Homebrew Rules

Sunday, 4 June 2023

Galleys and Galleons in spaaaaace! Catch the pigeon

Yeah it’s the follow up to my previous Trek post so I won’t stretch your patience, feel free to click away now to something that’s more your bag. Man.

I started to write a blow by blow account of the catch the pigeon mission but realised early on that an account showing what’s possible with the rules is probably more interesting than the ins and outs of each die roll.

The game modelled an encounter between two vessels, one from the Romulan Star Empire (boo hiss) and one from the United Federation of Planets (yay for the good guys). Both ships are on different randomly generated missions and both are broadly comparable in capability. The Romulan ship is a Carrion class cruiser the IRW Varak and the Federation vessel is the Constitution class USS Eisenhower. The Ike is a bit faster than the Varak but the Varak is a bit easier to manoeuvre. Although they are both of a similar size they have differing load outs and specific capabilities.

The Varak is on patrol looking for Federation vessels near the neutral zone and has standing orders to scan any Federation vessels they encounter for new technology. 

The Eisenhower has been chasing a stolen shuttle with a Romulan agent who has some top secret plans on board. The shuttle has been damaged during its escape but has just managed to limp into an asteroid field on the border of the neutral zone. 

To win the Romulan player must obtain four elements of intelligence information from the Federation vessel but for extra points can deny the Eisenhower the ability to complete its own mission. The Eisenhower needs to catch the spy and recover the shuttle while potentially frustrating the Romulan’s objective.

The game lasted an hour and took about 13 turns. 

Anywhoo… here’s what happened.

The game area. Eisenhower on the right, Varak on the left and the shuttle (a teeny tiny counter) in the centre of the asteroid field.

 

The Romulan player procured the maximum number of capability enhancing burn cards while the federation player spent more on vessel load out. The cards are purchased but drawn randomly. He ended up with a pretty good haul as it turned out. 

The Eisenhower paid for a burn card and drew this « mutiny » card but more on this later. Neither vessel comes onto the board with its shields up and the Federation also suffers from faction specific characteristics that limit their early game options. They may never fire first, they may not raise shields unless confronted with one of five hostile actions and worse they automatically lose ten victory points if they don’t attempt to hail at least one possible adversary before the fireworks start. It’s tough being the galactic good guys. 

The Romulan player decides to screw around with the Federation player rather than prioritise his own mission. Having won the initiative but being slower than the Eisenhower he plays his extra speed burn card and gains another hex towards the shuttlecraft. Maybe he can scoop it up and get it off board, denying the Eisenhower any chance of completing its mission?  Each side rolls dice to generate up to 3 action points. Action points are spent to perform…errr…actions, unsurprisingly. The more complex the action the more expensive it is. There are never enough action points to go around, and a lot of the game is spent agonising over what to do with the number of points you’ve actually got, rather than what you’d like or need to do.

No shooting has occurred up to this point and the Captain of the Eisenhower decides to hail the Romulan ship in order to avoid losing ten of his potential victory points. It costs him a precious action and it doesn’t go well. In a dice off the Romulan Captain beats the Federation captain, gaining valuable intelligence that’s unwittingly revealed in the exchange. This counts as one of the four levels of intel he needs to obtain to complete his mission. The only plus side to the encounter for the Eisenhower is that the Romulan’s aggressive rhetoric presents an obvious threat, allowing them to raise their shields.


The Varak swings around and only has to enter the shuttlecraft’s hex to scoop it up, but the Eisenhower threads it’s way between the asteroids and attempts to drag it out of the Varak’s path with a tractor beam. Yeah, when I say tractor beam I mean a wooden barbecue skewer painted light blue. Lol. The asteroids move randomly each turn by the way, and bumping into one is not recommended. 

Somewhere around this point the Romulan player found he didn’t have enough action points to use his sensors to scan the Eisenhower for further intel, but he did have enough points to try hailing the Federation vessel and taunting them a bit. Another die roll off between the two captains saw the Romulan win again and gain a further level of intel from the exchange. The Ike’s captain should learn to keep his big yap shut! Players are only allowed two hailing exchanges between opposing vessels.

With the Federation vessel about to drag the shuttle out of the way the Varak’s captain plays his second burn card which is a « secret weapon ». I’ve not specified what the weapon actually is but its effects bypass all of the usual defence options and badly damage four of the Eisenhower’s critical systems.


