Topic: MegaCarrier...
I said in another thread that I hadn't written a game that was 'large scale' - well, I was mistaken. I'd forgotten about 'Megacarrier'...
It's not written to be compatible with anything, it's just me scribbling down some rules on an evening at work when we still had turbine driven chillers.
Submitted for your amusement...
-------------MegaCarrier------------------------
- A Cinematic Game of Interplanetary war -
===============================
This is intended to be played on a hex board.
There are no facings, as the time scale is pretty
long. Standard D6 are used.
===============================
Units:----DEF----OFF---MOVE---DV----Fuel
===============================
Mecha-----1+------2+----5-----3-----10
HULL: 1
CRITS: NONE - it blows up!
++=============================
Fighter---2+------3+----3-----12----20
HULL: 2
CRITS: NONE - it blows up!
===============================
Destroids-3-------4-----0-----0-----0
HULL: 3
CRITS: 1 - Drop all values by half
==++++++=======================
Carrier----5------4-----1-----50----INF
MAY: Refuel, Rearm Mecha and Fighters
Launches fighters and mecha, deploy
destroids equal to Hull.............
HULL: 10
CRITS: DROP - DEF/OFF/MOVE/DV/FUEL
FUEL drops to 50, then halves thereafter.
All Crits may be repaired on a 4+ roll
Launch EITHER 1d6 Mecha, Ftrs, or Destroids on 2+
--(for each 2 hull dam, raise by one)--
===============================
B-Ship----6-------5-----1-----40----INF
HULL:12
CRITS: DROP - DEF/OFF/MOVE/DV/FUEL
FUEL drops to 50, then halves thereafter.
All Crits may be repaired on a 4+ roll
May Deploy 2d6 Destroids on 2+
--(for each 2 hull dam, raise by one)--
========+=======================
Cruiser---5-------4-----2-----50----INF
HULL:8
CRITS: DROP - DEF/OFF/MOVE/DV/FUEL
FUEL drops to 50, then halves thereafter.
All Crits may be repaired on a 4+ roll
================================
Escort----4-------3-----3-----60----INF
HULL:4
CRITS: DROP - DEF/OFF/MOVE/DV/FUEL
FUEL drops to 50, then halves thereafter.
All Crits may be repaired on a 4+ roll
================================
================================
Ship Rules Explanations:
Defense: The Unit's resistance to Damage; if the
unit has a "+" in front, that means Pilot Skill
or gadget can be used to increase it.
Offense: The Unit's ability to deal out damage; if
the unit has a "+" in front, that means Pilot Skill
or gadget can be used to increase it.
Move: How many hexes a ship may move each turn
DV: a measure of longe range movement, not used in
tactical scenarios
Fuel: Ho many hexes (total) a Unit may move before
being out of power. A Unit that's out of Fuel is
removed from play, unless that unit initially HAD
NO FUEL. Mark off one fuel per hex travelled. Fuel
can also be hit as a CRIT. If fuel is hit, then
decrease as indicated.
Hull: A basic measure of how much damage a ship
can take before going "ka-blooey...." - ships that
loose all hull points explode (on a 4+ roll) or
simply go dead.
CRITS:
DROP: means that one crit drops associated value
by one - only one system is effected by one crit.
A number value means that one crit is allowed be-
fore the unit explodes.
"NONE" means that a single crit result will destroy
the unit.
Once all crits are expended, the unit is destroyed.
--------------------------------------------------
INITIATIVE:
Standard Tactical Play - roll a die, highest roller
moves one unit, followed in turn by next lowest,
and this order proceeds until all units are moved
the full desired distance or move value, whichever
is less.
Ties are resolved by re-rolling dice.
--------------------------------------------------
MOVEMENT:
Facing is irrelevant, given the time scale, which
is undefined (but long)
One "Move" value is one hex.
--------------------------------------------------
COMBAT:
Multiple Combats may occur during a turn.
Procedure:
++++++++++++++++++++++++++++
Total Offense and Defense Values, drop each for
range dropoff:
----------------------
Battleships & Carriers
Defense Range 1-3 is normal, 4-6 drop to half
no defense at range 7+
Offense Range 1-4 is normal, 5-8 drop to half
No Offense at range 9+
Cruisers, Escorts, Mecha, Fighters, & Destroids:
Defense Range 1-2 is normal, 3-4 drop to half
no defense at range 5+
Offense Range 1-3 is normal, 4-6 drop to half
No Offense at range 7+
---------------------
THIS NEEDS HELP!
All Offense in excess of Defense causes one point
of damage.
Each *2* points of Offense in excess of Defense
causes a CRIT on a roll of 4+