WHAT YOU NEED TO PLAY

Battle Map:  Use the AD (18 Systems) or Zebulon's Guide Map (32 Systems). 
Two d10 dice
Fleet sheets
Pencil

Overview:
1.	Choose how many points the game will be.
2.	Build fleets based on this value.
3.	Roll for setup.
4.	Deploy fleets.
5.	The player who lost setup goes first.
6.	Fleets are moved around the map until they stop in a system.
7.	If two opposing fleets stop in the same system they are considered engaged.
8.	

1. 
Players choose the point value for the game. Based on that number they build fleets. Let's say Eric and Ramsey chooses a 1000 point game. Each side builds a number of fleets equal to 1000 points. 
NOTES: What should be the Fleet max points? Can Players have one huge fleet? (Need to play test)

3. Should setup be a d100 roll, whoever rolls higher goes first, then each player takes turns until all fleets are deployed? No more than one fleet can occupy a system during the setup phase.
MAKING THE GAME

The first step is to assign a point value for each type of ship. This will enable Players to build fleets. 
I used this formula to come up with a representative number of a ships point value; HP + ADF + MR = pts
The next step is to assign a point value for weapons and defense to arrive at the final cost of a ship.
NOTE:
Do defense need to be included? How would they be used in the game? 
Should a fleet's weapon be some value?

Type	pts / DCR	Avg. pts / DCR	weapons**	
F 	18 / 30	25	12 / 36	
AS 	24 / 50	40	12 / 53	
FR 	46 / 70	60	45 / 95	
D 	55 / 75	65	50 / 100	
Mine	50 / 75	65	10	
LC 	75 / 100	90	60 / 170	
HC 	82 / 120	100		
AC	78 / 150	115		
B 	124 / 200	160		
				
Supply*	45 / 70	55		

* Supply ship stats: HP/ADF/MR/DCR -- 40 / 3 / 2 / 70 (LB, RH)

** This first column is the cost of 1x AR, 1x RB or 1x T, the second column is adding up the total number of weapons for each type of ship. Example: A frigate has RBx4 (40pt) and Tx2 (40) for a total of 80 points.

Supply ships cost. How do they move on the FDM? Can they be detected?
NOTES: SS can move freely on the FDM and are considered engaged when stopping in a system.

Derive the total points from the ships selected; this is your TOTAL FLEET COST.
If you play a game of 500 points, you must not exceed this number.

1. Total Ship Cost
2. Cost of armaments (RB, T and AR)
3. Cost of supply ships and ammo for rearmaments.

Example: 

This fleet would cost 855 points base.

Ship	Num.	Cost	Weapon Cost
F	10	250	120
D	5	325	250
LC	2	180	120
HC	1	100	??
	Total	855

Adding weapons (using first column)

Average out the Fleets ADF to determine how fast they can travel. This will determine JUMP SPEED.
When ships pass through a system they can "engage" or "continue" to the next star system. (Like SWII).
Fleets can split off into smaller faster fleets. (need an easy way to assign ships to another fleet and use point system)

Once two opposing fleets are engaged in a system all movement on the FDM is halted until resolved either by VICTORY or DISENGAGEMENT

The point system helps determine the stats of a fleet. Some fleets are fast but lack decent firepower or defense capabilities while others are slow, pack a wallop and are difficult to space.

Risk Jumping (Follow SWII rules?)
Seeker Missles and Mines left in a system?

Ghost fleets? (Fleets that don't exist but are decoy's on the FDM)
ADVANCED 

Assign values to different weapon systems;
Type			Cost	DMG	Defense		Cost
----------------------------------------------------------------------------------------
Laser Cannon 		10	2d10	RH		5
Laser Battery 		5	1d10	MS		5
Proton Beam		5	1d10	ICM		5 per
Electron Beam 		5	1d10	ES		
Disruptor Cannon		15	3d10	SS
Torpedo 		20	4d10	PS
Assault Rocket 		12	2d10+4	All Screens
Rocket Battery		10	2d10

How many systems?
AD Quick Ref guide shows 18

Who goes first?
Roll d100 - highest number goes first.
Choosing fleet locations;
Roll 2d10, a roll of 01 and 00 are discarded (01 and 20). Systems are labeled 02 - 19 for a total of 18. Highest player places a fleet marker according to roll. Roll the number of times you have fleets. If one player has more fleets then the other he simply rolls for his fleet placement until all fleets are placed.
NOTES: Should players be able to roll and place fleets in the same location? Is rolling cumbersome - should there be another way to deploy fleets?

Example; Kis'Kat has 4 fleets while Rikko has 5. Both roll d100 and Rikko wins. Rikko rolls 2d10 and places the fleet of his choice on the FDM. Now Kis'Kat rolls 2d10 and places his fleet. Players continue until all fleets are placed. 

Considerations:
1.	Make a Basic and Advanced game
2.	Advanced game might include Spaceship skills, if you have an Admiral in your fleet. Allocate SKILL COST per side, say 500 and use the Spceship skill cost. Purchase Piloting, Gunnery that will modify your fleets skill in battle.
3.	Capture systems and resources to enhance your fleet.
4.	Ship break down table?

Future
•	Advanced ship building rules, (Player's start with a fixed amount and must build their fleet)
computer programs, drives, hulls, weapons, defense, crew.
•	Where you start on the FDM determines the Construction Center Location which will effect ship cost. For instance a Class II is diff than a Class III.
•	Start the game either political or espionage to see who controls which Construction Center then build fleets.
•	Scenario based games. Capture the flag. Hold the fort.