Players are each in command of a spaceship, which is involved in a free-for-all battle. They must coordinate fire against enemy targets, while directing their crews to ensure their own ship maintains in flying condition.
Your ship consists out of one or more sections. Each section is individually targetable, and has it's own armor value. These sections then contain various important subsystems, including the engine, reactor, lifesupport ,bridge and weaponry.
Those subsystems can be individually damaged, or even destroyed. If things really go against you, your ship might even be broken apart, though this doesn't always mean the end (though often it does).
Subsystems are divided in 2 categories. Internal and external. Internal subsystems are protected by the ship's armor, and thus not very vulnerable. Some subsystems however have to be external (Weaponry, engines) and can thus be individually targeted.
Each subsection only has a limited amount of space available. The different subsystems you want to fit in there take up certain amount this space, which has effects of their efficiency.
Armor is your ships primary defense against damage. Over time however, it can and will get damaged, losing efficiency in the process and protecting the subsystems within less and less. Armor has both an armor rating, and HP. The relationship between both varies depending on the type of armor, but in general, as HP drops, the Armor rating decays. Once the HP reaches -10, the subsection it's on will disintegrate, separating the two halves of the ship.
The Engines allow your ship to evade your enemies attacks, and bring your weapons to bear on them. Destruction of the engines renders your ship immobile, and a very vulnerable target.
The Reactor powers your ship, and is it's most vulnerable part. A hit to the reactor can force the ship to rely on emergency power supplies, having to choose between engines, air or weaponry. Even more catastrophically, a good hit can cause the reactor to overload and explode.
Lifesupport keeps the crew alive, including not only air and food, but also quarters and medical facilities. While emergency suits and lifesupport systems exist, destruction or disabling of this subsystem will result in significant casualties.
The Bridge is where your reside, secure (or not) from any enemy attacks. It's also the nexus of your combat operations. Disabling the bridge will not destroy a ship, but it will send it's crew into chaos.
Weaponry : Lasers, missiles, railguns, Gauss guns, Ion cannons. A variety of ways to blow your enemies to bits. Without them you're as harmless as a tiger without claws (not very). Weaponry has an accuracy Rating, a damage Rating and an attack type determining the damage table used.
As this is a test, not part of the actual game, there's no full parts list. Instead, there are general guide lines and some examples
Subsections :
Standard Subsection :
- Armor Rating : 4
- Armor HP: 40
- Size : 100
Armored Subsection :
- Armor Rating : 6
- Armor HP : 60
- Size : 60
Hauler Subsection :
- Armor Rating : 3
- Armor HP : 20
- Size : 120
Engines :
Standard Engine :
- 1 Thrust per 5 sizepoints
Reactor :
Standard Reactor :
- 1 size unit can supply 10 sizeunits with power
Lifesupport :
Standard Lifesupport :
- 1 crew per 10 sizeunits
Bridge :
Standard Bridge
- Size : Amount of subsections*10
- Crew required : Amount of subsections/2
- Feature : Includes 2 crew
Weaponry :
Railgun
- Accuracy : 6
- Type : Kinetic
- Attack value : Size/5
Missile
- Accuracy : 8
- Type : Explosive
- Attack value : Size/5
Laser
- Accuracy : 12
- Type : Laser
- Attack value : Size/5
Ion cannon
- Accuracy : 12
- Type : Ion
- Attack value : Size/5
These are examples. You can design weaponry which does whatever you want, and even combines multiple types of weaponry.
Other
Targeting Array :
- Size : 10
- Effect: Increase accuracy of one weapon system by 1d4
- Manned
What else, Who knows? Damage Control, Shields, ....
In order to blow up your enemy, you have to order one of your crew to fire at a subsection of his vessel. At this point, a single roll is made to determine whether the weapon hits or not. The attacker rolls a Dx (with x being the accuracy rating of his weapon), and has to roll higher than the enemies dodge rating. (Thrust - amount of subsections*2 - Amounts of shots that have already missed the target this turn).
