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ship-to-ship combat system

flykiller

SOC-14 5K
the following are a series of posts illustrating a ship-to-ship combat system suitable for gaming in traveller. there are several goals:

1) to depict ship-to-ship combat in a traveller environment
2) using weapons such as lasers, missiles, and sand, typical of ships owned and/or operated by player characters
3) in an intuitive manner comprehensible to and controllable by the players
4) that responds to player character skills
5) utilizing common computer programs (specifically excel spreadsheet and mspaint)
6) resulting in graphics that can be posted on a bulletin board, allowing for ship-to-ship combat action depiction in play-by-post games.

in addition people who play traveller usually play it their own way, so this system aims for a modular construction manner that allows for flexibility in personal interpretation and implementation. feel free to make any alterations, corrections, substitutions, or sweeping replacements you believe necessary or desireable to enhance your games.
 
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we begin with the involved ships. each will need a combat damage table that will allow the location of damage to the ship as it occurs. such tables need be drawn up only once. this initial effort will involve interpreting deckplans, thus we use the ships maus and erin, located in the starship graphics portion of this bulletin board, because 1) they are available and 2) they are small enough for training purposes and 3) each is 100 dtons, making the table generation procedure somewhat easier. later there will be instructions for constructing damage tables for unillustrated ships.

the purpose of locating damage as it occurs on a ship is 1) to allow ship design to affect combat performance, such as weapon placement and protection of vulnerable areas, and 2) to allow players to exercise some tactical considerations in ship-to-ship combat, such as aspect presentation and damage control efforts.
 
Sounds like what I have in mind.

Really redoes your conception of what ship design should be- for instance I am thinking most bridges should be somewhere in the interior near the power plant and max protection, and fuel tanks are used as ersatz armor.
 
I more thought the battle bridge would be away and armored. The main bridge provides an open view because that's what our minds are made for. Of course, it allows a ship to fly if sensors are out or data feeds are damaged. Or the data system gets hacked.

Of course, it begs the question; could a data flow be embedded in the hull, such that anyone aboard with a computer and sensor could "read" the data. It would assume a secure internal net but would alleviate some concerns about cut wires and such. On the other hand, it would probably kill any stealth signature at close range, too.
 
I more thought the battle bridge would be away and armored. The main bridge provides an open view because that's what our minds are made for. Of course, it allows a ship to fly if sensors are out or data feeds are damaged. Or the data system gets hacked.

Of course, it begs the question; could a data flow be embedded in the hull, such that anyone aboard with a computer and sensor could "read" the data. It would assume a secure internal net but would alleviate some concerns about cut wires and such. On the other hand, it would probably kill any stealth signature at close range, too.

Submarines seem to maneuver just fine. Most modern day warships place their bridges on the interior as well.

At the most, maybe a 'conning' pilot station with 'window views' for takeoff and landing.

Civilian ships of course aren't built for combat per se and so a 'traditional' Traveller placement as per airliner cockpits are likely appropriate, but if they are designed for rough areas, subsidized reserves transport or risky exploration, they might be built to more military standards.
 
first the maus.

each component of the maus will be associated with a percentage of the total ship, and then those percentages will be associated with various 2d6 rolls so as to allow the whole ship to be covered by a simple 2d6 system traditional to traveller.

this maus's stats are:

100 dtons
tech 12
man 2
pp 3 3ep
model 5 sensor suite (tech 14, 4 dtons, 1ep)
turret 1: pulse 1 (factor 1)
missile 1 (factor 1)
sand 1 (factor 3)

maus dtonnages are:

bridge 20
engineering 23
fuel 23
cargo 6
living 21
gunnery 2

which translates to these percentages:

bridge 20 .20
engineering 23 .23
fuel 23 .23
cargo 6 .06
living 21 .21
gunnery 2 .02

these percentages will be translated into a 2d6 system for determining hit location for major general ship components. 2d6 is used here to maintain the traveller 2d6 tradition, but any system may be used. the raw probabilities for 2d6 rolls are as follows:

