BATTLE ASTRAFIELD MANUAL
CHAPTER 09 / 14

CHAPTER 09

Ships & Systems

Vessel class establishes a ship’s system capacity and firing geometry; power allocation and damage determine how much of that potential is available now.

MOBILE SHIP CLASSES

Four levels of mobile warship

6

Escort

Escorts move in all six directions but fire only forward, forward-port, and forward-starboard.

9

Destroyer

Destroyers move in the three forward directions. They fire forward, forward-port, forward-starboard, and aft.

12

Cruiser

Cruisers move in the three forward directions. They fire forward, forward-port, forward-starboard, aft-port, and aft-starboard.

15

Battleship

The strongest mobile class. Battleships can fire in all six directions but still move only through the forward three directions.

18
ROOM TO GROW

The vessel system model supports levels up to 18, allowing future classes or bonuses without changing the underlying system scale.

Battle Astra fleet identification plate comparing escort, destroyer, cruiser, and battleship silhouettes for all six factions.
Each faction has a distinct family of escort, destroyer, cruiser, and battleship silhouettes, shown nose-right.SELECT IMAGE TO ENLARGE

STATIONARY UNITS

Star bases and outposts

BASE

Star base

A stationary command unit essential to faction survival. It cannot move, join fleets, retreat, or self-destruct, but fires in all six directions. Mobile ships may repair hull only in a sector containing a friendly star base. Stationary defenses can repair their own hull.

POST

Outpost

A stationary defensive unit created when territory is secured. It fires in all six directions and can repair its own hull, but cannot move, join fleets, retreat, or self-destruct.

SHIP SYSTEMS

Capacity, power, and damage

A system can have a factory maximum, a damaged current maximum, and a powered current level. The HUD marks all three states.

PWR

Power core

Provides the energy assigned to other systems during an activation.

ENG

Engines

Determine how far the ship can move and whether retreat remains possible.

WPN

Weapons

Determine attack strength when a legal target and line of fire exist.

DEF

Defense

Reduces or absorbs incoming damage according to the battle calculation.

HULL

Hull

Represents structural survival. A ship is destroyed when its remaining hull can no longer sustain it.

POWER ALLOCATION

Choose the active configuration

Choose a valid destination first. Engine power is committed to that planned move and is unavailable for weapons and defense during the activation. If a target is already available, you may fire without moving.

When a target is available, Set Power offers Set Attack Power or Defend Only. Defend Only executes the planned movement while keeping the remaining power in defense.

Set Attack Power opens the allocation panel. Select a level on Attack or Defense; any remaining available power goes to the other system when possible. The X control sets that system to zero and reallocates as much power as the other system can accept; overflow remains unallocated in the core.

Target defense, speed, and distance affect the displayed chance to hit. Weapons power determines displayed maximum damage. The panel shows available power after damage and movement.

The confirmation button reads Move Only, Move and Attack, Turn and Attack, Defense Only, or Attack to match the plotted order. Select it to execute. Cancel restores the previous allocation and returns to the battle map.

BEFORE ACTIVATION

Repair and recharge

A unit repairs and recharges before its activation. Each unit can repair up to three damaged system points when it activates.

Mobile ships can repair hull only in a sector containing a friendly star base. Stationary defenses can repair their own hull. Repair and recharge results appear in the event log.