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:
- Lightspeed = 300,000 kilometers per second
- One Accel (Acceleration) = About 5 Gravities
- One Hex = 14.55 Kilometers
- One Turn = 5 Minutes
So this Means that One Move in One Turn is 2.91 Kilometers/Minute
- One Size = 50 Tons &/or 125 cubic Meters
- One Ton of TNT does .51 damage
- I Kiloton Nuclear Yield does 510 Damage
- One Power = about 50 MEGAWATTS
Each Box on the ship diagram is one of the following:
- One Drive
- One Reactor
- One Jump Engine
- One Shield Point (standard is outside the actual Hull Silhouette on
the Damage Allocation Diagram)
- One Armor Point
- One Beam Weapon
- One Torpedo Weapon
- One Missile Weapon
Definitions:
- One Move = One Hex Moved.
- One Move Point = The capacity to move one Hex/Move
- One Power = One Power Point.
- One Point = One Monetary Unit to spend.
- One Size/Space = An amount of Space to be Occupied on a Ship or Station.
- One Hex = Some empty Space to move the ship into or out of.
- One Shield = An Amount of Shield Strength that can repel one damage.
- One Armor/Armor Point = An amount of Armor that can repel One damage
point.
- One Damage = An Amount of Destructive Energy that can hurt one Size/Space
of Ship.
- One Unit = a ship, a fighter, or other thing able to be used in the
game.
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:
- 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.
- Sequence of Weapons Fire:
- Beams first.
- Missiles are second.
- Ramming is done last, though the movement actually occurs in the Movement
part of the phase.
- Moves take precedence in the following order:
- Course Changes
- Accel/Decel
- Movement caused by speed
- Face Changes
- If using Plotted movement - all ships plan movement and select
weapon targets.
- Ship winning Initiative may move and fire weapons first, but
may leave a ship or weapons unfired for use later.
- 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.
- 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.
- 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.
- Ships having weapons to fire may do so, in order of their initiative.
This is the last chance to fire weapons.
- Assault Craft Movement
- Activity - Ships may perform activities here, that are neither
Movement or Weapons Fire(repair, reload).
- Damage Control - These are actions that only prevent further
damage to the ship. Damage Control does not bring damaged systems online.
- Boarding Party Combat
- 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...
- The Game is played on a Hex Map, preferably numbered, to catch
screwups.
- Changing direction of travel by one Hex face costs one.
- Moving One Hex costs one Move point.
- You cannot move more spaces than you have drives in a single
turn.
- No other moves are possible.
- Turn mode is not used.
Basic Movement System:
Rules:
- The Game is played on a Hex Map, preferably numbered, to catch screwups.
- Ships can accelerate any direction, not just the one they are pointing
in.(We're using a "pointable Gravity Field", not a rocket...)
- Acceleration of one hex per turn costs one Move point.
- Reducing Speed by one costs one Move Point
- 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).
- There are no "sideslips".
- Changing the facing one Hex face without changing travel direction
costs half a move point.
- 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).
- 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.....
- Move cost is the amount of energy it takes to create one Move Point
- You cannot Turn a hex side until you satisfy Turn Mode requirements:
- Each ship is assigned a turn mode number, the higher it is, the tighter
you can turn.
- The system is part of the Drive, and consists of modifications to the
Drive and the Hull Dampening Field.
- The number of Hexes you must go straight before turning is equal to:
Speed / Turn Mode
Execution:
- 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).
- You must use all the available Speed by the end of the turn, or negate
it by braking.
- Order of movement done in each Turn is:
- Course changes
- Acceleration/Decelleration
- Movement caused by unit's speed
- Changing facing
- Turn mode must be satisfied before you can change course, but not to
change facing.
- Movement must confine itself to the limitations above.
Advanced Movement System:
- The only Advancements are to change the following rules:
- Changing Direction of Travel costs .66 X speed.
- Changing facing costs .33, assuming you don't change the travel direction.
- You may further "Advance" the Movement rules by:
- Using 12 point facing - in other words, you align your units not only
to Hex Faces, but also to the splines - this will give you odd firing arcs.
- Change cost of Changing Direction to .33 X speed.
