Today we are going to take a closer look at stratoyager’s stats card, used in the game.

Each fighter miniature on the table have one of those assigned to track status changes, damage, current shields power, speed and changes in missile payload. They are also helpful as a quick refference for combat. Cards will be made in format and quality of gaming cards, although we are also considering carboard tiles.

Below you can see mockup of a page describing stats card. Let’s take a look:

Let’s discuss them in detail, starting from the top:

MODEL AND VARIANT – Not much can be added here. This area provides model of chosen yager, as well as it’s variant designation. Each fighter will have 2 or more cofigurations available, there are going to be special and unique flyers with own stats.

Example: Our sample stratoyager’s type designation is Guardian 150, in E configuration. 

IMAGE RECOGNITION DISPLAY – this part gives us image of the fighter. Mostly for ease of play.

UPGRADES – Those fields are for pieces of extra onboard equipment . Each field corresponds to one of the Combat icons. Upgrades may vary between different variants.

Example: Guardian is quite basic fighter and it doesn’t have much special equipment onboard, except for pulse type of main weapon. Pulse weapons send short, focused bursts of energy at stroboscopic rate, causing additional damage at short distances.

DESIGN QUIRKS – Most fighter types in the game have their unique perks and/or handicaps. Thanks to them each type behaves a bit different then the others.

Example: “If Stress Roll required, roll +1D”. Since last general overhaul, Guardians 150E are equipped with much more efficient engines, generating more thrust, that can be barely compesated by current inertia dampers and light chassis of the ‘yager.  In other words, while very fast and maneuverable, Guardian doesn’t withstand much of a hull stress.

POINT VALUES – each fighter in the game have it’s point value, useful when playing pitched battles or calculating victory points. In most cases there are 2 values – first one describes fighter without missile payload, while the other one is for fully amed ‘yager.

Example: Guardian on it’s own costs 80 points. But Guardian equipped with full complement of missiles is worth 110 points.

Now, let’s move to the Icons.

MOVEMENT


DESIGNER NOTES

Stratoyagers are not planes, and they don’t behave like them, at least in zero gravity environment. That is why they need whole set of multi-directional engines, to accelerate, brake, change direction, or even strafe sideways and yaw (roll and pitch as well, although it’s hard to represent them in 2D space of the game, but they are there).

Stratoyagers don’t behave like planes in terms of speed as well. When travelling in vacuum of space they don’t loose their speed, even when they are disabled. The only way to do slow down is to brake, or crash into something.


Each icon represents safe strenght value one of four available forms of movement. Stratoyagers are capable to make much more aggresive maneuvers above safety threshold, although at a risk of damage to pilot or ‘yager itself. Most units in the game can execute maneuvers up to double value indicated.

Each point above safe threshold adds 1 d6 to Stress Test.

MAIN THRUSTERS – Value of maximum safe ACCELERATION available for given ‘yager. Each point spent adds 1 Movement Unit (MU) to current speed.

Example: Guardian 150E have quite powerful main engine for its size, and that gives it’s quite good acceleration. Guardian can safely accelerate up to 4 units per turn, and in extreme situations it could increase it to up to 8 units per turn, but at cost of extreme stress to the hull and pilot. And as we know from Design Quirk of Guardian 150E, they don’t handle stress well. If executed, full throttle maneuver would require 4d6 added to Stress Test, +1d6 for Design Quirk. 

REVERSE THRUSTERS –  Maximum safe DECELERATION (or in other words, braking), available. Each point spent on DECELERATION reduces curent speed by 1 MU. All rules as above apply.

Example: Guardian’s hull doesn’t handle agressive braking well, and so it can safely reduce it’s speed by 2 points per turn, or maximum of 4, adding 2d6+1d6 (Quirk) to Stress Test.

VECTOR THRUSTERS – those thrusters help change trajectory ‘yager is heading. In other words, those are turning engines. And as in 2 previous types of engines, value indicated is safe threshold of turning per turn. Each point of turn translates to 30 degrees angle, or one side (hour) of 12 sided dial, be it starboard or port. Apart from that, all rules from above apply.

Example: Guardian is quite nimble and can quickly react to situation, safely turning at angles of 90º (3 hours). It could even make full 180º  turn or roll, although at cost of 3d6+ 1d6(Quirk) Stress Dice.

SIDE THRUSTERS – Stratoyagers can easily shift to starboard or port to correct their flight path.  Strafing is also very useful in space combat, as it allows to dodge incoming fire and debris, while keeping lock on the target. Strafing can be done along lateral axis (hours 3 and 9 for starboard and port shifts respectively). Each point of side thrusters translates to shift 1 Movement Unit sideways from current course. All previous rules apply.

