Something I was working on based on my own stuff (Battleships) and Kashyyk's (Battleships in SPACE!).
I need two players.One will start with 50 Accuracy, 50 Maneuvering, 40 Precision and 40 Repairs. Other will start with 45 in all four stats.
Both will be given Assault Frigate.
1. Captain a1s (50 Accuracy, 50 Maneuvering, 40 Precision, 40 Repairs): Simulation Frigate Alpha
2. Captain m1895 (45 Accuracy, 45 Maneuvering, 45 Precision, 45 Repairs): Simulation Frigate Beta
We will be moving in '1D space', aka a line, rather than a proper map. You simply need to state to what range you move (from 1 to 12) if your Thrusters allow for it, that's it.
###CREW STATISTICS###
Every fulfilled objective grants you 1 Crew Experience point. Between Sorties, you can spend Crew Experience Points on Crew Statistics.
At the very start of the Player Captain's career, all Statistics start at 40; the Player is given additional 20 points to invest in the stats, but no stat can exceed 50.
Accuracy: Bonus hit chance of all weapons aboard the Starship.
Maneuvering: Base chance to avoid incoming enemy weapons.
Precision: Base chance to deal Critical Strike (doubled Damage) per hit.
Repairs: Base chance to repair a currently malfunctioning System or Subsystem.
###TURNS OF COMBAT###
Order in which Players post their actions is dependant on the 'Initiative' formula:
Maneuvering + (Movement*4) - (Sections*5)
So for example, if your Crew's Maneuvering Skill is 56, you have 4 Movement and you control a Frigate with 3 Sections, your Initiative is: 56+(4*4)-(3*5) = 57
This is calculated per turn; if you manage to boost your Maneuvering or Movement, you will be able to post sooner; if on other hand you suffer damage to your Thrusters, you will post later.
###COMBAT###
You can fire as many Weapons as are currently active and/or do not require reloading.
You can target Sections, but not Subsystems (Weapons and Add-ons).
Chance to Hit: (Weapon's Base Hit + Crew's Accuracy Stat + bonuses) - (Enemy Crew's Maneuvering Stat + bonuses). Uses 1d100 die.
Damage is dealt to Armor first. It reduces the incoming Damage and soaks up the rest. If all Armor is destroyed, the remaining Damage is dealt to Structural instead.
Example: Enemy Medium Laser Cannon strikes your Mid-Section that has 7/1 Armor rating. Out of 12 Damage of MLC, it will be reduced by 1, and reduce Armor by 7. With not Armor, the remaining 4 Damage goes into Structural.
###REPAIRS###
As long as a System or Subsystem are Damaged (and not Destroyed or Offline), they can be Repaired.
(Sub)systems are Repaired at start of a new Turn if the Repair roll is equal or lower than your Crew's Repairs Stat.
You need to specify which (Sub)system is to be Repaired.
You can specify more than 1; however, each subsequent Repair target will lower all chances of Repair by 10%, and each is rolled indepedently.
Example: You have 4 Damaged Subsystems, and slate all for Repairs, and have 64 in Repair skills. This means that every Damaged Subsystem has (64-[3x10]) = 34% chance to be Repaired at start of next Turn.
###COMMANDS###
Commands become available to you as your Crew Statistics are raised to a certain level.
Once per Turn, Player Captain can issue 1 Command.
Accuracy:
40: Fire Control Boost I: +5 Hit with all Weapons until Player Captain's next Turn.
45: Auxiliary to Fire Control: +5 Hit with all Weapons until called off. Negates any Auxiliary Command previously in effect.
50: Direct Fire: Target an Enemy Starship; your Weapons gain +10 Hit until the Target is destroyed or you choose another Target for Direct Fire Command.
55: Accuracy Guidance I: +5 Hit with all Weapons for all Allies until next Turn.
60: Fire Control Boost II: +10 Hit with all Weapons until Player Captain's next Turn. Replaces Fire Control Boost I.
65: Concentrated Bombardment: +10 Hit and +2 Damage with all Weapons against Target Enemy for this Turn.
80: Accuracy Guidance II: +10 Hit with all Weapons for all Allies until next Turn. Replaces Accuracy Guidance I.
90: Fire Control Boost III: +15 Hit with all Weapons until Player Captain's next Turn. Replaces Fire Control Boost II.
Maneuvering:
40: Evasive Maneuvers I: +5 Evasion until Player Captain's next Turn.
45: Auxiliary to Thrusters: +5 Evasion until called off. Negates any Auxiliary Command previously in effect.
50: Maneuvering Guidance I: +5 Evasion for all Allies until next Turn.
55: Auxiliary to Engine Core: +1 Movement until called off. Negates any Auxiliary Command previously in effect.