2 1/36 .03
3 2/36 .06
4 3/36 .08
5 4/36 .11
6 5/36 .14
7 6/36 .17
8 5/36 .14
9 4/36 .11
10 3/36 .08
11 2/36 .06
12 1/36 .03

associating maus dtonnage percentages with 2d6 probabilities we may obtain the following:

2 1/36 .03 gunnery (.02)
3 2/36 .06 airraft (.06)
4 3/36 .08 living
5 4/36 .11 fuel
6 5/36 .14 living (.21)
7 6/36 .17 fuel (.23)
8 5/36 .14 engineering
9 4/36 .11 bridge
10 3/36 .08 bridge (.20)
11 2/36 .06 engineering
12 1/36 .03 engineering (.23)

thus each time a hit is achieved on the maus, the damage it takes may be initially located by this system. a 2d6 roll result of 2 indicates a hit on the gunnery turret, a 2d6 roll result of 4 or 6 indicates a hit on the living quarters, a 2d6 roll result of 5 or 7 indicates a hit on the fuel systems, etc. other association patterns are of course entirely acceptable.

these matchings are not exact but are fairly close. if more exact matchings are desired then d100 (in its various forms), or any other sytem acceptable to the gamer, may be used instead.
 
a second table is needed to more exactly locate incoming damage to the maus. to regulate the size and scope of this table one must determine the amount of damage caused by a weapon's hit. here we arbitrarily decide on 4 dtons of damage per hit, thus dividing each ship component into 4 dton segments. one may decide upon a lesser dtonnage, but this will render follow-on hits to the same location less frequent. one may decide on a larger dtonnage, but this will render damage to the particular location less effective.

looking at the deckplan for the maus, the following tables suggest themsevlves:

Code:
bridge (20 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port seat                              4      0
    3 stbd bow                               4      0
    4 stbd seat                              4      0
    5 bow centerline sensor suite            4      0
engineering (23 dtons)
 roll segment                            armor   hits
    1 port gear locker / fuel purifier       4      0
    2 port fuel purifier                     4      0
    3 port maneuver drive                    4      0
    4 port power plant flasks / jump drives  4      0
    5 stbd control station / fuel purifier   4      0
    6 stbd fuel purifier                     4      0
    7 stbd maneuver drive                    4      0
    8 stbd power plant flasks / jump drive   4      0
fuel (24 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port fwd quarter                       4      0
    3 port aft quarter                       4      0
    4 port wing                              4      0
    5 stbd bow                               4      0
    6 stbd fwd quarter                       4      0
    7 stbd aft quarter                       4      0
    8 stbd wing                              4      0
    9 dorsal center                          4      0
   10 dorsal aft                             4      0
   11 ventral center                         4      0
cargo (6 dtons)
 roll segment                            armor   hits
    1 top aft airraft garage                 4      0
gunnery (2 dtons)
 roll segment                            armor   hits
    1 turret and station                     4      0
living (21 dtons)
 roll segment                            armor   hits
    1 port air lock                          4      0
    2 port stateroom 1                       4      0
    3 port stateroom 3                       4      0
    4 stbd gear locker                       4      0
    5 stbd stateroom 2                       4      0
    6 stbd stateroom 4                       4      0

"roll" means the roll which must be obtained to hit the given segment. "segment" is the segment descriptor. "armor" is any armor rating over that particular segment (notice that in this system ship armor need not be uniform). armor must be ablated away before damage may accrue to the ship segment. "hits" is used to keep track of the number of hits the segment has taken.

other gamers may see other possible arrangments.

to locate a hit on a segment, roll (d6) for each six segment sections.

for example, if a hit on the gunnery component is indicated, no segment location roll is necessary.

for example, if a hit on the living quarters component is indicated, a roll of (d6) is adequate to locate the segment that is struck.

for example, if a hit on the fuel section is indicated, roll (d6) to determine whether the first or second group of six segments is hit, and then roll a further (d6) to determine which segment of that group is hit.
 