Example: Guardian can perform lateral shift at value of 2, although if pilot needs too, it can strafe at a distance of max of 4 MU from original course, at a cost of 2d6 +1d6 (quirk) of Stress Dice. Useful if you don’t want to crash into this asteroid ahead of you.

COMBAT


DESIGNER NOTES

Shooting in space is on one side very simple, as there are almost no obstacles, and no gravity or atmosphere to slow down or disperse our shot, at least at fighter combat ranges. Aiming is much more difficult matter. Fighters running at horendous speeds, making rapid course changes, at long distances… not as easy as pancake. That is why range of weapons is not relevant in Stratoyager. All that counts is CPU of your propability computer to can predict where your target will be in few picoseconds. 


TARGETING COMPUTERS – That number translates to quality of your onboard CPU. The higher the number, the better chances to hit your target. In-game TC acts as modifier reducing to-hit treshold.

Example – Guardian’s TC value is 3. Our sample To-hit treshold, calculated from sum of speeds of attacker and target and other modifiers, equals 7. Targeting Computer reduces it to 4 (7-3).

SENSORS – each ‘yager is equipped with some sort of detection and surveying equipment, mostly in form of active lidar/ladar or radar. Passive radio- and optical telescopes are also frequent onboard as a secondary systems. All of this is paired with comms equipment, radio frequency scanners, CPU and targeting systems. In game terms, value of the Sensors describes distance at which enemy unit can be identified and marked as target for onboard weapons.

Example: Guardian’s sensors are rather rudimentary, comparable to civilian units. It is dictated by it’s role, escort and interceptor, operating at short range from it’s parent unit, relying all necessary sensor data.

MAIN WEAPON – In 24th century main weapon of a stratoyager is not a missile, but beam weapon, laser being most common. Weapon shooting at speed of light is much more preferable than relatively slow missile that can be countermeasured before it reaches it’s target. Yet some ‘yagers are equipped with kinetic weapons, mostly railgun-based.

Value in the icon translates to number of D6 rolled for damage after succesfull hit. By default all weapons are facing forward 60º arc, but some models may have different arangement of weapons (turret, rear facing, broadside).

Example: Guardian have decent armament, twin medium class pulse laser battery, that deals 2D6 damage. But it’s  “pulse” upgrade means that on short distances it becomes formidale 3D6, comparable to heaviest fighter weapons available. 

MISSILE LOADOUT – Although slow and easy to countermeasure, missiles are still in use, but they are most effective at relatively short distances. They are much more powerful than energy weapons, but their limited numbers are a big disadvantage. We can differentiate 3 types of missiles – light dealing 2D6 damage, medium dealing 4D6 of damage, and heavy, dealing 6d6 of damage. Number in Loadout icon describes how many “D’s” ‘yager can take onboard in missiles. You can load them in any configuration, as long as sum of their Damage dice is within the limit. Every D6 onboard costs extra 5 points in point value of a fighter.

Example: Guardian 150E can carry up to 6D6 in missiles on sponsons. It may take 3x2D6 missiles, or 4D6+2D6. Extra cost of full complement of missiles is 30 points, and its can be added to the cost of the fighter (80) at the beginning of the game. But fighter may be deployed without any missiles if chosen so.

DAMAGE (resistance)

STRUCTURAL INTEGRITY – in simple words, “health points” of stratoyager. Describes amount of damage it can take before destruction. When SI drops down to “0”, ‘yager is considered destroyed

Example: Guardian is rather lightweight, and as we already know, it’s not particulary robust. Having 2 points of SI Guardian can survive long enough to stay in fight after first hit.

SHIELDS – most fighters in 24th century carry some form of energy shield, that helps dispersing energy beams and contaminate missile blasts. They are less effective against kinetic weapons. Also spacecraft with active shields generates “echo” that can be easily detected and tracked by signature.

Value of the shields  represents their strenght. Each hit that should remove one point of Structural Integrity removes 1 level of shields instead, until they are reduced to “0”. We assume here for simplicity, that hits not strong enough to penetrate the armor are not strong enough to reduce shields strenght.  Shields can be regenerated by diverting energy from reactor, at a cost of shooting in given turn.

Example: Guardian have decent 2 levels of shields for light fighter, that pracitcally double it’s longevity in firefight.

ARMOR CLASS – Armor class describes level of protection each ‘yager have. Every time spacecraft is hit, attacker rolls that many dice as his weapon of choice can provide. To check for potential damage he have to roll number higher than Armor Class of the target. Each dice “strong enough” to penetrate armor is considered a hit, unless it can be soaked by shields.

Example: Guardian have quite average armor. Any hit against it requires sucesfull roll over value 3 threshold to cause damage. In other words, on roll of 4+ each hit becomes damage substracted from Shields/Structural Integrity.

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