Submarines
Posted: Sat Nov 28, 2009 12:45 pm
Here's another dumb left-field idea for planetary defences...
All habitable Class-M planets have one feature in common – oceans.
Surface ships will not last long against starship firepower, but submarines can be a major thorn in the side of an attacking force.
A generic submarine is treated as having twenty damage points, and being crippled on six.
It is armed with twenty four drones, and can control six of these at any one time.
The owning player secretly records which hexside of the defended planet that the boat is on; while submarines may travel freely about a world’s oceans, it would take days to move from one hexside to another and this is outside the scope of the game.
Submarines may operate at one of three depths – surfaced, shallow and deep. They may dive or climb one depth level at the start of each impulse.
A submarine starts the game at shallow depth, but it's location is only revealed when it first launches drones.
A surfaced submarine can be fired upon from a maximum range of four hexes without any modifiers or shielding.
Surfaced submarines may launch and guide drones, but a boat would only normally surface in combat to surrender or allow the crew to abandon ship.
A submarine at shallow depth may be fired on as a cloaked ship from a maximum range of four hexes. If the submarine did not launch drones in the previous Launch Phase, all weapons fired at her receive a +2 shift in the least favourable direction.
The water above a shallow submarine counts as a twenty-point shield. Since you can’t make holes in water, this ‘shield’ returns to full strength at the end of each Offensive Fire Phase.
Submarines at shallow depth may launch and guide drones.
A submarine at deep depth may be fired upon as a cloaked ship from a maximum range of one hex, always receives the +2 weapons modifier and may not launch or guide drones. The ocean provides the equivalent of a 50-point shield, which returns to full strength at the end of each Offensive Fire Phase.
A crippled submarine may not operate at deep depth and may only launch or guide three drones per turn.
Submarines may be bought for the defences of class-M planets or small gas giants for 40 points each.
All habitable Class-M planets have one feature in common – oceans.
Surface ships will not last long against starship firepower, but submarines can be a major thorn in the side of an attacking force.
A generic submarine is treated as having twenty damage points, and being crippled on six.
It is armed with twenty four drones, and can control six of these at any one time.
The owning player secretly records which hexside of the defended planet that the boat is on; while submarines may travel freely about a world’s oceans, it would take days to move from one hexside to another and this is outside the scope of the game.
Submarines may operate at one of three depths – surfaced, shallow and deep. They may dive or climb one depth level at the start of each impulse.
A submarine starts the game at shallow depth, but it's location is only revealed when it first launches drones.
A surfaced submarine can be fired upon from a maximum range of four hexes without any modifiers or shielding.
Surfaced submarines may launch and guide drones, but a boat would only normally surface in combat to surrender or allow the crew to abandon ship.
A submarine at shallow depth may be fired on as a cloaked ship from a maximum range of four hexes. If the submarine did not launch drones in the previous Launch Phase, all weapons fired at her receive a +2 shift in the least favourable direction.
The water above a shallow submarine counts as a twenty-point shield. Since you can’t make holes in water, this ‘shield’ returns to full strength at the end of each Offensive Fire Phase.
Submarines at shallow depth may launch and guide drones.
A submarine at deep depth may be fired upon as a cloaked ship from a maximum range of one hex, always receives the +2 weapons modifier and may not launch or guide drones. The ocean provides the equivalent of a 50-point shield, which returns to full strength at the end of each Offensive Fire Phase.
A crippled submarine may not operate at deep depth and may only launch or guide three drones per turn.
Submarines may be bought for the defences of class-M planets or small gas giants for 40 points each.