Armada - WW2 Naval Mod

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Johenric
Midshipman
Midshipman
Posts: 39
Joined: Mon Aug 07, 2017 6:20 am

Armada - WW2 Naval Mod

Postby Johenric » Mon Apr 16, 2018 5:08 am

Some stuff i am playing around with.
WWII Battleships Pacific.png
WWII Battleships Pacific.png (557.74 KiB) Viewed 69 times

Kongo.png
Kongo.png (158.96 KiB) Viewed 69 times


This is a rough draft right of the rules right now but i thought i would see if anyone else was interested. :roll:

Screens = Belt Armor
Fire Control = Radar
Shields = Armor Save
Countermeasures = Evasive
Cloaking Device = Submerged

If a gun does not have the defensive trait then it cannot target fighter craft at any time.

Armor save value of a ship cannot be modified. If a 6 is rolled for damage, re-roll. A 1-3 is an engine hit and a 4-6 is a weapon hit.

Movement: Current engine value also represents the ships top speed. Ships must move one hex before each change in facing. Ships can only increase their speed by 1 or decrease their speed by 3 each turn.

Belt armor can only absorb torpedo damage.

Ships with the evasive trait can increase or decrease their speed by an extra 2 points each turn. They can also turn two hex facings at a time.

Fighter craft have a movement of 12 Hexes. Changing direction does not affect their movement.

BeowulfJB
Rear Admiral
Rear Admiral
Posts: 781
Joined: Tue Jan 17, 2006 5:07 pm
Location: Jacksonville, Florida, USA
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Re: Armada - WW2 Naval Mod

Postby BeowulfJB » Fri Apr 20, 2018 12:26 am

These look great. A bit expensive tho...
Darn the Fusion Torpedoes; full speed ahead!
Victory is blasting hostile ships to space junk before they blast you into space junk...


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