Astral Conflict - First Edition
Astral Conflict - First Edition
Version 2.0
“Tabletop Rules for Wargaming in
the far reaches of Space”
Copyright © 2006
Youngdale Productions
www.clashofsteel.biz
$8.95
Registration # TXu-1-142-014
For ages 12 and up
Table of Contents
Introduction………………………………….Page 03
Combat………………………..…………......Page 03
Strike Force and Fleet Commanders….…......Page 06
Fighter Class Boarding Parties……………....Page 07
Capital Class Ship Boarding Parties…….......Page 07
Master Engineers……………………...….....Page 07
Creating Custom Ships………………….......Page 08
Custom Weapons Table……………….….....Page 10
Creating Stats for a Capital Ship……….…....Page 11
Crew……………………………...……....….Page 13
Planets and Asteroids…………………….….Page 14
Capital Ships Attacking Planets……………..Page 15
Satellites and Probes…………………….......Page 15
Space Stations and Installations…………......Page 16
Suns and Solar Flares…………………...…..Page 16
Frigates…………………………………..…..Page 17
Escape Pods……………………..………..….Page 17
Space Mines………………………………....Page 17
Hit Locations Table……………………….....Page 18
Experience and Rewards…………...……......Page 19
Playing Astral Conflict Double-Blind……....Page 20
Scenarios…………………………….…........Page 21
Cloaking Devices……………….…………...Page 23
Progressive Tracking Targeting Computer….Page 24
Artificial Intelligence………………………..Page 24
Astral Conflict Play by Email…………….…Page 24
2
Introduction
Combat
3
Ramming
Ships may ram into other ships if they have enough
movement left, can trace a straight and unobstructed line
to the target, and are at least half the size of the target
ship. Note though that capital ships may only be
rammed by other capital ships. Smaller ships would just
crumple against the capital ship’s hull. If two ships tie
in their movement phase initiative roll and only one of
them wants to ram the other, the defending ship gets to
move first and thus obviously the ram fails.
Damage from ramming is calculated in this phase and
immediately following the ramming. Roll one six-sided
die. If the ship that is ramming is larger than the target
ship, add one to the result. If the ramming ship is
smaller than the target ship, subtract one from the result.
On a die result of 4 or higher the target ship is hit. On a
result of 3 or less the ramming ship overshoots the tar-
get. Roll one six-sided die. The ramming ship is placed
that many centimeters past the target ship, along a
straight line from the original starting point.
4
Whichever of the two ships has the higher class engine
becomes the attacker, and the other the target. If both
ships have the same class engine, whichever ship has the
higher War Value becomes the attacker.
Both ships must have enough movement to have
reached each other from their original positions. Move
both ships halfway, facing each other and meeting in the
middle. The attacker automatically hits the target but
both ships take full damage! This damage will be the
distance they moved to meet in the middle. Readied
shields deflect one point of damage (two if both capital
ships). If the spaceships survive, they are then placed
end to end, facing opposite directions.
5
Damage in this phase is simultaneous. Ships that are
destroyed are not removed until the end of this phase.
Each weapon has its own damage value. Shields that
have been successfully readied in the Shield/Repair
phase may deflect one point of damage (two points in
case of capital ships) per weapon attack. But then the
shields have become “damaged” and must be repaired in
the next Shield/Repair phase. For example, a fighter
ship is hit from two lasers from one enemy and one
pulse torpedo from another enemy. The ship’s shields
will absorb a point of damage from each attack, for a
total of three.
6
Fighter Class Boarding Parties
Master Engineers
7
Creating Custom Ships
Hull Types
Hull Type Hull Max. # of Weap- War
Points ons Allowed Value
Alpha 5 1 10
Class
Beta Class 10 2 20
Cruiser 20 4 40
Class
Destroyer 40 8 80
Class
Battlestar 60 10 100
Class
Behemoth 80 10 160
Class
Gargan- 100 12 200
tuan Class
Note that the first four hull types above are Fighter class
hull types. The Battlestar, Behemoth, and Gargantuan
Class hull types are for Capital ships. Creating a custom
Capital ship is discussed after the following tables.