60: Evasive Maneuvers II: -5 Hit and +15 Evasion until Player Captain's next Turn. Replaces Evasive Maneuvers I.
70: Engine Core Maneuvering Boost: -1 Movement, +25 Evasion until Player Captain's next Turn. If Subspace Jump is charging, postpones by 1 Turn.
80: Maneuvering Guidance II: +10 Evasion for all Allies until next Turn. Replaces Maneuvering Guidance I.
85: Evasive Maneuvers III: -10 Hit and +30 Evasion until Player Captain's next Turn. Replaces Evasive Maneuvers II.
Precision:
40: Subsytem Targeting: Choose an Laser Weapon and a Target Subsystem on Enemy Starship. That Laser Weapon with deal 50% Damage less (rounded down) but will have 100% chance to damage the Subsystem on successful Hit. Cannot be used on Targets at Range 3 or greater.
45: Auxiliary to Pre-Fire Chambers: +5 Critical Strike until called off. Negates any Auxiliary Command previously in effect.
50: Pre-Fire Chamber Overload: All Laser Weapons you fire this Turn have +25% Critical Chance. 1 Structural Damage for each Laser Weapon you fire this Turn.
55: Fine-Tune Weapons I: +1 Damage with all Weapons until Player Captain's next Turn.
70: Precision Guidance: +10 Critical Strike for all Allies until Player Captain's next Turn.
75: Fine-Tune Weapons II: +3 Damage with all Weapons until Player Captain's next Turn. Replaces Fine-Tune Weapons I.
85: Laser Arrays Fine-Tuning: Postpones Bloom effect of all Laser Weapons by 1 Tile until Player Captain's next Turn.
95: Fine-Tune Weapons III: +5 Damage with all Weapons until Player Captain's next Turn. Replaces Fine-Tune Weapons II.
Repairs:
40: Damage Report!: +5 to Repair chance for next 3 Turns.
45: Auxiliary to Damage Control: +5 Repair chance until called off. Negates any Auxiliary Command previously in effect.
50: Armor Fix I: Restores 3 Armor Points if successfully rolled for Repairs. Cannot use if Armor is 0.
55: Repair Prioritization: Choose a damaged (Sub)system. +45 Repair chance until Player Captain's next Turn, but only targeted (Sub)system will be rolled for.
60: Auxiliary to Structural Integrity Fields: Lowers all Structural Damage from Enemy Weapons by 1 until called off. Negates any Auxiliary Command previously in effect.
70: Damage Control Guidance: +5 Repair chance for all Allies until Player Captain's next Turn.
75: Armor Fix II: Restores 5 Armor Points if successfully rolled for Repairs. Cannot use if Armor is 0, replaces Armor Fix I.
90: Armor Fix III: Restores 8 Armor Points if successfully rolled for Repairs. Cannot use if Armor is 0, replaces Armor Fix II.
###SUBSYSTEMS (WEAPONS)###
Name:
Type: Kinetic, Laser or Phaser
Max.Range: Maximum range for Targeting Enemy Starships
Eff.Range: Final range without penalty. At higher Effective Ranges:
*Kinetics: -10% Hit per 1 Range.
*Lasers: -25%, -50%, -75%, -100% Damage per Range.
*Phasers: -40%, -80%, -100% Damage per Range.
Base Hit:
Damage:
Special: Bonuses and other stuff
Description: Fluff
Being Damaged:
*Kinetic: Can be used every 2 Turns.
*Lasers: -4 Damage.
*Phasers: -8 Damage.
===
Name: IKAOAF FK-9 "Mason"
Type: Kinetic
Max.Range: 2
Eff.Range: 1
Base Hit: 70
Damage: 3
Special: -
Description: "Back in the days, Imperial Kinetics Anti-Ordnance-And-Fightercraft Flak Artillery was the most common used kinetic weapon. As energy weaponry progressed and ships began fighting at greater ranges, missiles and fightercraft were phased out, and flak cannons thus lost most of their usefulness. FK-9 "Mason" is a dated, but currently the staple flak cannon used by the Imperial Fleet.
===
Name: IKCoilgun-6
Type: Kinetic
Max.Range: 6
Eff.Range: 2
Base Hit: 40
Damage: 7
Special: -
Description: "Magnetically propelled weapons were used since the early days of the Space Conquest, all the way in 21st Century. Nowadays, Starships slugging it out with Coilguns and other low-to-medium range kinetic weapons are the common sight on the stellar battlefields."
===
Name: IKCoilgun-7
Type: Kinetic
Max.Range: 6
Eff.Range: 2
Base Hit: 45
Damage: 8
Special: -
Description: "An upgrade over Version 6, Version 7 of Imperial Kinetics Coilgun comes with improved fire control and several hundred more kilojoules of kinetic power. IKCoilgun-7s were only recently added to Imperial Fleet Arsenal and thus only a handful of Starships have them installed at the moment."
