Wing Commander: Total Brawl

Dumped this version straight in from the text. I need to finish fixing it up for wiki format. Still got some rules that need tweaking, of course.
Wing Commander: Total Brawl, the Wing Commander pen-and-paper starship combat simulator.Originally created by Stephen A. Rogers for the WCRPG project.
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Dateline: 2629.105.
The Terran Confederation exploration craft Iason encounters a spacecraft of unknown origin. The ship’s commander begins transmitting a wide-band, non-verbal greeting and waits for a response. A little over twenty minutes later, the still-unidentified ship opens fire with full guns, completely destroying Iason and its crew. Although the identity of the attacking ship is never definitively established, Confederation deep space tracking computers point to a possible point of origin from a previously unexplored planet, soon to be known by its native name, Kilrah.
Within five years of this incident, most of the entire Orion arm of the galaxy is a general war zone.
Welcome to Total Brawl.
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=THE BASICS: TERMS, EQUIPMENT, AND OTHER BITS OF MINUTIA=
Total Brawl is a game set in the Wing Commander universe. It is designed along the lines of an MMORPG, however it is meant to be played with pen and paper. Players in this game will build fleets of starships and squadrons of fighters with the sole purpose of duking it out against each other. As time progresses, players may modify their ships with new equipment, gain access to higher level technologies and upgrade the abilities of their crews and pilots. That’s provided they win enough battles and earn enough money to do so, of course; players who fail may find themselves back at square one after a single battle…
Total Brawl was designed as a means to test the important parts of the starship combat engine being developed for the Wing Commander Role-Playing Game, and uses a simplified version of the same combat rules. This guidebook is a complete text, containing all the rules and requirements you'll need to immediately start your own full-fledged campaign.
To play Total Brawl, you'll need the following equipment:
· The Wing Commander: Total Brawl guidebook.
· Two ten-sided dice (d10's). One of the d10's is a special die called a d100 or d10x10, which is basically a d10 in multiples of 10.
· As many pencils and notebooks as are necessary to keep track of skirmishes and player records.
A fair number of the rules will require you to make calculations, some of which will end up with a decimal remainder. Unless the rules specifically state otherwise for the situation being handled, you should round all remainders to the nearest integer. Round all remainders of .5 up.
A few of the dice rolls will call for specific combinations of dice rolls. A roll of 2d10 asks you to roll both d10s and sum them up, treating the d10x10 as a regular d10. A roll of d% asks you to roll both dice and sum them up normally. A roll of 0 or 00 on either a 2d10 or d% roll should be counted as a zero. A roll of 1d5 asks you to roll the regular d10 and halve the result, rounding up. A roll of 0 on the 1d5 roll should be counted as a 10 (a result of 5).
There are several different ways of playing Total Brawl. Skirmishes are a great way to get practice for a larger campaign, and as a way to immerse new players in instant action. A skirmish can consist of two or more players who each take their own fleet and battle it out between one another. These skirmishes only involve one single battle, and players don’t (necessarily) have to keep track of their own economy.
The campaign is the main game, pitting players against one another in a grand brawl. Campaigns are played over an extended period; if they end at all, it is generally up to the player running the campaign (the game-master or GM), to determine how.
If players prefer to play skirmishes first, they should pick a number of “points” to build their fleets from and spend those points based on the strength indices of the various craft in the game (more on this shortly). These players can spend up to, but not exceeding, the agreed upon limit.
=STATISTICS: AN INTRODUCTION TO YOUR CRAFT=
When a player assembles their fleet (which will be used as a blanket term for all of the player’s craft, whether they are fighters or starships), they will be able to select from a wide number of available craft. Some of these craft will be powerful, and some will not be. Some will be agile, and some won't. A player needs to know what they're selecting at the time they select it, so they'll know whether or not they're getting a good deal or not. To that end, each craft has its own set of statistics, which help measure how one craft stacks up to another. The stats a fighter or starship has are its strength index, hit difficulties, initiative, shield hit points, armor hit points, gun load-out, missile hard-points, special features, and base crew skill.
==STRENGTH INDEX (SI)==
Strength Index is a measure of how important a craft is to a fleet and how well it rates in combat alongside other craft. It is a combination of the craft’s shield hit points, armor hit points, and damage strength of its strongest available weapon. This value is the most basic method for keeping score and helps determines how much the craft will cost to add to a fleet. It also helps determine whether or not the craft will withdraw in combat if given the opportunity, and whether or not a skirmish will come to a premature end (called a rout, which will be explained later).
==SIZE CLASS (SC)==
Size class is a relative measure of the craft’s overall size, based upon its “bounding box volume” (its overall length times its overall height times its overall width, or the minimum dimensions of a box needed to contain the entire craft). For most fights, the effects of the craft’s size have already been factored in. However, there are a few special occasions that may arise during the course of a game where the craft’s size becomes a factor.
==HIT DIFFICULTIES (HD, BHD, FHD)==
Several factors determine how difficult it is to actually hit a craft, including its size and mass. How hard it is to actually hit a craft is represented by its hit difficulty. The higher the hit difficulty, the higher the dice roll needed on a d% roll in order to actually hit the craft. All craft have three hit difficulty numbers. The first is the normal hit difficulty, used in most situations. The second is the “blast” hit difficulty, used when the craft is exposed to the effects of blast weaponry (mines or Mace missiles, for instance). The final is the “flat-foot” hit difficulty, used when the craft is “surprised” by the enemy group or “disabled” in combat.
==MOVEMENT (MOVE)==
This value indicates how agile the craft is in combat, and thus is a measure of how easy it is for it to get into optimal firing position for an attack. Movement is listed as max velocity/afterburner/turning rate, with max velocity doubling as the craft’s Initiative value. The higher this number, the more likely it is that the craft will be placed higher up in the “striking order”, potentially knocking out an enemy craft from a battle before it even gets a chance to strike. More information on Initiative will be covered in the section on combat initiative.
==SHIELD HIT POINTS (SHP)==
This is a measure of the strength of the craft’s shields. Shields are the outer layer of defense. They can regenerate in combat at a rate determined by the craft’s design as well as the skill of its engineering crew (if the craft is a starship). If a craft’s SHP is reduced to zero, any excess damage points are applied to its armor. All craft begin combat with full shields (unless their shield systems have been destroyed prior to when combat ensues).
==ARMOR HIT POINTS (AHP)==
This is a measure of the strength of the craft’s armor. Armor is an inner layer of defense consisting of extra-thick hull plates. Armor does not regenerate in combat, and if not repaired between battles remains damaged until repaired. A craft may take systems damage and armor damage simultaneously. AHP is listed as armor hit points/actual armor thickness.
==GUN LOAD-OUT (GUN)==
This is a measure of the capabilities of the craft’s on-board guns. Guns are basic short-range weaponry for most craft. While they pack nearly the same punch as missiles (though there are exceptions), they have the advantage of having (generally) limitless ammunition. Gun load-out is listed as number of guns/damage potential/range.
==MISSILE HARD-POINTS (MIS)==
This is a measure of the number of missile hardpoints the craft has and its typical missile loadout. Missiles are generally mid-to-long-range weapons. They tend to pack a bigger punch than guns, but are expended after they are fired. Specific missiles are listed as effective range/maximum range/damage potential.
==SPECIAL FEATURES (X)==
This shows if a craft has any particular special features. These generally includes technologies (such as cloaking devices and Steltek Guns).
==BASE CREW SKILLS (SCI, NAV, ENG, COM, MED, TAC)==
This shows the basic skill levels of the crewmembers of that craft. Crew skills factor in various ways into combat. Some crewmembers are vital in a combat situation; others are less vital, but important in certain situations. The higher the number, the better their skill. Both Terran and Kilrathi crews start with a total of 250 skill points per craft.
=COMBAT=
Any game with a name like Total Brawl probably implies that there will be a great deal of combat. Given the importance of combat to such things as earning money and improving your personal fleet’s capabilities, it’s important for all players to understand how combat works in the game.
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As previously mentioned, this game uses parts of the starship combat engine developed for the Wing Commander Role-Playing Game. There are several phases to combat in the game: determine if there is a surprise combat round, determine order of battle, determine ranges, conduct the surprise round, conduct general combat actions, and resolve combat. What follows is a description of what happens in each phase of combat. 
 
Combat in WCRPG (and thus combat in Total Brawl) can either be done on a combat grid or without a combat grid (which uses dice rolls to determine range to target). Where there is a difference between how the two systems work, it will be so noted. 
==DETERMINING IF THERE WILL BE A SURPRISE ROUND==
At the very onset of combat, all players roll d% and compare the results to one another. If one player has a result that is at least 50 points lower than another player, they are awarded with a “surprise round” against that player, which is a chance to inflict some initial damage without fear of retaliation, as will be discussed shortly. If there’s a tie between two or more players, have those players roll again, using their most recent result as the roll for determination of surprise round. Continue rolling as necessary. The result of the determination of the surprise round has a few other effects throughout the game, so be sure and record the results. It is possible for an individual player to accumulate multiple surprise rounds; simply play through them in order of which target had the higher result for determination of the surprise round. 
==DETERMINING THE ORDER OF BATTLE==
After determining if there is a surprise round, total up the strength indices of all craft on a given side. This amount is the fleet’s initial composite strength index. The composite strength index is used for many different functions in the game; at its most basic, it’s a way of keeping score. 
The next phase of combat is determining the order of battle, done by making an “initiative check”. For each craft in combat, 2d10 is rolled and the result is added to the craft’s initiative value (the first number of it's movement rating). This result is the individual craft’s initiative check value. These values are used to determine the order of battle. In general, the higher a craft is in the order of battle, the better. 
To determine the order of battle, find the craft with the highest initiative check value. This craft goes first in the order of battle. Then find the next highest craft, which goes next. Continue doing this until all craft have found a place in the order of battle. In the event of ties, Fighters beat out Bombers, which in turn beat out Capital Ships. If this doesn’t break the tie, whichever craft’s player rolled higher in the determination of the surprise round has priority in the order of battle. For ties of the same craft type controlled by the same player, the one with the higher strength index goes first, or use the lower HD if that doesn’t break the tie. If the tie is still unbroken, use alphabetical order of species to go first. Finally, for identical classes of craft, simply pick one to go first. 
 
Order of battle determines a number of things. First and foremost, it determines the order in which craft will take their actions. The craft higher in the battle order make their moves before craft farther down. In “automatic” games (ones where players are not actually present to choose their moves or against “bot” players), the order of battle also selects current targets for all craft; if a craft has no logical “default” target (such as a bomber targeting an enemy carrier), a craft will target the enemy craft with the next lowest initiative check value, or the enemy craft with the highest initiative check value if no lower values exist for enemy craft. 
 
The craft with the lowest initiative check value determines the number of “rounds” that will be used for the current battle. A round is one time through the combat order (provided all active craft get the opportunity to perform at least one action). Combat ends when either the indicated number of rounds has passed, or if all but one player is eliminated first. 
==DETERMINING RANGES==
Combat range is very important in Total Brawl. Range can determine how hard it is to hit a target and what kinds of weapons are available for use. After the order of battle has been determined, initial combat ranges should be determined. For each ship in combat, roll 2d10. The result is the range to that craft’s current target. 
 
If combat is being conducted without a grid, range to target will need to be re-rolled each combat round. If a grid is being used, however, take the craft at the top of the order of battle and place it in the center of the combat grid (or as near to the center as possible). Select a direction on the grid to be “ahead” and roll 1d10. Depending on the result, set the opposing craft with the highest initiative value the number of indicated spaces away along a straight line in that direction. 1 is a result of straight ahead, rotating clockwise 45 degrees for each increasing number. On a roll of 9, pick a random direction. On zero, roll the dice again. Now, do this for each side’s craft, using the ship with the highest initiative value for that side as the origin point and making rolls of 1d5 for the range from that point. All craft in a fleet should be given the same “heading” as the first craft placed of that fleet. The first craft placed in a fleet should be faced in the direction of the closest enemy combatant. Any craft may occupy the same spot on the grid with any other craft (including opposing craft). Should two opposing combatants begin on the same square, just pick a direction at random. 
With a grid, the range to a craft’s target can be determined after the first combat round by determining how many “spaces” distant the target is horizontally and vertically. The range is the greater of the two values. For example, a craft’s target is eight squares “above” the firing craft and two squares to the left. The range to target is eight, since that’s the greater distance. 
===INVOLUNTARY DISENGAGEMENT===
The maximum range for any given skirmish between two craft is 15. If a rolled range is ever higher than 15 (16, 17 or 18), there is a chance that one or both craft may completely disengage from combat. Compare the individual crafts’ strength index against the composite strength index of the opposing fleet. If the individual craft’s index is ¼ or less than the amount of the combined enemy fleet, that craft will immediately disengage from combat. Any craft targeting the disengaging craft will target the enemy craft with the next lowest initiative as normal. Note that disengaging in this way is only possible on the initial roll if a grid is used for combat. If a grid is being used, any craft that is at least 16 spaces away from all enemy combatants is considered to have disengaged from combat. 
==CONDUCTING THE SURPRISE ROUND==
Once the locations of all combatants are known, a surprise round is conducted if it has been previously indicated. The surprise round is conducted like a regular combat round (described below), with only a few exceptions. First, only the player that was awarded the surprise round is allowed to conduct any actions. Secondly, all targets use their Flat-foot hit difficulty (FHD) instead of their normal hit difficulty for determination of hits. If any blast weapons are used during the surprise round, either the Blast hit difficulty or Flat-Foot hit difficulty is used, depending on which one is higher. Only craft of the fleet for whom the surprise round is against may be targeted during the surprise round. Finally, craft damaged in the surprise round are not allowed to regenerate shields or conduct any other type of repair. 
==CONDUCTING REGULAR COMBAT ROUNDS==
General combat rounds are where the bulk of the fighting will take place during the course of the game, and thus here is where the bulk of the combat rules are located. Going through the order of battle, each craft may get the opportunity to make actions. Some craft are capable of making multiple actions, depending on combat rules and circumstances. Others will be incapable of doing anything. 
===MOVEMENT AND RANGES===
If a grid is not being used and this is not the initial round of combat, new ranges will need to be rolled for all remaining craft. The roll to alter the range is going to depend on what happened in previous rounds. If a craft has a new target, they will roll the regular 2d10 roll for range to that target. If the result of this roll is less than ten, a 1d10 will be used for its range roll on the next round; if the result is less than five, a 1d5 will be used instead. When a 1d10 is rolled for range, a 2d10 roll will be used in the next round on a result of 8 or 9, and a 1d5 roll will be used on a result of 0 or 1. When a 1d5 is rolled for range, a 1d10 will be used on the next roll unless the die result is a 1; in that event, 1d5 will be rolled again on the next round. Remember, on a die roll of 16 or more, craft may take the opportunity to disengage, which immediately removes that craft from the order of battle. In combat without a grid, craft may only make a single firing action. 
 
If, on the other hand, a grid is being used, then a craft’s turn has two parts: a move action and firing action. On its turn, a craft may move a number of spaces equal to either its movement rating or its afterburner rating (if applicable). The craft must move in a straight line and can change directions a number of times equal to its turn rating. Turns are limited to 45 degrees either to the left or right of the craft's present heading. If the owner wishes it to remain stationary or move less than the number of spaces the craft is capable of moving, they may do that if using the craft's normal move; with an afterburner movement, the full amount must be used. Craft moved in this manner will disengage if they move 16 or more spaces away from any other craft. Craft may also move along an automatic schema. Roll 1d10. If the result is greater than or equal to the craft’s movement rating, it moves its full amount. If the result is greater than or equal to its afterburner rating, it moves at its afterburner rate. Otherwise, it moves the number of spaces indicated. The direction of movement depends on the strength index of the target. If the target’s strength index is less than or equal to the craft’s, the craft will move towards its target. Otherwise, it will move away from its target. 
After movement takes place (if allowed), the current craft gets a shooting action. Only craft that actually have weaponry installed may take their shooting action. The type of weapon that can be fired is dependent upon the range to the target. 
====Movement Phase (Optional)====
If players are playing on a grid and they prefer, all craft may make their movement actions at the same time. Movement otherwise takes place in the same manner as above, with each craft taking their shooting action in turn order after all craft have moved. A good way to handle this manner of play is to have all players write down their movement orders simultaneously, either picking directions or targets to move towards or away from. Players may even select their firing targets at the same time; the game can become quite tactical if played in this manner (particularly when coupled with the rules for firing arcs below). 
====Combat Arcs====
All craft have four Combat Arcs (also known as “firing arcs” for weapons and “defense arcs” for shields and armor): forward (ahead), aft (behind), portside (left), and starboard (right). The boundaries of a combat arc are always set diagonal to the craft’s bow (front), so that the arc boundaries are along the diagonals when the craft is on an orthogonal heading, and vice versa. Craft may only fire weapons into their forward arc, unless they are indicated to have any weaponry (such as mines) that will fire into other arcs. A target that is touching the boundary of the craft’s forward firing arc is still considered to be in the forward arc for firing purposes. Firing arcs are concurrent with defense arcs (i.e. a craft’s forward firing arc covers the same area as its defense arc). A target takes damage to its shields and/or armor in the defense arc facing the firing craft upon being hit. Each defense arc has its own SHP and AHP count; damage in one arc does not affect the count in another arc. Craft get the full amount of their SHP and AHP in all defense arcs. Should a craft be hit by a firing ship that is straddling the boundary between two defense arcs, halve the damage from the attack and split it between the two affected arcs. Core damage and Systems damage (see below) is not divided into defense arcs, but certain types of systems damage can be heightened if damage occurs within certain defense arcs, (sensor damage increases for hits taken to the forward arc. engine damage increases for all hits taken aft, etc.). 
===FIRING WEAPONS===
To fire a weapon, the target must be within the indicated range for that weapon (for example, a target must be within five range increments in order to shoot a laser cannon at it) If the craft has no weaponry within range of its target, it is out of range and cannot fire at it. 
 
Before firing any weapon, a “to hit” number must be determined. The firing craft compares its NAV value to the NAV value of the target. If the firing craft has a higher NAV value, then the difference between the two is divided by ten and then added to the target’s HD. If the target craft’s NAV value is greater, the same result is subtracted from its HD. Effects from any onboard equipment like cloaking devices and ECM modules are subtracted from the HD as well. After these HD effects are taken into account, the firing craft’s TAC value is divided by ten and then added to the HD of the target. Finally, for each range increment between the firing craft and its target, a value of five is subtracted from the target's HD (for missiles, this becomes five per range increment up to effective range and ten per range increment over that if the target is currently outside the weapon’s effective range). The final result is the “to hit” number. Once tallied, a d% attack roll is made. If the result is less than or equal to the “to hit” number, then the attack is successful and the target suffers damage equal to the amount indicated by the weapon’s type. Range does not affect the amount of damage that weapons cause; they always hit with full force. 
A player may make as many attack rolls for a specific gun type indicated as they wish, up to double the number of that gun type indicated (e.g. a craft with two onboard Laser Cannons may fire Laser Cannons up to four times during the course of a combat round). All craft have an on-board gun capacitor, which allows the craft to make a number of shots equal to twice the total number of its on-board gun hard-points. Each attack roll reduces the number of shots the craft is currently capable of making by one point, Under normal circumstances, a craft's gun capacitor recharges at a rate equal to one-half the number of on-board gun hard-points (For example, a Jalthi has a total of six gun hardpoints installed, 3 for lasers and 3 for neutron guns. Its gun capacitor allows a total of twelve shots and recharges at a rate of six shots per round). 
EX: A Jalthi is taking a shot at a CF-105 Scimitar. The range to the target is 4; this is out of range of the craft’s neutron guns, so the pilot decides to fire each laser cannon twice. The Scimitar has got a normal HD of 40 and its pilot’s NAV score is 50. The Jalthi’s pilot has a NAV and a TAC score of 10. Since the Scim’s got the better pilot, four points will be subtracted from its HD (50 – 10 = 40/10 = 4). The Jalthi pilot’s TAC score allows him to add one to the HD (10/10 = 1). Finally, due to the range, a value of 20 is subtracted from the Scimitar’s HD (4*5 = 20). The final “to hit” number is 17 (40 - 4 + 1 - 20 = 17). The Jalthi pilot then makes six attack rolls, twice for each laser cannon. The rolls come up as 15, 91, 80, 7, 16 and 10; the Jalthi has successfully scored four hits on the Scimitar for 72 total points of damage. The Jalthi’s capacitor was fully charged before the attack; it now has six shots remaining (which will recharge back to full at the end of the round, letting it cut loose with an even more devastating volley when it gets further in range). 
===MISSILE AND TORPEDO LOCKS===
Missiles are handled slightly different from gun weaponry, in that in most cases the weapon must acquire a lock before firing. To acquire a lock, a craft must keep its target in its forward firing arc for a minimum of two rounds. The craft may fire other weaponry while attempting to gain lock. For torpedoes, a minimum of five rounds are required before lock is gained. Once a craft has a lock on its target, it may fire as many missiles of a single type as the controlling player wishes, to the maximum number carried on the craft. DF and IFF missiles do not require locks prior to being fired. HS missiles further require the target’s rear defense arc to remain oriented towards the firing craft while attempting to gain a lock. Missiles and torpedoes otherwise follow all other rules for firing missiles. 
 