8
Engine Types
Engine Movement War Notes
Type Rate (cm) Value
Class I 2D8 10
Class II 2D10 20
Class 2D12 40
III
Warp 1D12+10cm 75 Not allowed on
Drive Alpha Class
hulls
Class 1D20+5cm 80 Capital Class
IV Engine
Class V 1D20+15cm 100 Capital Class
Engine
Class 2D20+10cm 150 Capital Class
VI Engine
Targeting Computers
9
Custom Weapons Table
10
Creating Stats for a Capital Ship
Hull Types
The following hull types are available for capital ships:
Battlestar Class, Behemoth Class, and Gargantuan Class.
Battlestar Class ships have 60 Hull Points and have a
base War Value of 100. Behemoth Class ships have 80
Hull Points and have a base War Value of 160. Gargan-
tuan Class ships have 100 Hull Points, and have a base
War Value of 200.
Weapon Systems
Capital ships employ much larger weapons than the
standard fighters described on the previous pages. Both
the Battlestar and Behemoth Class ships can have up to
ten weapons. The Gargantuan Class ship can have up to
twelve weapons, but note can only target up to ten tar-
gets at once (if it has ten or more weapons).
Targeting Computers
Only two options are available for capital ships, the
Flyswatter and the Equalizer. The Flyswatter allows
you to hit capital ships on a 6,7, or 8 (on 1D8) and all
other ships on a 5,6,7, or 8 (on 1D8). The War Value of
the Flyswatter is 80.
The Equalizer allows you to hit all ships on a 4,5, or 6
(on 1D6). The War Value of the Equalizer is 100. As
you can see, capital ships are pricey in War Value when
compared with the fighters!
11
Engine Types
Besides the engine types listed previously, three en-
gine types are available for the capital ships: they are the
Class IV, Class V, and Class VI. Class IV engines give
you 1D20+5 cm of possible movement a turn, and have
a War Value of 80. Class V engines give you 1D20+15
cm of possible movement a turn, and have a War Value
of 100. Class VI engines give a ship 2D20+10 cm of
possible movement a turn, and have a War Value of 150.
Ship Template
12
Crew
13
Planets and Asteroids
14
Capital Ships Attacking Planets
15
Space Stations and Installations
16
Frigates
Escape Pods
Space Mines
17
Hit Locations (Optional Rule)
18
Experience and Rewards
19
Playing Astral Conflict Double-Blind
20
Escape pods are detected exactly like ships. Friendly
ships can broadcast their own location and transmissions
to other friendly ships out to a range of 24 cm.
Scenarios
Scenario One
“Boarding the Cutlass”
Number of Players: 2
Mission Objective:
Attacker: Successfully board the “Cutlass” to retrieve
secret weapon documents
Defender: Maneuver the “Cutlass” across the playing
field and avoid being boarded
Game Duration: six turns maximum
Description: The ever-elusive “Cutlass” has been seen
in your patrol zone and rumor says it carries documents
pertaining to construction of a new secret weapon. You
just made captain and your crew is new, but catching the
“Cutlass” would be pivotal to your career. You set full
course to the coordinate the “Cutlass” was last at, and
hope your cadet training has prepared you…..
Mission Parameters: The game-playing surface should
be around 80 cm by 80 cm. The game ends and the de-
fender wins if they exit the opposite side of the board by
the end of the sixth turn, destroy the attacker, or resist
being boarded by the end of the sixth turn. The Cutlass
is not allowed to exit the board until after the fourth
turn. The attacker wins if they successfully board the
“Cutlass.” The attacker does NOT win if they destroy
the “Cutlass,” as this would mean the documents are
destroyed also. The attacker and defender may each
place one asteroid (2 cm in diameter at least) anywhere
on the field. Attacker places first. Players start on op-
posite sides of the board, within 5 cm of the edge and at
least 5 cm away from any asteroids.