- Change the cost of moving the facing direction to .165
Plotted Movement:
After rolling Initiative, but before Moving, Ships
plot movement privately - ships using plotted movement must follow
the program.
Movement is plotted in regard to
- Course Changes
- Accel/Decel
- Movement caused by speed
- Face Changes
Weapon Fire is set to fire under certain conditions,
such as:
- Hold Fire
- Fire only if fired upon
- Fire at closest approach
- fire at range "X"
- Antimissile Fire
- Fire at Large Targets only
- Target fighters only
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:
This occurs only with ships that carry a Jump drive tht enables a jump
to superspace. Though combat is not suggested during Translight travel,
it is theoretically possible.
Means of FTL Travel - There are 3 means available in the Campaign
Era to travel Faster than light:
Naturual Jump Points led to the developement of today's Jump
Technology, but they are rare and hazardous.
Jump Gates are the usual means of Commercial Faster than Light
Travel.
Jump Drives are carried by Large and Some Mid-size Military Units,
as well as priority commercial Units that enable them to move from system
to system without the accessiblity problems or Strategic choke points that
would otherwise occur.
Speed of FTL Travel - Is dependent on your drives. All a Jump
Drive does is open the "portal" into Superspace. Accel of one
gives you a translight velocity of 1 light year per hour, two gives you
2 light years per hour, etc...
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.
A Beam looses damage as it travels through on it's way
to the target. This may be decreased by better focus and constriction of
the beam.
The following are needed for Construction:
- Beams use 1 power to make 1 damage.
- To increase the amount of damage per energy point used,
costs one point. This is called increasing the Efficiency.
- Beams cost 1 point per damage, and take up one size per
damage to start with.
- They may be any size.
- For the beam to cause additional damage per size costs
1 point per additional damage caused, you must improve the entire weapon.
- To increase the number of hexes that a beam travels through
by one before it looses 1 damage costs one point. This is called Focus.
- The beam may be Compacted, which increases the number
of hexes the beam travels through by 10 before loosing damage. This costs
10 points per level of compaction. It "bundles" the energy into
packets which decay or spread out less than a solid beam.
- Cost and size is for a weapon with a 60 degree (standard)
arc, Double them for a 120 degree arc, triple for 180, etc.
- The maximum damage per energy point is 15 in the campaign
Universe, 20 would be 100% efficiency.
- The maximum Damage per size is 25 in the campaign universe,
though weapon size is unlimited.
- The maximum Focus is 10 in the Campaign Universe.
- Maximum Compaction is 3 in the Campaign Universe.
Cannon - Cannon are more akin to Railguns or Mass
Drivers, than the chemically powered ones of the 20th and previous centuries.
- Cannon don't lose damage on the way to the target, only
because there is no air or gravity to slow down the shells.
- Standard Cannon (used in the 20th Century) cannot be
used. The shells are much too slow.
The following are needed for Construction:
- Cannons use 1 power per 10 damage.
- Cannon cost one point per damage, and take up one space
per damage.
- Maximum Damage for a cannon without a warhead in the
Campaign Universe is 5.
- Adding Warheads to cannon shells -
- If a warhead is fitted, the non-warhead damage is ignored,
only Warhead damage is considered when figuring damage from the Cannon..
- There are 3 types of Warheads you can add to Cannon shells,
Maximum Warhead Size is 0.1 size:
- Standard Explosive
- Cost 1 per 10 damage, take 0.1 size per 10 points
- Nuclear
- Cost 100 per Kiloton, take 0.1 size per Kiloton
- Antimatter
- Cost 1000 per MT, take 0.1 size per Megaton
- Storage of Shells:
- Shells are stored in Holds, and the Player should have
it clearly marked on his damage Allocation Diagram which holds contain
shells for what.
- A seperate sheet of paper may be necessary for recording.
- Non-warhead shells are size 0.1 X Cannon damage
- Warhead Shells are the size indicated by the rules immediately
above these (Adding Warheads)
- Hitting a Hold that contains Shells -
- Antimatter Shells Explode - containment is lost, and
the Antimatter reacts.
- Nuclear Shells are basically inert, and are simply dispersed
as any other cargo.
- Standard Explosive Warheads explode on a roll of 1 on
a 1d6.
- Exploding shells apply their full damage to the ship
that the hold is in.
