Stellar Sanctums Rules Summary
Basic Stats:
-
Basic Stats are:
-
Strength - How strong you are
-
Agility - How agile you are
-
Health - In general, how resistant you are to damage from bullets,
Bacteria, and bashing....
-
Intelligence - Your general abilty to process information
-
Will - How well you stick to a course, or keep at a difficult task
-
Virtue - A general measure of your tendency to be "good"
-
Vice - A general measure of your tendency to be "evil"
-
Perception - Your ability to see things, material and physical
Task Resolution:
-
Unopposed:
-
Roll percentile dice against skill.
-
If under the skill level then it is a success:
-
if the ones is a 1-5 it is a mundane success.
-
6-9 is a Special Success.
-
0 is a Critical Success.
-
If over the skill level it is a failure.
-
If the ones is a 1-5 it is a mundane failure
-
6-9 is a Special Success.
-
0 is a Critical Success.
-
Opposed:
-
Each participant rolls a percentile dice against skill.
-
The person with the highest roll without going over their skill wins:
-
If under the skill level then it is a success:
-
if the ones is a 1-5 it is a mundane success.
-
6-9 is a Special Success.
-
0 is a Critical Success.
-
If over the skill level it is a failure.
-
If the ones is a 1-5 it is a mundane failure
-
6-9 is a Special Success.
-
0 is a Critical Success.
Task Result Table:
RESULT:
|
HAND TO HAND COMBAT:
|
GUN COMBAT
- VEHCULAR COMBAT
|
FEAT
|
REPAIR/TECH
|
Critical Failure
|
ATTACKER UNCONSCIOUS
|
GUN MALFUNCTION
|
CHARACTER UNCONSCIOUS
|
PARTS USED UP, DEVICE DAMAGED WORSE THAN BEFORE ATTEMPT,
and INOPERATIVE UNTIL FACTORY SERVICED
|
Special Failure
|
ATTACKER WOUNDED
|
NO RESULT
|
CHARACTER WOUNDED
|
PARTS USED UP, DEVICE DAMAGED WORSE THAN BEFORE ATTEMPT,
and INOPERATIVE
|
Mundane Failure
|
NO RESULT
|
NO RESULT
|
ATTEMPT FAILED
|
PARTS USED UP, DEVICE DAMAGE NOT REPAIRED
|
Tie
|
NO RESULT
|
NO RESULT
|
ATTEMPT SUCCEEDS
|
PARTS USED UP,
DEVICE REPAIRED
|
Mundane Success
|
DEFENDER SUFFERS LIGHT WOUND
|
DEFENDER SUFFERS LIGHT WOUND
- VEHICLE HULL DAMAGE
Amount equals:
Margin of Sucess/10
|
ATTEMPT SUCCEEDS
|
PARTS USED UP,
DEVICE REPAIRED
|
Special Success
|
DEFENDER UNCONSCIOUS WITH DEEP WOUND
|
DEFENDER UNCONSCIOUS WITH DEEP WOUND
- VEHICLE SYSTEM CRITICAL HIT
|
ATTEMPT SUCCEEDS
- +1 SOMEWHERE
|
HALF THE PARTS USED UP,
DEVICE REPAIRED
OR
Parts Used Up, Device Improved
|
Critical Success
|
DEFENDER DEAD
|
DEFENDER DEAD
- OVERKILL DAMAGE TO VEHICLE
|
ATTEMPT SUCCEEDS
- +2 SOMEWHERE
|
NO PARTS USED,
DEVICE REPAIRED
OR
Half the Parts Used, Device Improved
|
Initiative:
-
First thing every turn, each side's overall leader makes a Leadership roll.
-
Ties go to the previously Disadvantaged player.
-
The winning side has the Advantage.
-
The Advantaged side has a +1 to it's Action rating.
-
The Action rating is the order in which players perform actions - the highest
AGILITY to the lowest
-
winning players may go ahead of the player with the next lowest AGILITY.
-
A special success means leapfrogging 2 players
-
a critical means being the first regardless.
-
For Example -
-
# 1 has a AGILITY of 3, # 2 has a AGILITY of 2 and #3 has a AGILITY of
1.
-
If 3 wins advantage, he may go second. If # 2 wins, he may go first.
