TL;DR
BCS has a tabletop game. Marc has clearly stated a rock-scissors-paper preference for BCS combat (as well as wheels within wheels). "Get your assets where you need them before you enter weapon range", to quote Mike Wightman. "This is why planets and gas giants become choke points, and why the High Guard position is required to screen refueling ships."
Spine is King. Spines are clearly the superior weapon.
Battleships Are Tough. Unlike other ships, capital ships require multiple simultaneous crits to be Out Of Action.
Secondaries *Could* Kill. A valid strategy is to compromise a Capital ship's primary defenses, and then kill it with secondaries.
BCS Design is ACS + SpineMaker. The focus of BCS design is Capital Ships. Largely, the thing missing from ACS is the spine. Marc's drafted a couple versions of SpineMaker, and his firm opinion is that BCS design centers around the spine. ACS + SpineMaker = BCS Design.
Imperium-Style BCS Considerations
Based on T5:
- BCS design is ACS plus Spines.
- BCS combat is rock-scissors-paper.
BCS has a tabletop game. Marc has clearly stated a rock-scissors-paper preference for BCS combat (as well as wheels within wheels). "Get your assets where you need them before you enter weapon range", to quote Mike Wightman. "This is why planets and gas giants become choke points, and why the High Guard position is required to screen refueling ships."
Spine is King. Spines are clearly the superior weapon.
Battleships Are Tough. Unlike other ships, capital ships require multiple simultaneous crits to be Out Of Action.
Secondaries *Could* Kill. A valid strategy is to compromise a Capital ship's primary defenses, and then kill it with secondaries.
BCS Design is ACS + SpineMaker. The focus of BCS design is Capital Ships. Largely, the thing missing from ACS is the spine. Marc's drafted a couple versions of SpineMaker, and his firm opinion is that BCS design centers around the spine. ACS + SpineMaker = BCS Design.
- Spine length maps to damage and power requirements.
- Spine length implies minimum hull length.
- Emplacement + Weapon + mods results in weapon range.
- Ships are describable on a 3x5" index card
Imperium-Style BCS Considerations
- Start by defining Interstellar Wars period (TL 8 - TL 11)
- Tabletop hexmap: 1 hex = light seconds
- Planets get markers. GG. Mainworld.
- Cards: secret weapon, hero admiral, mutiny!, traitor, lurking ships, boarding party, flawed decision, etc etc
- PA spine + Meson screen is a strong combination.
- Assume meson screen rating == Armor factor.
- You can't fire your meson gun when your meson screens are up.
- Local naval bases are of potential use to invading naval forces.
- Planetary assault is possible but easy to misjudge. :: Planetary defenses are difficult to coordinate.
Based on T5:
TL | Weapon |
---|---|
8 | Missile spine or bay |
8 | Fighter launcher |
9 | Slug Thrower spine or bay (sr) |
10 | Salvo Rack spine or bay (sr) (magnetic) |
10 | KK Missile spine or bay |
11 | PA spine or bay (magnetic) |
11 | Plasma spine or bay (sr) (gravitic) |
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