SQUADRON COMMANDER 3600:
A Detailed Description


After four years of work I believe Squadron Commander 3600 to be the best game of its kind on the market. It offers players versatility that no other game can. Getting the fighter design rules to work properly has been the hardest part of making this game. The work has paid off and I know you will enjoy it.

- Patrick J. Doyle, Designer Notes, pg. 39


The Fighters

Before you can play, you'll need one or more space fighters to command. You have the option of designing your own, or selecting from one of the pre-designed fighters.

The Pre-Designed Fighters

These rules come with an entire universe of seven political "empires," all of which can be used or ignored as you choose. The basic concept is that as humans have expanded among the stars, six societies have taken form:

The Alliance of Terran WorldsThe Alliance consists Earth and her associated colonies. Maintains large military forces, with well-trained pilots.
The United ColoniesThese rich worlds, distant from Earth, rebelled from her rule. The alien threat has forced the Colonials to begin replacing their aging fleet.
The Eastern EmpireAn aggressive and warlike branch of the human family, they use their advantage in stealth technology to raid the shipping routes.
The Altair RepublicThis aristocratic society was allowed to secede from the Alliance in order to form a buffer state against the Eastern Empire. Until recently, their military arm was more for show than for fighting.
Free Worlds ConfederationThe unity of the Clans was shattered when their main fleet was destroyed and the government toppled. Now they are locked in civil war.
The Mercantile AssociationThis association of corporations runs a number of mining and factory planets, and is a major arms manufacturer. Their military arm exists to keep the trading routes open.

The Eastern Empire is at war with the Alliance and the Altair Republic. Meanwhile, the United Colonies are fighting...

The Vallarri EmpireThe only aliens yet encountered by mankind. Little is known about them other than that they are aggressive, with advanced technology but lacking shields.

The rulebook contains 21 pre-designed fighters, each associated with one or more of the political entities of the 37th century.

sample fighter

Designing Your Own Fighter

First, you determine the Tech Level of the fighter. All of the pre-defined empires have a maximum allowed tech level. Next, you choose the type (normal or assault) and size of the fighter. Together, these decisions determine how many points you can spend on your fighter.

You then spend points for:

Optionally, players may acquire Strengths and Weaknesses for their fighters. There are roughly 40 of these, and they add a lot of color to the game. For instance, you could take:

EXAMPLE: Let's say I want a new fighter class, something that has a lot of armor and a big gun, but not a lot of subtlety. Choosing tech level 100, with type being Heavy Assault fighter, I find that I can spend 3 x 100 = 300 points.

I allocate my points to:

EJECTION SYSTEM -2 points Manual ejection seats (1 pilot, 1 gunner)
STRUCTURE 30 points Large hull, Structure 8 [strongest]
ARMOR 20 points Reinforced Armor, Level 5 [medium]
SENSOR VISIBILITY 15 points Stealth [lowest visibility]
PROPULSION SYSTEMS 100 points Speed 5, Acceleraton 2, Deceleration 1
MANEUVERING SYSTEM 10 points Maneuver Class 1 [worst]
HYPERDRIVES0 pointsNone
DEFENSIVE SYSTEMS 2 points Decoy Dispenser, Rate of Fire 2, 4 decoys
DETECTION SYSTEMS0 pointsScanner Quality E, no To Hit Modifier, 1 Lock-On Attempt, Range 8, Initial Position Modifier -1
CANNON WEAPON SYSTEM 5 + 52 + 20 + 10 = 87 points Turbo Laser, Low Dissipation, Rate of Fire 1, Damage 34, Range 7, Target Speed Restriction 7, 2 barrels (no to-hit modifier), 60-degree firing arc
CANNON WEAPON SYSTEM (0 + 8 + 10 + 10 + 8) x 1.5 = 54 points Auto Cannon, Rate of Fire 1, Damage 10, Range 5, Target Speed Restriction 5, 3 barrels (+1 to hit), 240-degree firing arc
STRENGTH5Damage Control Unit
STRENGTH3Repair Circuit - Propulsion
WEAKNESS-24Unshielded Reactor
TOTAL 300 points

Well, it's done. I've taken some risks here - no shields and bad sensors, but I've got good stealth, structure/armor and weapons. We'll call this the Dung Beetle fighter class, and I'll plan on giving it an escort to help it reach its target...


