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TACTICAL PHASES (Specifically for ASTRAL EMPIRES: CAPTAIN & AE: COMM   Message List  
Reply | Forward Message #3 of 5 |
Here are some (developing) rules for the Tactical Phases for Astral
Empires. Please feel free to provide feedback, as they're still in
development.
Thanks,
Kevin :)

----------------------------------------------------------
Tactical Phases Table (Table 1.1)
PRE-IDENTIFICATION PHASE
A. Movement Phase (Engines)
B. Identification Phase (Sensors and Scanners)-To Determine Initiative
COMBAT PHASE
1. Movement Phase (Engines)
2. Firing Solution Phase (EW and ECM)
3. Beam Phase (Beam Weapons)
4. Kinetic Phase (Projectile Weapons)
5. Homing Weapons Phase (MissileDrones, Torpedoes, FighterDrones,
ShuttleDrones)
6. Resolution Phase/System Checks/Critical Hits (Summation of all
combat effects)
---------------------------------------------------------------
Let us look at each of the phases individually:

PRE-IDENTIFICATION PHASE

Phase A. Movement Phase-The players write orders for their ships on
their STD (Ship Tactical Display), including thrust factors, any
planned maneuvers or special engine modes (as given in Section 2.6).
NOTE: The ships will not actually be moved until Phase #3.
Phase B. Identification Phase-Each of the force commanders tries to
use his passive and/or active sensors to "ID" their opponent. This
only happens once in the game (at the beginning) and is for the
purpose of determining which player has the initiative for each
round. Ships attempt this phase each turn until they get a positive
ID. After that point, this step is skipped on each successive turn
and initiative is determine by a 1d6 roll (with whoever has the
higher result going first during that turn).

COMBAT PHASE

Phase #1. Movement Phase-(Same as Phase A shown above. Reprinted
here for ease of use) The players write orders for their ships on
their STD (Ship Tactical Display), including thrust factors, any
planned maneuvers or special engine modes (as given in Section 2.6).
NOTE: The ships will not actually be moved until Phase #3.
Phase #2. Firing Solution Phase-This is where the various Electronic
Warfare and Electronic Counter-Measure suites carried by each vessel
comes into play. Ships are moved at the beginning of this phase, and
this phase determines whether or not ships indeed "lock on" to their
opponent's vessels.
Phase #3. Beam Phase-As AstroLaser cannons, Particle Beamers and
similar directed energy weapons fire at or just below the speed of
light, their effects are felt first.
Phase #4. Kinetic Phase-Moving at a significant fraction of the speed
of light, these projectiles are less accurate than Beam Weapons but
carry a bigger "punch".
Phase #5. Homing Weapons Phase-The "big boys" of starship combat,
these seeking weapons carry various payloads to enemy targets in the
form of powerful, but relatively slow-moving warhead buses.
Phase #6. Resolution Phase-This is where all the cumulative effects
of the previous phases is finalized and system checks are made to
determine critical hits. Because space warfare happens so quickly
and with only the tactical computers really knowing what's going on,
everything must be resolved at the end of the turn, including damage,
crew casualties and ship destruction.




Fri Oct 5, 2007 9:23 pm

interstellar...
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Message #3 of 5 |
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Here are some (developing) rules for the Tactical Phases for Astral Empires. Please feel free to provide feedback, as they're still in development. Thanks, ...
Kevin Monk
interstellar...
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Oct 5, 2007
9:24 pm
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