Battleships forever
Battleships forever
Battleships forever is a tabletop war game that is based upon a realtime strategy game of the same name by Wyrdysm Games that is based upon a top-down shoot-em-up named Warning Forever by Hikoza T Ohkubo.
Goal
The goal of the game is to wipe out your enemy's fleet before he does the same to you.
Ship creation
Each player is alloted an agreed upon number of points, and builds an armada according to the following rules. It is reccomended that ships are cut from cardboard, as they are completely two dimensional. You will also need at least 1d6 and a scatter die.
Ship sections
Ship's core
Cost = 5
1 per ship (required)
May parent up to 4 sections
May contain only one weapon or thruster costing no more than 5 points
Size is always 2 inches by 1 inch
Base HP is 5 + 1 per section it is an ancestor of
Additional HP costs 2 points per HP
Max HP is 10
mass = 20 + 2 * HP
Ship section
Cost = 1 + 1/2 distance from the core (in sections)
May parent one section, weapon, or module plus one additional section or weapon per square inch of area
Must be parented by only one section
Size is up to 2 square inches with no dimension being smaller than 1/2 inch
Base HP is 1 + 1 per section it is an ancestor of
Additional HP costs 1 point per HP
Mass = 5*size (in square inches) + HP
Swivel joint
Cost = 1
Two sections may be joined by a swiveling joint.
Weapons
No weapon may cost more than 15 + distance from the core (in sections)
Weapon
Cost = 1
Base range: 12
Additional range costs 1 point for 6
Base damage: 1
Additional damage costs 2 points per damage
Base accuracy: 10
Additional accuracy costs 1 point for 5
Weapon types
Multiply the cost of the weapon by the weapon type's cost modifier
Basic gun
Cost modifier: 1
Shoots a single bullet based on the stats of the weapon
Laser
Cost modifier = 1.75
Base sweep: 2
Additional sweep: .75 additional cost modifier for 1
After a laser hits, it damages the section it hits, then may be moved between 1/2 in. and 1 in. in either direction. It damages the section it stops on, then continues in the same direction for the same distance damaging every section it stops on. It does this a number of times equal to it's sweep.
Missile
Cost modifier = 2
Base HP: 1
Additional HP: 1 point for 1
If a missle is reduced to 0 HP, it is destroyed without exploding
Explosion radius is equal to base damage
Missles deal damage to all sections under the explosion equal to total damage/(2*distance from the explosion center)
Rail gun
Cost modifier= 1.5
After hitting any section, the bullet continues with it's damage halved until it would deal less than one damage. After hitting a section, it's remaining range is also halved.
Torpedo
Cost modifier= 1.5
Fires a single bullet based on the stats of the weapon.
May be combined with missle type.
A torpedo is a bullet that fires through the third dimension.
When declaring your shot, declare a range you want the weapon to hit at. After rolling scatter, measure the distance you declared. The weapon hits at this location.
Modules
No section may have more than one module
Thruster
Cost = 1
Thrusters may only be mounted on the outermost sections of a ship
Base thrust value: 1
Additional thrust: 1 point for 2
Ship speed = thrust/mass * 12 in.
Max speed = 20 in.
Deflector
Cost = 20
Used on enemy's turn, after any shot is declared, but before it scatters.
Makes one section (not the core or the section it is mounted on) invincible for the remainder of the turn
Recharges on your turn on a die roll of 1 or 2
Additional recharge: For an additional 15 points, it can recharge on a 1, 2, 3, or 4
Additional duration: For an additional 15 points, it doesn't need to recharge until it is used twice
May not have more than one per four sections on your ship
Defensive gunner
Cost = 1
Used once per enemy's turn (does not shoot at objects that start the turn within 4 inches of the gun.) automatically fires at the first non-allied object within 4 inches that has HP.
May shoot missle torpedoes that are still in the third dimension if their path moves within 4 inches of the defensive gunner.
Damage: 1
Additional shots: 1 point per shot
Lancet
Cost = 5
Only damages weapons or modules
Destroys all weapons and modules in it's fire line
Base range: 12
Additional range: 1 point per 6 inches
Base accuracy: 8
Additional accuracy: 1 point per 5
Recharge: 1, 2
Additional recharge: 20 points for recharge 1, 2, 3, 4
Excellent accuracy: for 15 points, this weapon loses all scatter when the die scores a "hit"
Flux projector
Cost = 20
Used during shooting phase.
You may draw a line within range of this weapon. This line stops all bullets from passing through it for a duration of 1 round
Base range: 6 inches
Addidtional range: 1 point for 1 inch
Base energy: 8
Additional energy: 1 point for 1
Base energy recharge: 1d6
Additional energy recharge: 10 points per 1d6
Demeter control unit
Cost = 1
Base control: 1 demeter
Additional control: 2 points per demeter
A ship may have a number of demeters deployed at any time no greater than it's total demeter control.
