FCS as a Wargame: A variant of Imperium, starting with the ZS and the Interstellar Wars.
Differences from Imperium -
As you can tell, ship detail cards are likely to have more detail than the original Imperium tokens. How this works without killing the game speed is TO BE SEEN.
Imperium counters had a Type, Maintenance Number, Beam factor, Missile factor, and Screen factor. FCS cards are likely to have Type and Movement values, nuanced main weapons, and an organized set of attack and defense ratings. They'll probably have purchase and maintenance costs on the card as well.
Differences from Imperium -
- Each battle is a hex-grid tabletop miniatures game, each side armed with a handful of BCS units.
- Battles take place in-system, around mainworlds, gas giants, or open space.
- When the ZS loses, it incorporates design improvements from the winning side.
- The ZS usually wins wars.
- Ortillery is most effective for planetary bombardment.
- Combat has layered defenses like High Guard. Battleships are hard to kill.
- Ship prices align with the OTU (e.g. MCr100 for a great fighter, BCr360 for a Tigress).
As you can tell, ship detail cards are likely to have more detail than the original Imperium tokens. How this works without killing the game speed is TO BE SEEN.
Imperium counters had a Type, Maintenance Number, Beam factor, Missile factor, and Screen factor. FCS cards are likely to have Type and Movement values, nuanced main weapons, and an organized set of attack and defense ratings. They'll probably have purchase and maintenance costs on the card as well.
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