Each fleet of ships is broken down into a "pattern" when entering combat. Each fleet must have a Center, or body, two Flanks, and they may have a Reserve. Each of these areas has requirements that must be met.
Flanks: If a fleet has 4 or more vessels in it, it must deploy ships to each flank. A minimum of 1 ship must be positioned on each flank. Each flank does not need to be balanced with the other in the number of ships that it posesses, but they must each have at least 1. When combat begins, it will be the flanks that get engaged in combat first. Flank ships could also be considered "picket" ships because they rove anywhere from to the side of the fleet, to ahead of the fleet. That is why a flank will be engaged first.
Center: Each fleet must have a Center, or Main Body, or ships. The flagship of each fleet must be located in the Center. At least 40% of the total ships in the fleet must be located in the Center. Therefore, if you have 4 ships, two must be in the center, and one on each flank.
Reserves: If you have additional ships, or ships that you wish to keep protected (assuming you've met the other requirements for ships in each location) then you may place some ships in the Reserves. The reserve forces fly removed back from the main body and may be called forward to assist where necessary. Any ships in the reserves may be called up to reinforce either flank or the center. However, doing so will put them at a disadvantage for arriving late. The added firepower provided by a reserve ship might just make up for the disadvantage, though.
When you engage an enemy fleet in combat, you secretly divide your fleet in the appropriate areas (flanks, center, or reserve). After revealing the number of ships, each side may allocate reserves to desired areas. Now, you compare the ships on each flank. The flank that has the greatest difference in ship numbers, is the flank where combat starts.
Example: After revealing Player A has the Left Flank containing 5 ships, and the Right Flank containing the minimum 1 ship. Player B has the Left Flank containing 2 ships, and the Right Flank containing 3 ships. Since the greatest difference is 3, on the Left Flank, then the combat starts on the Left Flank.
If both flanks have the same number of ships in them, then the agressor (ie. the one that moved in to engage the enemy ships) gets to determine which flank fights first.
After the first flank is resolved, whoever the winner is gets to choose whether to fight on the other flank first, or in the center.*
The combat map is broken into two areas. The first is the Engagement Range, which is Extreme, Long, Medium, and Close. The Attacker sets up on the Engagement range. The second section is the Defense Zone, which is divided into three lines, called 1st Line, 2nd Line, and 3rd Line. In open space battles, defending ships set up on the 1st Line. The only exception to this is the ISC Echelon.
To start, the Attacker sets up all of his ships at Extreme Range. The Defender sets up all of his ships on the 1st Defense Line, unless a special case permits otherwise. Each side then rolls 1D6 for initiative. Highest number wins. Reroll ties. The side that wins initiative gets to then align his ships for fire on the enemy ships, or assign ships for "screening"*. Then there is simultaneous fire between both sides, with the appropriate ships firing at each other. After resolving the fire, the side with the initiative gets to either Open or Close the range by 1 range bracket. After this, you start back at rolling initiative again for the next round.
Sequence of Combat
There are two ways to disengage from combat. The first is to open the range bracket BEYOND the Extreme Range. This disengages whichever group chose to move, and the side remaining is the winner.
The other way is to accelerate rapidly, hoping to outrun your opponent. After the fire phase of the combat, each ship that wishes may attempt to accelerate away from its opponent. Compare the Maximum Speed of the ship trying to escape to the ship that is matched with it. If the disengaging ship's speed is higher, then it gets away. If it is lower, it does not. If it is equal, each player rolls 1D6. High roll wins, reroll ties.
Note, however, that rapid acceleration like this expends large amounts of energy and fuel. Each ship is limited to the number of times it can do this before it runs out of supplies.
After you have assigned ships to fire on each other, you roll to see if each hits. Roll 1D6. A 1-5 indicates a hit. Compare that ships Offensive Potential with the target's Defensive Potential. If the Defense is higher, not damage is done. If the Offense is higher, the difference is the amount of damage inflicted to the target. If you roll a 6, then the fire is ineffective and causes no damage.
More than one ship may fire on the same target. If each ship hits successfully, then the total Offensive Potential of ALL ships is added together and compared to the Defensive Potential of the target.
Damage is inflicted to ships and causes crew loss, worse chance to hit, weaker Defensive Potential, weaker Offensive Potential, and slower Speed. Consult the amount of damage depending on the size class of the ship taking the damage.
Size Class 1
Superficial 1-90
Light 91-150
Medium 151-280
Heavy 281-370
Crippled 371-650
Destroyed 651+
* see Strategies to guage the significance of each action
Back to Part 1
Back to Star Fleet page
© 1997 grimace997@aol.com