-
Players alternate actions until neither side has any more actions to perform
that round.
Actions:
Types of Actions:
There are three standard types of actions a character can attempt:
automatic actions, standard actions, and opposed actions.
-
Automatic actions (e.g. opening a door, walking on a sidewalk) will automatically
succeed unless something complicates them, in which case they become standard
actions. They don't require a die roll.
-
Standard actions are actions that could either fail or succeed (e.g. forcing
open a locked door, walking on a tightrope). They do require a die roll
-
An opposed action is one that is performed against something that has a
WILL - such as another character. They require BOTH parties to roll a die.
Agility and Actions:
The higher the AGILITY, the more actions one may perform - The table
below gives the extra actions(+) or actions lost(-) based on the AGILITY
score, every character starts with 3 actions per round:
Agility Score
|
+ 5
|
+4 to +3
|
+2 to -2
|
-3 to -4
|
- 5
|
Actions Gained or Lost
|
+ 2
|
+1
|
0
|
- 1
|
- 2
|
Melee Action Point Chart
Activity
|
Cost in Actions
|
Draw Small Weapon, Holster Small Weapon,
Snapshot (not aimed - involves also drawing the weapon), Single shot, Give
Signal or Short Instruction, Open Standard Door, Reload by changing Ammo
Clip, Strike with Hand to Hand (HTH) Weapon, Parry HTH weapon
|
1
|
Shoot Burst, Throw Small Object, Pickup
handy small object, Open Light Hatch, Reload revolver w/ Speed loader Mechanism,
put Ammo Round into clip, mechanism, or weapon, Drive Vehicle
|
2
|
Aim Weapon(not shooting), Arm Missile/Grenade
Crawl(1/5),Sneaky Walk(1/3), Walk Backwards
or Sideways(1/2), Walk, Jog(x2), Run(x3), Sprint(x4), Broken Field Run(evade
- x2)
Stairs - 1/2 the above indications: fractions/multiples
indicate the speed change from the given normal of a walk
|
3
|
Saturate target hex
|
4
|
Open Heavy Hatch
|
5
|
Give Involved Instructions
|
6
|
Notes:
-
There is no differrence between firing from a vehicle
and firing any other way.
-
An Action may carry over from Round to Round.
-
Aiming the previous turn increases your % by X
2
Action penalties:
-
Are negative modifiers to all actions that reflect the pain and distraction
induced by wounds.
-
A character is penalized -1 to all actions per flesh wound -2 to all actions
per deep wound. These hurt!
Injury
-
Personal armor either reflects or absorbs (or BOTH) damage with it's armor
points when the character is under physical attack.
-
Wounding scores are the amount of damage an attack must cause to produce
a certain type of wound.
-
There are three types of injuries:
-
Light Wounds are nasty but not crippling wounds, characters may take a
number of them equal to the Health Stat.
-
Deep Wounds are immediately life-threatening injuries, or a number of Light
Wounds equal to 1/2 Health, these render the character unconscious.
-
Instant death is the third type of "injury".
Damage Scales and Equivalence
-
Damage Equivalence:
-
1 Vehicle Dmg = 100 Melee/Human Damage
-
1 Ship Damage = 100 Vehicle / 10,000 Melee Damage
-
Melee Scale:
-
One Size = 1.8 pounds/0.05 Cubic Meters
-
One Ton of TNT is 30,000 Damage, One Kiloton is 30,000,000 Damage.
-
One Hex/Move of One is 5 Meters in 6 Seconds or 3 KPH or 0.01 Gees
-
One Power is 1.56 Kilowatts
-
One Cost is 1000 Dollars
-
Vehicle Scale:
-
One Size = 180 pounds/0.5 Cubic Meters
-
One Ton of TNT is 300 Damage, One Kiloton is 300,000 Damage.
-
One Hex/Move of One is 50 Meters in 6 Seconds or 30 KPH or 0.1 Gees
-
One Power is 15.6 Kilowatts
-
One Cost is 100,000 Dollars
-
Ship Scale:
-
One Size = 9 tons/50 Cubic Meters
-
One Ton of TNT is 3 Damage, One Kiloton is 3000 Damage.