The Romulan specifies which systems are to be marked as damaged. He chooses the bridge, weapons and targeting, the hanger bay and the shield generators. Ouch. If any of these areas are hit again they are destroyed and may not be repaired in game. Since they are only damaged they can’t be used for now but they can be repaired - which of course costs precious action points. The loss of shields puts the Eisenhower at a serious disadvantage in combat, while the damage to the bridge and targeting prevents the further functioning of the tractor beam. With that said, even if the tractor beam was working the shuttle couldn’t be brought into the now badly damaged hanger bay.

The gloves are finally off and the Eisenhower is now cleared to fight back, except, with the damage it’s just received it’s not able to. The captain decides his first priority is to get the shields back on line and spends two of his three action points getting them working again. 

One of the oddities in my rules is that movement, once a ship is under way, costs no action points, but changing its heading does (though different types of vessel have limitations on how many heading changes they can make in a turn). It’s a bit like skating on ice. You keep whizzing along unless you make an effort to change your velocity or vector. The Eisenhower swings wide around the Varak’s stern as further hurried repairs are undertaken and the weapon systems come back on line.

The Romulan player launches a boarding party by using his « surprise » burn card. Despite the card  increasing the combat potential of the Romulan marines the Eisenhower’s security red shirts quickly despatch them before any damage can be wrought. If boarding parties manage to get a foothold they remain onboard their target and can attack every time the parent vessel activates.

Suspecting that the Varak will pick up the shuttle, the Eisenhower tries to cut off their escape route as engineers manage to fix the bridge systems by shining a salt shaker with a blinking light on over a bunch of fluorescent tubes. With bridge and weapon systems now fully functional they can engage the enemy at last. 

The Varak does indeed scoop up the shuttlecraft and uses its remaining action points to launch a salvo of plasma torpedos from its aft mounted torpedo bay. The salvo moves two hexes straight away but after this their seeker heads will move them towards the nearest target. They remain in game for three turns before they expire or explode and no further torpedos may be launched from the parent vessel while they remain in play. The Eisenhower is equipped with a comprehensive electronic counter measures system (ECM) and could attempt to steer the torpedoes in a different direction but it’s costly in action points and not guaranteed to be successful. 

Rather than pay for a costly and possibly ineffective attempt to override the Romulan torpedoes, the Eisenhower uses another of its attributes, namely it’s point defence short range gattling phasers. 50% of the passing enemy ordnance is destroyed as the Federation ship launches its own photon torpedoes in a counter strike. 

With the photon torpedos closing in fast the Varak uses all it’s action points to cloak. The model is replaced by three question mark counters. From here on in the Romulan player can choose to reappear in a hex containing one of these counters each of which moves as though it were the ship itself. The cloaking ship breaks the target lock of the Eisenhowers torpedoes which will now continue in a straight line off the board. Meanwhile back at the ranch the remaining 50% of the Romulan’s Plasma torpedoes circle round and close in on the tail of the Eisenhower.

Whammo! The remaining plasma torpedo strikes the Ike’s aft shields. On the bridge everyone lurches from one side to another and sparks erupt from consoles, lol. The question marks denoting the Varak’s potential location begin to spread out. 

Blast weapon combat is dealt with differently to beam weapon exchanges, in that there is a much greater chance of serious hull damage. The Eisenhower suffers damage to its engines and one of the white dice used to roll for action points is changed to red - denoting hull damage as well. If you use a red dice to roll for action points and you don’t roll high enough, a whole new range of bad things happen - so there’s a risk v reward thing going on from here on in. If a vessel gets three red dice it is crippled. Hull damage can be repaired in game like system damage, but not fully. There will always be one red dice in play.

The Varak sneaks past the Eisenhower heading for its own board edge. If it can just get in a scan with its sensors it can complete its four levels of intel collection and get the hell out of Dodge. Unfortunately cloaking a ship costs a lot of action points and remaining cloaked costs almost as much. Unable to roll up enough action points the cloak drops and the Varak model is put back on the board in place of one of the question mark counters. In the turn that a vessel de cloaks it has no shields. The Eisenhower launches a second photon torpedo strike from its aft launchers.  

The photon torpedoes strike home, killing and injuring a significant proportion of the crew, causing major hull damage (red dice) and damaging the comms system. 

Which was when the Federation player dropped his single burn card. It can only be used on a vessel with hull damage so there’d been no chance of playing it till now. With only a few un injured crew remaining and major hull damage the Romulan captain rolls for mutiny and fails with three dice - causing the remaining crew to surrender. 

So the Eisenhower takes control of the Varak, seizing the shuttle craft and spy that’d been previously taken on board her. With 50 points for completing their mission, extra points for the damage caused to the Varak and no deductions for failing to communicate prior to hostilities it’s a very convincing (if not very lucky) last minute win for the good guys. Huzzah. 

This was my third proper battle with the rules and they worked splendidly, if I do say so myself. It’s gratifying to bring something to a conclusion that’s been gestating for so long. I’ve a couple more models to paint up and a campaign to organise but otherwise I can consider this an itch well and truly scratched.

If you’ve stuck with the post this far I admire your fortitude! Rest assured you’ve made an old man very happy, which is hopefully reward enough in this crazy mixed up world. 



Toodleooh.

31 comments:

  1. Very clever rules giving a splendid narrative. There were boo’s in the stalls when you described the limitations on the good guys and riotous cheering from the circle when Eisenhower’s Photon Torpedoes struck home.

    Clever cloaking rule. The ‘to scale’ shuttle made me smile.

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    1. Thanks Norm, i have a big problem for some reason with mixing scales. I could’ve got these rules up and running years ago except the only cheap and available models were micro machines kids toys which were all the same size no matter how big the ships in question are meant to be. Thank the Gods for 3D printing!

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  2. Excellent! I enjoyed that. Relieved the good guys came through in the end.
    Chris/Nundanket

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    1. It’s Star Trek Chris - the good guys always win…even if it’s only the moral high ground. Lol.

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  3. What a fantastic game....the narrative could easily have come from a Star Trek episode....I have only ever seen the "real" ST with Captain James T Kirk et al, as I stopped watching it when I was about twelve๐Ÿ˜ I just commented on your previous post...having a somewhat Devils Advocate view of the world, I was hoping the Romulans would prevail...sorry, I often prefer "the baddies"! My first two armies were Napoelonic French and WWII Germans! ( if you are British, Napoleon WAS a baddie, sort of ๐Ÿ˜†)

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    1. Thanks Keith, I wanted the rules to be more than just a ticking off of damage boxes until you blow up kind of thing. The last time I played this the Romulan’s got a boarding party on board the Eisenhower and seized control of the bridge, so plenty of outcomes are possible even with the same scenario. I wouldn’t dare describe Napoleon as a baddy by the way, not round here at any rate!

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  4. Hello old chap,

    I have no words other than fab and for gods sake drop me an email!

    Micro machines are great for what you use them for.

    All the best,

    DC

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    1. Hello DC, how’s yer belly for spots…as we used to say in Kidderminster? Glad you liked the Trek stuff. I’ve already had more comments than I expected to get, lol. Back to the AWI shortly as far as the blog is concerned but I’ll be doing a bit more Trek stuff behind the scenes I expect.

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  5. Excellent game and report JBM! Very exciting for the Feds to get a win at the last possible moment.

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    1. Considering I was playing solo it came as a bit of a surprise to me too Ben. Lol.

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  6. With a title like that JBM I just had to read through the post, wonderful stuff. Love the Tractor beam/ kebab skewer! You are clearly enjoying yourself out there my friend :) BTW my wife can do that hand thing /salute, I find it impossible, (yes, we know how to keep ourselves entertained here). Sometimes she even gives me the old one fingered salute!

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    1. Hi Lee, yes I am definitely enjoying myself thanks - best move I’ve ever made. The ongoing sunshine helps too. Good to hear your missus has the hand sign thingy sorted. My wife always makes an L sign on her forehead with her thumb and index finger - which she tells me means « love you ».

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  7. Well I can't say it's my cup of tea at all (which I don't drink BTW) but it all seemed to work a treat, from the scenario, random missions to the action itself. Having said that I do have a hankering to scratch build something 'sci fi' just for the fun of it and for possible use in future Xenos Rampant games...

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    1. Hey Steve, I know mate - you and about 90% of my small coterie of blog followers are not into this kind of thing. I promise not to test your patience much further. With that said why not have a go at something sci fi if you’ve got the rules for it. I won’t tell a soul, lol.