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armor

here the maus has armor 4. imtu hulls have natural armor as a result of their tech level, 9-15. a tech 12 hull is naturally armor 4, 9 is 1, F is 7.



damage

when a hit occurs and the component and segment to be damaged is determined, roll 1d6 for each weapons factor which hits. (alternatively, one may roll a separate hit location for each laser weapons factor which hits). sum this result with any previous damage that has occured to that component segment. when damage exceeds the armor rating, damage to the underlying component segment begins to accrue.
 
example: locating and applying damage

during an engagment this maus takes a hit, 1 factor, from a beam laser. a roll of 2d6 comes up with a total of 7, which locates the hit in the fuel systems. a second roll of (d6)(d6) comes up (6)(4). for the first d6, an odd roll indicates the first group of segments of the fuel section, while an even roll indicates the second group of segments. since the roll was (6)(4), this means the dorsal aft fuel tank was hit.

now determine damage. since 1 factor hit, roll 1d6 for the number of hits to be applied. a roll of d6 comes up with 6, meaning 6 hits are applied. since this exceeds the armor rating of 4 by 2, the means 2 hits, or 2 dtons of damage, are applied to the dorsal aft fuel tank. this should be enough to rupture the tank completely and cause the loss of all it's fuel.

if applying all weapons factors to one hit, and if, say, 2 factors from a beam laser hit, and a damage roll of, say, 12 is obtained, this is a lot of damage to be confined to the single component segment involved. one may consult the deckplan for adjacent component segments and rule if any damage occurs to adjacent segments.



aspect orientation

in this system, implementing aspect orientation is easy. consider the above example hit on the dorsal aft fuel tank. this could occur only if the maus had its dorsal side presented to the incoming fire. if the maus did not have this side presented to the incoming fire, then the hit did not occur at all.

this allows tactical presentation in ship-to-ship combat. players may decide to present their most minimal aspect to incoming fire in order to minimize their chances of being hit. or they may present their least vulnerable side to incoming fire to minimize the effects of any damage that does occur.

one effect of aspect orientation is that weapons placement becomes an issue. placing a turret so that its weapons may be brought to bear in as many combat scenarios as possible becomes very important.
 
stats for the agzlu q-ship are as follows:

agzlu q
100 dtons
tech 14
man 2
pp 4 4ep
model 5 sensor suite
turret 1: beam 3 (factor 4)

2 1/36 .03 gunnery
3 2/36 .06 bridge
4 3/36 .08 engineering
5 4/36 .11 engineering
6 5/36 .14 fuel
7 6/36 .17 cargo
8 5/36 .14 living
9 4/36 .11 living
10 3/36 .08 bridge
11 2/36 .06 bridge
12 1/36 .03 cargo

Code:
bridge 20                                               armor   hits
    1 upper deck port fwd seat                              6      0
    2 upper deck port aft electronics                       6      0
    3 lower deck port fwd electronics                       6      0
    4 lower deck port aft electronics                       6      0
    5 upper deck stbd fwd seat                              6      0
    6 upper deck stbd aft electronics                       6      0
    7 lower deck stbd fwd electronics                       6      0
    8 lower deck stbd aft electronics                       6      0
engineering 20
    1 port upper deck fwd power plant flask 1               6      0
    2 port upper deck aft port maneuver drive 1             6      0
    3 port lower deck fwd power plant flask 3               6      0
    4 port lower deck aft fuel purifier and jump drive 1    6      0
    5 stbd upper deck fwd power plant flask 2               6      0
    6 stbd upper deck aft stbd maneuver drive 2             6      0
    7 stbd lower deck fwd power plant flask 4               6      0
    8 stbd lower deck aft fuel purifier and jump drive 2    6      0
fuel 14
    1 port fwd nacelle                                      6      0
    2 port aft nacelle lead edge                            6      0
    3 port aft nacelle outer section                        6      0
    4 port aft nacelle aft inner section                    6      0
    5 stbd fwd nacelle                                      6      0
    6 stbd aft nacelle lead edge                            6      0
    7 stbd aft nacelle outer section                        6      0
    8 stbd aft nacelle aft inner section                    6      0
cargo 18
    1 port lower deck fwd cargo                             6      0
    2 port lower deck mid cargo                             6      0
    3 port lower deck aft cargo                             6      0
    4 stbd lower deck fwd cargo                             6      0
    5 stbd lower deck mid cargo                             6      0
    6 stbd lower deck aft cargo                             6      0
gunnery 2
    1 overhead aft turret                                   6      0
living 25
    1 upper deck port computer                              6      0
    2 upper deck port damage control station                6      0
    3 upper deck port cabin 1                               6      0
    4 upper deck port cabin 3                               6      0
    5 upper deck stbd airlock                               6      0
    6 upper deck stbd lounge                                6      0
    7 upper deck stbd cabin 2                               6      0
    8 upper deck stbd cabin 4                               6      0
 