-
One Hex/Move of One is 50 Meters in 6 Seconds or 30 KPH or 0.1 Gees
-
One Power is 1560 Kilowatts
-
One Cost is 10,000,000 Dollars
Vehicle Damage
-
There are 3 types of vehicle damage that occur after damage gets through
fields and armor:
-
Structure
-
Criticals
-
Overkill
-
Structure damage means that the basic structure/frame has been hit.
-
It may reduce capability a small amount, and over time it reduces habitablitiy/useability
of the vehicle
-
If enough is done in the course of a battle, the vehicle may grind to halt.
-
the % of hits that are the frame determines whether the structure is hit
or not
-
Small vehicles (automobiles, aircraft) tend to have little structure that's
not critical to performance
-
Large Vehicles (starships, Orbital stations) tend to have a lot of structure
that's basically "empty"
-
Structurual Integrity Shields may reduce severity or eliminate the consequences
of damage
-
Criticals may destroy the system that they hit.
-
Tough systems may require much damage before failing, this is an addition
to the opposition roll during the attack.
-
Criticals may turn into Kills if the hit cascades. (cooling & lubrication
system failures, electrical failures, etc...)
-
Overkill is basically the vehicle exploding from the hit due to massive
system damage/failure.
-
DRAMATIC OVERKILL (optional rule) When
a vehicle suffers an Overkill result, roll on the Dramatic Overkill table
for extra fun!
Roll 1d10
|
Result
|
1-3 DISABLED
|
The vehicle is wrecked, but the pilot survives and can bail
out or eject as usual.
|
4-5 BREACH
|
A Critical System is breached, and could blow up at any time.
The vehicles drift's on its current trajectory, sparkly bits emanating
from the main body. At the end of each round, roll a die: on a 10, the
vehicle finally explodes.
|
5-6 CRITICAL BREACH
|
As BREACH above, but the vehicle explodes on a 9 or 10
|
7 OUT OF CONTROL
|
The vehicle is severely damaged, and can only perform movement
(and ram!). It explodes at the end of next round.
|
8-9 GOODBYE, CRUEL WORLD
|
The pilot has just enough time for a short, but touching, speech.
The vehicle explodes at the end of this round.
|
10 BOOM!!
|
The vehicle explodes immediately.
|
MOVEMENT
Moving on the Ground:
Moving on the Water:
Movement in space:
Utilises a simple vector system to simulate the physical reality of
combat in a weightless vacuum. Each player will need a trajectory marker
(Stars Our Decimation uses
a similiar system, as does Attack
Vector) Starships and above USUALLY use Space Movement, unless in Atmosphere.
-
Each Unit in space has two ratings, Thrust and Manuever.
-
Each round, before a Unit moves, it may alter its trajectory by
spending Thrust and/or Manuever Points.
-
The Units course is indicated by a Trajectory Marker, which indicates
the future position of the Unit.
-
Thrust points may be used to move the Trajectory Marker in a forward
direction (the direction the Unit is facing), as if the Unit was in the
markers hex.
-
Two Thrust points may be used to move the trajectory marker one
hex in the two directions to either side or forward.
-
Manuever points can be used to move the trajectory marker in any
direction, including forward.
-
Facing changes are made during or at the end of movement.
-
Facing changes are not allowed before expending Thrust to alter
trajectory.
-
Each unit is allowed one free facing change, plus one facing
change per Manuever point not used to alter trajectory.
-
After all alterations to the trajectory marker have been made, the Unit
moves one hex at a time to the trajectory marker's hex.
-
As straight a path as possible must be taken.
-
The trajectory marker is then moved in the same direction and for the same
distance as the Unit just moved.
-
The Pull of Gravity may be simulated by setting the Trajectory Marker
closer to the gravity source, depending on the strength of the gravity
source.
EXAMPLE:
-
Jade Monkey's trajectory marker is directly ahead of it three hexes.
-
It is Jade Monkey's turn to move.
-
Jade Monkey uses one Lateral point to move the marker back towards
itself (so now it is two hexes ahead).
-
Jade Monkey may make facing changes during movement.
-
Then Jade Monkey moves two hexes forward into the trajectory marker's
hex.
-
Then Jade Monkey's trajectory marker is moved two hexes forward
from there.
Flight Movement: Some units utilise Flight movement.
-
When using Flight movement, units have a speed, like when moving on ground.
