From: kx.henderson@q... (Kelvin)
Date: Thu, 29 Oct 1998 09:27:37 +1000 (EST)
Subject: Fleet Control System - Back on track (Was: Re: What the hell is this?)
> At 04:28 AM 10/29/98 -0500, you wrote: Alright then. I've been thinking about some way to represent a fleet command vessel on the table and to give it some way of co-ordinating fleet activities. So I have come up with the Fleet Control System. Fleet Cons- Similar to a FireCon but much, much larger the Fleet Con is a sophisticated sensor and communication array used to co-ordinate fleet movements and observe/predict enemy fleet movements. It is often only found on larger vessels due to its size, complexity and crew requirements. Communications in battle is often tenuous at best and as a result the effectiveness of the device can vary greatly. Game Use: Any vessel with a Fleet Con rolls a D6 at the start of each turn and halves the result (round up). The resultant number is the rating of the Fleet Con for that turn. Ratings do not carry over from turn to turn so that a Fleet Con can only have a rating of 1-3 each turn. The Fleet Con can be used to either predict enemy movements or to co-ordinate friendly vessel attacks. The predict enemy movements, a player with a Fleet Con can force their opponent to show them the movement orders for one of the enemy vessels for each rating of the Fleet Con (1-3). The Friendly player may alter any movement orders after seeing this information, but the enemy player MAY NOT. Any Fleet Con ratings used to predict enemy movements CANNOT be used to co-ordinate friendly vessels as stated below and vice versa. Fleet Cons may also be used to co-ordinate friendly attacks. When a friendly ship activates to fire, if the friendly player has Fleet Cons in their force, they may use them to activate other, friendly vessels for simultaneous fire. ONE extra vessel may be activated per rating of Fleet Con used. The other friendly vessels then activate at the same time as the original choice and carry out all firing simulatneously. Previously activated vessels MAY NOT activate again in the same turn and vessels activated in this way MAY NOT activate again later in the same turn. Opposing Fleet Cons may try to block any Fleet Con action by expending ratings to do so. A blocking player may only attempt to block a single communication or prediction, not multiple ones (ie-only blocking comm to a single ship, even if two or more are being additionally activated in a co-ordinated fire attempt). By expending a single rating, the blocking player rolls a D6. The player being blocked also rolls a D6 for the original rating used. These rolls can be augmented by spending additional ratings, each additional rating expended adding +1 to the roll. The player who rolls highest wins the the attempt, either blocking the attempt or getting it through. You only get one chance to block a Fleet Con use. Mass of system=12 Costs=36 points. Whew! Sounds more complex than it really is, but I thought it would make for a fun and interesting way of representing Fleet Control vessels on the table. I made it a large system to stop it from being put on smaller vessels, but not too large to preclude its use. Comments please?