EX: The Scimitar has managed to stay together despite the damage inflicted by the Jalthi and maneuvers into a position behind it, and manages to stay hot its tail for two rounds. Its pilot decides to volley a full salvo of Heat Seeking missiles at the Jalthi (of which the Scimitar carries three). The range to target is eight; it can use its missiles (though there will be a higher HD penalty, since the wapons won’t be in effective range). The Jalthi has a base HD of 63. The Scimitar’s pilot has a NAV of 50 and a TAC score of 40; the Jalthi’s pilot has a NAV of 10. Since the Scimitar is not in effective range, the modifier for range works out to fifty ((6 * 5) + (2 * 10) = 30 + 20 = 50). The final to hit number for the Scimitar is 16 (63 + 4 -1 - 50). The Scimitar’s pilot then makes three attack rolls, one for each missile. The rolls come up as 20, 9, and 14; while one missile whizzes on by, two more find their marks, causing the Jalthi a whopping 320 points of damage. 
===CRITICAL HITS (OPTIONAL)===
If a craft rolls a particularly good result on any weapons firing roll, there is a chance that the weapon will cause a critical hit. Critical hits cause damage above the normal amount for a particular weapon, enabling a craft to cause damage above and beyond its normal means. To determine if a ship has scored a critical hit, take the craft’s Tactical skill and divide it by ten. The result is the craft’s Critical Hit threshold. If the ship rolls the threshold number or lower on an attack roll, a critical hit may result. Roll the dice again for attack. If a hit is indicated, a critical hit is scored, causing double its full amount of damage. In addition to the extra damage points, one system takes damage regardless of the condition of the craft’s defenses. Roll to determine the affected system as normal. Roll d% for the amount of damage done to the system (00 counting as 100 in this case). 
In the event that a critical hit is indicated but the second roll is not high enough to indicate a hit, a regular hit is scored instead (this can still be useful for combat at extremely long range). A roll of 00 always indicates critical hit potential, regardless of the craft’s Tactical rating. A craft cannot roll for critical hits if its targeting system is destroyed or if its Tactical Officer is knocked out. 
===CRITICAL MISSES (OPTIONAL)===
If the craft rolls a particularly bad result on any weapons firing roll, there is a chance that the ship may inadvertently hit a friendly target by mistake; such “blue-on-blue” incidents can be quite costly. Critical misses have the same effect as a critical hit when they occur, causing double damage. To determine if a critical miss has occurred on an attack roll, take the craft’s Tactical Skill, divide it by ten, and add the result to 90. The result is the craft’s Critical Miss Threshold. If the result of any of the craft’s attack rolls is greater than this threshold, a critical miss will result. The craft affected is the friendly craft with the next lowest initiative value, or (if no such craft exists) the friendly craft with the highest initiative value. If there are no other friendly craft available, the craft hits itself; this causes the automatic destruction of the weapon in question if a critical miss occurs as the result of a gun attack attempt. 
===SPECIAL EQUIPMENT===
Some of the craft in the game have some special equipment installed as standard equipment, available to the player when the craft is initially purchased. The effects of these pieces of equipment often come into play when the craft is involved in a combat round. Here are the effects of these pieces of equipment: 
Phase-Transit Cannon: This nasty weapon is carried aboard Terran Confederation-class Dreadnoughts and Kilrathi Sivar-class Dreadnoughts. The Phase-Transit Cannon is a nasty gun-style weapon. When they are fired, the firing ship may add its TAC value (divided by ten) to the “to hit” value of the target an additional time. Any craft hit with the PTC is automatically destroyed. The PTC cannot be used to actively target anything smaller than a corvette (i.e. fighters and bombers). A critical miss result on a PTC shot will destroy the firing ship.
Cloaking Device: Some craft, most notably the Kilrathi Strakha-class stealth fighter and the Terran F-103 Excalibur, are equipped with cloaking devices. Cloaking Devices remove 25 to the craft’s HD while activated, even during surprise rounds. Missiles also cannot lock on craft that are actively cloaked. Cloaked craft may not fire weapons of their own. A craft may either cloak or decloak prior to its movement phase, but may not do both during the same round. A craft that attacks after decloaking may fire at its target using the target’s FHD as the base value for the roll.
Mines: Several craft in the game are equipped with mines. Mines function the same as missiles in all respects, with the major notable difference being that they may only be used on targets in the firing craft’s aft firing arc (as opposed to its forward firing arc). 
Chaff Pods/Decoys: Several craft are equipped with a number of Chaff Pods or Decoys. Chaff Pods and Decoys serve the same function; to “spoof” enemy missiles. When a craft carrying either one of these defensive countermeasures is subjected to a missile attack, the craft's pilot may immediately choose to launch their countermeasures (regardless of their craft’s place in the order of battle). To do this, the pilot must declare they are using a decoy immediately after the missile’s attack roll. They then roll 1d%; if the result is a number less than or equal to the result of the missile’s attack roll, they “spoof” the missile and avoid taking its damage as a result.
===“BOTS” AND WEAPONS===
Players may choose to fight skirmishes with their craft using an automatic flying and fighting schema. Craft controlled by this schema are known as “bots”. Bot craft will select their targets automatically using the order of battle as a guide; they will automatically target the enemy craft that appears next in the order of battle, or the craft at the top of the order of battle if no such craft exists. Movement will be based on SI; if the target’s SI is lower, the craft will attempt to close to weapons range. If it is higher, the craft will maneuver away. For bots, an additional 1d10 roll is required when attacking; this will be followed by at least one d5 roll. The 1d10 roll determines which type of weapon will be used, guns or missiles. On a result of 2 or less, the craft uses its missiles – giving preference to IFF, ImRecs, HS and DF missiles in that order. The d5 roll determines how many of the weapons available the craft will fire; for craft with more than one gun type, a d5 roll is made for each gun type aboard and in range of the target. Mines will automatically be used if available and all other normal firing conditions are satisfied. If equipped with decoys, bots will always opt to use them. Bots with cloaking devices will roll 1d2 each round; on a result of 2, it will toggle its cloaking state. An enemy craft armed with a PTC that has a valid target will fire the PTC on a weapons attack selection of zero (if armed with both normal and capship missiles, this same zero result will cause a capship missile launch). 
===RESOLVING DAMAGE===
If the target is hit, at least some damage is done to the craft, resulting in the lowering of shield or armor points, or systems damage if allowed and if the damage done to the craft is severe enough. Craft will always suffer shield damage first. For each point of damage done to the craft, subtract one point from the craft’s shield hit points in the affected defense arc. If the shield hit points are reduced to zero, and there is still additional damage indicated, apply that damage against armor shield points in the same manner. 
===CREW AND SYSTEMS DAMAGE===
Players may elect at the game’s onset as to whether or not they wish to play with the rules for systems and crew damage (which are in general both referred to as crew damage). If armor hit points are reduced to zero and systems damage is not allowed under the current rules of engagement, the craft is destroyed outright. Otherwise, any damage indicated after the ship’s shield hit points have been reduced to zero (or any that can bypass shields outright) has the potential to be applied to the craft as systems damage. If there is still armor in the defense arc in which the craft took the hit after all damage points are accounted for, an amount of systems damage equal to one-tenth (round down) the total amount of armor damage done is applied to the craft as systems damage. If the armor is completely depleted and there are still excess damage points to apply, they are applied to the craft as systems damage (along with the points accounted for from armor depletion). 
 