-
A unit expends 1 movement point to enter the hex it is facing.
-
Flying units can make a free rotation provided they have moved a required
number of hexes forward first (known as its turn mode), depending on its
Agility:
Agility
|
10 to 11
|
8 to 9
|
6 to 7
|
4 to 5
|
2 to 3
|
- 1 to + 1
|
- 2 to - 3
|
- 4 to - 5
|
- 6 to - 7
|
- 8 to - 9
|
- 10 to - 11
|
Turn Mode
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
-
Flying units can make tight turns at any point during movement by spending
movement points equal to their turn mode per extra hexside turned.
-
Flying units can sideslip instead of making a rotation.
The unit's next hex of forward movement is off to the side instead
of straight ahead.
FIRING ARCS All forward arcs include the hex the unit is in.
-
FF: Fixed Forward, 60 degrees to the front
-
F: Forward, 120 degrees to the front
-
FA: Forward All, 180 degrees to the front
-
RR: Fixed Rearward, 60 degrees to the rear
-
A: All-Round, 360 degrees.
WOO (Weapon Out of Ordnance) OPTIONAL
RULE
-
If a weapon has w# under Ammo, then every time the weapon is used, a WOO
check must be made.
-
Roll 1D10, if the roll is not below threshold, the weapon runs out of ammo,
and must be reloaded ( for the appropriate action/s ), or discarded.
-
Add one to the threshold for each Burst point used when the weapon was
fired;
-
add two instead if the Burst point was used to Saturate.
-
Script Immunity may be used to automatically pass a WOO check.
SINGLE SHOT - Weapon only fires a single shot - one bullet/shell/charge
BURSTS
-
Weapon fires a burst equal to it's ROF during an action
-
Add 1 to the WOO threshold for each Burst in an Action.
SATURATION FIRE
-
Saturation fire adds one to the attack roll per Burst point used, but can
only be used at Medium range or closer.
-
Add 2 to the WOO threshold for each Burst point used to Saturate.
-
Saturate is continous fire for an entire melee round.
MISSILES
-
Missiles fire is an action that may be performed, like HTH, Direct fire,
or Movement - it is considered as firing a weapon.
-
Missiles have 3 actions only, and the number of actions that a missile
uses to cover a range band determines when it hits.
-
Sensor enhanced missiles will have +'s to hit.
-
List some missile types here:
-
????Actions until Impact CHART, a function of
Missile SPEED.
-
The target of a missile is revealed only when it attacks.
ANTI-MISSILE FIRE (Point Defence)
-
Missiles that are attacking a ship during the current turn may be fired
at before they attack.
-
Only the target ship and ships in the same squadron with it may use Antimmissile
fire at no penalty.
-
Incoming missiles may be attacked using any OTHER weapon by spending an
action, but at a -30% penalty.
-
Before rolling defense, roll a Missile Defense - using the missile MOVE
and SIZE MOD as a bonus.
-
A successful roll against a single-shot attack destroys the missile.
-
Point Defence Fire is carried out immeditately before a given missile salvo
attacks a ship.
-
Only Antimissile weapons that have not yet fired may be used for Point
Defence, and those batteries may not fire at other enemies later in the
round.
HAND-TO-HAND WEAPONS
-
Weapons with Range "H" are hand-to-hand weapons.
-
HTH weapons suffer no penalty for attacking at point blank range.
-
HTH weapons may be used to attack targets in an adjacent hex at a -30 penalty.
PARRYING
-
Units being attacked by Mele weapons (or improvised weapons) that have
a Melee Weapon (or improvised of their own), can use it to parry the incoming
attack.
-
The defender spends an action to parry.
-
The choice to parry is made before the attacker makes the attack roll.
-
(Optional Dramatic Rule) If the defender
doubles the attacker's roll, the attacker's weapon is lost.
Knockdown and Recoil
-
Knockdown occurs when the target receives WDMG = or greater than it's KNOCKDOWN
VALUE
Squadron Fire
-
A group of ships or fighters in a squadron may combine their weapons fire
to attempt to damage a target that would otherwise be too large.
-
Each ship must be armed with exactly the same weapons.