Missiles -
Weapons Rules:
- Use a number of dice equal to sensors of the appropriate
type to roll for a hit. If the ship has no sensors, then roll a d4.
- The dice type needed is on the Sensor Cost and Type Chart.
- A die must be rolled for each weapon fired to determine
if a hit occured.
- Target must be in the arc of the weapon being fired at
it.
- Some weapons may have more than One Firing Arc.
- The Target may use it's sensors as ECM. If so, subtract
Targets ECM roll from Shooters Targeting Roll.
- A weapon hits if the total on the dice is greater than
the actual range in hexes between the firing ship and the target.
Firing Arcs Diagram -

Red Areas are hit by both the Arcs on that side of the ship. Starboard
Fwd and Starboard Aft both hit the red areas on the starboard side, and
the Port Aft and Port Fwd both hit the red areas on the Port side of the
ship.
Some Weapons have a Resticted Arc of fire -

Restricted arcs can be in any orientation, Forward
(the most common) is shown.
Hit Procedure:
- Attacker rolls Appropriate Dice to hit.
- Missiles attacks use the missile's Sensor value, not
the ship's.
- The target subtracts it's ECM roll - if using ECM, or
it's Stealth value (not Both).
- Any other modifiers are added to the roll.
- A hit occurs if the total on the dice is greater than
actual range.
If a hit occurs:
- If damage is less than shields, then mark off the shield
boxes temporarily (erase the next turn if no damage penetrates the shield),
an alternative would be to simply write down the amount of damage to the
shield
- If Damage is greater than the shields, then the shields
must be repaired before they can be erected again.
- Any damage in excess of the number of Shield points brings
the shields down.
- If Damage is left, apply to Stealth.
- Stealth must be repaired before it can be used in another
roll.It can only be repaired at a repair facility.
- If Damage is left, apply to Streamline.
- Streamline must be repaired before it can be used in
another roll.It can only be repaired at a repair facility.
- If there is more damage to "use up" it is applied
to the Armor corresponding to the arc that the damage came from.
- If Damage is less than the number of armor points, then
no damage penetrates the hull.
- If damage is greater than the Armor value, then armor
is reduced by one.
- Reduce the damage by the amount of armor, and mark off
damage on the Damage Allocation Diagram for the remaining points, based
on the direction of the damage.
- If a section is destroyed (all damage circles marked
off), the go intothe CORE section, followed by the section on the
opposite side of the ship.
Ship and System Destruction:
- A ship without drives cannot manuever.
- A ship without a useable Reactor cannot manuever, Fire
Beams, or use sensors. It can fire missles.
- A ship is unuseable once all the damage is used up, and
cannot be salvaged.
- A ship with a single space left to damage can be repaired.
- A ship with no crew is easliy boarded, and can no longer
manuever, shoot, or perform activities.
- Destroyed Sensors cannot be used for a targetting roll,
for ECM, or for Gathering Information.
Ramming:
Docking
In Order to Dock, the following conditions must be met:
- No Evasive manuevering by either party
- Both Ships must be going the same speed, with the same
direction of travel, and in the same Hex(es) for 2 turns.
- Both ships must be able to dock with each other.
Boarding Party Combat:
Before Boarding can occur, both ships must have been docked for a turn.
Roll 1d6, and consult the chart below.
Defending Units
|
Regular
Crew
|
Marine
Squad
|
Commando
Unit
|
Heavy
Weapons
|
Powered
Armor
|
Attacking Units
|
|
|
|
|
|
Regular Crew
|
1
|
0
|
-1
|
-2
|
-3
|
Marine Squad
|
2
|
1
|
0
|
-1
|
-2
|
Commando Unit
|
3
|
2
|
1
|
0
|
-1
|
Heavy Weapons Unit
|
4
|
3
|
2
|
1
|
0
|
Powered Armor Unit
|
5
|
4
|
3
|
2
|
1
|
Rolling the number given or LOWER indicates that the
targetted unit is destroyed.
|
- Both units get a roll as attacking unit, before the round is resolved.
- Defenders on their own ship are -1 to attack, and +1 to be hit
- Boarders cannot attack on the first turn, as they are gaining entry.