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  8. Entertaining episode and the rules worked well, right result and home in time for tea and crumpets, nothing wrong with colonial wargaming is there!
    Best Iain

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    1. Tee hee, you’re only right Iain, the benevolent Federation, bringing peace and prosperity to a solar system near you - but only if you agree to join us.

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  9. Love the ships,. love the space hexes, love the tractor beam, but the asteroids need to be on stands COME ON!!! ๐Ÿ˜€

    I'll echo above that the game seems to play a LOT more like an actual episode of the series and has way more going on than just moving and shooting. When / if you have a readable version of this, I'd love to give it a read if possible. because that's what i do now, I read space rules. and your blog no matter the topic. ๐Ÿ˜€

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    1. Cheers Stew, I couldn’t find the blooming stands for the asteroids. I have some but God knows where they are. I have a word document I could send you too if you want to have a looksee at the rules. PM me at mkwheatley@icloud.com and I’ll zap you a copy. :-)

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  10. Splendid stuff indeed Matt…
    When the action was high I could see the wobbly scenery,badly timed staggering and flashing lights… just like the real thing.
    So… we have had the pilot episode( with maximum audience approval)…when will the first season be starting?
    Live long and prosper… Aly

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    1. Well I wasn’t going to do any more on the blog Aly, since the cognoscenti here are primarily historical wargamers, however I had expected about three sympathy comments on the post and obviously got a few more. Might have to reconsider things and do a mini campaign.

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  11. Brilliant JBM! Your combat descriptions added that extra period-appropriate touch. Hope to see more of this project as you go. For my randomly moving asteroids I used, I think they’re, volcanic chunks sold in the States to put in the bottom of gas grills for heat dispersion. They look as I’d imagine they should: gnarly, pitted, different colors & sizes. Easy to glue several together too. (Or add another via a dowel ~ at any height or angle if you want to get into random movement with a spin.) Apologies, got excited there. May I request a copy as well?
    ~ Tom T

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    1. Hi Tom, I was foolish enough to buy (I know) resin asteroids, back when I had more money than sense. I only put four on the board since I was trying to keep things as vanilla as possible. Volcanic chunks sound just right for the job and if I need any more in the future I won’t be buying their resin cousins that’s for sure. Cheers for the tip. No problem sending you the rules - just don’t expect too much. If you email me at mkwheatley@icloud.com I’ll zap them to you with a copy of the ship data sheet and a sample burn card. If you’ve got word on your computer you should be able to mangle them and make up your own I imagine.

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  12. Thank you very much JBM! You’ve gotten me excited to return to an old project again. I’ll include a couple of photos for your amusement. Which made me realize we last played this genre in 2016. (While fun the rules we used weren’t quite right for the Dudes. And the project has languished ever since.) Now where are all those unpainted spaceships?
    ~ T T

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    1. Hope you find those ships. I look forward to seeing your photos!

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  13. In the meantime: Sir? Might I interest you in purchasing these slightly used space rocks? ; - )

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    1. Sorry not interested, I only buy brand new…you can’t be too careful when it comes to asteroids you know. Lol.

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  14. Excellent report and the rules give a nice narrative, enough so for me to be interested in trying them. I have a box full of not quite Star Trek and not quite Battlestar Galactica that need an outing.

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  15. Really interesting to see this. There was a guy who was attempting to write a generic set of spaceship rules using the Song of Blades and Heroes system about ten years ago; quite a lot of interesting ideas in it, but ultimately I think real life got in the way of him finishing the project. That too had a mechanism where ships kept moving even if no actions were spent which did lead to situations where ships that were part of forces with low Q values would fly into planets.

    Of course this was all pre-G&G which is certainly a good starting basis for a spaceship game; certainly where I;d start if I was doing one. I'm impressed with what you've put together!

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  16. And don't let the primary audience of your blog put you off posting more about this project. I'd certainly like to see more of it.

    It's your blog; don't pander to what you think the readers want :-D

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    1. Ah but with only 35 « followers » I feel more obliged than I probably should to post stuff they’ll be interested in. With that said there’ll be more Trek once some of the other ongoing projects settle down a bit.

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    2. I'm one of the 35 and *I'd* like to see more of the Trek stuff ;-)

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