-
The attempt is resolved as a single to-hit roll (using the average skill
of the ships in the squardon), with the ROF increased based on the number
of ships firing:
Number of Ships
|
1
|
2-4
|
5-8
|
9-16
|
17-32
|
33-64
|
65-128
|
129-256
|
ROF Bonus
|
0
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
-
This ROF bonus will typically result in increased damage, at least at short
ranges.
-
EXAMPLE NEEDED HERE!
-
Normally the fighters would be hard-pressed unable to damage the cruiser
- even at short range. However, if thirty fire together, their ROF bonus
is increased to +5, and the fighters can do more damage. These rules may
also be used to group multiple batteries on a single ship together.
Attacking squadrons or swarms
-
A single battery attacking a squadron may opt to spread its fire to hit
multiple ships in that squadron.
-
Weapon or Battery attempting this must have a burst large enough to cover
the area that involves the ships in question.
-
Use the normal to-hit procedure
-
Use the size modifiers for the most common type of ship in the squadron.
-
Ignore Evasion Factor
-
For each point the to-hit roll is made by, multiple targets are hit - one
ship by every 2% points. Drop all fractions.
"NO-MAP" Combat:(MY version of DTS)(Optional
Rule)
-
Player first chooses what weapon he's going to use, then attempt to move
successfully within that range through skillful piloting.
-
Range
-
Range is equal to: previous turns range + speed this turn - target's
speed this turn
-
Initial range is determined by the scenario, the Game Leader, or rolling
2d10.
-
Combat Sequence:
-
Declaration
-
Initiative
-
Declaration and Initiative are done as usual.
-
Activation
-
Each Player states how many movement points or thrust points he wants to
spend this round
-
Each Player decides to Run, Stay, Evade, or Advance.
-
Running means that the Attacker's Speed is sutracted from the Target speed
to measure Range Change
-
Stay gives a +3 to firing roll of the Stationary Unit.
-
Evade gives a negative mod basd on range to the shooter.
-
Advance subtracts speed/move from RANGE.
-
The opponents then need to perform a Piloting roll to determine who gets
better positioning.
-
The winner recieves a +3 to his firing roll.
-
Both players roll normal Targetting rolls to see if they hit.
INCIDENTAL TARGETS (optional rule)
-
Any targets along the same LOS as the intended target must defend as well,
starting with the unit closest to the attacker.
-
These defenses are made at +30 to the roll, against the same attack roll.
If the fire is not Burst or Salvo, stop with the first successful hit
.
MORALE (optional/campaign rule)
-
All NPC pilots begin with a Morale threshold of 5.
-
Player-Characters begin at their Will Stat.
-
Under certain circumstances, the pilot makes a moral check by rolling an
Unopposed Task against his Will on a D10.
-
The amount the roll was failed by is applied as a penalty to all offensive
actions the pilot takes until the end of the scenario.
-
If the penalites accumulate to -5 or worse, the pilot must attempt to disengage.
-
Make a Morale Check When:
-
...the pilot's vehicle is hit for light damage;
-
...the pilot's vehicle is hit for heavy damage (subtract 1 from the threshold);
-
...a member of the pilot's combat group fails a Morale Check;
-
...a member of the pilot's group is taken out of action (- 1 threshold);
-
...the pilot's commander fails a Morale Check (- 1 threshold);
-
...the pilot's commander is taken out of action (- 2 threshold)
-
All additions to the Morale threshold last until the end of the scenario.
-
Scoring a "kill" increases the pilot's threshold by 1.
-
If the unit must disengage because of Morale, the unit may not move toward
the enemy on purpose.
-
If the unit must disengage because of Morale, the unit may not take any
offensive actions for the rest of the engagement.
VEHICLES and STARSHIPS SECTION:
-
TL 0 is the initial TL for Starships, so Tech levels 1-10 are represented.
-
Generally, the higher the Tech Level of the builder, the better the Vehicle.
-
For each Stat modify from the original (for each increase in Tech Level)
as Follows:
-
Cost - X1.5 per TL
-
To Hit Mod - -1 per TL
-
Base Spaces - +1 per TL
-
Base Moves - +1 per TL
-
Base Armor/Shields - Maximum goes up by 1 per TL
-
Base Weapons - Add an additional 2nd weapon per TL
-
Base Actions - an Additional Action per TL
-
Actions per Move doesn't change
-
To Calculate other stats:
-
Fire control channels = number of base weapons
-
Maximum Armor 2X Base
-
Shields Maximum 4X Base, if shields "0", then shields not available
-
Number of Hull = Spaces + Tech Level
-
Starship's Actual Size in Cubic Meters = (Base To Hit Mod + 10) X 1000
-
Stuff to Add or remove for space................
