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7/2/2025, 6:48:32 PM
6/25/2025, 2:33:38 AM
>>95946215
>>95946168
Ok, ready. Sorry, but this is canned, so I'll be doubling up on what was already posted a bit.
First, a short version tour of the record sheet and then a combat example, including how to kill a ship.
This card is the Faucon-class Geneve, a French cruiser. Each individual ship card is slightly different, but all ships of the same class will have *broadly* similar armaments, armor, and engine performance. Top right box is Ship Type, which tells you when you move. Ships are rated from Type 5 down to Type 0. All Type 5s move, then all 4s, then all 3s, etc. Top left is Structural Integrity; a ship's resistance to dying. Higher = better. Bottom left is Starting MP (Movement Points). 1 MP to enter a hex, 1 MP to turn 1 hexside. There's other stuff you can do with MP, like using your ships as mobile terrain to block line of fire. Bottom right is your ship's inertia; you must move forward that many hexes before turning once.
This ship has 4 Locations, bow, stern, port, starboard. Each Location has 6 Slots; each contains destructible equipment. The white number is the TN to kill a Slot, which is modified by the presence of an Armor Slot in that location (slot 1 on the Port side's white number is 11, this counts as a 12 as long as Port Slot 6 still exists).
The green and red ribbons running through each Location are your ship's Defense. If you entered a new hex, and someone is shooting at your Port side, you'd look at the green ribbon. If you were stationary (or just rotated in place), you'd use the red ribbon instead. These dice add to the shooters dice pool to hit you.
Dice are ALL color-coded d12s, so the core game mechanic is to look at the colors, pull the matching dice, and roll that pool. Yes, you can play with normal polyhedrals; it's suggested to color match them anyway.
dGreen = d4
dBlue = d6
dYellow = d8
dRed = d10
dBlack = d12
>>95946168
Ok, ready. Sorry, but this is canned, so I'll be doubling up on what was already posted a bit.
First, a short version tour of the record sheet and then a combat example, including how to kill a ship.
This card is the Faucon-class Geneve, a French cruiser. Each individual ship card is slightly different, but all ships of the same class will have *broadly* similar armaments, armor, and engine performance. Top right box is Ship Type, which tells you when you move. Ships are rated from Type 5 down to Type 0. All Type 5s move, then all 4s, then all 3s, etc. Top left is Structural Integrity; a ship's resistance to dying. Higher = better. Bottom left is Starting MP (Movement Points). 1 MP to enter a hex, 1 MP to turn 1 hexside. There's other stuff you can do with MP, like using your ships as mobile terrain to block line of fire. Bottom right is your ship's inertia; you must move forward that many hexes before turning once.
This ship has 4 Locations, bow, stern, port, starboard. Each Location has 6 Slots; each contains destructible equipment. The white number is the TN to kill a Slot, which is modified by the presence of an Armor Slot in that location (slot 1 on the Port side's white number is 11, this counts as a 12 as long as Port Slot 6 still exists).
The green and red ribbons running through each Location are your ship's Defense. If you entered a new hex, and someone is shooting at your Port side, you'd look at the green ribbon. If you were stationary (or just rotated in place), you'd use the red ribbon instead. These dice add to the shooters dice pool to hit you.
Dice are ALL color-coded d12s, so the core game mechanic is to look at the colors, pull the matching dice, and roll that pool. Yes, you can play with normal polyhedrals; it's suggested to color match them anyway.
dGreen = d4
dBlue = d6
dYellow = d8
dRed = d10
dBlack = d12
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