Space Combat System

## Credits

Written by: *Sylveris Lunamonde* & *Kirv Goldblade*

Last Revision Stardate: 210214

Intended Audience: **All Commonwealth Members**

Reviewing Authority: Commonwealth Joint Chiefs

## Vessel Size Catagories

Smallest To Biggest

Your Ships Class (Frigate, Carrier) E.T.C needs to be taken into consideration. as well as your Size and Role

Anything Below 1km In Length Has It's Role Determined By It's Class and How It Serves (Such as The Nemesis Being A Carrier By A Design, But Being Refit For Assault)

The stats listed Below are Variables, and may invested in, You have a Maximum of THREE Invested Points to change your stats with.

Anything marked as [#-#] Can be invested in, flat numbers such as [##] Cannot.

## Vessel Size Key

### Light Ships:

***[Fighters]***

[Speed: 10-13] [Hull: 1] [Energy: 4-5] [Projectile: 3-4] [Evasion: 12-15] [Armor: 10]

***[Corvettes]*** -[Cannot Have Boarding Parties/Still Has Security Teams]

[Speed: 9-12] [Hull: 10-13/16/19-(+3 Per Point)] [Energy: 5-6] [Projectile: 4-5] [Evasion: 10-13] [Armor: 11-14]

***[Frigate]*** - [Cannot Have Boarding Parties/Still Has Security Teams]

[Speed: 8-11] [Hull: 13-16/19/21-(+3 Per Point] [Energy: 6-7] [Projectile: 5-6] [Evasion: 10-13] [Armor: 12-15]

***[Cruiser]***

[Speed: 7-10] [Hull: 16-19/21/24-(+3 Per Point] [Energy: 7-8] [Projectile: 6-7]  [Evasion: 10-13] [Armor: 13-16]

### Heavy Ships:

***[Destroyer]***

[Speed: 6-9] [Hull: 19-21/24/27-(+3 Per Point] [Energy: 9-10] [Projectile: 8-9] [Evasion: 10-13] [Armor: 14-17]

***[Battleships]***

[Speed: 5-8] [Hull: 21-24/27/30-(+3 Per Point] [Energy: 8-9] [Projectile: 7-10] [Evasion: 10-13] [Armor: 15-18]

***[Carrier]***

[Speed: 4-7] [Hull: 24-27/30/33-(+3 Per Point] [Energy: 7-8] [Projectile: 6-7] [Evasion: 10-13] [Armor: 16-19]

### Super Heavy Ships:

***[Dreadnoughts]*** - [Anything 1km Or Longer In Length Becomes a Dreadnought Automatically Instead Of It's Role Defined Class]

[Speed: 3-6] [Hull: 27-30/33/36-(+3 Per Point] [Energy: 9] [Projectile: 8] [Evasion: 10] [Armor: 17-20]

***[Supers]*** - [Anything 4km Or Longer In Length Becomes a Super Automatically Instead Of It's Role Defined Class]

[Speed: 2-5] [Hull 30-33/36/39-(+3 Per Point] [Energy: 9] [Projectile: 9] [Evasion: 10] [Armor: 18-21]

***[Mother-ships] -*** [Anything 10km Or Longer In Length Becomes a Mother-Ship Automatically Instead Of It's Role Defined Class]

[Speed: 1-4] [Hull: 33-36/39/42-(+3 Per Point] [Energy: 9] [Projectile: 9] [Evasion: 10] [Armor: 19-22]

## Classes

(SHOULD ONLY BE ADDED ONTO YOUR STATS FOR YOUR SHIP LAST SO THAT YOU DON'T LOSE COUNT OF INVESTMENT TOTALS!)

The Following Classes Are For You To Add A Little Personal Touch, and Reaffirm The Role You Serve In The Fleet, Each Class Provides Buffs and Debuffs Accordingly, Think of Them Like This:

Escort = Thief - Nimble, Fast, And Maneuverable, Can Hit and Run The Target

Assault = Mages - Fast, and tricky, but not very nimble on their Feet

Linebacker = Paladin - The Tanks of the Fleet, they're there to soak up damage and protect those around them.