SYSTEM / MOD
|
UNIT COST
|
MAX ADDITIONAL VALUE
|
SIZE / UNIT
|
MIN TECH LEVEL
|
NOTES:
|
Extra Actions
|
5
|
Base Spaces + Tech Level
|
0
|
NA
|
|
Drop "TO HIT" Mod
|
5
|
- (Tech Level)
|
1/2 Base Spaces Each
|
-1
|
|
MOVE POINTS
|
5
|
+ 1/2 Tech Level
|
1/4 Base Spaces Each
|
-10
|
|
Endurance
|
1
|
TL + Spaces
|
1
|
-10
|
|
Extra Sensors
|
2
|
2 X Tech Level
|
1
|
-3
|
|
Extra Crew
|
1
|
Avail Space
|
1
|
NA
|
|
Shields
|
3
|
Tech Level
|
1/4 Base Spaces
|
4 - Ship Scale
6 - Vehicle Scale
8 - Melee Scale
|
|
Armor
|
2
|
Available Space
|
1/2 Base Spaces
|
-6
|
|
Spaces
|
1
|
Tech Level + Base Spaces
|
NA
|
NA
|
|
Agility
|
5
|
Tech Level
|
1/4 Base Spacs Each
|
-2
|
|
BASIC SHIP HULLS (Starships are Ship Scale
Vehicles):
CLASS:
|
INITIAL TECH LEVEL
|
BASE COST
|
TO HIT MOD
|
BASE SPACES
|
BASE MOVES
|
BASE ARMOR/SHIELDS
|
BASE WEAPONS
|
BASE ACTIONS
|
ACTIONS Per MOVE
|
BASE AGILITY
|
BASE ENDURANCE
|
KETCH
|
1
|
1
|
-2
|
2
|
6
|
1/0
|
SPINAL: PD: LNCHR
|
2
|
1
|
5
|
2 Months
|
CUTTER
|
1
|
5
|
-1
|
4
|
5
|
1/1
|
2-SEC-TRT: 2-LNCHR
|
3
|
1
|
3
|
3 Months
|
CORVETTE
|
2
|
15
|
0
|
8
|
4
|
1/1
|
2-PRI-TRT: 4-LNCHR
|
5
|
2
|
1
|
5 Months
|
ESCORT
|
4
|
70
|
+1
|
16
|
3
|
2/2
|
SPINAL: 4-SEC-TRT: 4-LNCHR
|
8
|
2
|
-1
|
8 Months
|
GALLEON
|
6
|
250
|
+2
|
32
|
2
|
3/3
|
SPINAL: 6-PRI-TRT: 8-SEC-TRT
|
12
|
3
|
-3
|
12 Months
|
BATTLESHIP
|
8
|
1000
|
+3
|
64
|
1
|
4/4
|
SPINAL: 8-PRI-TRT: 12-SEC-TRT
|
18
|
3
|
-5
|
18 Months
|
BASIC MECHA (Mecha are Melee scale and Vehicle
Scale Vehicles):
CLASS (Scale):
|
INITIAL TECH LEVEL:
|
BASE COST:
|
TO HIT MOD:
|
BASE SPACES:
|
BASE MOVES:
|
BASE ARMOR/SHIELDS
|
BASE WEAPONS:
|
BASE ACTIONS
|
ACTIONS Per MOVE
|
Power Armor (Melee)
|
1
|
5
|
+1
|
2
|
6
|
1/0
|
1 Support
1 Hand
|
2
|
1
|
Heavy Power Armor (Melee)
|
2
|
8
|
+2
|
4
|
8
|
2/0
|
1 Support
1 Light
I Hand
|
3
|
2
|
Exoskeleton (Melee)
|
0
|
12
|
+4
|
8
|
10
|
1/0
|
2 Support
2 Light
|
5
|
3
|
Light Mecha (Vehicle)
|
1
|
5
|
+1
|
2
|
6
|
1/0
|
Missile
2 Support
|
2
|
1
|
Medium Mecha (Vehicle)
|
2
|
8
|
+2
|
4
|
5
|
2/0
|
3 Support
2 Light
2 Missile
|
3
|
2
|
Heavy Mecha (Vehicle)
|
3
|
12
|
+4
|
8
|
4
|
1/2
|
3 Support
3 Light
4 Missile
|
5
|
3
|
==========================================
IE: Mecha doubles in size - Available space to cram in stuff increases
by X4
Size of stuff to maintain same performance increases by X8 - Something
has to be removed, speed and agility have to drop.
