|The "table": a 28"x22" foam core board, with fleets at opposite corners. I played the game in centimeters to accomodate the small space.|
Side A has a battleship and two escort-destroyers. Side B has two heavy cruisers, two fleet-destroyers, and one raider-destroyer. The battleship is a killer, with two three-gun “ship killers” (representing big-caliber gauss rifles, rail guns, or plasma cannons) and numerous heavy secondary weapons. It is also armored and has better redundancy in its key systems.
|Side A: Two heavy cruisers, two fleet-destroyers, and one raider-destroyer.|
|Side B: A battleship and two escort-destroyers.|
|The quick reference sheet. Rolls are done with D6s or pairs of D6s.|
|The ship charts. Each ship has a single "data card", which can fit onto a 3x5 card. I printed them smaller so I could have everything on one sheet of paper.|
|Dice indicate speed. The triangular marker indicates the use of "hard acceleration."|
|No more heavy cruiser. The game's campaign system will have rules to determine what happens to the crew of a destroyed ship.|
|The sorry state of the ships at the end of the game, and my scrawled notes at the bottom.|
The battleship's armor and armored systems let it fight for a turn longer than it might have otherwise, which felt right to me. I want the game to emphasize the use of ECMs, defense systems, and agility to avoid being hit---not armor to suck up hits. Numerous ships suffered crew casualties (which penalizes the ship's quality) and lost damage control crews.