next is the gamespace. this will consist of a graphic, made up of pixels, across which movement will take place and distance will be determined. these are easily created and manipulated using any common graphics program, with the simplest probably being mspaint. bmp format is easiest to work with, gif or jpeg is fine for bulletin board posting.

ship maneuver typically is designated in g steps - 1g, 2g, etc. the gamespace should be able to depict the minimum maneuver unit, namely 1g for (to revert to little black book 2) 1000 seconds. a ship which accelerates at 1g for 1000 seconds will have a vector of approximately 6200 miles per turn - thus 1 pixel represents 6200 miles of space. this results in 30 pixels being 1 light second (1ls).

(other distances per pixel, such as 1g per 100 seconds, or even 1g per 10 seconds, are useable, to allow finer depiction of a combat locale.)

the following graphic is 500 by 500 pixels and depicts at the center (the 250x250 pixel) a planet of approximately 7k miles diameter with its 100d limit shown in light gray. the planet is little larger than a single pixel but is depicted with a cross pattern simply to make it more visible. other graphic sizes are of course possible but 500x500 1) easily encompasses 100d of most planets and 2) fits on one display page of this board.

1_turn_000.GIF


the next graphic is the previous, with the agzlu q ship included. the ship itself is depicted by the cross in the middle of the ring sets and is located at x=365, y=291 (0,0 is in the upper left hand corner). around it are five rings, each depicting 1ls, 2ls, 3ls, 4ls and lastly 5ls, distance from the ship. these rings are used for weapons ranging purposes, and the outermost ring is the max range for the model 5 sensor suite aboard the agzlu q ship (imtu "computers" are replaced by sensor suites). the central cross and the outer ring for the agzlu q ship are red-themed, allowing easier viewing of the ship and its features as various other graphics are added in.

1_turn_001.GIF
 
at this point the agzlu q ship is simply waiting for a target. it is located at (365)(291) on the graphic and has vector (0)(0) associated with it. this may be counted as pre-game, since nothing is changing.

2_turn_000.GIF


a maus jumps in-system. it arrives at (115)(264), and has an existing vector of (4)(-1) [meaning it will move 4 pixels to the right, and 1 pixel up, each turn, until the vector is altered]. the maus graphic is themed blue to distinguish it from the agzlu q graphic. the maus's vector is indicated in (whatever color that is - purple? mauve?). this color is chosen because it stands out in the middle of a large number of confluencing graphics. both ships are outside of each others' sensor ranges, meaning that while they are aware of each other's presence they cannot directly identify or target each other using their own sensors.

the situation may be charted as follows:

Code:
     maus                        agzlu
     location  vector   delta     location  vector   delta
turn    x   y  xv  yv  xd  yd        x   y  xv  yv  xd  yd
 000  115 264   4  -1   -   -      365 291   0   0   -   -

the maus already is vectoring towards the planet. imtu an in-jumping ship may not alter its vector immediately upon arrival, so this turn it must coast. the agzlu q suspects it can take the incoming ship and decides to begin maneuvering closer to the maus to come within range. the agzlu q is capable of maneuver 2 but chooses to engage only in maneuver 1 to maintain a typical agzlu flight profile, and for now alters its x vector with an eye towards appearing to be maneuvering towards the planet as well. it also begins charging its lasers. these decisions (rather, this decision) may be charted as follows:

