Basic Starship Combat System 1.0

Copyright 1998 by James M. Dugan

Permission granted to download for Private Use Only

Star Fleet Battles, SFB, Federation & Empire, Star Fleet Missions, Prime Directive, and all contents thereof are copyright (C) 1990 by Amarillo Design Bureau. Second Edition copyright (c) 1994 by Amarillo Design Bureau. These games were produced under license from Franz Joseph Designs, authors of the STAR FLEET TECHNICAL MANUAL. Elements of the Star Fleet Universe are the property of Paramount Pictures Corporation and are used with their permission.

Amarillo Design Bureau (ADB) and Task Force Games (TFG) are NOT related in anyway with these Web pages; it is an undertaking and opinions of a private citizen (hence unofficial), and is not construed to be an official position of either companies. Ideas and information from the games are presented without permission.

While I enjoy SFB, it seems that there has been so much added to it since I first played that it is not the game that I first played. I wanted a simple,flexible game - and I wanted to add in Construction - something never in SFB. So here we are.

I thought about several ways to add realism to the game, and while that goal is laudable, it does not always render a usable game. While some things are in the game for realism, others are in it just for fun. One goal was realistic movement of some sort. I have tried to give a CONSISTENT movement system, at least.

I would like to have fighters as much as the next guy, but my sense of reality would not allow them to dominate Space Warfare as much as some would prefer. See the construction section on fighters for that rationale.

I wish to Thank the subscribers of the SF-Consim list for their participation in many a fascinating discusson and unwitting contribution to the Game.

Peter Drake and I have been acquainted for some months at this writing, and at times it seems we are in competition. If we are, then it will only improve the breed. I wish to thank him for providing me with a fresh outlook on Game design that I might not of otherwise encountered. And for being annoying on occasion, so that I got a burr in my saddle to do stuff....

I also want to thank James F. Register for getting me interested in this hobby so many years ago.

In a Distant Galaxy, Long, Long Ago....(sorry, wrong script....)


Assumptions in Play

Scale:

  1. Lightspeed = 300,000 kilometers per second
  2. One Accel (Acceleration) = About 5 Gravities
  3. One Hex = 14.55 Kilometers
  4. One Turn = 5 Minutes
  5. So this Means that One Move in One Turn is 2.91 Kilometers/Minute

  6. One Size = 50 Tons &/or 125 cubic Meters
  7. One Ton of TNT does .51 damage
  8. I Kiloton Nuclear Yield does 510 Damage
  9. One Power = about 50 MEGAWATTS

Each Box on the ship diagram is one of the following:

Definitions:


Order of Play

Play is in Turns, and play goes from Turn to turn until one side or the other is unable or unwilling to continue.

Turn Order is as follows:

  1. Initiative - determined as follows, Ties are broken with a Dice Roll (highest wins): Unit with highest combination of speed and move is the first, and the sequence proceeds from highest total to the lowest.
    1. Sequence of Weapons Fire:
      1. Beams first.
      2. Missiles are second.
      3. Ramming is done last, though the movement actually occurs in the Movement part of the phase.
    2. Moves take precedence in the following order:
      1. Course Changes
      2. Accel/Decel
      3. Movement caused by speed
      4. Face Changes
  2. If using Plotted movement - all ships plan movement and select weapon targets.
  3. Ship winning Initiative may move and fire weapons first, but may leave a ship or weapons unfired for use later.
  4. Ships Not Yet Moving may fire, if they have a weapon ready, at targets of Opportunity. This occurs after declaring it, in order of Initiative, Before Their own Movement, During other ship's movement.
  5. Ships loosing Initiative may move and fire next, in the order of their Initiative totals. Each in turn may also leave weapons unfired, or not move until the last segment.
  6. Ships having yet to move may do so if they desire now, in order of their initiative. They do not get a third chance to move.
  7. Ships having weapons to fire may do so, in order of their initiative. This is the last chance to fire weapons.
  8. Assault Craft Movement
  9. Activity - Ships may perform activities here, that are neither Movement or Weapons Fire(repair, reload).
  10. Damage Control - These are actions that only prevent further damage to the ship. Damage Control does not bring damaged systems online.
  11. Boarding Party Combat
  12. Records if Necessary - Repair Work is finished, repaired systems may come online.