==========================================
Tech Level -- Frame size -- Strength -- Agility -- Sensors
-- Amount of armor - Size Squared X Level = weight
ARMORED VEHICLES (Vehicle Scale):
WET NAVY SHIPS (Ship Scale):
AIRCRAFT (Vehicle Scale):
MUNDANE VEHICLES (Vehicle Scale):
LIGHTER THAN AIR VEHICLES (Vehicle and Ship
Scale):
Motorcycles, Automobiles, Aeromecha, Small Boats, ????
WEAPON DESIGN:
All Weapons have mounts, Default Weapons may be removed in lieu
of other Equipment or Weapons:
MOUNT TYPE: |
COST / VALUE |
MAX VALUE |
SIZE / VALUE |
MIN TECH LEVEL |
NOTES: |
SPINAL |
4 |
TL X 2 |
3 |
3 |
3 Actions to Fire
Restricted Arc |
MAIN TURRET |
2 |
TL |
2 |
1 |
2 Actions to Fire
1 Arc |
SECONDARY TURRET |
1 |
TL / 2 |
1 |
0 |
1 Action to FIre
2 Arc |
POINT DEFENSE |
1/2 |
TL / 4 |
2 |
0 |
Prepared by 1 Action
No Action to fire in
subsequent turns
3 Arcs |
HEAVY POINT DEFENSE |
2 |
TL / 3 |
3 |
2 |
Prepared by 1 Action
No Action to fire in
subsequent turns
2 Arcs |
LAUNCHER |
1 |
BASE SPACES |
1 |
-3 |
1 Action to fire all or just one
3 Actions to Reload
Any Arc |
BROADSIDE |
1 |
TL / 2 |
1 |
-4 |
1 Action to fire all or just one
1 Arc |
PINTLE |
1/4 |
(TL + 10) X 2 |
1/4 |
-5 |
|
HANDHELD |
1/4 |
(TL + 10) X 2 |
1/4 |
-10 |
|
Fractional Value Weapons - multiply X10 and drop
to next lower scale
PINTLE AND HANDHELD ARE MELEE SCALE ONLY MOUNTS
All Weapons fit into a Class:
WEAPON TYPE |
COST / VALUE |
MAX VALUE |
SIZE / VALUE |
MIN TECH LEVEL |
MAX RANGE |
NOTES: |
GUN |
0.5 |
1/2 (TL + 10) |
1 |
-5 |
|
|
CANNON |
1 |
TL + 10 |
1 |
-5 |
|
|
DRIVER |
2 |
TL + 12 |
1 |
1 |
|
|
BEAM |
4 |
TL X 2 |
2 |
3 |
|
|
MISSILE |
1 |
(TL + 10) X 5 |
1 |
-4 |
|
|
PLASMA |
6 |
TL X 3 |
1.5 |
5 |
|
|
FUSION |
8 |
TL X 4 |
2 |
7 |
|
|
GRASER |
3 |
TL X 5 |
1.5 |
4 |
|
|
WEAPON SPECS
-
Area Effect: radius of the blast effect
-
ROF: How many attacks may be made in a round
-
If >1, this is a modification to WOO rolls if made.
-
If <1, This is the number of actions to fire the weapon once.
-
AP (Armor Piercing): Double the Percentage when comparing to armor.
-
Wide Angle: Make one attack roll versus all targets in the Wide Angle arc.
The arc can be 10ø (straight line), 60ø, 180ø, or
360ø.
-
Weapon Link: All Linked weapons can be fired at the same target for a single
action, but the first that misses causes all the rest to miss. Use the
worst Range and Accuracy among all weapons fired.
