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{{more citations needed|date=June 2016}}
{{short description|1991 board game}}
{{Infobox game
| manufacturer = [[Games Workshop]]
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| ages = 8+
| setup_time = 10 minutes
| complexity = Low
| strategy = Medium
| random_chance = [[Dice]] rolling
| bggid = 5465
}}
 
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Players chose a movement option secretly on their [[Navigation|helm]] computer chart. The movement options varies from moving 0-2 squares and changing a ship's facing. Ships are then moved simultaneously, with any ships that end up in the same square being considered to have [[ramming|rammed]] each other. Ramming damage is assigned by each player dropping 4 six-sided dice into the box lid, which was divided into a 3x3 grid. Any dice that land in the middle grid count as one point of damage to the appropriate arc of the ship.
 
After movement, weapons are fired. Players choose a target, then roll the appropriate number of dice in the box lid depending on the location of the target in the shooting ship's fire arc. The ship's [[keel]] gun can only fire in the 90 degree arc to the front and inflicts most potential damage at a range of 3 squares, while the ship's [[Broadside (naval)|broadside]] guns inflict most potential damage at a range of 1 square and can only fire to either side of the ship. Any die that occupies a hit grid section in the box inflicts one point of damage. Any die in a hit section which rolls a six is deemed to have caused a ''critical hit'', with additional damage to the target determined randomly on the Critical Damage chart.
 
Any damage inflicted causes the removal of shield tokens from the target ship's appropriate fire arc. Once all shields have been removed, further damage to that arc causes the removal of Damage tokens. Once all 4 damage tokens had been removed, a ship is destroyed.
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==Expanded rules==
[[White Dwarf (magazine)|White Dwarf]] magazine published expanded rules,<ref>{{ cite web |title=White Dwarf 139 - July 1991 |url=http://www.gamehobby.net/white_dwarf_magazine/white_dwarf_139.html |url-status=dead |archive-url=https://web.archive.org/web/20090225175751/http://www.gamehobby.net/white_dwarf_magazine/white_dwarf_139.html |archive-date=2009-02-25 |df= }}</ref> differentiating between the [[Eldar (Warhammer 40,000)|Eldar]] and [[Imperium (Warhammer 40,000)|Imperial]] ships included in the original box and adding rules for additional races such as the [[Tyranids]].<ref>{{ cite web | title = White Dwarf 146 - February 1992 | url = http://www.gamehobby.net/white_dwarf_magazine/white_dwarf_146.html | url-status = dead | archive-url = https://web.archive.org/web/20080506103640/http://www.gamehobby.net/white_dwarf_magazine/white_dwarf_146.html | archive-date = May 6, 2008 | df = }}</ref>
 
Ships now had fixed shields on each fire arc and a different number of damage points. They also had different special rules, Critical Damage tables, speed and an associated points cost. Each ship also had their effective weapons range increased to 9 squares.
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==Reviews==
*''[[Challenge (game magazine)|Challenge]]'' #59 (1992)<ref>{{cite web | url=https://archive.org/details/Gdw-Challenge59/page/n35/mode/2up | title=GDW Challenge59 }}</ref>
 
== References ==
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[[Category:Warhammer 40,000 tabletop games]]
[[Category:Games Workshop games]]
[[Category:ScienceSpace fictionopera board games]]