These concepts are less developed than my HG5/BCS concepts. Like my BCS concepts, they are not official.
CONCEPTS
[FONT=arial,helvetica]1. This is for fleet level combat, and perhaps abstract squadron level combat.
2. Fleets are supported via RU allocations.
3. Movement is done on a subsector/sector map, and possibly on a system map.
4. "Fleet Cards" have ATTACK, DEFENSE, Initiative Order, Crew Rating, and Leadership effects. "Squadron Cards" have these, plus Attack Effects related to spines and weapon loadout.
5. Battles are fought on a variant of the High Guard playing field with eight abstract locations: each side has a left, center, right, and reserve.
6. Each round of battle is resolved with one roll on a CRT result table, packed with interesting outcomes and chain reactions (disperse, retreat, tables turned,
both sides down 1, destroyed with momentum advance, attack reserve, etc).[/FONT]
CONCEPTS
[FONT=arial,helvetica]1. This is for fleet level combat, and perhaps abstract squadron level combat.
2. Fleets are supported via RU allocations.
3. Movement is done on a subsector/sector map, and possibly on a system map.
4. "Fleet Cards" have ATTACK, DEFENSE, Initiative Order, Crew Rating, and Leadership effects. "Squadron Cards" have these, plus Attack Effects related to spines and weapon loadout.
5. Battles are fought on a variant of the High Guard playing field with eight abstract locations: each side has a left, center, right, and reserve.
6. Each round of battle is resolved with one roll on a CRT result table, packed with interesting outcomes and chain reactions (disperse, retreat, tables turned,
both sides down 1, destroyed with momentum advance, attack reserve, etc).[/FONT]
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