GADGETS for VEHICLES:
STARSHIP GADGETS:
Piloting arrangements:
-
Cockpit - For Vehicles - Adds 0.1 Spaces, cost is 10, this is in addition
to normally included Positions
-
Ejection seat
-
Voice Controls
-
Communications
-
Sticks and levers
-
HUD
-
Cockpit - Secondary Positions For Mecha and Fighters - Adds 0.25 Spaces,
cost is 10
-
Ejection seat
-
Environmental controls
-
Voice Controls
-
Communications
-
Sticks and levers
-
HUD
-
Standard Starship Bridge - 0.2 per POSITION, this is for additional Command
Spaces, One is included for normal ships, 2 on Escorts and Larger:
-
Captain
-
Lead Helmsman/Pilot
-
Astrogator
-
Engineer
-
Communications
-
Electronic Warfare Officer
-
Weapons
-
Deck Operations
-
Damage Control Center
Quarters - (Accepted Human Standards - 50 Cubic Meters/Space):
Stasis - 128 per space
Galley Slaves - 64 per Space
Military Crew - 32 per Space
Steerage Class - 16 per Space
Second Class - 8 per Space
Business Class - 4 per Space
First Class - 2 per space
Merchant Class - 1 Space per Occupant
Noble - 2 Spaces per Occupant
Royal - 4 Spaces per Occupant
MECHA GADGETS:
-
Hands - 1 Space
-
Micromanipulators - 0.1 Space
-
Secondary Movement Systems
-
ECM Suites
-
Cloaking Device - Tech Level 16-17
-
Smoke Pots - 10 Per Space
-
Parachute - 1 Space per 10 Hull
-
Rentry Pods - 2X the Actual Size
-
BOGG spray & APE Tanglers
-
Regeneration Technology
-
TRANSFORMATION (Insert ROBOTECH theme song......)
-
A unit with a Transformation system can change into its alternate form
at the beginning of its movement.
-
Transformation takes one action, and cannot be performed on consecutive
rounds.
-
A unit which transforms may immediately reverse its facing at the pilot's
option (most transformations involve bending in half, which can happen
in either direction).
-
Most Mecha which transform do so into a Flight Mode, in which the unit
utilises Flight movement.
ADVANTAGES AND DISADVANTAGES:
-
Scratch Built
-
Exposed Weaponry
-
Limited Use Weapon
A Note on Power Systems:
-
We use Internal Combustion today in cars.
-
Inertial Power is basically a flywheel in a armored vaccum housing,
that's spun at a VERY HIGH RPM. It has coils attached that act like both
a motor OR a generator, depending on the exterior circuit. Function may
be switched back and forth to recharge, or to supply power on the
fly.
-
Fuel Cells are Advanced Models similiar to the experimental ones in development
today.
-
Cold Fusion Packs are Commercially Available at this tech level - they
operate like the "unreproducible" ones we hear about today.
-
MIGMA is an Advanced Aneutronic Accelerator-Based Reactor. It's lighter
and smaller than the ones that operate in labs today as Sub-Atomic manipulators
-using advanced coil design and materials.
-
Biokinetic Batteries are powered by a substance called Biomass (known by
it's detractors as bio-ooze), an engineered Bacteria that eats any inert
biological matter in the presencse of the proper Catalysts. It grows slowly,
and if not fed, consumes itself. The excess that it eats is converted to
electricity. There are rumors that there are unihibited versions of the
bacteria that either grow faster or consume ANY biological matter (or both).
Possession of Unihibited Biomass is a Felony in some Systems. A standard
Bio-Battery is about 2 liters in size.
-
Power Cores are Room Temperature Superconductors in a Coil, capable of
storing huge amounts of power - an electrical version of the Inertial Power
Unit.
-
The Dimensional Rift Engine is a tiny "dimensional tear" that allows Superspacial
Matter to decay inside, producing power. Not as hazardous as larger early
units used aboard Starships, Explosive force upon destruction is in the
Sub-Kiloton range. This is due to the "Pulse Gate" technology used, which
opens only for short intermittent periods to acquire SS Matter to fuel
the unit.
-
The Microfusion Reactor is a miniaturised Fusion Plant, made possible with
Plasma-Based Superconductor fluids and Hypermetals.