This is the first in a line of merging CT/HG mechanics, with a long term view of being able to run faster battles, more to my taste re: what the tables are saying, adding power profiles and vector effects and railguns, or go with optional rules for detailed single ship command with a full set of, power allocation and maneuver as per the CT mini rules.
This is the first layer, and assumes HG rules are otherwise used as is. Pretty simple on the surface, but it already changes the relationship of agility power and ship design for optimized roles, sizes and effects.
Maneuver vs. Agility-
Agility is still calculated as per HG rules, but during range determination each fleet defines it's overall maneuver speed. The maneuver speed is subtracted from agility, whatever agility is left is applied to the agility DM, rounded down.
Range Band Definition-
Range bands are 200,000 km in width.
Each fleet is assumed to be in the middle of it's range band and thus 100,000 km to the first range band.
The ranges are defined as
0 km-100,000 km Close
100,000 km-300,000 km Short
300,000 km-500,000 km Long
500,000 km-700,000 km Very Long
700,000 km- 900,000 km Extreme
CT detection rules are assumed in play, so fleets cannot detect or fire beyond 900,000 km and effectively break off past that point.
Multiple fleets for each side can be at different range bands from friendlies and enemy fleets- a carrier force may launch fighters that close with the enemy, or scouting cruisers can be ahead a few range bands to detect the enemy and screen the main fleet from detection.
Each range is calculated per relative fleets when determining firing DMs.
Therefore, depending upon the situation, there may need to be range bands defined for a 1-4 million km fighting space.
Range Band Firing DMs-
Range bands apply DMs as per the following
Close (special)
Short (0)
Long (-2)
Very Long (-5)
Extreme (-8)
Close range affects targeting, weapon factors and therefore probability, target selection and hit effects.
During range determination of each round each fleet rolls for the ability to alter range.
Roll is 1d6 + (skill Fleet Tactics minus 1) + Maneuver speed.
Target is 7+, all results below 7 means the fleet does not move.
The fleets are moved in order of lowest result to highest, so the faster and/or better led fleets get to see what the other fleets are doing before moving.
Fleets that have a chance to move may move one range band to the left or right, or stay at their current band.
Ship Tactics can be substituted in the above roll for individual or small fleet battles.
Note that a fleet or ship commander with 0 tactical skill will find it more difficult to move due to amateur mistakes and reaction time. If dealing with 1-G ACS, this negative DM can be ignored.
Two Or More Fleets-
As noted there can be more then one fleet per side, and enemy fleets can be approaching on both sides of a friendly fleet.
In the case of a fleet with enemies closing on both sides, a line has to be formed against both incoming fleets to screen friendly ships. If the surrounded fleet does not have enough to screen against one or both, that fleet may have to screen against one enemy fleet and leave the screened open to fire from the other side.
The surrounded fleet may also decide to form two lines of all available ships, each line would be effectively screened by the other defending line.
Additional fleets behind the forward fleet may be assumed to be effectively screened from fire by the forward fleet, subject to enough numbers. If the screened fleet fires on any other fleet, it is assumed to have a line and not be screened.
Friendly fleets are assumed to be under control of the same fleet commander if within 900,000 km of each other and unobstructed by an enemy fleet. Beyond 900,000 km or an obstructing enemy fleet, each fleet will need a separate commander.
Strategic communications can occur past 900,000 km if both fleets know their approximate relative positions or have intervening friendly ships relaying messages, but cannot past an obstructing enemy fleet- a courier will have to get through. Non-relayed long distance communications may be intercepted at scenario/referee discretion.
All detection known to a side is assumed to be passed on and known to other fleets assuming strategic communication is possible.
Planet Effects-
A planet may be in the battle space and will affect maneuver and combat.
Planetary gravity does not affect most ships at Close Range unless they are voluntarily close orbit to the planet. The exception are gas giants, they affect all at Close Range as though all are in close orbit.
All fleets within close orbit effect suffer a -1 DM to their range determination roll and -1 to their agility. Fleets can move out of close orbit automatically if they have a maneuver of 1 if they do not roll a successful move, for gas giants the fleet needs to successfully roll the 7 result with -1 DM to 'escape'.
Each fleet is assumed to be either to the left or the right of the planet.
If not in close orbit, a fleet can use the planet to provide 'screening' equal to half of the screen ships against one chosen enemy fleet on the other side of the planet. A second enemy fleet can maneuver to ignore the planet and so engage screened ships as per normal.
Fleets in close orbit are immune to being engaged by enemy fleets that are not in Close Range due to the effect on sensors as noted in CT detection. This advantage disappears if the close orbit fleet fires on anyone.
A fleet in close orbit will either be in orbit and subject to fire by enemy fleets on either side of the planet during a round, or maintaining station on one side of the planet or the other.
If maintaining station, the close orbit fleet is screened and immune from enemy fire from the opposite planetary side, but must keep at least 1 maneuver dedicated to station keeping. If the ship loses maneuver, it falls into the planet's gravity field.
Ships can be screened in station keeping mode, but they too must have Maneuver 1.
Planetary defenses have the same advantages as close orbit/maintaining station and do not have a maneuver 1 requirement.
Unless orbiting forts the PD facilities will be on one side of the planet or the other, not able to be engaged until they fire or an attacking fleet gets to close orbit. PA weapons are useless against an atmosphere.
Breaking Off-
The normal jump rules apply. For maneuver break off, escaping ships can just move to beyond Extreme Range, firing if they are not on emergency agility mode.
