a cost of
1 extra inch of movement (a small vessel with 2 tractors could tow a
medium vessel at -2" to its move, or a large vessel if it had three
tractors, though it would then be at -3" movement). These usually
have a 120 degree rear arc.
Self-Destruct
Sometimes a Captain will destroy his/her/its own ship rather than
allow it to fall into enemy hands (or tentacles, etc.). Self-Destruction
is announced during the Cloaking phase and replaces the ship's
Movement Phase (on its initiative). Normally, a ship will self-destruct
on a 10 or less on a d10 (automatic success). For each Critical it
has taken the roll is at a penalty of 2 (so a ship that has taken 3
criticals will only self-destruct on a 4 or less).
If the die roll is made, the ship is utterly destroyed. Nearby vessels
may take damage as well. This is equal to 1d6 for each two of the
following systems the vessel had intact when it exploded: Weapons,
Fighter Bays, Drives. This damage is rolled (seperately) against
each vessel within 1"; for every further inch the damage drops by a
die. A self-destructing fighter does no damage to anyone else, as
the explosion is too small.
Damage Control Parties
All ships and stations (but not fighters) have crew that can attempt to
repair ship damage. Each vessel has 1 roll per Size Category (small
ships 1, medium ships 2, large ships 3) per turn. This roll is made
after the Cloaking Phase and before Initiative. Shields and criticals
can be repaired; hull points can be repaired between games. The
specific damage that is to be repaired must be declared before the
die is rolled (repairs Shields or Drives or Phasers, etc.). Repairs are
rolled on 1d6 as follows: for shields 5-6, for Criticals, destroyed
drives or weapons systems 6.
The following is used for my pseudo-campaign, where a day or two
may pass between battles and I want damage to carry over. Assume
each Damage Control party not otherwise occupied can repair d3
hull points per day, though never more than half the original hull
points of the vessel (without access to a shipyard, repair dock, etc.).
Access to a friendly base adds +1 to chances of success and
number of hull points repaired. Larger bases (or repair docks, etc.)
probably repair ships faster. Note that since a space station is
usually a base, it always gets the +1 bonus.