The Warp Point and Defenses...

Space the narrow frontier. Shows the attackers far objective.

Defenders, including fighters.

The Attacker, oddly familiar design, almost.



The game below is about a fixed warp point in space that ships may travel through to reach another system. This point is defended and is about to be attacked. The objective is for the attacker to leave the furthest edge of the map while the defender's objective is simply to stop this from happening. To fail means the death of the systems teeming millions on a colonised planet in this system.
The Defender starts with two stationary Battle Stations that have been built to defend the warp point. The Stations are equipped with fighters and two will always be on constant patrol Alert for enemies coming through, and so able to attack instantly. The Stations themselves will need time to scramble to Alert status and scramble there remaining fighters. The defender also gets reinforcements (One Cruiser) that will appear at the far edge of the map (where the attacker wants to leave) on the roll of a 4+ in the end phase.
The attacker has one massive Capital Ship designed for Warp Point Assaults. It will be disorientated when it appears on the Warp Point and will be facing a random direction initially. It will also have a minus to fire/defend (-1 to hit) until the effects of the Warp jump have worn off (both the crew and equipment would be effected and each system returns to normal on a 4+ on a D6 in the end phase) However it will automatically have the Initiative on the first turn.
Ok, here are the Oh so simple no fuss rules.
Initiative: Decided on the roll of a die, winner goes first.
Movement: Both parties get to move their ships a set distance. Just say roughly where you want to go. The attacker is a big ship so less manoeuvrable and swift it can move 4 (it's not inches, I'm using a hex map) each turn per hex side costs one move point. The Battle stations can't move. The Cruiser is able to turn without cost so is highly agile and moves 6. Fighters increase their speed by 3 per turn to a maximum of 9, fighters ignore the costs for turns.
Combat: Both parties get to fire a broadside until all units have fired. Shots may be split.
The fighters always go first regardless of initiative and may only be countered after they attack, they must get very close to the enemy to attack so have a range of 1 hex. Anti Fighter fire is automatic and kills on a 4+ on a D6. Each fighter can attack twice and hit on a 6+ on a D6 but there is no armour save.
The Battle Stations each have a multi directional turret that hits on a 4+ on a D8. They have 4 hit points and an armour of 4+ on a D6. They can repair once on a 4+ on a D6 in the end phase. They can also scramble a max of three fighters each, minus those on Combat Space Patrol already. The launch on a 4+ in the end phase.
The Cruiser has one main attack that hits on a 4+ on a D10 but fires only to the front. The Cruiser has 5 hit points and an armour of 4+ on a D6. It too can repair once in the end phase on a 5+ on a D6.
The Attacker has a battery of four attacks. He can fire two to either side or straight ahead, but not to the rear. Each attack hits on a 4+ on a D8. The ship has 12 hit points and an armour of 4+ on a D6. It can repair twice in the end phase on the roll of 5+ on a D6. It has an anti fighter capability and kills any attacking fighter on a 4+ after they have made an attack. The range is the same as the fighters, if a fighter can attack then these can reach them.
Oh, ramming. If things are so desperate then this is an option. Fighters can't ram, or rather they can't cause any damage so it would be pointless to ram. However, the cruiser or attacker can. The number of hits caused equal the number of movement points used that turn before impact. Each hit causes D10 damage that may be prevented on a successful armour save.
If you have no hit points left at any stage of the game then the unit is destroyed.
End Phase: Repairs, reinforcements and sorting Alert status and Warp Point disorientation effects here.
There, that's pretty much it, not sure if I've thought of everything yet. There isn't much scope for tactics here, just a slugging match but hopefully a fun slugging match. I'm hoping to do this tomorrow, depending on the response from players.



