If the weapon hits then the attack rating of the weapon is looked up on the proper table, and the effects of the impact are rolled for.
If the weapon misses, then it misses.
Kinetic
Kinetic Damage = Attack value - Armor rating
< 0 : Armor HP is reduced by 2*Attack value - Armor rating
1 : Minor Component Damage
2 : 2*Minor Component Damage
3 : Medium Component Damage
4 : 2*Medium Component Damage
5 : 3*Medium Component Damage
6 : 4*Medium Component Damage
Explosive
Explosive Damage = Attack value / Armor Rating (Rounded)
0: No effect
1: Explosive Attack value subtracted from Armor HP
2: Severe Component Damage
3: Critical Component Damage
4: Catastrophic Component Damage
Laser
Laser Damage = Attack value - Armor Rating
Ion
Ion damage : Attack value - Excess power on the enemy ship
Damage tables
There are 3 types of damage (Crew, Component, Functional), and damage can be minor, mediocre, severe, critical or catastrophic. The latter determines the amount and size of the dice that are rolled, the first which of the tables is used to look it up.
Dice sizes :
- Minor : 1*d6
- Mediocre : 2*d5
- Severe : 3*d4
- Critical : 5*d3
- Catastrophic : 10*d2
Crew:
1-5 : Nothing
6-8 : Crewmember wounded
9-10 :Two crew wounded
11-12 : 1 Crew killed
13-14 : Two crew wounded, 1 killed
15-16 : 3 crew wounded, 1 killed
17-18 : 2 crew killed
19-20 : 4 crew killed
Component :
1-5 : Nothing
6-8 : Single Component Lightly Damaged
9-10 : Single Component Lightly Damaged
11-12 : Component no longer functional
13-14 : Component no longer functional, Minor Secondary Damage
15-16 : Component irreparably destroyed, Minor Secondary Damage (Type depends on system hit)
17-18 : Component irreparably destroyed, Mediocre Secondary Damage (Type depends on system hit)
19-20: Component irreparably destroyed, Severe Secondary Damage (Type depends on system hit)
Functional :
1-5 : Nothing
6-8 : 1 External component disabled for one turn
9-10 : 1 External component disabled for two turns
11-12 : 1 component disabled for one turn
13-14 : 2 components disabled for one turn
15-16 : 3 components disabled for one turn
17-18 : Section offline for 1 turn
19-20 : Section offline for 2 turns
Each turn, each player gets a Command Action, and an equal amount of crew actions to the amount of crew he still has remaining.
Crew actions are simple. Firing a weapon, repairing a subsystem, all that requires a single crewmember, though more crewmembers can be assigned to increase the chances of success.
The command action is kind of a wildcard. Usually summarized by a fancy catchphrase ("Raise Deflector Shields, Brace for Impact, Reverse the polarity of the Neutron Flow.") this action can have great results, or grave consequences.
Considering this is a test, ship creation will have a certain and at times rather broad leniency. I assume you will be sensible and not build a 20 000 sections deathsphere. Also, follow the following format.
Captain's name : Identical to forum name
Ship's name :
Amount of sections:
Amount of crew :
Weaponry :
Layout :
Section 1 : Armor [Rating : ] [ HP: ]
- Int : Internal component 1
- Int : Internal component 2
- Int : Internal component 3
- Ext : External component 1
- Ext : External component 2
Captain's name : Identical to forum name
Ship's name : HMS Generic
Amount of sections: 2
Amount of crew : 5/5
Thrust rating : 10
Weaponry :
- Missile
- Laser
Layout :
Standard Section 1 [100] : Armor [Rating :4 ] [ HP:40/40 ]
- Engine [Size : 50]
- Reactor [Size : 20]
- Bridge [Size : 20]
-
Standard Section 2 [100] : Armor [Rating :4 ] [ HP:40/40 ]
- Lifesupport [Size : 30]