Friday, June 27, 2008

Revised Rules for Heavy Combat

Here are the revised rules, updated as I worked through the second playtest. I used two Star Trek micromachines to help to visualize the ships fighting and moving in a 3-D environment. Once I have a few working starships, I'll start to create some scenarios for them. I'll post the SSD's to the files section (and Google Docs) soon. As always, I welcome all feedback.

Rotating in place while firing is possible, but only half of directed energy will hit initial target. If a targetted ship rotates to avoid fire, it will still take full effect on the initial shield facing from any directed energy weapon (phasers, Romulan disruptors) on the first phase of the turn. Damage from torpedoes and Klingon disruptors are divided. Damage (given or received from directed energy weapons is divided on the second phase of the turn. If ship fires photon or Klingon disruptor while rotating, damage is not split (because it tracks to the designated target)

Rotating in place takes two turns to complete per shield facing.

Targetting specific system: 1 in 10 chance of doing 1 point of damage. (Refer to chart if using two 6-sided dice.)

2(total) =1
3=2
4=3
5=4
6=5
7=6
8=7
9=8
10=9
11=10
12=reroll

Phasers are omnidirectional.

Photon Rules:
One pt required to fire photons. In all photon equipped ships, if a ship has at least two launchers, one will cover all forward arcs while the other will cover aft arcs. All photons can track to ventral or dorsal arcs. Photon Torpedoes can be launched every other turn. Separate roll for photons. Roll once for 'to hit' (at range 3). Roll again for damage. CA has a max of 20 torpedoes.
Range 1= X3 multiplier (Additional 1/4 damage to attacking ship). Always hits.
Range 2= X2 multiplier. Always hits.
Range 3= X1 multiplier. Needs 3-6 to hit.

Disruptor Rules:
One point required to fire disruptors. Klingon disruptors on the Heavy Cruiser fire forward only, but can track to dorsal and ventral arcs. Disruptor Bolts can be launched every third turn. Separate roll for disruptors. Roll once for 'to hit' (at range 3). Roll again for damage.
Range 1= X3 multiplier.
Range 2= X2 multiplier. Always hits.
Range 3= X1 multiplier. Needs 2-6 to hit.

Cloaking Rules:

Cloak renders ship invisible and untracable. Cloaking requires 1 point to initiate and maintain Cloaked player must keep track of his movements/position relative to opponent(s), and must report movements to moderator (if there is one) Ships can remain cloaked for no more than ten turns per engagement. Ships cannot fire when cloaked. Cloaking ship has neither shields nor weaponry for one turn prior to, and one turn after cloaking device activated. Countermeasures can be used to protect cloaking vessel during turn prior to cloak engaging. If opponent manages to hit cloaked vessel, damage goes straight to hull and internals. In single-player game, player rolls 6-sided die to simulate attacking ship's attempt to hit cloaked vessel.
Number Rolled=direction fired
1=Fore
2=Aft
3=Port
4=Starboard
5=Dorsal
6=Ventral

Lack of Sensors Rules are similar to cloaked rules. If a ship has lost as much as 1/2 sensor capacity, 1-3 (6 sided die) necessary to hit with any weapon. With complete loss of sensors, use the table for firing against a cloaked vessel.
Number Rolled=direction fired
1=Fore
2=Aft
3=Port
4=Starboard
5=Dorsal
6=Ventral

If opponent has 10 points to devote to sensors, cloaked vessel can be 'flash' detected, for that turn only. They can attempt to predict cloaked vessel's next move. If they hit, damage goes straight to hull and internals.

Max of two points (pre-multiplier) can be used to repair two systems over 3 turns

Loss of Impluse engines means you can't manuever. Loss of half of impulse capacity means it takes twice as long to move. Loss of warp capacity restricts you to 1 repair point per turn. Any other action requires repair of warp systems.

One point can be used to close or retreat, but you can't fire at the same time. Close range is a good killing range, but leaves you just as vulnerable. While the ship that closes/retreats cannot fire in the same turn, the other ship can, with the damage multiplier not changing until the following turn. In other words, if ship A closes from range 3 to range 2, it cannot fire on ship B. But ship B can fire at ship A, with the range 3 (X1) multiplier. Two points can be used to move laterally. For example, if ship A rolls to port, ship B can use two points to move laterally to maintain desired shield facing. You can't fire while moving laterally, and any fire received acts hits the shield facing the enemy. Due to the stress placed on the spaceframe, you can only move laterally every two turns.

Max (weapons) range is 3 (X1)

Med range is 2 (X2)

Close range is 1 (X3)

One point of shield reinforcement takes two points. Shield reinforcement can last to a second turn if it isn't fired on. Then shield levels return to normal.

One point of counter or counter/countermeasures takes two points. Countermeasures can last to a second turn if it isn't fired on. Then levels return to normal.

Federation Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Phasers/Photons
4=Impulse
5=Batteries
6=Warp Core
If you roll a number for a system that is already destroyed, you roll again.

Klingon Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Armor/Cloak/Disruptors/Photons
4=Impulse
5=Batteries
6=Warp
If you roll a number for a system that is already destroyed, you roll again.

If a ship loses 3/4 of its internals, it is subject to catastrophic damage, calculated as such: (1-6 sided die):

Roll: 1
Lose Additional Internals: 6

Roll: 2
Lose Additional Internals: 5

Roll: 3
Lose Additional Internals: 4

Roll: 4
Lose Additional Internals: 3

Roll: 5
Lose Additional Internals: 2

Roll: 6
Lose Additional Internals: 1

(Round up or down if necessary. 17.25 is 3/4 of 23 (the number of internals in a Fed CA. In this case, 17 internal hits is sufficient to invoke the catastrophic damage rule)

Here are the phases of combat. For purposes of play they are considered to be happening simultaneously.

A) Roll []
A) Reaction Movement/Position []/[A to B]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []
Result

B) Roll []
B) Reaction Movement/Position []/[B to A]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons []
Result

Here is an example of a single round of combat:

Roll [] Total of dice rolled. Example: 12
Reaction Movement/Position Your movement followed by resulting position of ships. Example: [Begin roll to Starboard]/[A Port to Starboard to B Ventral, Range 2]
Countermeasures/Reinforce shields [] Any countermeasures or shield reinforcement. Example: [4 points Reinforce Starboard shields]
Target Selection (General or Specific) Fire weapons [] Target specific systems using chart, or fire at general location. Example: [Fire Phasers 8 Points at B Ventral]

and B's reply...

B) Roll [9]
B) Reaction Movement/Position [1 Point Withdraw to Range 3]/[B Ventral to A Port to Starboard]
B) Countermeasures/Reinforce shields [8 Points Reinforce Ventral shield]
B) Target Selection (General or Specific) Fire weapons [0]

Result:
4/27 points damage to B Ventral shield. (The benefit of the X2 multiplier offset by 50% of damage lost due to roll to starboard, damage (8 points) reduced to 4 by B reinforcing shields)
A and B at range 3.
(Note on damage notation: Damage, i.e. '4/27 points damage to B Ventral shield' is recorded cumulatively. Results show a running total of damage)

Fighter rules to follow.


Kapact

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