Monday, October 17, 2011

HE - Spaceship Combat


Okeydoke, the last adjustment I mentioned for Humanspace Empires that I thought should be addressed in the playtest rules, is a short section on space ship combat (the “aerial” rules).   I whipped up something short and sweet pretty easily a while back, mostly by using free stuff (Fokker) that’s already out there as a model.  But I hit a snag and left it sit for a bit.  The snag is that given space ships are fighting in 3D space, some maneuver rules are in order, but its been a long time since I played Star Fleet Battles or anything like it and don’t feel I have the proper experience to gauge the maneuver rules without a good bit of research and playtesting.

So..  I let it sit.  But then it occurred to me to just put up the rules I wrote and see if any of you out ther have ideas for the maneuvers.  So here goes:

Aerial/space rules for Humanspace Empires
Conduct aerial/space combat on a printed hexagonal grid.  Each combatant must have a figure and small marker next to it indicating altitude. 
Initiative
Each turn roll 1d6 for each aerial combatant on both sides.  Add to this any piloting bonuses or other bonuses that may apply.  The combatant with the lowest score must move first, the next lowest second, and so on. If two or more combatants have the same score, roll again between them to decide their place in the move order.

Movement

Movement is alternate, and includes maneuvers.  A flyer may move any amount of their movement allowance in all possible directions, or none if they are able to hover/remain stationary.

Maneuvers are “trick” movements and can be specific to the aerial combatant, some having better looping or turning ability, for example.  However, for a simpler game the combatants may be treated as the same and use the default maneuver information given below.  Each maneuver has a movement factor and a direction factor, and may entail an altitude change.  For example, to perform a loop the flyer may have to move ¼ movement allowance forward and ½ backward, rising to a distance of 100 meters before returning to 0 or less.  Some well know maneuvers are:

1)      Immelman turn
2)      Loop
3)      Halt
4)     
5)     
6)     

Firing

Marksmanship: Characters who have received intensive training may have a Marksmanship bonus, but all others will start at 0.  For each confirmed kill in game, the victor will receive a +1 to Marksmanship.  There is no limit.

All combat takes place when all movement of all participants is completed. 

Aerial combatants with projectile or distance weapons may fire at the end of everyone's movement.  Each at a single target 30° either side of forward.

Rear gunners may also fire at 90° either side of backward (this may be a different target).

To calculate number of hits roll 1d6 and consult the following table:

Use the table appropriate to the targets Armor Class and roll 1d6.  Check attackers Marksmanship column, against the column giving the results of the die roll to determine hits.  For each hit indicated, roll appropriate damage. 
Apply any + or – attack modifiers, such as that for magic weapons, to the Marksmanship of the attacker.  Further, it is recommended that a +3(Point Blank), +2(Short), +1(Medium), 0(Long) and -3(Extreme) be applied to the attackers Marksmanship.    Subtract any defensive bonus from the number of damage dice to be rolled, meaning, for example, a shot fired against a +1 shield would require 1 six sided die be removed from the number of dice thrown for damage.




Armor Class 9
Armor Class 8-5

Armor Class 4-2

Marksmanship
1-3
4-6
1-3
4-6
Marksmanship
1-3
4-6

1-2
0
1
0
0
1-3
0
0

3-4
1
2
0
1
4-8
0
1

5-6
2
3
1
2
9-12
2
3

7-8
3
4
2
3
17-20
3
3

9-10+
4
5
3
3





            The number of hits shown in the table represents individual strikes (missles, bullets, destructo rays, etc.) and may be divided among the possible targets in range or directed against a single target as the player desires.  If more than one target is chosen, the shooter must have a sufficient number of the projectiles, of course.
If the player targets opponents of varying AC types, they may take away one or more successful hit(s) from one armor class group for a hit against the other group or an attempt to roll against the second group if a miss is possible, but if the second hit is also successful it will only count as one hit, regardless of the numbers in the table.

Strafing

Aerial combatants may also attack with projectile or distance weapons.  This is called strafing and is accomplished as against a flying target above.  
-------------

The above is a mash-up of the “Fokker” WWI combat rules, the OD&D Aerial combat rules, and the Champions of ZED projectile rules.  Marksmanship replaces CoZ Fighting Capability. – D.H. Boggs


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