Monday, June 27, 2011

The Rules

For tactical combat, I'm using Bob Barnetson's "Full Thrust Lite" version that were published in Battlegames #18.

I've pretty well taken them just as they are - a rare thing for a wargamer! - but for the movement rules.

I decided that different classes of ship ought to have different acceleration/deceleration rates based on their size. After all, a great big Federation Dreadnought or a monstrous Klingon B10 ought to lumber rather more than a destroyer or an F-5.

Thus:

"Battleships": may accelerate or decelerate at 2 hexes per move. Includes laden Tugs*.
"Cruisers": may accelerate or decelerate at 3 hexes per move. These include Constitution/Enterprise Classes, Miranda and Stargazer Classes, Klingon D4s and D7s, large Bird of Prey types.
"Destroyers": may accelerate or decelerate at 4 hexes per move. I'm thinking here of Federation destroyer classes and Klingon F-5; Probably Romulan Warbirds as well.

*Tugs may drop their cargo pods and go to 3 hex/move

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