- Before the combat starts, the squad may designate the "mode"
they wish to be in. This cannot change until all the combats are resolved.
MODES:
Evasive - +2 to be hit, and to hit
Defensive - +1 to be hit
Offensive - -1 to hit, and to be hit
Suicidal - -2 to hit, and to be hit
- The squad may not elect to assume any MODE at all.
- If there are more than one squad on a side, then assign certain units
to specific "enemy" units.
- Each squad has only one "attack".
- A squad may be attacked by more than one attacker.
- Boarders that win a combat in a "component" now have control
of that component, and may cease it's operation. They cannot cause the
component to work however they desire, until the ship has been taken.
- The ship is taken one turn after there are no more defending boarding
squads, and there is an attacking squad in each "component".
Nuke Damage
- Target recieves the full warhead damage
- One Kiloton = 510 Damage
- One Megaton = 1000 Kilotons (510,000 damage)
- Everything else in the hex gets 26 damage per Kiloton
or 26,000 damage per Megaton.
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:
Hull -
- The stuff that holds the ship together.
- There is a minimum of one hull per 20 spaces of ship.
Drive -
- This is the device that moves the ship, It's primary
purpose is to move the ship.
- Reactionless is assumed, since it is much easier to use
in the game (fuel would need tracking otherwise).
- The more drives are improved, the less power is needed
to move the ship, and consequently, the more power is available for other
things.
- The Maximum Move that a ship can use is equal
to the NUMBER of drives it has - irregardless of excess power.
- Move cost can never be less than 1.
Reactor -
- This is used to produce Power for other uses - like Shields
and Weapons.
- The Higher the Technical Level, the more power is produced.
- The maximum amount of Power that a Reactor can produce
in the Campaign Universe is 20, your mileage may vary.
- An unaltered Reactor produces 10 Power.
- All Reactors must produce the same amount of Energy.
Weapon - These are discussed in more Detail in
the Weapons Section. They Require Power to fire.
Shields -
- These protect the ship from damage, both in Superspace
(during Faster than Light Travel) and in Battle.
- Each point of incoming weapons Damage will "use
up" a point of shield.
- Unless the Shields are completely used up at the end
of the turn, they will "re-erect' fully at the beginning of the next
turn - assuming power is supplied.
- If Shields are exhausted at the end of the turn, Repair
must be used to get them working again.
- Each Generator needs 10 power.
- Maximum number of points per generator is 20 in the Campaign
Universe.
Hold -
Sensors -
- These are Electronic Means of Sensing other ships, and
hiding ones own ship from other ships with "Counter-Noise".
- Using a sensor as ECM reduces the targeting roll of all
enemy ships by it's rolled value.
- A sensor may be used as only one of the following each
round, it cannot do two or three things per round:
- ECM - roll the indicated die for the type of Sensor,
and reduce all enemy target rolls by that amount.
- Gather Information - See the Tactical Information Chart
- Use to Fire weapons as previously outlined in the Weapon
rules.
Sensor Cost and Type Chart
Level |
Type |
Cost Basis |
Die used in the Targetting Roll |
1 |
Poor |
1 |
d4 |
2 |
Fair |
2 |
d6 |
3 |
Standard |
4 |
d8 |
4 |
Good |
6 |
d10 |
5 |
Excellent |
8 |
d12 |
6 |
Improved |
20 |
d20 |
7 |
Advanced |
40 |
d30 |
Tactical Informaton Chart
Info Level |
Type of Data Acquired |
Multiply Roll by this ___
- if roll is greater than actual
range, then Data is acquired
|
A
|
"Something is there"
|
100
|
B
|
Speed and Total
Drives used
|
50
|
C
|
Number Of Ships
|
10
|
D
|
Size Of Ships
|
5
|
E
|
Location within
10 hexes
|
4
|
F
|
Shield's Power -
If Used
|
3
|
G
|
General Hull Shape
|
2
|
H
|
Hatches, Gun Ports
Large Holes(Damage)
Fire Control Solution
Possible
|
1
|
I
|
Power & Drive Numbers
|
0.5 (1/2)
|
J
|
Weapons Numbers
|
0.33 (1/3)
|
K
|
Armor Thickness
Small Damage
|
0.25 (1/4)
|
L
|
Sensors Active
|
0.2 (1/5)
|
M
|
Active and Inactive
Systems
|
0.1 (1/10)
|
N
|
Life Signs
|
0.01 (1/100)
|
Stealth -
- This is a methodology for building ships, not an add-on
System.
