
Standard Game · Strategy
Ironvoid
A single-ship duel fought in turns of eight impulses on a hex plot. Your reactor produces a fixed number of power points and every one of them must be committed before the turn begins - speed, weapon charging, shield reinforcement, permanent repair, countermeasures, batteries - and the plan is then locked for all eight impulses. Speed is a schedule rather than a distance, turn mode decides when the helm will answer, and damage strikes whichever of six shield facings the shot came from. Anything that gets through rolls on a weighted internal table, and your damage control party can patch only one system per turn. Three hulls, each playable on either side of the table, against three computer skill levels.
About this game
A single-ship duel fought in turns of eight impulses on a hex plot. Your reactor produces a fixed number of power points and every one of them must be committed before the turn begins - speed, weapon charging, shield reinforcement, permanent repair, countermeasures, batteries - and the plan is then locked for all eight impulses. Speed is a schedule rather than a distance, turn mode decides when the helm will answer, and damage strikes whichever of six shield facings the shot came from. Anything that gets through rolls on a weighted internal table, and your damage control party can patch only one system per turn. Three hulls, each playable on either side of the table, against three computer skill levels.
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