This is the first layer, and assumes HG rules are otherwise used as is. Pretty simple on the surface, but it already changes the relationship of agility power and ship design for optimized roles, sizes and effects.
Maneuver vs. Agility-
Agility is still calculated as per HG rules, but during range determination each fleet defines it's overall maneuver speed. The maneuver speed is subtracted from agility, whatever agility is left is applied to the agility DM, rounded down.
Range Band Definition-
Range bands are 200,000 km in width.
Each fleet is assumed to be in the middle of it's range band and thus 100,000 km to the first range band.
The ranges are defined as
0 km-100,000 km Close
100,000 km-300,000 km Short
300,000 km-500,000 km Long
500,000 km-700,000 km Very Long
700,000 km- 900,000 km Extreme
CT detection rules are assumed in play, so fleets cannot detect or fire beyond 900,000 km and effectively break off past that point.
Multiple fleets for each side can be at different range bands from friendlies and enemy fleets- a carrier force may launch fighters that close with the enemy, or scouting cruisers can be ahead a few range bands to detect the enemy and screen the main fleet from detection.
Each range is calculated per relative fleets when determining firing DMs.
Therefore, depending upon the situation, there may need to be range bands defined for a 1-4 million km fighting space.
Range Band Firing DMs-
Range bands apply DMs as per the following
Close (special)
Short (0)
Long (-2)
Very Long (-5)
Extreme (-8)
Close range affects targeting, weapon factors and therefore probability, target selection and hit effects.
- All weapon factors are increased by 6.
- Hit numbers are improved to the new weapon factor or to 9 if there is no spinal value available beyond 9.
- If a bay or turret battery value exceeds 9 after being increased, it is now treated as a spinal weapon for extra rolls, critical hit vs. hull, and increased damage.
- Computer DMs are ignored.
- Neither fleet in contact with the other can screen ships- all are eligible to be fired upon.
During range determination of each round each fleet rolls for the ability to alter range.
Roll is 1d6 + (skill Fleet Tactics minus 1) + Maneuver speed.
Target is 7+, all results below 7 means the fleet does not move.
The fleets are moved in order of lowest result to highest, so the faster and/or better led fleets get to see what the other fleets are doing before moving.
Fleets that have a chance to move may move one range band to the left or right, or stay at their current band.
Ship Tactics can be substituted in the above roll for individual or small fleet battles.
Note that a fleet or ship commander with 0 tactical skill will find it more difficult to move due to amateur mistakes and reaction time. If dealing with 1-G ACS, this negative DM can be ignored.
Two Or More Fleets-
As noted there can be more then one fleet per side, and enemy fleets can be approaching on both sides of a friendly fleet.
In the case of a fleet with enemies closing on both sides, a line has to be formed against both incoming fleets to screen friendly ships. If the surrounded fleet does not have enough to screen against one or both, that fleet may have to screen against one enemy fleet and leave the screened open to fire from the other side.
The surrounded fleet may also decide to form two lines of all available ships, each line would be effectively screened by the other defending line.
Additional fleets behind the forward fleet may be assumed to be effectively screened from fire by the forward fleet, subject to enough numbers. If the screened fleet fires on any other fleet, it is assumed to have a line and not be screened.
Friendly fleets are assumed to be under control of the same fleet commander if within 900,000 km of each other and unobstructed by an enemy fleet. Beyond 900,000 km or an obstructing enemy fleet, each fleet will need a separate commander.
Strategic communications can occur past 900,000 km if both fleets know their approximate relative positions or have intervening friendly ships relaying messages, but cannot past an obstructing enemy fleet- a courier will have to get through. Non-relayed long distance communications may be intercepted at scenario/referee discretion.
All detection known to a side is assumed to be passed on and known to other fleets assuming strategic communication is possible.
Planet Effects-
A planet may be in the battle space and will affect maneuver and combat.
Planetary gravity does not affect most ships at Close Range unless they are voluntarily close orbit to the planet. The exception are gas giants, they affect all at Close Range as though all are in close orbit.
All fleets within close orbit effect suffer a -1 DM to their range determination roll and -1 to their agility. Fleets can move out of close orbit automatically if they have a maneuver of 1 if they do not roll a successful move, for gas giants the fleet needs to successfully roll the 7 result with -1 DM to 'escape'.
Each fleet is assumed to be either to the left or the right of the planet.
If not in close orbit, a fleet can use the planet to provide 'screening' equal to half of the screen ships against one chosen enemy fleet on the other side of the planet. A second enemy fleet can maneuver to ignore the planet and so engage screened ships as per normal.
Fleets in close orbit are immune to being engaged by enemy fleets that are not in Close Range due to the effect on sensors as noted in CT detection. This advantage disappears if the close orbit fleet fires on anyone.
A fleet in close orbit will either be in orbit and subject to fire by enemy fleets on either side of the planet during a round, or maintaining station on one side of the planet or the other.
If maintaining station, the close orbit fleet is screened and immune from enemy fire from the opposite planetary side, but must keep at least 1 maneuver dedicated to station keeping. If the ship loses maneuver, it falls into the planet's gravity field.
Ships can be screened in station keeping mode, but they too must have Maneuver 1.
Planetary defenses have the same advantages as close orbit/maintaining station and do not have a maneuver 1 requirement.
Unless orbiting forts the PD facilities will be on one side of the planet or the other, not able to be engaged until they fire or an attacking fleet gets to close orbit. PA weapons are useless against an atmosphere.
Breaking Off-
The normal jump rules apply. For maneuver break off, escaping ships can just move to beyond Extreme Range, firing if they are not on emergency agility mode.