Squadrons and Scenarios

Designing a fighter - or choosing one from the list - is only half the fun. When playing this game, you're encouraged to put together a squadron and take it through a few missions.

Players select the number of points each can spend on their squadrons. Some guidelines are given, with guidance depending on the type of squadron and (if the optional background is used) nationality. The points are spent for fighters, crew members, and ground crews. (Fighters with modular weapons also need to purchase their optional weapon modules.)

EXAMPLE: I decide my playing style (and tech level) conform close enough to the Altair Empire, and we'll imagine that my opponent is therefore of the Eastern Empire. The guidelines suggest that fighter squadrons from our nations should run between 3500 and 3800 points. We go with 3500 points.

Each of my Dung Beetle ships will cost me 300 points, plus 75 (pilot), 50 (gunner), and 100 (maintenance crew), for a total of 525.

I also decide to take a pre-designed fighter class, the Startech Saber Mk III. This is a medium fighter made by the Terran Alliance (an ally of Altair). They cost 120 points each, plus 75 (pilot) and 100 (maintenance crew), totalling 295 each.

If I take 2 Dung Beetles and 8 Sabers, that costs 3410 points.

For each crew member (pilot or gunner), a die roll is made to determine his skill level at piloting (pilots only) and gunnery (all crew). If the optional rules are used, rolls are also made to see if the character has any Advantages or Disadvantages (similar to the Strengths and Weaknesses given for fighter construction).

EXAMPLE: My squadron includes 10 pilots and 2 gunners. I roll up their stats (including the optional rules as well), then assign them to fighters as follows:

NameRoleAssignmentPilotingGunneryAdvantage/Disadvantage
Lord KemPilotDung Beetle 174None
Squire JakGunner-5None
Lord MonnPilotDung Beetle 262None
Squire RikGunner-3None
Lord SteevPilotSaber 161Scanner Expert
Lady TabathaPilotSaber 255None
Viscount BretPilotSaber 353Marksman
Poor Survival
The Honorable VinzPilotSaber 441Poor ECM Officer
Poor Marksman
Countess VictoriaPilotSaber 541None
Mistress RobinPilotSaber 646None
Mistress RachellePilotSaber 744High Endurance
Marksman
Master LouiePilotSaber 832Low Endurance

When you have a squadron, what to do with it? The rules provide descriptions, objectives, and victory conditions for four basic types of missions (patrol, recon, strike escort and fighter sweep). There are also guidelines for a space superiority campaign, with repair, maintenance, and crew fatigue factored in between missions.

EXAMPLE: Let's try a space superiority campaign. A roll of the dice tells us that our campaign will be 5 periods long.

To start off, both players roll to discover their primary mission for the current period (based on their predominant fighter type). Having mostly medium fighters, I roll a "9" and end up with a Fighter Sweep. My opponent's mission roll is kept secret from me for the time being.

Now I must (secretly) assign some of my fighters to my fighter sweep, and others of my fighters to defend against my opponent's unknown mission. I can keep some fighters in reserve if I want to. I choose to send a pair each of Dung Beetles and Sabers on the Fighter Sweep, send four Sabers on the defensive mission, and keep two Sabers in reserve for this period. I leave my crew assignments as they were.

My opponent and I now reveal our missions to each other, but not our allocations. His mission is Recon.

Once a mission is determined, whether by the campaign rules or by player choice, standard rules determine how the forces are placed. Both players secretly determine their formation and starting speed. Each then makes an Initial Positioning dieroll, modified by scanner type, fighter visibility, number and type of fighters, and by special circumstances (i.e., "high emission engines" are easier to detect).

Based on the difference in the scores, players can begin with a Neutral Start, Advantaged Start, or Surprise. With a Neutral Start, both forces are placed facing each other on opposite courses. An Advantaged Start lets one player place his forces at any heading from his enemy, and at shorter range. Surprise allows the winning player to decide the starting range (within limits), and the surprised force suffers movement and combat restrictions for the first two turns.