===
Name: SOP-Slag II
Type: Kinetic
Max.Range: 4
Eff.Range: 2
Base Hit: 50
Damage: 5
Special: 2x attacks
Description: "Autocannons never had much traction in Imperial Starfleet (compared to Federal Defense Fleet), but after Salzberg Ordnance Palace provided a schematic (SOP Slag Autocannon) with good maximum ranges along with decent fire control capabilities, Imperial Admiralty deemed them a good choice for putting on small-to-medium size ships."
===
Name: SOP-Pacifier
Type: Kinetic
Max.Range: 3
Eff.Range: 1
Base Hit: 40
Damage: 4
Special: +60% (Sub)system Damage chance
Description: "This small kinetic weapon fires a complex munition with a miniature ion battery inside. The discharge that occurs on impact can incur a powerful EMP effect capable of disabling enemy subsystems. This specialty weapon has been cleared for use only by Assault Battlegroups, as they're the ones that are called to perform surgical strike operations."
===
Name: Light Laser Cannon
Type: Laser
Max.Range: 6
Eff.Range: 3
Base Hit: 55
Damage: 8
Special: -
Description: "A staple weapon of the current (star)day, LLCs are mounted on many smaller ships, where engine cores and power networks forbid placement of heavier and high-energy laser cannons.
===
Name: Medium Laser Cannon
Type: Laser
Max.Range: 7
Eff.Range: 4
Base Hit: 60
Damage: 12
Special: -
Description: "MLCs are high range, medium damage weapons currently placed on nearly every Imperial Starfleet Starship class."
===
Name: Ruby Laser Cannon
Type: Laser
Max.Range: 6
Eff.Range: 4
Base Hit: 50
Damage: 14
Special: +2 Structural Damage
Description: "Ruby LCs use a different light amplification matrix and crystal generator, providing a shorter but much more devastating burst of laser. The bulky design accomodates several lensing corridors instead of just one, increasing effective range of laser barrage."
===
###SECTIONS###
Each Starship is divided into Sections. Frigates have 3; Cruisers 4; Battleships 5.
Sections host Systems (Fire Control, Bridge, Engineering) and Subsystems (Weapons, Add-ons).
Each Section, once struck, has a chance to get one of its Subsystems Damaged; Systems can be Damaged if all Armor on the Section is gone.
###SYSTEMS###
Bridge: The heart of command on the Starship.
Intact: -
Damaged: -20 Stat Points when considering available Commands.
Offline: -50 Stat Points when considering available Commands.
Fire Control: Targeting computers, sensors and guidance systems are located here.
Intact: -
Damaged: -20 Hit and -1 Max.Range with all Weapons.
Offline: -50 Hit and -2 Max.Range with all Weapons.
Engineering: System maintenance and damage control center belong in Engineering.
Intact: -
Damaged: -20% Repair chance.
Offline: -50% Repair chance.
Thrusters: Main impulse drives used to maneuver in normal space and during combat.
Intact: -
Damaged: -20 Evasion and -2 Movement.
Offline: -50 Evasion and -4 Movement.
Engine Core: The main generator on the ship, heavily armored. When Hit, halves chance to become Damaged.
Intact: -
Damaged: -3 Damage with Laser and Phaser weapons, +1 Turn required to prepare Subspace Jump.
Offline: -7 Damage with Laser and Phaser weapons, cannot perform Subspace Jump.
###SUBSYSTEMS (ADD-ONS)###
n/a
Class Name:
Structural Points: Goes to 0 or lower, ship goes boom.
[named] Section: Frigates have 3 Sections
*Armor: Armor Points/Damage Reduction. Incoming Damage is first reduced, then lowers Armor Points.
**Systems are listed here.
***Sub-Systems (Weapons and Add-ons) are listed here.
######
Class Name: "Panther" (Assault)
Structural Points: 130
Forward Section:
*Armor: 30/1
**Bridge: Intact
**Fire Control: Intact
***SOP-Slag II A: Intact
***SOP-Slag II B: Intact
***Medium Laser Cannon A: Intact
Mid-Section:
*Armor: 30/1
**Engineering: Intact
**Engine Core: Intact
***Ruby Laser Cannon A: Intact
***Ruby Laser Cannon B: Intact
Rear Section:
*Armor: 30/1
**Thrusters: Intact
***IKAOAF FK-9 "Mason" A: Intact
***IKAOAF FK-9 "Mason" B: Intact
***IKCoilgun-6 A: Intact
***IKCoilgun-6 B: Intact