Optional Rules: If both players agree, the Hit Location
Table may be used in this scenario
21
Ship Name: The Aurora (Attacker)
Crew Size: Average
Hull Type: Cruiser Class
Hull Points: 20
Engine Type: Class I
Movement: 2D8
Targeting Computer: Nether X5
Weapons: Larger Laser Battery
Small Laser Battery
Total War Value: 105
Scenario Two
“For a fistful of Fusion”
Number of Players: 2-6 players with at least ten ships
total
Mission Objective:
Attacker: Reach and take control of the planet Yogera
for ship repairs
Defender: Defend the planet Yogera from attackers,
destroy half of attacker’s force
Game Duration: 1D8+4 turns or until half of the at-
tacker’s force is destroyed
Description: After a recent vicious battle near the
planet Nyela, you have guided your task force toward
the industrial planet of Yogera for repairs. The problem
is, Yogera is not under your control and the defenders
know you are coming. But Yogera is rich with re-
sources and you can’t risk a bigger battle with another
foe at any other planet…...
Mission Parameters: The game playing surface should
be at least 100 cm by 100 cm. Each side starts with an
equal number of ships, and the defender’s total War
Value of its force may be 1-30 points greater than the
attacker’s total War Value. The defender may also in-
clude in its force a space station or installation on Yo-
gera. This counts towards the War Value limit. Place a
planet that is at least 10 cm in diameter within 10 cm of
one edge of the board. Place all the defender’s ships
within 15 cm of the planet to start. Place the attacker’s
ships within 15 cm of the opposite side of the board.
The game ends and the defender wins if at least half of
the attacker’s force is destroyed (the attacker flees). The
attacker wins if they can reach Yogera and destroy all
defending ships within 5 cm of the planet. If neither of
these conditions is met by the end of the game duration,
the game is a draw.
Optional Rules: If both players agree, the Hit Location
table may be used for this scenario
22
Scenario Three
“Return to the Rock”
Number of Players: 2-4
Mission Objective: Have at least one ship survive at
the end of turn ten
Game Duration: 10 turns or until only one player sur-
vives
Description: Various scouting ships from different
fleets have accidentally encountered each other in an
asteroid field. Surprised and flustered, someone gets
trigger-happy and opens fire. Chaos ensues and carnage
reigns………….
Mission Parameters: The game surface should be
around 60 cm by 60 cm. Randomly place around 30
asteroids all over the board, making sure that there is at
least one asteroid per 10x10cm square (if you imagine a
grid placed over the surface). Each player has only two
ships, each within 10 cm of each other and within 10 cm
of a board edge. Each player’s combined War Value of
their two ships shall not exceed 225 points. No Capital
Class ships. Last one standing wins! There should be a
lot of asteroids exploding and shrapnel in this game!
Shifting alliances and backstabbing is to be encouraged!
Optional Rules: Place 1-5 space stations on appropri-
ately sized asteroids. These stations are neutral, and will
fire on any ship within range of their weapons.
23
Progressive Tracking Targeting Computer
Artificial Intelligence
Engine Types
24
Regular Weapons Systems
One person is the referee and updates the map for all
players, showing where each ship is located. The play-
ers e-mail the referee their targets, and the referee makes
the rolls for them. To determine ranges of anything not
covered in the above tables, round to the nearest division
of three. The range is that many hexes. For example, a
Weapon Specialist Team adds 2cm to a weapon’s range.
That equates to one hex (3cm) added to the weapon’s
range. Escape Pods move 2 hexes in a random direction
every Movement phase. Suns are at least 3 hexes in
diameter. Create house rules for other questionable
ranges beforehand to eliminate possible conflict. The
referee makes all rolls for the players to eliminate cheat-
ing. This hex conversion can also be used for regular
game play, thus eliminating the randomness of move-
ment.
25
ASTRAL CONFLICT
Version 2.0
Engine Types
Engine Type Movement Rate (cm) War Value Notes
Class I 2D8 10
Class II 2D10 20
Class III 2D12 40
Warp Drive 1D12+10cm 75 Not allowed on Alpha Class hulls
Class IV 1D20+5cm 80 Capital Class Engine
Class V 1D20+15cm 100 Capital Class Engine
Class VI 2D20+10cm 150 Capital Class Engine
Hull Types
Hull Type Hull Points Max. # of Weapons Allowed War Value
Alpha Class 5 1 10
Beta Class 10 2 20
Cruiser Class 20 4 40
Destroyer Class 40 8 80
Battlestar Class 60 10 100
Behemoth Class 80 10 160
Gargantuan Class 100 12 200
By Jason Youngdale
Copyright ©2006
Youngdale Productions
www.clashofsteel.biz