When crew or systems damage is indicated, 1d10 is rolled. The result determines which of the craft’s systems takes the damage: 
0: Shields – Shield damage affects shield emitters. If destroyed, shields will no longer regenerate for that craft.
1: Guns – Gun damage affects whether or not the craft can fire its guns. If the craft has no guns, it cannot take gun damage; hull damage is automatic in this case. A craft with a destroyed gun cannot fire that gun. The controlling player may decide how they wish to allocate this damage to their craft’s guns; bots will assign the damage to the least effective gun first. 
2: Missiles – Missile damage is the same as gun damage, except in regards to missiles. A destroyed missile will detonate and cause its damage to the carrying craft, bypassing that craft’s shields.
3: Radar – Radar damage affects how well a craft can see its target. Non-functioning sensors act the same way as a cloaking device for any of the ship’s targets (a -25 HD/FHD bonus).
4: Communications – Communications damage affects how well a craft communicates with other members of its team. If communications are out, a craft may accidentally target a friendly craft instead of the enemy; any IFF missiles the craft launches will blow up in its face. Roll 1d10. On a result of 4 or less, the friendly craft with the next lowest initiative value is targeted, should one be available.
5: Engines – Engine damage affects how well a craft can maneuver around. If the engines are damaged and grid movement is being used, check for engine malfunction every time the craft changes directions. Every ten points of engine damage reduces the craft’s movement by one point, to a minimum of one. Every five points of damage reduces the craft’s afterburner movement by one point, until the afterburner movement is equal to the craft’s base movement value. Should the engines malfunction, the craft takes a +30 point penalty to its HD (and, obviously, cannot move at all).
6: Maneuvering Thrusters – Maneuvering thruster damage affects how well a craft can maneuver. If the thrusters are damaged and grid movement is being used, check for thruster damage every time the craft changes direction. Every five points of thruster damage reduces the craft’s turning rate by one point, to a minimum of one. Should the thrusters malfunction, the craft takes a +30 points penalty to its HD and cannot turn at all.
7: Jump Drive – Jump Drive affects the internal workings of the jump drive, and determines whether or not a craft making a jump can do so safely or not. When a craft has jump drive damage and is attempting a jump, roll d%. If the result is less than or equal to the amount of jump drive damage the craft has received, the craft disintegrates upon reaching its destination. A craft with a malfunctioning jump drive cannot jump; if a craft’s jump drive is destroyed, it immediately explodes.
8: Life Support – Life support refers to all of a craft’s systems designed to keep its crew alive, including oxygen generation, cabin heating/cooling, and gravity generation. A failure of the life support system is not (necessarily) life-threatening immediately, but does impede the craft’s functioning substantially. The results of all rolls a craft makes while its life-support system is malfunctioning are doubled. A craft may continue functioning until a number of rounds equal to its size class has passed, after which time the drew dies off and the draft becomes derelict.
9: Crew Damage – These rolls indicate that one of the craft’s crewmembers has been injured (or killed, if enough damage has been done). Roll 1d10. Depending on the result, one of the craft’s crewmen has sustained injury:
0: Captain - A roll of nine indicates that the craft’s captain has been injured or killed. Should the captain be killed, the craft will surrender after all other damage has been applied.
1: Science Officer – Through the use of the craft’s scanners, Science Officers help the navigator to pinpoint parts of an enemy craft that are particularly susceptible to damage. If the science officer is knocked out, the craft loses any extended critical hit threshold it may have as a result of the Science Officer’s skill.
2: Navigator – A navigator performs the job of piloting a craft. If the navigator is knocked out of action, the ship cannot use its NAV rating for any reason (which translates into general HD penalties for the craft).
3: Tactical Officer – The craft’s tactical officer performs gunnery duties on the craft. If the tactical officer is knocked out of action, the craft cannot fire weapons and takes a +10 HD penalty when targeted.
4-5: Engineer – The Engineer is needed for diagnosing problems and making repairs. If the Engineer is knocked out, systems damage cannot be repaired, though the craft’s shields will still recharge (at the normal rate).
6-7: Communications Officer – The Communications officer is used for intimidating opponents into surrendering and to call for reinforcements when necessary. The craft loses both abilities if the communications officer is knocked out.
8-9: Doctor – The Doctor is needed to heal crewmembers. If the doctor is knocked out, no crewman can heal should they take damage and crewmen can only take a maximum of 100 damage points before being killed off.
====Core Damage and Cumulative System Damage Effects====
After 100 points of damage are inflicted on a system or crewman, the system can no longer take damage and a new system must be selected (crew damage is mitigated by the craft’s Medical skill; a crewman can absorb an extra amount of damage equal to the craft’s Medical skill). In addition to damage inflicted on a system, 5% damage is applied to the craft’s core. Core damage is cumulative, no matter what the original system affected was. If a system is indicated to take damage after it’s already at 100% damage (i.e. destroyed), or if the system does not exist to begin with, there are additional hull damage penalties in addition to the regular 5% damage; 10% the first time and increasing by an extra 10% each added time (20% for the second time, 30% for the third time, and 40% for the fourth time). These “extra hits” are also cumulative, so if a ship has taken two extra hits to a system on one round and gets hit again on a subsequent round, it counts as its third extra hit to that system.
For example: a Ralatha-class Destroyer takes a torpedo hit. The torpedo bypasses the craft’s shields, so all 5000 points of damage are spent on the craft’s armor. This depletes the armor in the arc in which the torpedo hit, causing 500 points of systems damage at the same time. The cat’s doctor is unskilled (MED equal to zero); this winds up costing the ship dearly. A nine is rolled for systems damage; this is crew damage, so another roll is made, which kills the engineer (100% damage) and inflicts 5% hull damage, leaving 400. The next roll is a five, destroying the engines (100% damage), raising the ship’s HD ratings by 30 and inflicting 5% hull damage (for 10% hull damage total), leaving 350. The next two rolls are also to the engines. The first time counts as the engines’ first extra hit. 5% hull damage is done for the regular systems damage roll, and then an added 10% hull damage for the extra hit. The second time, it’s 5% for the regular roll, plus 20% hull damage. Both extra hits absorb 100 points, so we’re down to 100 points left to distribute, and the ship has accumulated 50% hull damage. The fourth hit goes to the guns. If the ship didn’t have guns, it would’ve counted as the system being unavailable to take damage, the ship would’ve taken a total 15% total hull damage (bringing it up to 65% hull damage); the same thing would’ve happened if the engineer had been indicated to take an added hit; the engines taking another hit would've increased the hull damage to 85%. The ship does happen to have guns, though; the Ralatha’s controller elects to put the damage in one of the ship’s Antimatter Guns, destroying it. Another 5% hull damage is inflicted, leaving the ship with 55% hull damage. 
====Malfunctions====
If a system has been damaged but can still take additional damage points, there is the chance that system may malfunction whenever the craft attempts to use it. To check, roll d%. If the number rolled is higher than the number of points the system can still take in damage, the system malfunctions. Sensors, Communications and Engines should be checked at the beginning of the craft’s turn, weapons systems when the craft attempts to fire them, and shields when the craft attempts to recharge shields. A craft’s hull never malfunctions. Once a system has malfunctioned, it will remain non-operational unless the Engineering officer can jury-rig the system. 
====Crew Damage====
Crew Damage can affect a craft’s skill ratings and behaves like systems damage, in that there’s a chance that a crewman will pass out and need to be replaced at their station. This works just like system malfunctions. In the event of a crew “malfunction” the craft’s captain steps in at his skill level to take over that station. This happens only for the first crewman knocked out of commission; the skill for any additional crewmember knocked out falls to zero. If a crewman is killed, any extra training that crewman had is lost. Note that these rules only apply to capital ships and bombers; fighters are considered to be one-man craft, and so the loss of any crewman automatically implies the pilot passes out; the craft becomes disabled at that point. 
====Structural Fatigue====
A capital ship with hull damage is in serious danger of just flying apart at the seams. After a capital ship with hull damage takes damage, or after it resolves damage on a target it has fired upon, roll d% and add to the result the Engineer’s skill level divided by ten. If the resultant amount is less than or equal to the percentage of hull damage the ship has received, the ship’s structural integrity fails and it explodes. 
 
In the above example, the Ralatha sustained 55% hull damage must roll d% once all the damage indicated has been resolved. Since its engineer is dead, no bonus amount is added to the roll. The result comes up as 92, a successful roll…but the Ralatha is in bad shape; another torpedo hit will definitely finish it off and it can still break up from fatigue in a later round. Hopefully this all happened close to the last round of combat. 
====Ejection====
A craft’s crew may decide to pile out at any time of their choosing, risking their lives in an escape pod while the battle continues to rage around them. Ejecting (or abandoning ship) always causes the craft being piloted to self-destruct; this preserves the crew for later use, though of course the craft itself is lost and must be replaced. 
If a craft is destroyed, an “auto-eject” sequence is engaged (this does not occur, however, if the craft’s life support system was destroyed prior to the craft’s destruction). This acts as a save for the craft’s crew. Upon the craft’s destruction, roll d%. If the result of the roll is greater than the amount of excess damage still remaining when the craft is destroyed, the crew will eject safely. Otherwise, they are killed when their craft explodes. 
==REPAIRS AND REGENERATION==
Once a craft has taken its shooting action for the turn, it is allowed to make repairs and heal crewmembers if necessary (and possible). The craft’s Engineering and Medicine skills are needed for this phase of combat. First, the craft’s shields can regenerate a number of points up to the craft’s ENG skill, or until they reach full strength (whichever is reached first). Systems damage is a little harder to correct. Roll d% and add the ENG skill to the result of the roll, and divide that result by ten. The result is the amount of damage that can be repaired, starting with the most heavily damaged system, until either the indicated amount of damage has been repaired or all systems are fully operational. If a system is repaired after malfunctioning, make a functionality check on that system on the craft’s next turn. Destroyed systems cannot be repaired. The craft’s gun capacitor is then recharged as prescribed above (i.e. by one-fourth of its maximum capacity, or until it reaches full charge). 
After repairs have been made, crewmembers can be healed if necessary. The roll is the same as the roll for system damage repair, except add the MED skill to the result of the roll. The result is the amount of healing that can take place this turn, starting with the most heavily wounded crewmember, until either the amount of indicated healing has taken place or all crewmembers are fully healed. 
===POWER SETTINGS (OPTIONAL)===
If players so choose ahead of time, they may decide to reset the “power settings” on their craft. This will allow their guns and shields to recharge at a rate other than the standard one-fourth guns and Engineering score, though increasing the rate for one will cause a proportionate lowering of the other. Players start the first round at standard settings. At the end of a round, they may select the power settings for their craft for the next round of play. Once set, the settings may not be changed until the regeneration phase of the next turn. Power settings may be set as follows: 
*Full Guns: Guns recharge the full amount of the capacitor. Shields do not recharge. 
*¾ Guns: Guns recharge half (round down) the full amount of the capacitor. Shields recharge at a rate equal to half (round down) the craft's Engineering score. 
*Standard: Guns recharge one-quarter (round down) the full amount of the capacitor. Shields recharge at a rate equal to the craft's Engineering score. 
*¾ Shields: Guns recharge at one-eighth (round down) the full amount of the capacitor. Shields recharge at a rate equal to 150% of the craft's 
==RESOLVING COMBAT==
Once all the craft involved in a regular combat round have conducted the actions available to them during that round, it’s time to resolve combat. First, any craft that have been destroyed or that have disengaged during the course of the round need to be removed from the order of battle. Destroyed ships are completely removed from the game, while disengaged craft are returned to the player’s fleet at the conclusion of combat. If targets are being automatically selected, the removal of a craft automatically causes all craft that were targeting that craft to target the opposing craft with the next lower initiative check value, or the enemy craft with the highest value if no lower value targets are available. If no enemy craft are left, battle is concluded. 
 
The next thing that must occur is the re-calculation of the composite fleet strength index. Accounting for any craft that have been removed from the battle, add up the current strength indices of all remaining craft for a given fleet. Now multiply the results by two. If the resultant value for a given fleet is less than or equal to the composite strength indices of all remaining enemy fleets (i.e. if one fleet’s composite strength index is 50% or less than all others), that fleet will rout. All craft in the routed fleet immediately leave the battle. Credit for routing another player goes to the last player that scored a hit on any craft in the routing fleet, and comes with a sizeable point bonus once combat is finally resolved. 
 
If after determining whether or not any players have been routed, and if there are still at least two participating fleets, the current round of battle concludes. If the number of rounds that have concluded is equal to the number of combat rounds indicated, then battle is concluded. Whichever fleet has the highest composite strength index is the winner. In the highly unlikely event of a tie, whichever fleet between the tied players that had the lowest initial composite strength index wins (they have lost fewer points in the course of battle). Should this still not settle a winner, the match is a draw. 
 
