3D Star Cruiser

by Bryn Monnery

Introduction

Star Cruiser is a space combat game which, like many games, is played on a 2d hex grid. However, space is not 2d, and some 2d tactics are not applicable to a 3d game. Fortunately, since SC is not vector based, it is relatively easy to play in 3d.

Concepts

The main difference in 3d SC is that we also have height and depth. The basic map is assumed to be the ecliptic in which most travel takes place and the ships are gaining height/ depth on the z axis, with this plane as a reference point.

Depth and Height are divided into the same 30,000km hexes as the board, so a ship with a Height of 2 is 60,000km above the plane of the ecliptic.

To indicate elevation, you should use some form of token. For example, poker chips. Each token indicates one level above or below the ecliptic. Obviously you should have two different colours.

There are no "up" or "down" facings, the ship is assumed to stay aligned to the ecliptic for playability.

Range

To calculate range in 3d space, a little math is needed, but an ordinary pocket calculator will do. Count the range in the plane, and the difference in height. Square them and add them together and take the square root, round this too the nearest whole number. This is the range for detection and firing purposes.

Example: The Kennedy is 8 hexes away from Alpha-1 on the board, and at a depth of 2. The Alpha has a height of 1, so the difference in height is 3. The range is the square root of (8*8)+(3*3) = square root of 73 which is (rounded) 9.

3d Movement

It gain or loose a level in elevation, 3 movement points must be expended. If manoeuvre rules are in effect, it also costs 2 manoeuvre points.

For ships that can’t make a transition in one go, note that they have partially moved up or down, and wait until sufficient points have been expended.

Target Aspect

If a ship is lateral in the xy plane, then it is counted as lateral. If it is radial in this plane, then check if the xy range is greater than the height difference. If it is then the target is radial, if not it is considered lateral (you are looking at it’s belly or topside). If a target is undergoing a multi-turn dive or climb, it is lateral.

Firing Arcs

In general, it is considered that turrets are not limited in the high/ low manner (i.e. they may fire in either). If the ships are in the same hex, at different or the same height, both sides may fire all turrets.

Designers Notes

These 3d rules are the best I’ve come up with, although if anyone has any better idea’s I’d like to hear them. They are reasonably playable, and don’t overcomplicate the game.

Note that the way things are structured discourages z axis movement for "willy-nilly" reasons, it is more intensive than xy movement because there are no up or down facings (indeed, it would give us 36 facings if there were).