- Each Level reduces the to-hit roll of ships targeting
the Stealthy Ship by -1.
- It takes up 1/20th (5 %) per level of stealth.
- The Theoretical Max is 20, though the ship would be useless.
- Stealth must be repaired at a repair Facility ( shipyard
).
Armor -
- This protects the ship from damage also, but it is not
rapairable except at a starbase, or other repair facility.
- Damage that gets past the shields will first destroy
the sensor dishes, then hit the armor. If the total from a single weapon
barrage (total firepower from a single ship in a single phase) is not in
excess of armor, then the armor is unaffected and no damage gets to the
ship internals.
- If damage is in excess of ship Armor, then one Armor
point is marked off of the diagram and damage in excess of the armor value
does internal damage to the ship.
- Armor is HEAVY, it increases the move cost of a ship
by ten for each point of Armor.
Jump Engines -
- These are Necessary ONLY if you plan on going from Star
to Star. They get you into Superspace, but you must have operable drives
to move into and through Superspace.
- They are 25 times as large as a standard Drive.
- Jump Engines DO NOT produce any power, but require 100
Power each to work.
Repair -
- Repairs Take 1 turn per repair point needed
- Each Repair Unit produces One Repair Point.
- Repair Takes no energy.
- Each Repair point used requires 1 repair part.
- Repair takes 5 times the amount of time in Vaccum.
Special Rules
Assault Craft:
Types:
There are 4 types of specialized Assault craft used to board larger
ships in large battles. These are:
- VGF's - Variable Geometry Fighters: These Craft may board Large
Spacecraft, and engage in Fighter combat in Space. They may fight their
way to them and enter by means of a Hull Breach or fighter/shuttle bay,
and have the capacity (after a few turns) of cutting into enemy ship hulls.
They are essentially fighters with the ability to re-orient their hull
configuration, and move via mechanical legs, rollers, Hoverjets, and grapples.
The complicated configuration limits their ability to be a good specialized
vehicle, or to carry a lot of firepower, but the "jack of all trades"
vehicle can't be beat when it comes to getting to and boarding Enemy Spacecraft.
- HBV's - Humanoid Battle Vehicles: These Craft must be carried
to the area of the fight by Boarding Pods, Dropped into a Landing Zone,
or board ships via a docking manuever on the part of it's mother ship.
They are essentially oversized Powered Armor, that have greater endurance
than Standard powered armor.
- BP's - Boarding Pods: These Craft are dedicated to bringing
conventional Boarding Parties or HBV's to board enemy ships. They are generally
heavily armored, and not heavily armed. They generally do not have enough
manueverability to engage in to engage in fighter combat.
- Fighters: These craft cannot carry enough offensive armament
to hurt Large ships in general, except in overwhelming numbers. Their usual
task is either to act as a scout, act as point defense in Fleet actions,
Protect large Immobile Assets of minor Military significance, Project Firepower
in low intensity conflicts, or protect against Boarders.
General Rules and Information:
- VGF's, HBV's, BP's and Fighters are all classified as Assault Craft.
- Assault Craft cannot be targetted by sensors while on the hull, They
are considered to have landed the turn after they enter the target ship's
hex.
- There are usually 10 units to a group.
- For ease of bookkeeping, They are kept Track of on a sheet of Paper,
with the following statistics (layout damage tics) :
- Number of units - these are marked off as destroyed - there are two
lines of Information per Unit, the Ammo & Info line, and the Systems
line.
- Amount of damage for each unit, mark off components on each unit as
it is destroyed, shield values are in Parentheses at the beginning of the
line.
- Components can be any order desired.
- Weapon Statistics and Sensors each unit has.
Targetting Fighter Groups:
In Large assaults, fighters can overwhelm the defenses of Capital Ships.
In Turn, however, Capital Ships can destroy most fighters with a single
shot from their smaller weapons. As a consequence, most Captains use their
fighter groups to assist with boarding, while taking the brunt of the Enemy
Firepower with their larger ships. These rules are for using the larger
ships weapons against fighter groups.