EXAMPLE: Focusing on the Fighter Sweep campaign mission, I decide on a crescent formation, putting the Dung Beetles in the lead, with one Saber on each wing. We start at speed 5 (top speed of my slowest fightercraft). I write this down.

Now for my positioning roll. My modifiers are +1 (D-class scanners on the Saber's) and -1 (assault fighters) - they cancel out. I roll a "1" - disaster!

My opponent has modifiers of +2 (scanners), +4 (stealth visibility), and -1 (assault fighters), for a total modifier of +5. He rolls a "4," modified to a "9." That's enough of a margin over my poor roll to earn a Surprise Start.

I must first reveal and place my fighters, at the speed and formation previously chosen, in the center of the playing area. My enemy decides to place his fighters directly behind mine, but must use the speed and formation he had previously selected. He decides to start at the minimum distance, which is determined by comparing our scanner ranges and cutting that by two-thirds - he begins 5 hexes away.

As he sets up, I discover he has allocated four Avenger class assault fighters to this scenario. I think I'm in trouble...


The Game

The rules come in two degrees of difficulty:

Each turn comprises the following steps, taken in sequence by all players simultaneously:

Pre-CombatShields regenerate
Damage control systems make repairs
Fighter speed selected (secretly)
"Out of control" fighters attempt to recover
Fighters elect to be "Free" or "Evasive"
Combat Sequence"Out of Control" fighters move randomly
"Evasive" fighters move
"Free" fighters move
End of movement firing phase
Missile impact (from previous turn)
Missile lock-on attempts
Missile launch
Disengagement SequenceRemove disengaging fighters
Activate hyperdrives

Any fighter which isn't "Out of control" must decide each turn whether to be Free or Evasive. Evasive fighters are considered to be maneuvering defensively. They receive a bonus against incoming fire and missiles and are eligible to release decoys, but cannot fire weapons and must move before Free fighters do.

Rather than fighting to the point of destruction, a player can opt to disengage his forces. Fighters with hyperdrives can jump out under their own power; other ships must reach a jumpgate in order to escape.

Movement

The game as originally designed is not a miniatures game, but rather a traditional boardgame with counters placed on a hexgrid. Custom miniatures are available from Brigade Models, but are too large to be used on the maps which come with the game. Players can use the miniatures on any larger hexgrid (such as the space mats available from several manufacturers), or can adapt the rules to be hexless.

Ship placement on the hexgrid

One unusual feature of the game is that ships are not limited to being placed inside hexes, but can also be placed (in some cases) on the borders between hexes.

The speed of a fighter is chosen during the Pre-Combat Sequence portion of the turn. The new speed is based on the fighter's previous speed, modified within the limits of that fighter's acceleration, deceleration, and maximum speed ratings. Pilots can "push the engine" to get more speed, but risk causing damage to their engine. The number of Movement Points a fighter can use in a turn is equal to its speed.

Ships move sequentially - first "out of control" fighters, then "evasive" fighters, then "free" fighters. Within each step, the order in which fighters move is determined by the skill level of their pilots. "Out of control" fighters move randomly. Other fighters move by spending all of their movement points, one at a time. As each point is spent, the following sequence is followed:

Spend movement point
Move ship
Adjust facing
Make lock-on attempts
Fire cannons

Ordinarily, a fighter spends one movement point in order to advance one hex. Alternatively, the movement point could instead be used to perform a Special Maneuver - Snap Turn, Sideslip, or Barrel Roll.

Fighters can adjust their facing (that is, make a turn) only if their speed and maneuverability allow. A chart indicates how many hexes of forward movement are required before a ship can make a 30-degree turn. Some ships are sufficiently maneuverable to be able to perform 60-degree turns. As an option, a fighter can make a "hard turn" - this allows it to turn sooner than it ordinarily could, but each turn reduces the fighter's future speed.

As an optional rule, at the moment when a fighter would normally spend a movement point and make a move, any "Free" fighter which hasn't moved yet (i.e., higher skill pilots) can take a Defensive Pre-Emption of Movement. In other words, a higher-skilled pilot can interrupt the movement of another pilot in order to make his own move. However, fighters which move pre-emptively automatically become "Evasive."

