Topic: Quick rules I came up with on Friday

I was bored, I had a few counters, I had a hex map, and a few bits of paper. Oh, and some dice.

This is what I came up with:

ONE-PAGE SET OF RULES FOR SPACE COMBAT

Movement:

Each ship has a number of MPs that they may use to move. The acceleration of the previous turn does not have any bearing on the current turn.

If near a gravity well, if a ship lands on a hex with a numeral in it, the ship must be moved towards the body that amount of hexes. So, if landing in a hex with a 1 in, the ship must move one hex towards the body.

Movement may be written down or operate on initiative, if you prefer. Missiles move after ships

Combat:

Missile Combat is resolved before Gun Combat.

Missile: d6 damage, 3 MPs. A missile moves like a normal ship with three MPs. It attacks by this formula:

(d6+3)-(Target Ship MP+d6)

If the number is positive or zero, the missile hits--roll 1d6 for damage.

Guns: 2d6, Range: 1

Guns are fired after Missiles, and only have a range of 1. However, they are very damaging. Roll 1d6 for each gun fired. If a 4 or higher is rolled, it hits.

Damage:

Each ship has a set number of hull points which are marked off as damage is inflicted. Each ship has special boxes that mark whenever a ship either loses speed or a gun or missile launcher. Such boxes should be marked by a letter or letters. MP means a movement point is lost, G means a gun has been destroyed, and an M means a missile launcher is destroyed.

Ship designs:

Battleship: 25 hull points, 3 guns, 4 missiles (2 launchers), MP: 1
Guns are lost on every 8th hull hit, launchers on every 12th hull hit.

Heavy Cruiser: 15 hull points, 2 guns, 3 missiles (1 launcher). MP: 1
Guns are lost on every 7th hull hit, launcher on 8th hull hit.

Light Cruiser: 10 hull points, 2 guns, 2 missiles (1 launcher). MP: 2
Guns are lost on every 5th hull hit, launcher on 6th hull hit, MPs on every 4th hull hit

Destroyer: 8 hull points, 1 gun, 2 missiles (1 launcher). MP: 3
Guns are lost on 4th hull hit, launcher on 5th hull hit, MPs are lost on every 3rd hull hit

Frigate: 6 hull points, 2 guns, no missiles. MP: 4
Guns are lost on every 3rd hull hit, two MPs are lost every 3rd hull hit.

Raider*: 6 hull points, 2 guns, 2 missiles (1 launcher), MP: 3
Guns are lost every 2nd hull hit, launcher on 3rd hull hit, MPs on every 2nd hull hit-1 (so 1st, 3rd and 5th)

Freighter: 4 hull points, no guns, no missiles, MP: 1

* As Raiders are essentially strengthened freighters with guns and missiles, they are less capable of taking damage.

Whaddya think?