If there is a successful hit on a fighter group (VGF's, HBV's and BP's
are also considered fighters for the purpose of this rule) Then roll appropriate
dice to see how many fighters are hit, using the chart below.
If only a few fighters are hit, and the weapon still has damage to "use
up", it simply "blows through" the formation and is lost
into space (just like a weapon shot that missed).
If there is no formation given, assume a standard one.
Formation Type |
Close |
Parade |
Standard |
Open |
Dispersed |
Number actually Hit |
1d10 |
1d8 |
1d6 |
1d4 |
1d6-2 |
Apply damage to the lead unit first, then in order back the rolled number
of fighters, if the damage is in excess of the fighters damage capacity.
Access to the ship by VGF's and HBV's
- These units may be too large to gain access normally, so they may have
to cut into the hull.
- Cutting into the hull takes a number of turns equal to the Armor value
of the hull +1.
- Whether they cut into the hull, or gain access through landing bays,
If their target is beyond the landing bays, they will have to destroy the
systems in their way.
- They apply any damage not used to repel attackers against the ship
systems that are inline on the Ship Damage Chart.
- The damage they must apply to get "past" the system and deeper
into the hull is equal to Five times the number of systems in the
way.
- When burning their way into the hull, to get deeper into the ship,
the first point of damage against the component disables it, the next 4
cuts away bits of the ship to allow access.
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.
- Drive - cost 5 points each, size 0.5 each, initial move
cost - 1, lowering cost by 1 costs 2 per drive
- Jump - Assault Craft don't use Jump, but require a mothership
for FTL travel.
- 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
- 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.
- Sensors - Operate the same, only smaller - cost 5 times
the chart value, occupy 0.5 spaces. Maximum number is equal to assault
craft size.
- Weapons - may use either standard ship weapons, or reduced
damage versions SEE BELOW...
- 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.
- Holds - May use fractional Holds.
- Auxillary - only Rescue Pods - 0.1 size, 0.2 cost, 2
crew for 2 days
- Articulation
- System size and cost given:
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
|
- Variable Geometry Gear
Type
|
2 mode
|
3 mode
|
Basic
Locomotion
|
Multiply size
Multiple
by craft size
|
Not Available
|
Bipedal
|
size -
0.5
|
cost =
2 x size
|
|
size -
2
|
cost =
2.5 x size
|
|
Humanoid
|
|
|
- Hull - may use fractional Hull 0.1 minimum
- Add and Calculate Stealth:
- Size is [craft size X 0.05] X Stealth Value
- Cost is 10 X SIze
- Streamlining the craft:
- Standard craft cannot enter Atmosphere
- Standard Streamlining - allowing Landing and Liftoff :
- 10% of ship size, minimum of 2 drive
- cost is equal to the size of the streamlining
- Streamlining that allows the manuevering ability of a large Cargo Plane:
- 25% of craft size, Minimum of 2 drive
- cost is equal to 2 times the size of the streamlining
Fighters and Boarding Pods:
Order of required Parts and Stats: Drives, Shields,
Sensors, Weapons, Power, Armor, Hold, Rescue Pod (not required, but this
is where it goes), Hull, Turn Mode(see Capital Ship Construction), Improve
systems, layout damage tics
Humanoid Battle Vehicles:
Order of Required Parts and Stats: Shields, Sensors,Weapons,
Power, Armor, Hold, Rescue Pod (not Required, but this is where it goes),
Articulation, Hull (Turn Mode is NA), Improve systems, layout damage tics
Variable Geometry Fighters:
Order of Required Parts and Stats: Drives, Shields,
Sensors, Weapons, Power, Armor, Hold, Rescue Pod (not required, but this
is where it goes), Articulation, Variable Geometry Gear, Hull, Turn Mode,
Improve systems, layout damage tics
Small Power Systems:
- Inertial Storage can be as small as a #3 can, so minaturization
is easy.
- 1 energy in 0.01 size costs .001 each
- This can be used to provide power in systems that need
only small amounts in Role Play.
Small Ship's and Personal Weaponry:
- Minimum Beam weapon size is 0.001 size, for antipersonnel
work.
