I can't seem to figure out what the firing arcs of ships need to be in this game. Is it 90 degree fire arcs to the front for basic ship weapons? Or can both basic weapons and those from Components fire 360 degrees as if they are all representing turrets? Most of the component weapons just list the target as "one (or more) ships in range" so that is where my confusion is coming from.
Seems that with specific rules for ships turning during movement that would imply there is some sort of fixed line of sight for each model, as opposed to games of Grimdark or One Page Fantasy, where models can see and move in 360 degrees.
Technically it's 360° but if you want to make them only shoot in the front 90° that could also be interesting. Right now the facing only matters for damage rolls, because you get +1 strength and deal +1 damage when hitting a ship in its back.
Thanks for the reply and clarification! Hmm....I wonder if restricting fire arcs to 90o, "Turrets" could become an interesting passive component of some sort...even if that just let a ship's basic weapon be 360o.
I definitely second this notion. Perhaps weapon profiles should be something like (Arc, Range, Accuracy, Strength). Base guns on the ships could either be in All arcs or Left/Right, representing "broadsides".
In the same vein, it might be interesting if vessels could only perform their pivots after a certain amount of movement to represent "momentum" common to the genre. More restricted movement along with firing arcs makes tactical movement much more central to the gameplay.
Maybe something like:
MOVEMENT Ships must move at least half of the maximum distance allowed by the action they selected. Ships may pivot by up to 90* at any point after moving their minimum distance, or up to 180* if moving only their minimum distance. Scouts may move and turn in any direction.