Movement

The point of the movement system is to be as real as possible, while maintaining playablility. Playability is an elusive creature if you throw realism in the mix. While some games scream "realism is King!", they languish with small followings. Others boast a large following, but have not a smidgen of reality in them. Another variable in the whole mess is the variability of the players.

To make things more well rounded, I have included a system with some easy expansions, as well as additional references if you don't like mine.


Simple Movement: I added this to make it easier for kids to play - it's not realistic at all, but it's easy and fast. I've seen a lot of 'Net games that use something like this...

Basic Movement System:

    Rules:

  1. The Game is played on a Hex Map, preferably numbered, to catch screwups.
  2. Ships can accelerate any direction, not just the one they are pointing in.(We're using a "pointable Gravity Field", not a rocket...)
  3. Acceleration of one hex per turn costs one Move point.
  4. Reducing Speed by one costs one Move Point
  5. Changing direction of travel by one Hex face equals speed (number of hexes per turn) - it ain't accurate, but it's easy. Basically, it's moving like an airplane (except for the "accelerate any direction" bit).
  6. There are no "sideslips".
  7. Changing the facing one Hex face without changing travel direction costs half a move point.
  8. You need not use all the Move Points you have available each turn, but you MUST use all the movement caused by your speed ( except, of course, the movement you negated through braking).
  9. Drives are what cause you to move. Move cost varies by the amount of alteration done on the drive, and the armor it carries. Ships with Altered drives need less energy to make a move point, and Armored ships take more energy to move.....
  10. Move cost is the amount of energy it takes to create one Move Point
  11. You cannot Turn a hex side until you satisfy Turn Mode requirements:

Execution:

  1. Each Turn you have a certain amount of speed that your ship is going, and a certain amount of move points available to your unit(s).
  2. You must use all the available Speed by the end of the turn, or negate it by braking.
  3. Order of movement done in each Turn is:
    1. Course changes
    2. Acceleration/Decelleration
    3. Movement caused by unit's speed
    4. Changing facing
  4. Turn mode must be satisfied before you can change course, but not to change facing.
  5. Movement must confine itself to the limitations above.

Advanced Movement System:

  1. The only Advancements are to change the following rules:
  2. You may further "Advance" the Movement rules by:

Plotted Movement:

Other Movement Methods:

You may elect to use your favorite movement system, assuming you can fit it into the context of these rules. Two movement systems you might want to consider are the Vector Movement System, or the movement system used in Astromachia.

Trans-light Movement:


Weapons And Combat

There are 3 types of weapons in the game - Beams, Cannon, and Missiles. When creating a weapon, it would be appropriate to use the terms Beam or Gun for Beams, Torpedo or Pulse "-"for anything that's compacted, and reserve the word Cannon for the Mass Driver type of weapons.

Beams - Beams are comprised of Lasers, Plasma Guns, Ion Cannon and the like.

The following are needed for Construction:



Cannon - Cannon are more akin to Railguns or Mass Drivers, than the chemically powered ones of the 20th and previous centuries.

The following are needed for Construction:

Missiles -

Weapons Rules:

Restricted arcs can be in any orientation, Forward (the most common) is shown.