- The smallest Beam (0.001 size) does 0.001 damage, takes
0.001 size, and costs 0.001.
- It can be powered from an Inertial storage cell as outlined
above.
Ships Weapon Damage conversion:
- Conversion of Starship Damage to Personal Damage -
- 1 starship damage point is equal to killing 2000 people under perfect
conditions
- Assumes that each person has 44.5 hit points.
- Converting damage units from other systems:
Starship damage point equivalents - One BASIC
equals:
- 2.5 classic Traveller or Star Cruiser
- 0.25 Starfire
- 8.25 MDC (Paladium)
- 2225 Twilight 2000 Personal Damage
- 5 Battletech Mecha Damage
- 0.1 Star Fleet Battles
Capital Ship Construction
Building the Ship:
Add drive:
- Max Acceleration = Number of Drives
- Move Cost is 10 per Hex to start with
- To lower the move cost by one, it costs one point for each time for
each drive - you must do all the drives at one time.
- You cannot have Drives that have variable Move costs.
- Move cost will be modified as the process continues, so you may want
to wait until you finish "building" before you lower that move
cost.
- Move Cost cannot ever be less than one.
- A Drive costs one point, and take up one space/size.
Add Jump Engine:
- Translight Energy Cost is 100 per Jump, this only gets you into Superspace,
you must have an operable drive to move in Superspace.
- Jump Engines Cost 100 points, and take up 25 spaces/size.
Weapons: Weapons and Shields are the main users of energy, as
Life Support and all other functions are minimal in power use compared
to them. The Guidelines for building them is in the Weapons Section.
Add Shields:
- Shields cost 1 for 10 shield points, and the generator takes up one
space ( so there is one generator per 10 shield points).
- Each generator creates 10 shield points ( but only the shield points
are shown on the diagram), and requires Ten points of power.
- Max number of shield generators is equal to Hull.
- Shields protect the whole ship, not just a portion.
- To increase the number of shield points that a generator creates from
a point of power (ie decrease energy usage) costs one point. Like Reactor
and drive this must be done to all or none.
- In the Campaign Univese, the Maximum Number of Points per Generator
is 20.
Add Reactors:
- Considering the Weapons and Shields Energy Requirements, Add Reactors
enough to supply power for them.
- You may use fewer Reactors than the amount of power you need, should
you wish, if You can reduce power used by the Drives by reducing Move Cost.
- You can also add more Reactors than you need.
- Reactors cost 1 each, and are 1 size each.
- Each Reactor produces 10 power without improvement.
- Increasing the power from a Reactor by one power costs one point per
Reactor.
- Power production cannot vary from reactor to reactor, all reactors
must be improved at the same time.
- Maximum amount of Power a Reactor can produce is 20 in the Campaign
Universe
- Reactors must be refueled every 10 years.
Add Sensors:
- Each sensor - regardless of type (see the chart) takes only one space.
- Cost of sensors is: (# of Sensors X Cost basis for
type) + Number of Sensors CUBED
- Each Sensor requires one Hull.
Add Armor:
- Armor costs 1 per point, and takes up one space per point.
- Armor will raise move cost by 10 per point of armor ( it's HEAVY).
- Each point of Armor Covers only one section of the ship (either one
"arc" or the Core section).
Add Holds:
- Each Size of Hold costs Zero
- Each Hold Takes a up one space.
- One Hold can carry:
- 100 Repair Parts
- 50 Standard Cargo Containers
- Military Style Bunks for 50 Crew Members (Humanoid Norm)
- Officer Style Quarters for 10 Officers
- A Stateroom comfortable for two.
- Anything Else that will fit in 125 cubic meters of space
and weigh less than 50 tons.
Add Hangars:
- Holds can be connected together to form a Hangar.
- A hangar must be 50% larger than the ship it holds.
- Cost of a Hangar is 3 per vessel/vehicle held.
Add Auxillary Equipment:
Repair -
- Size - One each
- Cost - One each
- Needs One Power Each
- Needs 5 Crew Each
Hospital -
- Size - Four Each
- Cost - Five Each
- Needs 2 power Each
- Needs 20 Crew each
- Beds for 20 patients
Rescue Pods -
- Size - one Each
- Cost - Two Each
- Carries 15 Crew for 3 days
Calculate Hull:
- Add up all the spaces used on the ship. Divide this number by 20. Round
any fractions up to the next whole number.