Demeter laucher
Cost = 2
Launches a 1/4 in. by 1/4 in. ship mounted with a small gun. The ship is destroyed after 1 turn. Due to it's tiny size, it cannot be rammed, instead it will move out of the way if it can. Otherwise, it is destroyed. A demeter is allowed a movement phase immediately after it's fired.
Base speed: 6
additional speed: 1 point for 3 inches (max 30)
Base HP: 1
additional HP: 1 point per HP
Base duration: 1 round
additional duration: 2 points per round
gun:
Range: 2 in.
accuracy: 0
Damage: 1
Targeting computer
Cost = 10
Pick a location. You may measure the range from your targeting computer to this location.
Recharge: 1, 2
Gameplay rules
The game starts with a roll-off to see who goes first. Whoever is going first deploys first.
Deployment
Each player is granted one half of the table on which to deploy in any way they want. Players alternate placing each of their ships untill all ships are placed.
After deployment, the player who goes first starts his turn on phase 2, and loses half of his movement in phase 3. The game then continues as normal untill one player either resigns or is wiped out or untill the players agree upon a draw.
A player's turn consists of the following three phases.
Phase 1: Movement 1
During this phase a ship may move in any direction a distance up to it's speed.
The ship may rotate freely during this phase.
The ship may use swivel joints freely during this phase as long as no section is more than 25% covered at any point.
Phase 2: Shooting
During this phase, a ship may shoot all of it's weapons. To shoot, a ship places a marker a distance from the gun equal to it's accuracy. Next, the scatter die is rolled, and the marker is moved to the location indicated by the die. A line is drawn through the gun and the die, extending a distance of up to the gun's range.
The bullet follows the path drawn out hitting the first section it makes contact with.
An accuracy of 0 means that the shot will always hit it's target.
You may only measure range after declaring your attack.
Phase 3: Movement 2
During this phase, a ship may move in any direction a distance up to it's speed minus the distance moved in phase 1.
If the ship did not rotate in phase 1, it may during this phase.
If the a section did not swivel in phase 1, it may during this phase.
Additional rules
Ramming
When a ship is hit by a section of another ship, both sections take damage equal to the mass of the moving section times half the distance it moved divided by the mass of the stationary section (round down). No ship may endanger it's core by intentionally ramming another ship with the core section. If one section is destroyed in this process, no further damage is dealt to the other section.
Jetisoned section
When a section of a ship is no longer parented by any other section, it begins to float away. The section moves away from where it's parent section was with a scatter of 12. The section continues to move in the same direction until it is off the table. The section moves 3d6*10/mass (min 3, max 18) each turn. No weapon or modules attatched to the jetisoned section or to any section that the jetisoned section parents may be used
Feedback damage
When a ship loses a section, all of it's ancestors take one damage. No section may be destroyed by feedback damage. If a ship's core is not parenting any sections, it is immediately destroyed.
Electric feedback
If a ship loses more than 1/4 of it's sections in a single turn, the ship becomes disabled untill it's next turn. This does not apply if the ship loses only one section.
Weapon battery
If a ship has multiple weapons with the same stats, They may be fired as a battery. The first two shots hit where indicated by the scatter die. The next two shots hit with plus and minus one inch scatter. The next 2 shots hit in the middle again, then 2 with plus and minus 1 inch scatter, then 2 one inch of scatter outside of those, etc. After any 2 shots in a given location, the next shot hits one inch of scatter outside of that.
Terrain
Big rock floating in space somewhere
Exactly what it sounds like
Meteor showers
Each turn, roll a scatter die in the center of the board. On a "hit" nothing happens. If it is an arrow, follow the arrow to the edge of the board. 1d6 meteors appear around that spot (place one on the spot, then spiral out to the left, each meteor being placed 2 in. from the others.) The meteors now get "shot" from that spot with scatter 6 as a group, and move 3d6 inches each turn. Each meteor starts with 3 HP and mass = 30. Meteors have a 1 in. diameter
Black hole
If something starts it's turn within 24 inches of a black hole, it moves 12 inches minus half it's distance from the black hole. Black hole has inifinite mass and HP. Distance is checked from the closest edge of the object.
Definitions
Parent
A section that is directly inside of a given section is it's parent
Ancestor
A section that is any distance inside of a given section is it's ancestor
Recharge
A module with this feature, when used, may only be used again when it's recharge value is rolled on a 1d6. Recharge is rolled at the begining of your turn.
Energy
A module with this feature has a set energy pool that gets drained with use. The energy pool is refilled every round by the section's energy recharge. This is rolled at the begining of your turn.
Disabled
If a ship is disabled, it may not take any action during Phase 2: Shooting. Further, any demeters being controlled by the ship may not take any action at all.