Hit Procedure:

If a hit occurs:

Ship and System Destruction:

Ramming:

Docking

Boarding Party Combat:

Nuke Damage

Nuclear Weapon Chart

Ignore Fractions

Range Damage

per

Kiloton

Damage

per

Megaton

1

1

1300

2

0

65

3

0

3

4

0

0


System Descriptions and General Rules

System Descriptions:


Special Rules



Assault Craft Construction

Systems aboard Assault Craft have largely been minaturized, or had smaller capacity versions created for them. These systems require - on average - ten times the maintenance of their larger ship-borne counterparts. Underway maintenance is not possible, but this is usually done by the mothership if it is a repair ship or tender. These systems largely work exactly like their larger ship-borne counterparts, unless otherwise noted.

  1. Drive - cost 5 points each, size 0.5 each, initial move cost - 1, lowering cost by 1 costs 2 per drive
  2. Jump - Assault Craft don't use Jump, but require a mothership for FTL travel.
  3. Shields - cost 0.1 for a generator that produces one shield point and is 0.1 size, max # of generators is equal to assault craft size, to produce another shield point per generator costs 5, Campaign Universe max is 2 per generator
  4. Reactors may be used, but Inertial Storage is usually used. I.S. cost 0.1 each, 1 size each, and store 100 energy each. Must be recharged after being exhausted.
  5. Sensors - Operate the same, only smaller - cost 5 times the chart value, occupy 0.5 spaces. Maximum number is equal to assault craft size.
  6. Weapons - may use either standard ship weapons, or reduced damage versions SEE BELOW...
  7. Armor - cost 1 per point, 0.3 spaces per point, move cost increases by only 5 per point, 1 point will cover the whole vehicle if less than 25 size.
  8. Holds - May use fractional Holds.
  9. Auxillary - only Rescue Pods - 0.1 size, 0.2 cost, 2 crew for 2 days
  10. Articulation
    1. System size and cost given:
    2. Type

      System Size

      Multiply by

      Craft Size

      Cost of

      System

      Basic Locomotion

      0.2 2 times

      System Weight

      Bipedal

      0.5

      10 times

      System Weight

      Humanoid

      1.0

      50 times

      System Wieght

  11. Variable Geometry Gear
    1. Type

      2 mode

      3 mode

      Basic

      Locomotion

      Multiply size

      Multiple

      by craft size

      size -

      0.2

      cost =

      size

      Not Available

      Bipedal

      size -

      0.5

      cost =

      2 x size

      size -

      2

      cost =

      2.5 x size

      Humanoid

      size

      2

      cost =

      3 x size

      size

      2.5

      cost =

      4 X size

  12. Hull - may use fractional Hull 0.1 minimum
  13. Add and Calculate Stealth:
      1. Size is [craft size X 0.05] X Stealth Value
      2. Cost is 10 X SIze
  14. Streamlining the craft:

Fighters and Boarding Pods:

Humanoid Battle Vehicles:

Variable Geometry Fighters:

Small Power Systems:

  1. Inertial Storage can be as small as a #3 can, so minaturization is easy.
  2. 1 energy in 0.01 size costs .001 each
  3. This can be used to provide power in systems that need only small amounts in Role Play.

Small Ship's and Personal Weaponry:

Ships Weapon Damage conversion:

      1. Conversion of Starship Damage to Personal Damage -
        1. 1 starship damage point is equal to killing 2000 people under perfect conditions
        2. Assumes that each person has 44.5 hit points.
      2. Converting damage units from other systems:

      Starship damage point equivalents - One BASIC equals:


Capital Ship Construction

Building the Ship:


Appendix One: The Campaign Universe

My personal philosophy (Christianity) excludes the possiblility of Aliens, but I certainly have a place to play. The Campaign Universe is in the future, and mankind has not essentially changed. He has forgotten where he comes from though.

Appendix Two: Weaponry in The Campaign Universe

Weaponry is more or less defined by the game system, I will be creating a series of weapons - as much for incorporation into your ships, as to be an example of what is "normal" in the Game.

Appendix Three: Ships of the Campaign Universe

I will be designing the ships for use in the Game, those that are in common usage in the Campaign Universe. Again, these are also to serve as examples.