***[Escort]***: [+1 Speed [+1 Evasion] [-1 Armor]

***[Assault]***: [+1 Speed] [+1 Armor] [-1 Evasion]

***[Linebacker]***: [+2 Armor] [-1 Speed] [-1 Evasion]

## Ship Statistics Key

***Speed***: How Many Grids / How Fast You Move.

***Hull***: Your Ship's HP

***Energy Attack***: Modifier Used Used To Fire Energy Based Weapons (Usually The Higher Attack Value)

***Projectile Attack***: Modifier For Torpedoes And Other

***Projectile Based Attacks:*** (Usually The Lower Attack Value)

***Evasion:*** (how hard the target is to hit)

***Armor:*** How Hard Target Is To Actually Damage)

***Security Teams:*** How well a vessel repels special actions (E.G. Boarding Actions)

## Weapon Statistics Key

***Range:*** How Many Grids Count As In Range For Your Weapon

***Rate Of Fire:*** How Fast The Weapon Can Be / How Many Times It Fires.

***Power:*** How Much Raw Power The Weapon Has Behind It, Energy Weapons are Typically Weaker, And Projectiles Tend To Be Stronger, However There Is Variation In The Two Classes.

## Attacking

Attacks are made with 2 checks, first the attacker rolls 2d6 + Your Appropriate Weapon Modifier (Energy Or Projectile) Vs Target Evasion To See If The Shot Hits Then If The Shot Connects You May Then Roll 2d6 + Weapon Power Statistic Vs Armor To Determine Hull Damage.

[Critical Effects]: (Originally Weapon Status Procs)

If The 2 Attack Dice You Roll Show The Same Value And The Attack Hits Then The Attack Enters Critical Status And The Weapon Deals Its Assigned Critical Effect

## Power & Energy Systems

[Power Reserves]: (Your Energy Resources)

Every Ship Starts The Battle With 5 Power In Reserve. This Power Can Be Used To Activate A Ship's Special Powers Or To Boost An Attack Or Damage Roll (Boosting Adds 1 Extra Die To The Role, A Roll May Only Be Boosted Once.

A Ship Can Recharge Its Energy By Spending A Turn Taking Recharge Action To Either Restore Their Power To 5 Or Gain An Additional 2 Power Instead If They Are At 5+.

(Take Caution As This Action Powers Down The Ship's Engines And Shields, Setting Its Speed To 0 And its Evasion And Armor to 10)

Alternatively However, If A Ship Did Not Use Energy On Its Turn And Attacked But Did Not Move Or Instead took A Single Move Without Performing an Action/Attack, It Can Divert Power From Either Engines Or Shields To Gain 1 Energy (Reducing The Respective Stat As Shown Above Accordingly)

A Ship Can Also Perform A Power Transfer To Friendly Units, But Only Up To The Base Of 5

## Special Abilities and Actions

[Special Actions]: (May Cost Power)

[Ramming Speed]: Unless Granted By A Special Power, Ramming Uses The Ships Projectile Attack Stat And The Ships Armor Value In Place Of Weapon Power, With Both Ships Suffering The Resulting Hit

(Unless The Attacking Ship Has Less Armor Than The Defender And Fails To Deal Damage, It Still Suffers The Difference Between The Targets Armor And Its Own)

[Tractor Beam]: The Attacker Makes An Energy Attack Roll To Attempt A "Grab" At The Target, Unless The Target Is Disabled, The Attacker Can Only Drag It's Target Up To The Difference Of Ships Speed  + Difference In Ship Size

[Boarding Parties]: (Only Usable If Target Under 1/2 Hull)

Boarding Parties Are A Special Weapon And Thus Will Be Deployed As An Attack Using The Appropriate Attack Skill (Energy For Transporter Based Or Physical For Boarding Pods.) Instead Of Damage Boarding Parties Subtract Security From The Target By Deploying Your Own Security Forces Over To The Hostile Target (The Power Of The Boarding Party Weapon Represents The Size Of The Parties Being Sent.

