Project Phoenix Update #1- Ship forms
Below is an example of one of our ship forms. I’ll explain a few of the details to give you a brief tour of the game. When you get the PDF, you’ll be able to print out the ship forms and put them in page protectors (cheapest) or laminate them. From there you use dry erase markers to mark damage and plot your power use.
What do all those boxes mean?
It is laid out and organized for ease of use so you can monitor your major ship systems. The boxes represent the number of damage points that your ship systems can take. Black boxes for ship systems, blue boxes for shields, green boxes represent potential shield reinforcement, if you power it. At the bottom, in the Structure section, you’ll notice red and black structure boxes. The distinction is important for when you start playing campaign games. A ship can repair the black structure boxes while in space, but must get to a space dock to repair the red structure boxes.
Structure is nice, but what about the weapons?
You will notice the diamonds in the weapon section. Those represent the damage dice that the weapon uses at various ranges. So the Mark-IV Antimatter Torpedo at range 5-10 (inches) rolls 2 Red Dice. Red dice are the best, doing the most damage. Then there are Yellow, Green and Blue dice. You will also notice that each weapon has a small (red) firing arc. You need to maneuver so that the weapon is in arc of the target. If the weapon is in arc, all you do to attack is measure the range, decide which weapons to fire, grab the dice and roll. The you total up the damage and start marking off your opponent’s shields. Once his shields are gone, you draw a damage card for each damage point. Pretty simple really. Each weapon may also have some traits. You may notice the PREC (Precise) trait for the Phasar, this allows you to try to target enemy Systems, Weapons, Shields and Engineering sections.
How do you power all those weapons?
Most of what you see in green relates to powering ship systems. In the weapons section, those green circles represent arming points. Once they are filled in, the weapon is armed and ready to fire. When you fire, just erase the weapon’s green circles. Under the engineering section you will see a list of functions. The Yorktown II Heavy Cruiser has 8 point of power and 1 battery. At the beginning of a game turn you simply apply your power to the functions that best support your plan. Each power point allows you to fill in one green circle. Here’s a quick guide: ACC/DEC (acceleration or deceleration), SIF (Structural and Inertial Fields, these reduce stress on the ship so it doesn’t fly apart). For weapons when you fill in a circle you generate arming points. SHLD RNFC (Shield Reinforcement), SHLD REPR (Shield Repair), SENSOR (sensor point get applied to targeting, jamming, and scanning). GEN SYS (lets you operate your ship systems like Sciences (SCNC), TRAC, etc). BTY RECH (Battery recharge, allows you to put extra power in storage for later use). WARP DRV (Warp Drive…in case the battle isn’t going well and you need to leave).