Another optional rule allows higher-skilled pilots to move out of order (i.e., earlier), if they wish. Unlike pre-emption, this gives the fighter a chance to be "Free" and conduct attacks.

Cannon Combat

Weapons come in two categories: cannons and missiles. The two sub-categories of cannons are Beams (lasers, ion cannons, disruptors, etc.) and Projectile Weapons (autocannons, rail guns, etc.). Projectile Weapons require ammunition, while Beam Weapons suffer from loss of effectiveness due to range (dissipation).

The stats for each fighter include specifics on the firing arc for each weapon, measured in increments of thirty degrees. Cannons also have a rate of fire (how often they can fire per turn). In order to fire, there must be a crew member available to operate the weapon.

Before firing, a fighter can attempt to lock on to a target using its short-range scanners. A lock is not required in order to attack with cannon fire, but does provides a bonus. A lock is only good for one turn.

Weapons with a high rate of fire must space their shots out during the course of movement, trying not to fire more than one shot per movement point. Each attack is assigned a "to hit" number, based on the type of cannon and the range to the target. The attack die roll must equal or exceed this number. Two six-sided dice are rolled, plus a third dice of a type determined by the gunnery skill of the weapon operator. Modifiers apply to the roll, depending upon the weapon, scanner lock-on, target speed vs. weapon speed restrictions, special abilities of the weapon operator, and whether the target is "Evasive" or not.

EXAMPLE: Let's take the example of an Avenger class assault fighter coming in on the tail of my Dung Bettle assault fighter at close range (3 hexes). As the Avenger finishes one movement point's worth of movement, it has the chance to take a shot at me.

This spacecraft has three weapons - two mass drivers and a missile launcher - all controlled by the gunner. The mass drivers fire in a 60-degree arc straight ahead, and have a range of three. In this case, we'll say the gunner chooses to fire both mass drivers, which means he won't be able to operate the missile launcher this game-turn.

First, a lock-on attempt can be made. However, the Avenger's scanners aren't good enough to provide any bonus in combat, so there is no need to resolve the scanning attempt.

Mass Drivers have a To-Hit class of F, which at range 3 has a "to hit" number of "13." The die roll will be modified due to weapon tracking speed (-1), gunner being a Marksman (+1), and the Dung Beetle being Evasive (-2), for a final modifier of (-1 + 1 - 2 = ) -2. The gunner gets to roll two six-sided dice, plus an eight-sided die (due to the gunner having a skill level of 8).

For the first cannon shot, the gunner rolls 3, 1, 6 for a total of 10, which is modified to an 8. Since this is less than the target number of 13, the shot misses.

Again, he rolls - 6, 6, 2, for a modified total of 12. The second cannon also misses! My Dung Beetle might yet survive this engagement...

Missile Combat

A missile weapon system consists of a launcher, plus one or more missiles. Like fighters, missiles can either be custom-designed or taken from the pre-designed listings. Missiles vary in size, maximum and minimum range, warhead strength, vulnerability to decoys, accuracy, and guidance type. Launchers differ in their rate of fire and the number and size of missiles they can carry. The firing arc of a missile launcher is always an 120-degree arc directly to the fighter's front.

To fire a missile, a fighter must have a lock-on to its target, the target must be in range, and a crew member must be available to operate the launcher. If the missile can be launched, it is placed on the tabletop in the current turn, but does not impact until the next turn. However, the missile does not travel on the tabletop, nor is there any need to determine a course for the missile.

During the Missile Impact Segment, a roll is first made to see if any decoys have deceived the missile. If the missile still impacts, a To Hit roll is made. Two dice are rolled, with modifiers applying due to guidance system, whether the target is evasive, the angle of impact, speed and maneuverability of the target, size of missile, and the skill of the targeted pilot.

EXAMPLE: In the same combat, let's say that another Avenger class assault fighter desires to launch a missile after my other Dung Bettle assault fighter. The range is 7 hexes. This Avenger carries 10 Penetrator missiles (large, radiation-seeking) and 4 Starbolt missiles (medium, sensor-guided). The launcher has a rate of fire of 2.

