Author Topic: FS2 Tabletop  (Read 3771 times)

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Offline Unknown Target

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(Inspired by Descentace's post)

Anyways, I was just thinking of an old rules set I had for a Hegemonia board/card game, but it could also fit FS2. Anyways, here goes:

You start with a gameboard. A large board, probably about 50 X 50 square inches. On the board is a map of a solar system. Each 1 X 1 inch square represents a sector. Each player rolls the die for his turn. Biggest number wins. When the player first starts, he gets a deck of sixty ships and 20 "bonus" cards. Each ship has set statistics: movement speed, firepower, and armor, and shields.

The faster the ship, the more sectors it can move in one turn. Say you have a Perseus Wing. It has a firepower of 12, a speed of 4, and an armor rating of 40. So, on one dice roll, you can move it up to 4 spaces, and attack any ship that is in that sector, or any adjacent sector. You can move up to 5 ships each turn. You can augment your current unit's abilities with a "bonus" card. Each card, when applied to any unit (unless it's a weapons bonus card + it is a support unit, more on that later), will give that unit it's benefits for 3 turns. Afterwards, the card is discarded and may not be used for 10 more turns. After that, it must be put on the bottom of your bonus deck. This means that IT IS POSSIBLE to run out of bonus cards, so use them wisely. To destroy an enemy ship, you have to kill all of it's hit points. Each fighter wing card counts as four ships, so to find out the total hit points of each fighter wing card, just multiply it's one fighter HP points by 4.

There are  7 kinds of ship classes:

Fighters--Fast, relatively well armed, weak hulls. Good for fast reaction. Each card counts for 4 fighters. Each fighter must be destroyed seperatley in order for that card to be discarded. These cards are quite common

Cruisers--Slower than fighters, but still quite fast. These are basically like souped-up fighters. These cards are harder to come by, but still quite common.

Corvettes--The middle class. These guys are well-rounded, with an emphasis on firepower and speed. These are one notch above cruisers in the rarity department.

Destroyers--These guys are rare, but very powerful, but also very slow. Also, make sure to pack some fighters in, because destroyers can be taken down by force of numbers, and fighters can easily even the odds.

Carriers--These cards are the rarest of all. Very hard to come by, they can deploy up to 10 fighter wings. However, they have very little firepower or speed of their own.

Support--These ships are like bonus cards, but they can continue to add to a unit's bonus for any length of time, until they are destroyed. Depending on what type of ship they are, they give certain attributes. They are all classes of science vesseels, tho.

Heroes--These are special types of normal units, that are just a bit more powerful than the usual types. Some examples include the Iceni, the Aquitane, etc.

If I missed something, these rules are still v 1.0, so please tell me ;)

 
Coooooool... I want to try this.  Could you make the cards available for download?  I'm low on paper at the mo, but I can use the College printers, I suppose...
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

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Offline Unknown Target

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I have no image-editing skills myself :( can't do it

 

Offline Unknown Target

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Here's a Beta version of one of them, Kudos goes to Solatar ;)




EDIT: Like I said, I have yet to figure out balancing. Those stats are WAY wrong :D
« Last Edit: August 10, 2003, 08:30:53 pm by 368 »

 

Offline Unknown Target

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To add a revision to combat: Each turn, you may do whatever damage is on the card to the enemy ship, using wahtever cards you have available. With fighters, however, multiply the damage delt by 4, and, with every figher destroyed, multiply it by one less.

 

Offline pyro-manic

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Anybody played the Battlefleet Gothic tabletop game? You could use the rules from that for something like this. It uses measured distances rather than numbers of squares, and there are other differences, but you could tweak it a bit.....

I've got a basic set of rules from a while back if anyone wants a look at them without shelling out for the game. Let me know...:)
Any fool can pull a trigger...

 

Offline Unknown Target

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yes, please :D The firepower, armor, and shielding is pretty easy, but I'm having trouble balancing the speeds. The only way to do that would make the fighters able to move 20 spaces in one turn, and THAT wouldn't be too fun to play, now would it? :)

 

Offline Solatar

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Make the fighters be able to move like 5 spaces, but capital ships only 1 or 2. Then maybe their beam cannons could reach other capital ships within a two square radius.

EDIT: Wouldn't be completely proportional, but it would add to the element that capital ships are very slow and bulky.

 

Offline Solatar

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GTF Perseus card background, without any stats.:thepimp:

 

Offline Unknown Target

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Offline Unknown Target

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I was just thinking of some rules alterations that could be used to play this game with a one-on-one fashion, if you don't want to set up an entire gameboard.

