Cloudcat Squadron
Matching weapon and repair icons powers offense, recovery and oversized-combo bombs.
How to play
Disable two6-health wings and the12-health core. Connected rocket groups add one ammo per tile; repairs heal by group size (hull cap12); each three bomb supplies yield one bomb. Every SUPPLY match triggers two hull damage per surviving wing. Fire between matches: one ammo deals3 to a wing or an unarmored core, but only1 to the core while either wing remains. Firing never triggers a counter. A spread bomb deals2 to every module and ignores armor; a focused bomb deals6 to one wing with no core splash. Supplies are finite: disabling weapons early makes later harvesting safer. Empty hull or no usable supplies loses.
About this original study
One compact handcrafted scenario inspired by a documented mechanic, not a clone or a complete remake. Original interface and rule implementation; no source artwork, code, music, accounts or purchases.