The launch attempt is made during the Missile Launch Segment (at the end of the Combat Sequence, after all fighters have resolved movement). The Avenger successfully locks on, and the gunner (who has not yet fired in this turn) is available to operate the launcher. The Starbolt missiles are out of range, leaving only the Penetrator missiles eligible.

The enemy player chooses to launch two missiles at me, and places both missiles on the tabletop.

During the Missile Impact Segment, near the conclusion of the combat sequence of the next game-turn, missile impact is resolved. My Dung Beetle has meanwhile gone Evasive and launched decoys (one per incoming missile), so dierolls must first be made to see if the missiles are avoided.

I roll a d10 for each of my decoys, and must beat or tie the "decoy rating" of the missiles (8). With rolls of "3" and "9," one missile goes astray but the other keeps coming...

Now my enemy makes his To Hit roll. He rolls two 6-sided dice, and must equal or exceed the missile's To Hit rating (12). The modifiers are +1 (the Dung Beetle is not very maneuverable), -2 (large missile), +1 (attack from rear arc), +1 (radiation-guided missile vs. rear arc), +1 (target accelerated this turn), for total modifiers of (1 - 2 + 1 + 1 + 1 = ) +2.

He rolls two 5's, but the total is modified (+2) to make "12" - good enough to score a hit!

Damage

If a beam, projectile or missile succeeds in hitting a fighter, damage may be caused. First, the shields are checked to see if they absorb the damage. Any unabsorbed damage results in Critical Hits on the target. The number of criticals is determined by comparing the total damage to the fighter's armor.

sample page of game charts

For each critical, a location dieroll is made, followed by a roll to determine the specific damage. Modifiers may apply to the roll, if the fighter has Strengths or Weaknesses which apply (i.e., "Weakened Cockpit" modifies all cockpit critical hit rolls). The various critical hit results are self-explanatory.

A fighter is destroyed when it has received sufficient Critical Hits to reduce its superstructure points to zero. When this happens, the crew makes ejection rolls (to see if they escape the exploding craft) and fate rolls (to see if they are captured or make it home).

EXAMPLE: My Dung Beetle in the previous example was struck by a Penetrator missile. Since my fighter has no shields, all of the damage from the missile is applied - 65 points.

The number of Critical Hits is determined by taking the damage (65) and dividing it by the armor rating of the Dung Beetle (5) - I take 13 Critical Hits. Yow.

Rolling for the first critical, I find I've been hit in Weapons. A roll on the Weapon Critical Hit Chart indicates a result of "Cannon Weapon, -2 damage." The rules explain that my cannon now does 2 points less damage than previously.

Rolling twelve more times, I receive the following total damage:

LocationCritical HitExplanation/Result
WeaponsCannon Weapon:
Autocannon
Cannon damage reduced by 2 points
PropulsionAccelerationReduced by 1 point
WeaponsMissile System"Out"
(Don't have one, so reduce Structure by 1 point instead)
PropulsionMaximum SpeedReduced by 1 point
WeaponsCannon Weapon:
Autocannon
Cannon damage reduced by 2 points
PropulsionMaximum SpeedReduced by 1 point
SystemsDecoy Dispenser"Out"
StructureStructureReduced by 1 point
WeaponsMissile System"Out"
(Already out, so reduce Structure by 1 point instead)
WeaponsCannon Weapon:
Turbo Laser
Cannon damage reduced by 2 points
PropulsionAccelerationReduced by 1 point
CockpitPilot WoundedMake dieroll to avoid going "Out of Control"
WeaponsMissile System"Out"
(Already out, so reduce Structure by 1 point instead)

The final damage is:

  • Structure reduced from 8 to 4 - half dead
  • Turbo Laser damage reduced from 34 to 32
  • Autocannon damage reduced from 10 to 6
  • Acceleration reduced from 2 to 0 - can no longer increase speed!
  • Maximum Speed reduced from 5 to 3
  • Decoy Dispenser gone

An "Out of Control" roll is also required. To succeed, I must roll 4 or higher. Due to my pilot's skill of 6, I am allowed to roll a six-sided die. I roll a "6" and retain control.

I guess that proves the Dung Beetle can take a lot of punishment...


Last Updates
14 July 1998page first published
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