Do Note However: This Is The Only Time VS Rolls Are Made As 2d6 vs 2d6. If The Attacker Wins The Defender Looses Security Equal To Attackers Power + D3 If Defender Wins, The Boarders Are Repelled With No Casualties, If The Defender Does Not Have Enough Security To Cover Their Losses. The Ship is Captured With Survivors Of The Boarding Party Capturing The Ship

[Cloaking]: Due To Advances In Ship Sensors, Ships Are Able To Determine The General Location Of Cloaked Ships, But The Distortion Makes Hitting Ships Outside Of 2 Grid Range Nearly Impossible To Hit. While Cloaked A Ship Has +2 Movement. They Can Not Attack Outside Of Special Attacks And Has It's Armor Reduced By 3 (As Your Shields Are Disabled To Cloak.) However It Can Not Be Attacked By Ships Farther Than 2 Hexes Away

## Unique Energy Weapon Critical Effects

***Phaser:*** Phaser Criticals Cause A Hostile System To Go Offline. If You Hit Shields, You Cause Their Armor To Be Treated As 10 Until Shields Are Repaired, If You Hit Engines, You Reduce Speed to 0 And Evasion To 10.

***Disrupter:*** Disruptor Hits Deal A Bonus D3 Damage, This Only Takes Effect AFTER The Main Damage Calculation.

***Plasma:*** The Shot Deals A Plasma Burn, On The Start Of The Burning Players Turn Roll A D3, When You Roll A 1 The Burn Ends, On A 2-3 They Suffer Power 10 Hit

***Tetryon:*** Tetryon Criticals Automatically Gain Boost (3D6)

***Poleron:*** Poleron Criticals Have A Vampiric Effect, The Target Looses 1 Energy, And You Gain 1 Energy.

***Chroniton:*** Chronitron Criticals Grant an Extra Movement(NOT ATTACK) After The Shot Is Taken And Damage Calculation is Done.

***Anti-Proton:*** The Weapon Gains +1 ROF That Can Be Used For Free

## Unique Projectile Weapon Critical Effects

***Photon:*** Photon Torpedos Gain +1 ROF That Can Be Used For Free

***Quantum:*** Quantum Torpedos Deal Boosted (3d6+power) Damage.

***Transphasic:*** Transphasic penetration (deals damage at "dice even" damage roll ignores armor and weapon power)

***Plasma:*** The Shot Deals A Plasma Burn, On The Start Of The Burning Players Turn Roll A D3, When You Roll A 1 The Burn Ends, On A 2-3 They Suffer Power 10 Hit

***Chronitron:*** Temproal Phase Causes The Hit To Treat The Target as Armor 10

***Tricobalt:*** The Shot Has A Blast Radius, ALL Ships In <RANGE> Of The Target Suffer A Power 10 Hit

***Har'peng:*** Har'peng Radiation Stuns The Target And Suffers D3 Extra Damage At The Start Of Its Next Turn

## Specialised Weapon Critical Effects

***Kinetic Weapons:*** Mass impact: The Target Is Pushed Back By The Weight Of The Shop By D3Hex(es), If The Ship Collides With Another Ship, Both Ships Will Take D3 Damage.

***Bun Shot:*** *(Robun only)* Deals No Damage, and Instead Deal a D3 Knock Back Attack, Collisions Trigger A Ramming Attack

***Critical Proc:*** Power 10 Damage Shot.

## Weaponry Key

***Energy Beam (Standard Phasers, E.T.C)***

Range: 5

ROF: 2

POW: 10

***Energy Cannons (Pulse Phasers, Disruptor Cannons, e.t.c)***

Range: 4

ROF: 3

POW: 12

***Light Torpedoes (Standard Photon/Quantum Torpedos)***

Range: 3

ROF: 1

POW 14

***Heavy Torpedos: (Tricobalt / Transphasic Torpedos)***

Range: 3

ROF: 1

POW: 16

***Special Weapons (Things Like Lances, Mass Drivers Weaponry Overloads, General Ability Weapons E.T.C:)***

Range: 10

ROF: Special (costs energy to fire)

POW: 18 (Varies Higher / Lower)

***Boarding Attack (Transporter Bea,)***

Range 3

Security 1

***Boarding Attack (Torpedo / Boarding Pods)***

Range: 2

Security: 3