Fire all Phasers
Fire all Phasers is intended to be an easy ruleset for playing Star Trek games. The game will rely on tactical combat and the distrubtion of energy around the ship to maintain, shields, engines and weapons.
We have play tested a few games using ships we could find. If you want to try you will need the following:
Wings or War movement cards, Pennies, Ship Cards (below), X-Wing attack dice
Basic Rules
Setup:
Players choose a ship - (Currently only 2 ships - Miranda and Constitution)
Take 25 pennies each - 18 energy (16 - shields, 1 - phasers, 1 - engines), 6 - Torpedos, 1 - Hull (put to one side)
Place the pennies on the cards allocated as above - The hull penny is only used to track damage on the hull.
Pennies will be replaced with tokens
Deal out wings of war cards, we currently deal out equal sets, using the largest turn arcs
Cards will be replaced with other cards
1 set of X-wing attack dice
Allocation Phase:
* Both players now need to hide their ship cards from the opposing player (We currently use open books)
* Both players now move their energy around for their shields, phasers, and engines - This requires moving energy from some places to give more to others.
* Once energy has been allocated take a number of movement cards equal to energy allocation on engines players can choose the movement cards (keep these hidden for now)
* Both Players agree that allocation phase is completed (no more touching energy)
Movement:
* Both players reveal their movement cards face down (this only shows the opposing player the speed you are moving at)
* Turn over your first movement card (In the correct order you chose to play them)
* Both Players move their ship
* Determine if any player is going to attack (Firing can happen after each movement card has been played but only once per round (see below))
* If not attacking taking place, turn over next movement card and repeat until all movement cards are played.
* If no firing is taking place this ends the round.
Firing:
* Firing can happen after any movement card has been used (but only once per round)
* Player decides what they are firing - Phasers or Torpedos (if using a torpedo take away 1 torpedo penny)
Phasers have 12" range, Torperdos 24" range (ships cards show firing arcs)
* Players can only attack the part of the ship they are facing (e.g. if behind a ship, can only attack rear. If they can attack attack more than one face then they must decide which face of the ship they are firing at)
* Once this has been decided the defender reveals their ship card and shield allocation
* Roll the number of X-wing attack dice equal to your Phaser power level (e.g. 3 power is 3 red dice), or 2 red dice is using a torpedo
* Any critical hits or hits - count as a hit and the defender loses shields on the side hit
* If there are now shields then the defender loses hull, use the hull penny to track hull damage
Once all movement and firing has taken place the round ends and the Allocation Phase begins again.
We will be intorducing a critical hit table for any hits which cause hull damage.
Ship Cards
We have play tested a few games using ships we could find. If you want to try you will need the following:
Wings or War movement cards, Pennies, Ship Cards (below), X-Wing attack dice
Basic Rules
Setup:
Players choose a ship - (Currently only 2 ships - Miranda and Constitution)
Take 25 pennies each - 18 energy (16 - shields, 1 - phasers, 1 - engines), 6 - Torpedos, 1 - Hull (put to one side)
Place the pennies on the cards allocated as above - The hull penny is only used to track damage on the hull.
Pennies will be replaced with tokens
Deal out wings of war cards, we currently deal out equal sets, using the largest turn arcs
Cards will be replaced with other cards
1 set of X-wing attack dice
Allocation Phase:
* Both players now need to hide their ship cards from the opposing player (We currently use open books)
* Both players now move their energy around for their shields, phasers, and engines - This requires moving energy from some places to give more to others.
* Once energy has been allocated take a number of movement cards equal to energy allocation on engines players can choose the movement cards (keep these hidden for now)
* Both Players agree that allocation phase is completed (no more touching energy)
Movement:
* Both players reveal their movement cards face down (this only shows the opposing player the speed you are moving at)
* Turn over your first movement card (In the correct order you chose to play them)
* Both Players move their ship
* Determine if any player is going to attack (Firing can happen after each movement card has been played but only once per round (see below))
* If not attacking taking place, turn over next movement card and repeat until all movement cards are played.
* If no firing is taking place this ends the round.
Firing:
* Firing can happen after any movement card has been used (but only once per round)
* Player decides what they are firing - Phasers or Torpedos (if using a torpedo take away 1 torpedo penny)
Phasers have 12" range, Torperdos 24" range (ships cards show firing arcs)
* Players can only attack the part of the ship they are facing (e.g. if behind a ship, can only attack rear. If they can attack attack more than one face then they must decide which face of the ship they are firing at)
* Once this has been decided the defender reveals their ship card and shield allocation
* Roll the number of X-wing attack dice equal to your Phaser power level (e.g. 3 power is 3 red dice), or 2 red dice is using a torpedo
* Any critical hits or hits - count as a hit and the defender loses shields on the side hit
* If there are now shields then the defender loses hull, use the hull penny to track hull damage
Once all movement and firing has taken place the round ends and the Allocation Phase begins again.
We will be intorducing a critical hit table for any hits which cause hull damage.
Ship Cards
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