In a campaign game, as soon as the winner is determined, that player earns the difference in the composite strength indices between themselves and each individual opposing fleet as spending points. All losing fleets also collect a difference between themselves and any fleets they’ve managed to best in battle (i.e. any other fleet with a lower composite strength index). If a player routed an opponent, the amount of points received from that player is doubled. If a player destroyed any enemy craft in battle, they earn the craft’s strength index in points as a bonus. If a player caused an enemy craft to disengage, they collect 1/10 (rounded down) of the ship’s strength index as bonus spending points. Note that all sides are eligible to win points, regardless of who finally wins the battle. The experience levels of each player’s fleets are then adjusted to account for the new victory or loss, whatever the case may be. 
 
All craft in battle have their shields restored to full and any wounded crewmen returns to full health. Any crewmen that are killed are replaced with new crewmen (i.e. any training for that crewman is lost). Other systems and armor damage must be repaired outside of combat. 
====Consolation Prize (Optional)====
During a campaign game, the players have the option of keeping track of the total number of points of physical damage they inflict upon the enemy forces (this has to be shield, armor or systems damage). When combat is concluded, any defeated players may collect the amount of points they inflicted on enemy forces as bonus spending points. This helps to offset the often massive number of points that otherwise go to the victor. 
=SHIPS OF THE FLEET: THE STARSHIP CATALOG=
The following is a complete list of every starship available for use in Total Brawl. Additional "home grown" classes of starship can be compared to these ships and used in a skirmish, though they may not be used as part of a general campaign (a particularly powerful ship may upset the balance of a campaign game). Additional craft will be added to this catalog as more information becomes available. 
==TERRAN CONFEDERATION==
F-36 Hornet Light Fighter 
SI: 220 SC: 10 HD/BHD/FHD: 28/35/32 
MOVE: 3/8/10 SHP: 30 AHP: 30/3 CM 
GUNS: LAS (2/5/18) 
MISSILES: DFx2 (2/18/130), HSx1 (6/9/160) 
 
P-64 Ferret Patrol Fighter 
SI: 141 SC: 6 HD/BHD/FHD: 35/37/39 
MOVE: 3/9/10 SHP: 60 AHP: 55/5.5 cm 
GUN: MAS (2/3/26) 
 
F-54 Epee Light Fighter 
SI: 253 SC: 8 HD/BHD/FHD: 27/34/35 
MOVE: 3/9/12 SHP: 60 AHP: 33/3.3 cm 
GUN: PAR (2/5/43) 
MIS: DFx2 (2/8/130), HSx2 (6/9/160) 
 