You could simply pit the cards against each other, and have them duel, using bonus cards for only 2 turns instead of the normal 3. Also, when pitting a fighter against a capital ship, you roll a die. If the die is even, the shot connects with the fighter. If it's odd, it misses. The fighters, however, do not get this handycap.
Lastly, you can put up to 5 ship cards down at one time, and can attack as many enemies as you want on one turn. However, if you deploy a cruiser to attack a fighter, they do not get the dice-roll handycap.

EDIT: All previous rules regarding to fighter destruction still apply, however.
« Last Edit: August 11, 2003, 09:23:28 am by 368 »

 

Offline Solatar

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That sounds good. :yes:

EXCEPT, maybe you should roll the die to see if a cruiser's shot connects, but it should be something more in the cruiser's favor, such as if you roll doubles it misses?

 

Offline Unknown Target

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On second thought, I think I should apply that rule to the main game itself, what about you guys?

hmmm...and maybe if the cruiser rolles anything except a 2 or 3, then it's shot connects?

 

Offline FreeTerran

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Silva in lumine Lunae arcana est. Domos mea Silva in lumine Stellarum est.

 

Offline Solatar

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Sample of the cards. We are planning on having the corners rounded, but I'll do that later.;) Also, these aren't the final stats, just some random **** I threw on there to show you the layout of the card.





 

Offline Unknown Target

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To keep me + Solatar's sanity (and yours :D), we've decided to use the default numbers from FS2 for the ship's armor + shield values, just remove a zero from them, and round them to the nearest 10th (38=40)

 

Offline Hunter

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I built a game like this a few years back based on Klingon Academy and other great games. It used less statistics but did have some innovative creations. It was more based around the random-chance than strategy though. I still have it, though, eight different species consisting of at least five ships, and around four pieces of each. Two different boards, one small one larger depending how big you wanted to play. Still play it now and again, it's always good fun to knock those Birds Of Prey off with an Excelsior, etc. It's a bit naff, I guess, because a small Romulan Warbird for example, can destroy a Ulyssey dreadnought if you get lucky enough ;)  

The game mainly consists of charts which the player references during battle - There is also a fixed set of credits provided at the start which allows you to "buy" your ships. The money works like Monopoly.  Each ship has "Class, Speed, Hull Armor, Special Features, Death Value". The DV is the amount of credits the player gets who destroys that specific ship.  Speed is determined how fast your ship can move in one turn, and Special Features is for more sophisticated stuff like Fighters, Advanced Weapons, Transporters etc.
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I DO LIKE the Erinyes!  Mmmmm..... Eight gun banks........  Gotta be my fav fighter when loaded with GTW UD-08, GTW-66, GTM-55 and GTM-19.

Anyone here played Magic: The Gathering?  It strikes me that it would be very easy to put together a set of Magic-based cards for a FS2 game.

I like the Battlefleet Gothic idea.  Because it's more-or-less what I started with.  It's evolved since then because, like I said, the number of dice required was enormous if you wanted any sort of difference between fighter classes.  BFG fighters are all approximately the same, hence the simplicity of the rules.

I dare say someone else could do a better job though.
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 

Offline Solatar

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We're trying our best to make a game that's easy, but still requires skill. There are also two ways you can play, board, and Magic: The Gathering sort of style.

For the board game we might make some different styles, like a deathmatch, capture the planets (whoever has control over the most planets after so many turns wins) and whatever else we can think up.

First we're going to release a Base Deck, which will have all fighters, all bombers, and a few capital ships. We aren't going to include the Shivans until we figure out how to make them balanced.:D

 

Offline Unknown Target

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My main objective is to keep it as easily accesable as possible, which means all statistics are going to be on the cards. A game board will be released (hopefully) soon after the first deck is finished.
Solatar and I were discussing new game ideas, and he came up with the "Repair" option. Each station may replace one fighter to each squadron or 10 hit points to each capital ship (or fighter, if it has been damaged) per turn. Any capital ship with a fighter bay may repair or replace 1 fighter or 10 hit points per turn.

Also, we've decided on the contents of the first deck, it will be a "Base Deck," which means you get all basic units.  Currently, we're going to give it all the fighters, about 1 destroyer, 2 Corvettes, and 3 cruisers, and several support craft + bonus cards (srry, Solatar, I'll discuss this with you later, but I'm really rushed here :D ;)). It will also include one station.
Currently, we're doing a Vasudan/Terran Deck, or a Vasudan and a Terran deck. Shivans will be done later, as they will be harder to balance. Lastly, if you are using Shivan ships, they may not be used in conjucture with Vasudan or Terran ships. However, you may use Terran and Vasudan ships in conjuction.

Lastly, I'm considering allowing Vasudans more ships in one deck, and more capital ships, to balance their weak hulls and shields (all depends on what I find out later).