- You may add any additional hull that you want.
- Hull costs nothing
- Hull takes up One Space Each
Calculate Required Crew:
- For each 10 crew, you must have 1 hull space, this may include the
hull needed for sensors.
- Fighters, and other ships that are underway for short periods (8 hours
) need only a pilot, and maybe a weaponeer if there's mmore than 4 weapons
(not including Missiles)
- To Calculate Minimum Crew, use this formula :
Weapons/4 (sans Missiles) + 1(pilot) + 1 (engineer)
- Normal Complement is 3 times this, in addtion you may have the following:
- Five Fighter Techs per hangar
- (Drive + Reactor) /10 Engineers
- (Sensors + Shields) / 5 System Operators
- One Jump Engineer
- 5 repairmen per Repair Shop
- 19 Corpsmen and One Doctor per hospital Unit
- 10 Marines per Marine Unit
- 10 Commandos per Commando Unit
- 10 Troopers and 10 techs per Heavy Weapons Unit
- 10 Troopers and 40 Techs per Powered Armor Unit
- Cost
- Boarding Party Units:
- Marines - 2
- Commandos - 6
- Heavy Weapons - 10
- Powered Armor - 50
- I'll figure out the rest later.................................
Streamlining the Ship:
- Standard ships cannot enter Atmosphere
- Standard Streamlining allowing Landing and Liftoff :
- 10% of ship size, minimum of 2 drive
- cost is equal to the size of the streamlining
- Streamlining that allows the manuevering ability of a large Cargo Plane:
- 25% of Ship size, Minimum of 2 drive
- cost is equal to 2 times the size of the streamlining
Add and Calculate Stealth:
- Size is [ship size X 0.05] X Stealth Value
- Cost is 10 X SIze
Calculate Move Cost:
- Base Move Cost is 10 before improvements
- Each Point of Armor raises move cost by 10.
- Add up all the spaces (now to include Hull and Stealth) on the ship.
- Divide the ship size by 100.
- Add this the move cost.
Determine Turn mode:
Turn Mode is modification to the Drives and Structurual Integrity fields
in the Hull, and takes no space. It does cost something.
Cost is 1/20 of the ships size for each level.
EXAMPLE: If the ship is size 100, and had a turn mode of 3, it
would cost 15 to get the turn mode.
Improve Systems and Add up Cost in Points:
You may now do any improvements to equipment, to increase damage, reduce
move cost - etc.
After improvements, Add up all the costs to get a total.
Allocate Damage "TICs"
As Systems receive damage points, they have their "tic
marks' marked off on the Damage Allocation Diagram. The guidelines for
putting them on the diagram after the design process are as follows:
- Weapons must be in the hit location corresponding to
the Arc which they fire into. If they fire into more than one arc, any
of the arcs that they are associated with will do.
- Hull must be distributed evenly to all seven Hit Locations.
- Armor may be distributed as the builder desires, and
only covers one Hit location.
- Reactors must be in the Core Section.
- Hangars and Weapons cannot be in the Core Section
- Anything else can be in any section desried.
- Leaving a section Blank means that any damage from that
arc AUTOMATICALLY hits the core section.
- Systems have a number of TIC's denoting the damage they
can take, these systems take damage corresponding to the units given:
- Hull - number of hull spaces
- Drive - number of drives
- Reactor - number of reactors
- Weapon - one Tic per weapon, regardless of size
- Shields - the Generators are not represented, only the
shield itself - the number of tics equals the number of shield points the
shield has. These go outside the diagram on a seperate column.
- Hold - number of Holds
- Sensor - number of sensors
- Stealth - number of tics = level of stealth, this goes
outside the diagram on a seperate column
- Armor - number of Armor Points
- Jump Engines - number of jump Engines
- Repair - number of repair shops
- Hangars - Number of hangars, even if the hangar holds
multiple ships
- Hospital - Number of Hospitals
- Crew - is not on the diagram
- Rescue Pods - not on the diagram
- Streamline - number of tics=level of streamline, in a
column outside the diagram
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.