CF-105 Scimitar Medium Fighter 
SI: 245 SC: 11 HD/BHD/FHD: 40/46/44 
MOVE: 3/7/7 SHP: 40 AHP: 55/5.5 CM 
GUNS: MAS (2/3/26) 
MISSILES: DFx3 (2/18/130), HSx2 (6/9/160) 
F-44A Rapier-II Medium Fighter 
SI: 278 SC: 11 HD/BHD/FHD: 29/35/37 
MOVE: 3/8/10 SHP: 70 AHP: 38/3.8 cm 
GUN: LAS (2/5/18), NEU (2/3/62) 
MIS: DFx2 (2/8/130), IRx1 (6/9/170), FFx2 (8/12/170) 
F-44G Rapier-II Medium Fighter 
SI: 308 SC: 9 HD/BHD/FHD: 32/39/40 
MOVE: 3/8/10 SHP: 80 AHP: 58/5.8 cm 
GUN: LAS (2/5/18), PAR (2/5/43) 
MIS: DFx2 (2/8/130), HSx2 (6/9/160), FFx2 (8/12/170) 
X: Chaffx1 
A-14 Raptor Heavy Fighter
SI: 310 SC: 12 HD/BHD/FHD: 41/46/45 
MOVE: 3/8/10 SHP: 70 AHP: 70/7 cm 
GUN: NEU (2/3/62), MAS (2/3/26) 
MIS: HSx2 (6/9/160), IRx2 (6/9/170), FFx1 (8/12/170), MINEx1 (0/0/160) 
F-57 Sabre Heavy Fighter 
SI: 405 SC: 10 HD/BHD/FHD: 29/35/37 
MOVE: 3/8/8 SHP: 100 AHP: 135/1.4 cm 
GUN: PAR (2/5/43), MAS (2/3/26), NEU-T (2/3/62) 
MIS: DFx2 (2/8/130), FFx2 (8/12/170), IRx4 (6/9/170) 
X: Chaffx1 
YF-97 Wraith Experimental Heavy fighter 
SI: 460 SC: 9 HD/BHD/FHD: 27/34/35 
MOVE: 4/10/16 SHP: 200 AHP: 100/1.0 cm 
GUN: REP (2/4/40), PAR (2/5/43) 
MIS: HSx2 (6/9/160), Lx2 (6/9/0) 
X: Chaffx2 
F-95 Morningstar Fighter-Bomber 
SI: 20,350 SC: 8 HD/BHD/FHD: 25/32/33 
MOVE: 3/8/12 SHP: 150 AHP: 200/2.0 cm 
GUN: PAR (3/5/43) 
MIS: IRx2 (6/9/170), TORPx2 (4/10/5000), MACEx1 (2/8/20,000) 
A-18 Crossbow Fighter-Bomber 
SI: 5475 SC: 10 HD/BHD/FHD: 39/45/38 
MOVE: 3/3/12 SHP: 250 AHP: 225/2.3 cm 
GUN: MAS (3/3/26), NEU (2/3/62), NEU-T (2/3/62) 
MIS: FFx3 (8/12/170), TORPx4 (4/10/5000) 
X: Tractor Beam, Jump Drive 
A-17 Broadsword Heavy Torpedo Bomber 
SI: 5320 SC: 13 HD/BHD/FHD: 74/78/68 
MOVE: 2/2/7 SHP: 180 AHP: 140/14 cm 
GUN: MAS (3/3/26), NEU-T (6/3/62) 
MIS: FFx3 (8/12/170), TORPx4 (4/10/5000) 
X: Tractor Beam, Jump Drive 
Drayman-Class Transport 
SI: 185 SC: 16 HD/BHD/FHD: 43/42/46 
MOVE:1/1/2 SHP: 90 AHP: 70/7 cm 
GUN: LAS-T (1/4/25), LAS-B (10/5/25) 
Diligent-Class Tanker 
SI: 185 SC:16 HD/BHD/FHD: 45/44/44 
MOVE:1/1/2 SHP: 90 AHP: 70/7 cm 
GUN: T-LAS (1/25/4) 
Clydesdale-Class Transport 
SI: 375 SC:14 HD/BHD/FHD: 38/39/39 
MOVE: 1/1/2 SHP: 250 AHP: 115/11.5 cm 
GUN: FLAK-T (2/3/10) 
Free Trader-class Auxiliary Transport
SI: 190 SC: 15 HD/BHD/FHD: 39/39/42 
MOVE: 2/2/2 SHP: 100 AHP: 80/8 cm 
GUN: FLAK-T (1/3/10) 
Venture-Class Corvette 
SI: 353 SC:14 HD/BHD/FHD:35/36/38 
MOVE:1/1/6 SHP: 100 AHP: 83/8.3 cm 
GUN: LAS (2/5/18), LAS-T (4/4/25) 
MIS: FFx1 (8/12/170), HSx2 (6/9/160) 
Exeter-class Destroyer 
SI: 625 SC:21 HD/BHD/FHD: 53/47/56 
MOVE: 1/1/2 SHP: 250 AHP: 205/20.5 cm 
GUN: LAS-B (15/5/25), LAS-T (4/4/25) 
MIS: IR-Tx1 (6/9/170) 
Gilgamesh-class Destroyer 
SI: 12,550 SC: 21 HD/BHD/FHD: 53/47/56 
MOVE: 2/2/2 SHP: 10,000p AHP: 2,250/22.5 cm 
GUN: FLAK-T (2/3/10), AMG: (2/8/300) 
Waterloo-class Heavy Cruiser 
SI: 13,050 SC: 24 HD/BHD/FHD: 59/50/62 
MOVE: 2/2/1 SHP: 10,000p AHP: 2,750/27.5 cm 
GUN: FLAK-T (3/3/10), AMG: (4/8/300) 
Bengal-class Strike Carrier 
SI: 5445 SC: 24 HD/BHD/FHD: 59/50/62 
MOVE: 1/1/1 SHP:210 AHP: 235/23.5 cm 
GUN: LAS-T (16/4/25), LAS-B (40/5/25) 
MIS: TORP-Tx40 (4/10/5000) 
Confederation-class Fleet Carrier 
SI:34,500 SC: 26 HD/BHD/FHD: 69/61/70 
MOVE: 1/1/1 SHP: 10,000p AHP: 4500/22.5 cm 
GUN: FLAK-T (3/3/10), AMG: (8/8/300) 
X: Phase-Transit Cannon (1/10/20,000) 
Confederation Supply Depot 
SI: 34,010 SC: 23 HD/BHD/FHD: 75/67/75 
MOVE: 1/1/1 SHP: 20,000p AHP: 14,000/35.0 cm 
GUN: FLAK-T (2/3/10) 
Candar Space Station 
SI: 5,010 SC: 23 HD/BHD/FHD: 71/63/71 
MOVE: 1/1/1 SHP: 2000 AHP: 3000/15.0 cm 
GUN: FLAK-T (2/3/10) 
Confederation Star Base 
SI: 34,010 SC: 27 HD/BHD/FHD: 79/67/79 
MOVE: 1/1/1 SHP: 20,000p AHP: 14,000/35.0 cm 
GUN: FLAK-T (4/3/10) 
== ==
==KILRATHI EMPIRE==
KF-227 Salthi Light Fighter 
SI: 185 SC: 11 HD/BHD/FHD: 27/33/35 
MOVE: 3/9/14 SHP: 35 AHP: 20/2 cm 
GUN: LAS (2/5/18) 
MIS: DFx1 (2/8/130) 
Sartha Light Fighter 
SI: 215 SC: 6 HD/BHD/FHD: 18/27/22 
MOVE: 3/8/4 SHP: 50 AHP: 35/3.5 cm 
GUN: NEU (2/3/62) 
MIS: DFx1 (2/8/130) 
KF-101B Dralthi Medium Fighter 
SI: 245 SC: 10 HD/BHD/FHD: 26/42/34 
MOVE: 3/8/11 SHP: 50 AHP: 35/3.5 cm 
GUN: LAS (2/5/18) 
MIS: HSx2 (6/9/160), MINEx3 (0/0/160) 
KF-101C Dralthi-II Medium Fighter 
SI: 279 SC: 10 HD/BHD/FHD: 30/46/38 
MOVE: 3/8/11 SHP: 55 AHP: 64/6.4cm 
GUN: MAS (2/3/26) 
MIS: DFx2 (2/8/130), HSx3 (6/9/160) 
KF-402 Krant Medium Fighter 
SI: 338 SC: 11 HD/BHD/FHD: 37/43/45 
MOVE: 3/7/9 SHP: 80 AHP: 88/8.8 cm 
GUN: LAS (2/5/18) 
MIS: HSx3 (6/9/160), FFx1 (8/12/170) 
KF-507 Drakhri Medium Fighter 
SI: 223 SC: 8 HD/BHD/FHD: 26/33/30 
MOVE: 3/8/8 SHP: 55 AHP: 38/3.8 cm 
GUN: LAS (3/5/18) 
MIS: DFx4 (2/8/130) 
X: Chaffx1 
Strakha Medium Stealth Fighter 
SI: 5080 SC: 10 HD/BHD/FHD: 38/44/34 
MOVE: 2/6/12 SHP: 40 AHP: 40/4 cm 
GUN: LAS (2/5/18) 
MIS: DFx2 (2/8/130), TORPx2 (4/10/5000) 
X: Cloaking Device (HD/BHD/FHD: 13/44/9, cloaked) 
Gratha Heavy Fighter 
SI: 398 SC: 11 HD/BHD/FHD: 47/53/53 
MOVE: 2/6/7 SHP: 105 AHP: 123/12.3 cm 
GUN: LAS (2/5/18), MAS (2/3/26) 
MIS: HSx3 (6/9/160), IRx1 (6/9/170), MINEx2 (0/0/160) 
Jalthi Heavy Fighter
SI: 490 SC: 12 HD/BHD/FHD: 57/62/63 
MOVE: 2/5/6 SHP: 160 AHP: 160/16 cm 
GUN: LAS (3/5/18), NEU (3/3/62) 
MIS: HSx1 (6/9/160), FFx2 (8/12/170) 
Hhriss Heavy Fighter 
SI: 505 SC: 11 HD/BHD/FHD: 51/57/61 
MOVE: 3/9/14 SHP: 160 AHP: 175/17.5 cm 
GUN: MAS (2/3/26), NEU (2/3/62) 
MIS: HSx1 (6/9/160), IRx1 (6/9/170) 
Jalkehi Heavy Fighter 
SI: 440 SC: 10 HD/BHD/FHD: 48/54/48 
MOVE: 3/7/8 SHP: 150 AHP: 120/12 cm 
GUN: PAR (1/5/43), LAS (4/5/18), NEU-T (1/3/62) 
MIS: DFx1 (2/8/130), IRx4 (6/9/170) 
Gothri Heavy Fighter 
SI: 495 SC: 9 HD/BHD/FHD: 47/44/53 
MOVE: 3/8/12 SHP: 175 AHP: 150/15 cm 
GUN: MAS (2/3/26), PAR (2/5/43), LAS-T (1/5/18), MES-T (1/4/32) 
MIS: DFx1 (2/8/130), FFx1 (8/12/170), IRx3 (6/9/170) 
Jrathek Experimental Heavy Fighter 
SI: 510 SC: 8 HD/BHD/FHD: 20/27/28 
MOVE: 3/9/16 SHP: 150 AHP: 190/1.9 cm 
GUN: PHO (2/4/37), PLA (2/2/72) 
MIS: DFx2 (2/8/130), FFx2 (8/12/170) 
X: Chaffx1 
Grikath Fighter-Bomber 
SI: 5320 SC: 11 HD/BHD/FHD: 65/71/57 
MOVE: 2/6/12 SHP: 170 AHP: 150/15 cm 
GUN: NEU (3/3/62), NEU-T (2/3/62) 
MIS: FFx2 (8/12/170), TORPx3 (4/10/5000) 
X: Chaffx3 
Dorkir-class Transport 
SI: 378 SC: 16 HD/BHD/FHD: 45/44/46 
MOVE: 1/1/2 SHP: 135 AHP: 83/8.3 cm 
GUN: LAS-T (1/4/25), LAS-B (10/5/25) 
MIS: MINEx3 (0/0/160) 
Lumbari-class Tanker 
SI: 378 SC: 15 HD/BHD/FHD: 41/41/42 
MOVE: 1/1/2 SHP: 135 AHP: 83/8.3 cm 
GUN: LAS-T (1/4/25) 
MIS: MINEx3 (0/0/160) 
Dorkathi-Class Transport 
SI: 365 SC: 16 HD/BHD/FHD: 45/44/45 
MOVE: 1/1/1 SHP: 190 AHP: 165/16.5 cm 
GUN: FLAK-T (2/3/10) 
Kamekh-Class Heavy Corvette
SI: 17,900 SC: 18 HD/BHD/FHD: 47/44/50 
MOVE: 1/1/3 SHP: 10,000p AHP: 2,900/29.0 cm 
GUN: FLAK-T (3/3/10) 
MIS: IRx6 (6/9/170), TORPx4 (4/10/5000) 
Ralari-class Destroyer 
SI: 483 SC: 20 HD/BHD/FHD: 51/46/54 
MOVE: 1/1/2 SHP: 160 AHP: 163/16.3 cm 
GUN: LAS-T (6/4/25), LAS-B (8/5/25) 
MIS: MINEx1 (0/0/160) 
Ralatha-Class Destroyer 
SI: 15,300 SC: 22 HD/BHD/FHD: 56/49/59 
MOVE: 2/2/1 SHP: 10,000p AHP: 5000/50.0 cm 
GUN: FLAK-T (2/3/10), AMG: (2/8/300) 
Fralthi-class Heavy Cruiser 
SI: 625 SC: 23 HD/BHD/FHD: 57/50/60 
MOVE: 1/1/2 SHP: 220 AHP: 235/23.5 cm 
GUN: LAS-T (6/4/25), LAS-B (20/5/25) 
MIS: IRx2 (6/9/170) 
Fralthra-class Heavy Cruiser 
SI: 16,800 SC: 23 HD/BHD/FHD: 62/54/65 
MOVE: 1/1/1 SHP: 10,000p AHP: 6500/65.0 cm 
GUN: FLAK-T (3/3/10), AMG: (3/8/300) 
Sivar-class Dreadnought 
SI: 20,505 SC: 23 HD/BHD/FHD: 61/53/64 
MOVE: 1/1/2 SHP: 270 AHP: 235/23.5 cm 
GUN: LAS-T (6/4/25) 
MIS: IRx2 (6/9/170) 
X: Proton Accelerator Gun (Phase-Transit Cannon, 1/10/20,000) 
Snakeir-class Fleet Carrier 
SI: 918 SC: 23 HD/BHD/FHD: 59/51/62 
MOVE: 1/1/1 SHP: 370 AHP: 378/37.8 cm 
GUN: LAS-T (6/4/25), LAS-B (25/5/25) 
MIS: IRx2 (6/9/170) 
Kilrathi Supply Depot 
SI: 27,010 SC: 24 HD/BHD/FHD: 76/67/76 
MOVE: 0/0/0 SHP: 20,000p AHP: 7,000/35.0 cm 
GUN: FLAK-T (2/3/10) 
Kilrathi Star Post 
SI: 550 SC:24 HD/BHD/FHD: 70/61/70 
MOVE: 0/0/0 SHP: 200 AHP: 180/18 cm 
GUN: LAS-T (4/4/25) 
MIS: FF-T (8/12/170) 
Kilrathi Star Base 
SI: 34,300 SC: 27 HD/BHD/FHD: 85/73/85 
MOVE: 0/0/0 SHP: 20,000p AHP: 14,000/70.0 cm 
GUN: FLAK-T (4/3/10), AMG: (2/8/300) 
=TOTAL BRAWL: THE CAMPAIGN=
Up until this point, this text has dealt mainly with the different nuances necessary to conduct combat and introduced the available ships. This chapter will add a few other details needed to play through the campaign. 
==SETUP==
Before a campaign can begin, participants must be found. The game requires a minimum of three people: two players with their own fleets, and a gamemaster. Each player should be given a starting amount of points for building their initial fleets (generally 10,000 is a good starting point but feel free to use more or less). The gamemaster will keep a master copy of the current fleets of all participants and will also keep track of their records, including wins, losses, current points, fleet composite strength index, and so forth. 
 
An important decision to make when the campaign is set up is whether or not automatic play will be used, and whether or not a combat grid will be used or not. This choice is strictly up to the GM, but is something that the GM should specify when the before the campaign begins (experience shows, however, that extended campaigns should favor automatic play without a combat grid, for the sake of simplicity). 
 
The campaign really doesn’t need to have a set objective; it can be played to any overall goal that the gamemaster deems worthwhile. The game can be played in tournament format, or in the style of an MMORPG. Objects can be point-based, victory-based, objective-based, etc. It’s important, however, that the GM makes the goals of the campaign clear to all participants from the onset of the campaign. 
==GAME ECONOMICS==
When a player joins the game, they are given a number of spending points. These points are used to make purchases, such as various craft, upgrades, crew training, artifacts, insurance, and wagers (if the gamemaster will allow them). 
===PURCHASING CRAFT===
Fighters, bombers and capital ships may be purchased for a number of points equal to ten times the ship’s strength index (EX: A Fralthra-class cruiser has a strength index of 16,800. The purchase cost of one of these ships is 168,000 points). Gamemasters may (and are strongly encouraged to) restrict the availability of stronger ship classes (Confederation-class and Sivar-class dreadnoughts for example) and/or ones with some unusual characteristics (Strakha fighters, for example, since they have an onboard cloaking device). To purchase a craft, the player simply indicates which craft they wish to purchase. If a craft of that class is available and if the player has sufficient points, the points are deducted from their total and the craft is added to their fleet. Players may also choose to sell craft from their fleet, reclaiming the amount of the craft’s current strength index as spending points. A craft must survive at least one battle before it can be sold off. 
===PURCHASING UPGRADES===
Players may make upgrades to the equipment installed on their ships. This has the effect of altering their statistics, usually to the surprise of one’s opponents…most usually don’t expect to come up against an Epee with 5 centimeters of Platolum armor and Mace missiles installed! 
Purchasing upgrades changes a craft’s statistics and the changes should be noted in the player’s fleet. Note that not all equipment is available to all craft. The equipment list will be updated with later drafts of this rule set as necessary. 
 
