Sunday, August 7, 2011

Medium Combat 2.0

This should be as complicated as the combat engine will get. Max weapons range is 5. Firing photons takes 2 points, and each does default 5 points damage. At a certain range photons can miss. Phasers always hit, but damage varies based on range. I can see being able to customize ships now. That would affect play just rp bonus points on the command crew. Something else I'm thinking is having player-customized ship interiors. Imagine designing your ship like a DM might design an adventure for D&D players. Diplomatic facilities, troop transports, etc.... Anyway, here is the template. One thing I didn't explain. Assess damage based on a 2d6 roll. If you beam boarding parties over for whatever mayhem, they roll a 1d6 vs 1d6. If the 'system' loses the roll, it loses a point. If the team loses the roll, they lose a member. Survivors can either call for pick up or hit another system. These "hit and run" teams don't count against capture/defense teams. Now that I've really muddied the waters, here is the template. I'll send walkthroughs as I play it through...


Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 5
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11 12
a __/__/__ /_y/__/__/__/__/__/___/___/___
b __/__/__/__/__/__/__/__/__/___/___/___
c __/__/x_/__/__/__/__/__/__/___/___/___
d __/__/__/__/__/__/__/__/__/___/___/___
e __/__/__/__/__/__/__/__/__/___/___/___
f __/__/__/__/__/__/__/__/__/___/___/___
g __/__/__/__/__/__/__/__/__/___/___/___
h __/__/__/__/__/__/__/__/__/___/___/___
i. __/__/__/__/__/__/__/__/__/___/___/___
j. __/__/__/__/__/__/__/__/__/___/___/___
k __/__/__/__/__/__/__/__/__/___/___/___
l. __/__/__/__/__/__/__/__/__/___/___/___

Roll:
X= Y=

Course
X=000 Y=270

Shields
X Y
F /20 /20
A /20 /20
P /20 /20
S /20 /20

Damage
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Hull /80 /80


Defense
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Capture /50 /50

Boarding Parties
X Y
/30 /30

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Photons

1=hits
2=hits
3=1d6 2-6 hits
4=1d6 4-6 hits
5=1d6 6 hits

Photons take 2 points to launch each and do 5 points damage per torpedo

Transporter: Range of 1 required. Shields automatically drop.

Capture attempt uses same procedure.

AI will pursue and attack to weakened shields.

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional.
Phasers= x distance modifier.

2 points from roll= 1 point repair (systems/shields)

Performance Modifiers:

Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)

No comments: