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New Book 2 Space Combat Rules

NOTE: This was developed in other thread with input by a few of you fine CotI'ers.

These rules will slightly expand your Book 2 Space Combat (with a focus on the ship's gunner).

I'd say these rules are 98% complete and ready for play-test. But, your input is always welcome. I'll take someone's idea in a heartbeat if it will make these rules better. That's always a given with my stuff.

So, here are the three changes I propose making to Book 2 Space Combat...



=======================
PENETRATION
=======================


Each hit obtained in Book 2 space combat requires a penetration roll. This roll is a 2D roll for a total of 12 or less. Results of 13+ indicate that a hit was scored but no damage was incurred on the target vessel (you might see a divot on the hull of the ship or carbon scaring).

Penetration = 2D for 12-

DMs can be applied to the penetration roll. Targets protected by Sand, for example, require a +3DM used on penetration. Targets protected by armor will also have a DM that increases the penetration roll (making it more likely that the penetration throw will result in 13+).

An adjusted penetration result of "3" indicates that extra damage on the target vessel was achieved, and the gunner is allowed one extra throw on the damage table.

An adjusted penetration result of "2" allows the gunner to roll a number of extra damage table throws equal to his Gunnery skill (A Gunner-3, for example, would throw a total of 4 damage results--the original damage throw plus 3 bonus throws).


Other DMs are possible on the Penetration throw. Some (Range and Low-Power Attacks) are described below, but some may also be implemented by the DM.

For example, if the Gunner Interact program is being used, then the Gunner's skill level could be used as a -DM on the penetration roll. Likewise, programs such as Predict or Select may provide DMs on penetration. When the ship's computer is damaged, for example, the GM may rule that the DM used on the computer roll to keep the computer working during a combat phase is also used as a penalty DM on the penetration throw.

A good rule of thumb for using DMs on the penetration roll is: Any DM that modifies the attack throw will typically also modify the penetration roll.



=======================
RANGE
=======================


A starship's combat range corresponds with the quality of the ship's sensors (CT Sensor Rules can be found here .)

These sensor/combat ranges are analogous to the personal combat ranges given in Book 1. 1 Range Band = 10,000 km. (Range Bands are also referred to as "hexes".)


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Range Category Sensor Limit
-------------- -------------------------------
Close Range Within same hex
Short Range Hexes equal to ship's Computer Model Number
Medium Range Hexes equal to ship's Power Plant Code
Long Range Hexes equal to max range of sensor class
Very Long Range Maximum of 90 hexes</pre>[/QUOTE]For example, the sensor/combat ranges for a 200 ton Type A Free Trader, with a Model 1bis Computer, PP-A, and Class I sensors would be--

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Range Category Range in Range Bands
-------------- --------------------
Close Range Same hex.
Short Range 1 hex.
Medium Range 2-10 hexes.
Long Range 11-15 hexes.
Very Long Range 16-90 hexes.</pre>[/QUOTE]Use these Range DMs for attack and penetration throws when using these rules and Book 2 Space Combat.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Range Category Attacker's DM Penetration DM
-------------- ------------- --------------
Close Range +4 -4
Short Range +2 -2
Medium Range +1 -1
Long Range +0 +0
Very Long Range -1 +1</pre>[/QUOTE]
=======================
GUNNERY EXPERTISE
=======================


A ship's laser is just one piece of a complex system that allows a vessel to accurately fire at a bogey that travels far beyond visual range, several light seconds away. The ship's navigator feeds sensor data to the gunner, who uses the ship's computer to analyze the data and predict a targeting solution. Mechanically, the ship's laser capictors must recharge after every release of energy.

All of this takes time, and, typically, a targeting solution can be found (and the capacitors recharged) to allow the ship's lasers fired once per 15 minutes or so. But, a skilled gunnery officer can coax his weapon to fire more often without a fully recharged capacitor.

In game terms, what this means is that a gunner can fire a laser weapon a number of times each round equal to his skill level (thus, a character with Gunnery-2 could fire his weapon twice in a round).

When laser weapons are fired in single shots, no modifer is assinged to the attack throw (as a standard Book 2 attack throw).

When multiple attacks (referred to as Low-Powered attacks) are attempted in a round, a penalty DM is applied to both the attack throw and the penetration throw (if the attack throw is successful). If two attacks are attempted with the same weapon during the same round, then each attack is thrown using a -2DM on the attack throw and a +2DM on the penetration throw. If three attacks are attempted, the DM is -3/+3. If four attacks, the DM is -4/+4, and so on.
 
NOTE: This was developed in other thread with input by a few of you fine CotI'ers.

These rules will slightly expand your Book 2 Space Combat (with a focus on the ship's gunner).

I'd say these rules are 98% complete and ready for play-test. But, your input is always welcome. I'll take someone's idea in a heartbeat if it will make these rules better. That's always a given with my stuff.

So, here are the three changes I propose making to Book 2 Space Combat...