Equipment Name	
Cost	
Restrictions	
Effects
Laser Cannon </p>	
1,000	
None	
Changes one of the craft’s guns to a Laser Cannon (1/5/18).
Mass Driver	
1,500	
None	
Changes one of the craft’s guns to a Mass Driver (1/3/26).
Meson Blaster	
2,500	
None	
Changes one of the craft’s guns to a Meson Blaster (1/4/32).
Neutron Gun	
5,000	
None	
Changes one of the craft’s guns to Neutron Gun (1/3/62).
Particle Cannon	
10,000	
None	
Changes one of the craft’s guns to a Particle Cannon (1/5/43).
Tachyon Cannon	
20,000	
None	
Changes one of the craft’s guns to Tachyon Cannon (1/4/70).
Ionic Pulse Cannon	
40,000	
None	
Changes one of the craft’s guns to an Ionic Pulse Cannon (1/2/54).
Plasma Gun	
80,000	
None	
Changes one of the craft’s guns to a Plasma Gun (1/2/72).
Photon Gun	
85,000	
None	
Changes one of the craft’s guns to a Photon Gun (1/4/37).
Reaper Cannon	
90,000	
None	
Changes one of the craft’s guns to a Reaper Cannon (1/4/40).
Fusion Cannon	
100,000	
None	
Changes one of the craft’s guns to a Fusion Cannon (1/3/100).
Steltek Gun	
200,000	
None	
Changes one of the craft’s guns to a Steltek Gun (1/4/100)
Boosted Steltek Gun	
500,000	
None	
Changes one of the craft’s guns to a Boosted Steltek Gun (1/5/190)
Laser Turret	
10,000	
Capships Only	
Changes one of the ship’s turrets to a Laser Turret (1/4/25)
Laser Battery	
15,000	
Capships Only	
Changes one of the ship’s guns to a fixed Laser Battery (1/4/25). Can be set to fire into any combat arc.
Flak Cannon	
50,000	
Capships Only	
Changes one of the ship’s guns into a Flak Gun (1/3/10). Automatically turreted. Cannot be used against other capships. Will shoot down torpedoes on a roll of 20 or less.
Upgraded Flak Cannon	
100,000	
Capships Only	
Same effects as a normal Flak Cannon. (1/3/50)
Antimatter Gun	
250,000	
Capships Only	
Changes one of the ship’s guns to a fixed Antimatter Gun (1/8/300). Forward arc only. Bypasses shields. Cannot be used against fighters.
Dumb-Fire Missile	
200	
None	
Changes one of the craft’s missiles to a Dumb-Fire Missile (2/8/130)
Heat-Seeking Missile	
350	
None	
Changes one of the craft’s missiles to a Heat Seeking Missile (6/9/160)
Image Recognition Missile	
750	
None	
Changes one of the craft’s missiles to a Image Recognition Missile (6/9/170)
Friend-or-Foe Missile	
1000	
None	
Changes one of the craft’s missiles to a Friend-or-Foe Missile (8/12/170)
Leech Missile	
2000	
None	
Changes one of the craft’s missiles to a Leech Missile (6/9/0). When hit, target is disabled (shields down, cannot move or fire) for 5+d10 rounds.
Torpedo Mount	
1500	
Fighters Only	
Changes four of the craft’s missile hardpoints into a torpedo mount, and adds a torpedo to the craft.
Mine Dropper	
2000	
Nones	
Adds one Mine (0/0/160) to the craft. Mine remains in place once dropped and damages the next craft that enters its square.
Missile Tube	
20,000	
None	
Changes one of the craft’s missile to a missile launcher. Can store/fire up to ten of any one missile type
Torpedo Tube	
100,000	
None	
Changes one of the craft’s torpedoes or four missile hardpoints into a torpedo tube. Can store/fire up to ten torpedoes.
Mace Missile	
200,000	
None	
Changes one of the craft’s missiles to a Mace Missile (2/8/20,000)
Capship Missile Launcher	
500,000	
Capships Only	
Changes one of the craft’s missile launchers to a Capship missile launcher. When launched, adds a new craft to combat;
Skipper Missile Launcher	
1,000,000	
Capships Only	
Same as capship missile, except a Skipper cloaks/uncloaks (-25 HD/FHD) every other round.
Thruster Upgrade	
30,000	
None	
Increase’s craft’s movement by one point (maximum 10 or double craft’s initial speed).
Maneuvering Jet Upgrade	
25,000	
None	
Increases craft’s turning rate by one point (maximum 24 or double craft’s initial turning rate)
Afterburner Upgrade	
30,000	
Fighters/Bombers Only	
Increase’s craft’s afterburner speed by one point (maximum 10 or double craft’s initial afterburner speed).
Shield Upgrade	
20,000	
None	
Adds 100 SHP to the craft.
Phase Shields	
200,000	
Capships Only	
Changes the ship’s shield ratings to 10,000p, and makes the
Improved Tactical Computers	
30,000	
None	
Allows one additional attack roll per gun being fired each round (maximum 4)
Cloaking Device	
250,000	
None	
Adds a cloaking device to the
Durasteel Armor Upgrade	
50,000/cm	
None	
Adds 1 cm armor to the craft. +2 All HD ratings (fighters/space stations) or +1 all HD Ratings (capships), and adds 10 AHP to the craft (fighters/capships) or 20 AHP to the craft (space stations).
Plasteel Armor Upgrade	
100,000/cm	
None	
Adds 1 cm armor to the craft. +2 All HD ratings (fighters/space stations) or +1 all HD Ratings (capships), and adds 100 AHP to the craft (fighters/capships) or 200 AHP to the craft (space stations).
Tungsten Armor Upgrade	
150,000/cm	
None	
Adds 1 cm armor to the craft. +2 All HD ratings (fighters/space stations) or +1 all HD Ratings (capships), and adds 200 AHP to the craft (fighters/capships) or 400 AHP to the craft (space stations).
Isometal Armor Upgrade	
200,000/cm	
None	
Adds 1 cm armor to the craft. +2 All HD ratings (fighters/space stations) or +1 all HD Ratings (capships), and adds 600 AHP to the craft (fighters/capships) or 1200 AHP to the craft (space stations).
Platolum Armor Upgrade	
250,000/cm	
None	
Adds 1 cm armor to the craft. +2 All HD ratings (fighters/space stations) or +1 all HD Ratings (capships), and adds 2400 AHP to the craft (fighters/capships) or 4800 AHP to the craft (space stations).
Decoy Dispenser	
25,000	
None	
Adds five missile decoys to the craft.
ECM Module	
10,000	
None	
Subtract 5 from the craft’s HD ratings (minimum zero). Only one ECM module of any level may be installed at a time.
Improved ECM Module	
30,000	
None	
Subtract 10 from the craft’s HD ratings (minimum zero). Only one ECM module of any level may be installed at a time.
Advanced ECM Module	
60,000	
None	
Subtract 15 from the craft’s HD ratings (minimum zero). Only one ECM module of any level may be installed at a time.
Repair Droid	
30,000	
None	
When making system repairs, adds 50 additional repair points per turn.
Advanced Repair Droid	
90,000	
None	
When making system repairs, adds 100 additional repair points per turn,
Extra Crew	
10,000	
Newly Bought Craft Only	
Replaces the crew of the craft with an extra crew currently in the player’s possession from a prior ejection.
 
A player can select equipment to sell off of a craft (though why they might want to do so is a matter of conjecture; usually this is done as a desperate, last-resort means of eking out a last few points for a different purchase). If a player wants to sell off equipment from their craft, they may do so, reclaiming exactly one-tenth the price of the equipment. If a craft’s system does not fall on this list, the equipment pays out 50 points. Players must sell off equipment if they’re replacing it with new equipment. They may also sell off equipment without replacing it with new equipment, though they are limited in the number of times they can do this for any one craft (this discourages players from “chopping” up a craft for the value of its parts). Two pieces of equipment can be completely removed from of a craft unless any one of its stats is already zero, in which case only one piece of equipment can be completely removed. For those ships that have two or more zero-rated systems, no additional equipment may be completely removed. 
===CREW TRAINING===
Crew members can be trained up for a price of 300 points per lesson. Each lesson raises the ability level of one crew member by one point. Crew members are only allowed to increase their ratings to a maximum of 200 points in any given skill. 
====Captains====
A capital ship’s captain can be trained as a back-up crewmember, in the event that the main officer is knocked out of action in combat. Captains follow all training rules of normal crewmembers, except that each lesson for the ship’s captain raises their ability score by two points. Captains may very well wind up with greater skill in an area than the actual officer, but it’s the officer’s skill that counts primarily for the ship. 
===INSURANCE===
It’s an unfortunate fact in this game: play for long enough, and eventually a craft that you’ve spent millions of points on will meet up with one missile too many. This can be bad, particularly if a player has spent most of their points on upgrades and other such things and has nothing further they can spend to replace the craft. Fortunately, they have the option of buying insurance. 
Insurance costs half of the craft’s initial strength index, plus however much else the player wishes to spend to insure the craft. A player may add to the existing insurance on a craft at any time. Should the craft be destroyed in battle, the player will earn back five times the amount of insurance they’ve paid on the craft, plus the amount of points they spent to initially buy it. 
GMs may wish to limit the usefulness of insurance, to prevent players from abusing insurance in order to make a lot of money quickly. Here are two suggestions: either fix the maximum amount of insurance that can be spent on a craft at half the craft’s initial strength index, or make the additional amount spent on insurance good for only a specific length of time (such as a single battle, or perhaps a day in real time). 
===WAGERS===
Finally, a player can make a wager on another player if wagers are allowed by the GM. The amounts and types of wagers that can be made are going to be highly dependent upon the type of campaign being run (and whether or not other participants are present or not). Generally, though, a wager can be made for a player to win or lose a particular battle, or to win or lose their next battle. For simplicity’s sake, wagers should pay out even money. 
==RULES OF ENGAGEMENT==
Naturally, if a player is supposed to spend points, they have to be able to earn points. Those points are earned through combat. This section deals with specific rules leading up to combat as well dealing with some of the other actions players may take between battles. 
===THE BANK===
There is one other way of making money aside from combat, though it isn’t nearly as efficient. Players don’t necessarily have to spend all of their points when they have the opportunity. Those unspent points are put in “the bank”, where they earn interest. Interest rates can vary depending on whatever method the GM decides to use (a method of 1d5 + 4 is a good way of coming up with a random way of setting interest rates), and interest can be accrued at whatever time the GM designates, whether it be at a certain time in real-time every day, after combat, or whatever. Additional functions can be added to the bank by the GM, though it is not recommended that players be allowed to take out loans and so forth. 
===EXPERIENCE POINTS===
When a player enters a battle, they may or may not come out of the battle having earned spending points. The spending points they do earn, however, are recorded in a lifetime tally. This tally is the player’s experience points, which are used as another way of measuring players against each other and as a method of handicapping. Players with more experience will tend to be the same players that have stronger fleets. 
All players start off at Level One. For every ten thousand experience points they accumulate, a player gains an extra level. Any benefits to this leveling can be determined by the GM. Some example bonuses are one free craft or upgrade. 
Players who gain levels usually have a large advantage over players at lower levels and are more likely to have fleets that are powerful enough to completely wipe out the lower level player’s entire fleet. To help even things out, there are rules of engagement that are used when two players of varying levels meet in combat. One player is designated the “attacker” (the player who issued challenge in an open combat campaign, picked through a tournament’s mechanics, or whatever), with the other designated as “defender”. The attacker’s level is compared to the defender’s, and the rules of engagement are based on the table below. 
 
