Please see prior art for lots and lots and lots of ideas from COTI and from Marc and so on.
This is Rob's view as of 2025 and 2026.
0. Unit Cards. I've been doing some line-of-battle with unit cards, and tweaking the numbers as I go. Sample attached.
1. SpineMaker. This is a spine-build system that resembles ACS weapon configuration. Attached.
2. Payload-First. Yadda, yadda.
3. Capabilities. "Capabilities" lets me differentiate units by ability, but also size and damage track.
Operational Plan. See Marc's "system subway model", attached, for a concept I want for operational movement and strategy.
The Combat Turn
This is Rob's view as of 2025 and 2026.
0. Unit Cards. I've been doing some line-of-battle with unit cards, and tweaking the numbers as I go. Sample attached.
1. SpineMaker. This is a spine-build system that resembles ACS weapon configuration. Attached.
2. Payload-First. Yadda, yadda.
3. Capabilities. "Capabilities" lets me differentiate units by ability, but also size and damage track.
Operational Plan. See Marc's "system subway model", attached, for a concept I want for operational movement and strategy.
The Combat Turn
- Each ship selects a capability to activate, and puts a white die on it.
- Each ship attacks:
- Select a target, and an offense to use against it.
- Modify situation, based on capabilities chosen by attacker and defender.
- Resolve attack.
- Typically: roll 1D and index into the CRT row with the attack value column.
- Compare with the corresponding defense on the target.
- If it's larger, it's a crit. Defender marks one capability on his ship as damaged (black die).
- "Strafe"/Cascade: If the remainder is larger than the next smaller defense value, that's also a crit.
- Repeat if possible.
- Select a target, and an offense to use against it.
- Any ship with all capabilities damaged is Out Of Action.
Attachments
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