=======================
PENETRATION
=======================


Each hit obtained in Book 2 space combat requires a penetration roll. This roll is a 2D roll for a total of 12 or less. Results of 13+ indicate that a hit was scored but no damage was incurred on the target vessel (you might see a divot on the hull of the ship or carbon scaring).

Penetration = 2D for 12-

DMs can be applied to the penetration roll. Targets protected by Sand, for example, require a +3DM used on penetration. Targets protected by armor will also have a DM that increases the penetration roll (making it more likely that the penetration throw will result in 13+).

An adjusted penetration result of "3" indicates that extra damage on the target vessel was achieved, and the gunner is allowed one extra throw on the damage table.

An adjusted penetration result of "2" allows the gunner to roll a number of extra damage table throws equal to his Gunnery skill (A Gunner-3, for example, would throw a total of 4 damage results--the original damage throw plus 3 bonus throws).


Other DMs are possible on the Penetration throw. Some (Range and Low-Power Attacks) are described below, but some may also be implemented by the DM.

For example, if the Gunner Interact program is being used, then the Gunner's skill level could be used as a -DM on the penetration roll. Likewise, programs such as Predict or Select may provide DMs on penetration. When the ship's computer is damaged, for example, the GM may rule that the DM used on the computer roll to keep the computer working during a combat phase is also used as a penalty DM on the penetration throw.

A good rule of thumb for using DMs on the penetration roll is: Any DM that modifies the attack throw will typically also modify the penetration roll.



=======================
RANGE
=======================


A starship's combat range corresponds with the quality of the ship's sensors (CT Sensor Rules can be found here .)

These sensor/combat ranges are analogous to the personal combat ranges given in Book 1. 1 Range Band = 10,000 km. (Range Bands are also referred to as "hexes".)


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Range Category Sensor Limit
-------------- -------------------------------
Close Range Within same hex
Short Range Hexes equal to ship's Computer Model Number
Medium Range Hexes equal to ship's Power Plant Code
Long Range Hexes equal to max range of sensor class
Very Long Range Maximum of 90 hexes</pre>[/QUOTE]For example, the sensor/combat ranges for a 200 ton Type A Free Trader, with a Model 1bis Computer, PP-A, and Class I sensors would be--

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Range Category Range in Range Bands
-------------- --------------------
Close Range Same hex.
Short Range 1 hex.
Medium Range 2-10 hexes.
Long Range 11-15 hexes.
Very Long Range 16-90 hexes.</pre>[/QUOTE]Use these Range DMs for attack and penetration throws when using these rules and Book 2 Space Combat.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Range Category Attacker's DM Penetration DM
-------------- ------------- --------------
Close Range +4 -4
Short Range +2 -2
Medium Range +1 -1
Long Range +0 +0
Very Long Range -1 +1</pre>[/QUOTE]
=======================
GUNNERY EXPERTISE
=======================


A ship's laser is just one piece of a complex system that allows a vessel to accurately fire at a bogey that travels far beyond visual range, several light seconds away. The ship's navigator feeds sensor data to the gunner, who uses the ship's computer to analyze the data and predict a targeting solution. Mechanically, the ship's laser capictors must recharge after every release of energy.

All of this takes time, and, typically, a targeting solution can be found (and the capacitors recharged) to allow the ship's lasers fired once per 15 minutes or so. But, a skilled gunnery officer can coax his weapon to fire more often without a fully recharged capacitor.

In game terms, what this means is that a gunner can fire a laser weapon a number of times each round equal to his skill level (thus, a character with Gunnery-2 could fire his weapon twice in a round).

When laser weapons are fired in single shots, no modifer is assinged to the attack throw (as a standard Book 2 attack throw).

When multiple attacks (referred to as Low-Powered attacks) are attempted in a round, a penalty DM is applied to both the attack throw and the penetration throw (if the attack throw is successful). If two attacks are attempted with the same weapon during the same round, then each attack is thrown using a -2DM on the attack throw and a +2DM on the penetration throw. If three attacks are attempted, the DM is -3/+3. If four attacks, the DM is -4/+4, and so on.
 
Maybe the DMs for the attack roll and the penetration should be exactly the same to avoid confusion. This can be achieved by flipping the penetration to a 2+ on 2d6, with extra damage on an 11 and 12+.
 
Maybe the DMs for the attack roll and the penetration should be exactly the same to avoid confusion. This can be achieved by flipping the penetration to a 2+ on 2d6, with extra damage on an 11 and 12+.
 
Not a bad idea. I like the simplicity.

So, if a target ship has armor factor 5, then the DM is -5.

Sand would give a -3.

A screwed up computer would give a negative DM, depending on how many hits the computer has taken.

I like it. It's an improvement.

Let's do it!
 
Not a bad idea. I like the simplicity.

So, if a target ship has armor factor 5, then the DM is -5.

Sand would give a -3.

A screwed up computer would give a negative DM, depending on how many hits the computer has taken.

I like it. It's an improvement.

Let's do it!
 
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