Attacker six levels or more below Defender	
Attacker is allowed 75% damage reduction. Defender attacks at -15 HD. Defender not allowed systems damage.
Attacker four levels below Defender	
Attacker is allowed 50% damage reduction. Defender attacks at -10 HD.
Attacker two levels below Defender	
Attacker is allowed 25% damage reduction.
Attacker same level as Defender	
Both sides are allowed systems damage. No damage reduction takes place.
Attacker two levels above Defender	
Defender is allowed 25% damage reduction.
Attacker four levels above Defender	
Defender is allowed 50% damage reduction. Attacker attacks at -10 HD.
Attacker six levels or more above Defender	
Defender is allowed 75% damage reduction. Attacker attacks at -15 HD. Attacker not allowed systems damage.
===COMBAT OUTCOME===
The outcome of combat shouldn’t have much in the ways of other effects on a player in a tournament-style campaign. Obviously, all players should be given ample opportunity to make repairs or purchases between matches, or at least as much opportunity as the GM deems appropriate. 
In an open combat style format, however, the outcome of combat can have some other effects. For example, if a player loses a battle, they should be “knocked out” for a period of time. If they repair their fleet within that time or otherwise indicate readiness to return to the game, they may return to the game. Otherwise they re-enter the game (and are available for fighting again) once the time expires. Winners, on the other hand, should not be given this luxury. They can be challenged again immediately after combat, without having had opportunity to repair from the last match… 
===MAKING REPAIRS===
Making repairs between battles is somewhat expensive, but more often than not it will be the only choice a player has to get certain systems back up and running on their craft. If repairs are not conducted on a craft after a battle, it will enter its next battle with the same level of systems and armor damage. 
Armor repair is done at a rate of 10 points per point of armor repair done (if 100 points of armor damage are repaired, the cost is 1,000 points). Armor can only be repaired up to the amount of armor that was on the craft to begin with. 
Systems damage repair is done at a rate of 100 points per point of system repair done (a system that has had 56 points of damage done to it would cost 5600 points to repair). If a system has been completely destroyed, all costs associated with the repair are doubled. 
Any shield and crew damage that is done to a craft is reset after combat is concluded, unless the shield system has been completely destroyed. 
===ASTEROIDS AND MINEFIELDS===
If the gamemaster so chooses, they may set a combat scenario in an asteroid field or minefield. Both have the effect of making combat a little more hazardous for all involved. When a craft moves (or changes range to target), roll d% for that craft. If the result is less than or equal to the craft’s size class, the craft either collides with an asteroid or strikes a mine. Mines cause the normal amount of damage. Asteroid collisions cause an amount of damage equal to d% times the craft’s speed that round (or ½ its initiative value for combat without a grid). Both types of collision cause their damage to the forward defense arc, if defense arcs are being used with the current rules of engagement. 
----
=SELDOMLY-ASKED QUESTIONS=
How do I go about asking a question? 
Ask your question on the WCTB thread at the WCRPG Wiki. The specific thread address is http://wcrpg.wikia.com/index.php?title=Forum:WCTB_General_Discussion&t=20110819183348 Keep in mind that you will need to be registered with the wiki in order to post your question. I check the forums on a regular basis (at least at the time of this writing), so I should be able to answer your question fairly quickly. 
I've noticed over here that this rule says something, but this other rule says something contradictory. What's up with that? 
WCTB has, admittedly, never been fully proofread and I do sleep on occasion (despite all reports to the contrary). If you notice something like this, let me know and I'll correct the problem as soon as I can. 
How did you come up with WCTB? 
Wing Commander: Total Brawl was first developed in September of 2011. The game originated as a way of testing out the combat system for the Wing Commander Role-Playing game (still in development), and evolved into a full tactical combat simulation game in its own right. 
The system behind WCTB was originally proposed by Jason Horner for the Starflight Role-Playing Game sometime back in early 2006. At the time, he and I were collaborating on a d20-based RPG system for Starflight. He came to the determination that d20 was not a good system for Starflight (too much randomness was involved with d20), and proposed instead the d% system that SFTB, and SFRPG uses. SFRPG was finally finished in April of 2010. The following summer, I came up with the idea to do another RPG, this one for the Wing Commander Universe. To that end, I looked to see if an “official” pen-and-paper role-playing game had been done for Wing Commander. Seeing that one had not been done, I started gathering information on the universe, and began tweaking SFRPG’s system using data gathered from three years of playtesting. Several members of the CIC community have been extremely helpful in helping me gather data for the project. 
Of course, there's more to the story, but I want to keep it brief, since this is in fact a question nobody has actually asked me. 
Just how true is WCTB to the original games? 
This is kind of a hard one. The data WCTB uses comes from a variety of sources, including the original game manuals (where possible), some of the universe’s cluebooks, and data gathered from the CIC ship’s database and encyclopedia. All of the stats are based on a comparison of that data to one another, so it is accurate in terms of the amount of damage various craft can cause and how much they can take. Naturally, there was some balancing that had to take place to make it playable in this format. For example, newer craft in the game have higher armor listings than the older craft; actually putting that much armor on those craft would easily drive their HD ratings over 100. They’d be really easy to hit, but it would kind of defeat the whole purpose of the game. Then there's the obvious inaccuracy; players can fly craft other than those belonging to the Terran Confederation. 
Clarkson'''-class Transport? Yorktown-class Carrier? Where did these names come from? 
Names for craft were pulled from a variety of sources, including the Wing Commander novels and (of course) the games themselves. The two mentioned above, representing the Confederation capital ships from WC3 and WC4, both came from Star*Soldier, the documentation for WC: Arena, the latest game in the series 
Why isn't the (insert piece of equipment here) included in the game? 
Some of the equipment was either too powerful for the game or had qualities that didn’t translate well into the existing system. Rest assured that I am working on it and intend to have it in later versions of the game. The other missing equipment…well, a fair assumption is that I just don’t know about it. Send me a message, let me know about it (be sure to include the source), and I’ll try to get it into a later version of the game. 
When will we see material from (insert game name here) added to WCTB? 
New material will be added to the game as it becomes available. WCTB is being used as a means of trying out various possibilities and craft configurations for WCRPG, so some of that material may later be released as it becomes available. I intend to test out some of the specs on craft released in fan projects (such as Standoff) at a later time, when the base rules for WCTB have been adequately tested and when as much material from the original game as can be added to the game has been added. 
What's up with that crappy story at the top of the document? 
Don’t knock it. The attack on the Iason is part of the official canon, and has been since the original game was released back in 1990. True, I doctored it up just a little bit to give it the “Total Brawl” theme; that was mainly personal force of habit. I had created an even earlier space combat simulation and it had a short introductory story up at the top. In fact, a fair number of the pnp games I write have the same general format and they all kick off with some manner of story. They're usually a little more detailed than that, though. Kinda hard to come up with something for a general combat simulation as opposed to some manner of RPG... 
=VERSION HISTORY=
*0.1 9/7/11 (First Draft): Original draft rules. 
----
=SPECIAL THANKS=
Portions of this document have been derived from the regs for The Edge of Chaos, A Wing Commander RPG, originally created by Mark Shotwell. A fair use document is available with the regulations for this game and is available for view on TEOC's official website at http://www.wcrpg.com. 
----
=DISCLAIMERS=
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/us/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. 
WING COMMANDER, WING COMMANDER II: VENGENCE OF THE KILRATHI, WING COMMANDER III: HEART OF THE TIGER, WING COMMANDER PRIVATEER, WING COMMANDER ARMADA, WING COMMANDER IV: THE PRICE OF FREEDOM and WING COMMANDER: PROPHECY, and all related materials are Copyright 1990-1998 by Origin Systems, Inc., All Rights Reserved. WING COMMANDER: ARENA and all related materials are Copyright 2007 by Electronic Arts, Inc. WING COMMANDER: FREEDOM FLIGHT, WING COMMANDER: END RUN, WING COMMANDER: FLEET ACTION, WING COMMANDER: HEART OF THE TIGER, WING COMMANDER: THE PRICE OF FREEDOM, WING COMMANDER: ACTION STATIONS and WING COMMANDER: FALSE COLORS are Copyright 1992-1999 by Origin Systems, Inc. No permission for use of any of these materials has been obtained by the WCRPG Project, and we're all certainly hoping EA doesn't decide to clamp down on us for it... 
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This text contains minute electrically charged particles moving in excess of five hundred million miles per hour, and thus should be handled with extreme caution. 
All of the materials used to play this game will exert an equal but opposite force to any force applied to said materials. This phenomenon is not unique to this game. 
If all of the matter contained in the equipment used to play this game were to suddenly revert into pure energy, the force of the explosion would be sufficient to destroy this planet and cause massive gravitational shifts that could pose a significant hazard to all other bodies in this solar system. This feature is not unique to this game and the writer cannot assume responsibility for any damage that may occur. 
Any reference to any life-form living, dead, undead, non-existent, or in any other state that is not intentional is not intentional. Any reference that was intentional was intentional. If neither of these states are satisfied, this entire universe is likely a figment of your imagination and you should seek professional help.
Category:WCTB