I've read through the SFB rules (the basic set and a bunch of other material) and to be honest, I'm not a fan of it. I admire how nuanced it is, but I think it gets very heavy.
My brother and I were looking to play it, but didn't want to get bogged down, so I started writing my own version of the rules, which came full on into an entire self-contained wargame. I started designing an SSD for a constitution class ship, and I wanted to get some opinions on it.
I imagine it might help to explain some basic rules, as well.
Bear in mind, these are basic basic basic rules.
Sequence of play
1: Turn
- a: Initiative (1d20 + command rating of each player's flagship)
- b: Impulse (x4)
- - i: Main Phase 1 (shield reinforcement, ECM/ECCM, etc; order of events is determined by initiative, lowest first, highest last)
- - ii: movement phase (all players move their ships by order of initiative, lowest first, highest last; seeking weapons are moved but not resolved at the end of the movement phase)
- - - 1. turning*
- - - 2. intertia**
- - - 3. turning*
- - - 4. thrust
- - - 5. turning*
- - ii. Main Phase 2 (shield reinforcement, ECM/ECCM, etc; order of events is determined by initiative, lowest first, highest last)
- - iii. Weapon's phase (each of these subphases of weapons have their weapons resolved at the end of the subphase; each subphase is resolved by the intiative, lowest first, highest last)
- - - 1. Direct-fire***
- - - 2. Seeking Weapons are resolved
- - - 3. Direct-fire***
- - iv. Main Phase 3 (shield reinforcement, ECM/ECCM, etc; order of events is determined by initiative, lowest first, highest last)
* turning is a little odd. each ship has a turning limit. that limit dictates how many hexsides their ship can change PER IMPULSE. A ship with a turn limit of 1 can elect to turn their ship at one of the turning subphases in the movement phase. A ship with a turn limit of 2 can turn their ship 1 hex-side at any two of the turning sub-phases (but not twice at one subphase). A ship that has three can turn their ship once per turning sub-phase. A ship with 4 can choose which subphase the extra turn will go into. A ship with 5 can choose two subphases in which to turn 2 hexsides (but cannot turn three times in a single subphase). Get where I am going here?
** It took me a few hours to iron out the inertia rules. Basically, you keep track of how much thrust is applied in each direction (which is NOT oriented to the ship, but rather to the map itself). You can use thrust to move forward or backwards (but each ship has a limit on how much thrust can be applied in one impulse; usually its different for forward and backwards). At the inertia phase you automatically move your ship in the amount and direction indicated by your inertia. A point of thrust applied in the opposite direction of an inertia point subtracts the intertia point. (I apologize if this sounds odd, but its actually rather simple in practice).
*** You can choose to fire your direct-fire weapons either before or after the seeking weapons are resolved. You can fire some before and some after, if you so choose.
Energy is drained as you use it, if you run out of power during your turn, you're out of luck, so it takes some foresight.
Direct-fire weaponry is resolved by using a d20. You have to roll above the to-hit for the range bracket your target is in. ECM increases your enemies die roll against you, ECCM counters die rolls modified against you to that target.
I am definitely open to suggestions or comments if you feel this can be improved. Bear in mind, however, that a lot of these rules aren't defined yet, or are under pre-alpha status.