Code:
     maus                        agzlu
     location  vector   delta     location  vector   delta
turn    x   y  xv  yv  xd  yd        x   y  xv  yv  xd  yd
 000  115 264   4  -1   0   0      365 291   0   0  -1   0

maneuver determines the number of x,y pixels that may be added to an existing x,y pixel vector. x^2 + y^2 may not exceed maneuver^2. since the agzlu q is limiting itself to maneuver 1 it may alter vector by (x,1) or (x,-1) or (y,1) or (y,-1), per turn, and that is all.

this constitutes the end of turn 000. the graphic must now be updated and a new line, 001, entered on the chart.
 
the situation at the beginning of turn 001 is as follows:

Code:
     maus                        agzlu
     location  vector   delta     location  vector   delta
turn    x   y  xv  yv  xd  yd        x   y  xv  yv  xd  yd
 000  115 264   4  -1   0   0      365 291   0   0  -1   0
 001  119 263   4  -1   -   -      365 291  -1   0   -   -

to depict this, start with the original baseline graphic and update it with the new information and save it. notice the baseline graphic has dots for the previous and present positions of the ships.

1_baseline.GIF


keep this baseline graphic clean, with nothing on it but the basic positions of the ships. now, save a copy of this baseline graphic named as "turn001". once you have "turn001" ready to go, update it with the ship ring graphics. to make this easier, keep a general graphic containing all icons you will use and just copy and paste from it as needed.

1_graphics.GIF


copying and pasting the ship graphics onto "turn001" we obtain the following updated graphic:

2_turn_001.GIF


you will observe that the agzlu q ship has not moved on the graphic. this is because only half of an accelerating vector counts towards the next move, and the half pixel vector has been rounded down. you may of course rule otherwise in your own games.
 
the ships continue to maneuver - the maus towards the planet, the agzlu q towards the maus - until turn 9, when they first come into sensor/weapons range of each other. the graphic is:

1_turn_009.GIF


the history and situation is charted as:

Code:
     maus                        agzlu
     location  vector   delta     location  vector   delta
turn    x   y  xv  yv  xd  yd        x   y  xv  yv  xd  yd
 000  115 264   4  -1   0   0      365 291   0   0  -1   0
 001  119 263   4  -1   2   0      365 291  -1   0   0  -1
 002  124 262   6  -1   1  -1      364 291  -1  -1  -1   0
 003  130 261   7  -2   2   0      363 290  -2  -1  -1   0
 004  138 259   9  -2   2   0      361 289  -3  -1  -1   0
 005  148 257  11  -2   2   0      358 288  -4  -1  -1   0
 006  160 255  13  -2   2   0      354 287  -5  -1  -1   0
 007  174 253  15  -2   0   2      349 286  -6  -1   0  -1
 008  189 252  15   0   0   0      343 285  -6  -2  -1   0
 009  204 252  15   0   -   -      337 283  -7  -2   -   -

at the beginning of this turn the ships first come within their identical sensor ranges and are able to identify and target each other. the agzlu q sees a maus, standard configuration, obviously single turret (if any), moving normally towards the planet (actually it seems to be coming in a little hot, I zeroed out the vector starting turn 6 but I may have misjudged the approach). the maus sees an agzlu, standard configuration, obviously single turret (if any), moving normally towards the planet.

the agzlu q ship has a (by now fully charged) factor 4 beam laser battery. for each ls distance to the target, the beam laser weapons factor which can hit the target is reduced by 1. as the maus is >4ls from the agzlu q, the agzlu q cannot hit the maus with any effective laser fire. if it is to engage the maus then the agzlu q will have to wait until the maus is closer - probably next turn.

at the end of this turn the maus elects to reduce it's x vector in preparation for approaching the planet, while the agzlu q elects to coast, saving 3 energy points for its lasers and with its 1 remaining energy point implementing agility 1 in preparation for combat.

the end-of-turn history and situation is charted as:

Code:
     maus                        agzlu
     location  vector   delta     location  vector   delta
turn    x   y  xv  yv  xd  yd        x   y  xv  yv  xd  yd
 000  115 264   4  -1   0   0      365 291   0   0  -1   0
 001  119 263   4  -1   2   0      365 291  -1   0   0  -1
 002  124 262   6  -1   1  -1      364 291  -1  -1  -1   0
 003  130 261   7  -2   2   0      363 290  -2  -1  -1   0
 004  138 259   9  -2   2   0      361 289  -3  -1  -1   0
 005  148 257  11  -2   2   0      358 288  -4  -1  -1   0
 006  160 255  13  -2   2   0      354 287  -5  -1  -1   0
 007  174 253  15  -2   0   2      349 286  -6  -1   0  -1
 008  189 252  15   0   0   0      343 285  -6  -2  -1   0
 009  204 252  15   0  -2   0      337 283  -7  -2   0   0
 
the beginning-of-turn history and situation is charted as:

Code:
     maus                        agzlu
     location  vector   delta     location  vector   delta
turn    x   y  xv  yv  xd  yd        x   y  xv  yv  xd  yd
 000  115 264   4  -1   0   0      365 291   0   0  -1   0
 001  119 263   4  -1   2   0      365 291  -1   0   0  -1
 002  124 262   6  -1   1  -1      364 291  -1  -1  -1   0
 003  130 261   7  -2   2   0      363 290  -2  -1  -1   0
 004  138 259   9  -2   2   0      361 289  -3  -1  -1   0
 005  148 257  11  -2   2   0      358 288  -4  -1  -1   0
 006  160 255  13  -2   2   0      354 287  -5  -1  -1   0
 007  174 253  15  -2   0   2      349 286  -6  -1   0  -1
 008  189 252  15   0   0   0      343 285  -6  -2  -1   0
 009  204 252  15   0  -2   0      337 283  -7  -2   0   0
 010  218 252  13   0   -   -      330 281  -7  -2   -   -

1_turn_010.GIF


the maus is now in range of the agzlu q's factor 4 beam laser battery. at this distance of 3ls the agzlu q's factor 4 beam laser battery fires with factor 4-3 (factor 1) effect.

at this point, when the agzlu q is no longer accelerating but is at agility 1, the maus may recognize a need to take action, so determining initiatives is appropriate. roll d6 for each ship, low has initiative.

maus : d6 -> 4
agzlu q: d6 -> 3

the agzlu q has initiative.

the agzlu q elects to open fire. the to-hit tables and adjustments are taken straight out of book 5. 8+ to hit, -1 to-hit for size of the maus, 0 agility on the part of the maus.

agzlu q B1, 8+ to hit: 2d6 (-1 for size) (0 for agility) -> 9-1=8, hit

the agzlu q's laser may have hit the maus. first, locate the hit on the maus component table.

maus component table
2 1/36 .03 gunnery (.02)
3 2/36 .06 airraft (.06)
4 3/36 .08 living
5 4/36 .11 fuel
6 5/36 .14 living (.21)
7 6/36 .17 fuel (.23)
8 5/36 .14 engineering
9 4/36 .11 bridge
10 3/36 .08 bridge (.20)
11 2/36 .06 engineering
12 1/36 .03 engineering (.23)

locate hit on maus: 2d6 -> 2

the agzlu q's laser may have hit the maus's gunnery turret component. since the turret component is a single segment there is no need to determine which segment is hit.

now aspects must be determined. the maus's turret is located dorsally. examining the depiction above it is clear that while the maus's bow is in view of the agzlu q's turret and the turret might thus ordinarily be in view if the view were bow-on, the view is not bow-on but slightly off. as no aspect presentation preference has yet been declared, it may be that the maus's dorsal, port, ventral, or starboard aspect is presented to the agzlu q. if the port, dorsal, or starboard aspects are presented, then the maus's turret will be in view (and a hit will have been achieved). if the ventral aspect is presented, then the maus's turret will not be in view (and a hit will not have been achieved). to determine, roll d6. 1 means ventral side (and no hit), 2-4 means port or dorsal or starboard (and a hit), 5-6 is to be re-rolled.

determine aspect pesentation: d6 -> 2

the maus's gunnery turret is in view, thus it is determined that the agzlu q's laser battery has hit the maus's gunnery turret.

now damage is determined. each beam laser factor which hits does d6 dtons of damage. before doing damage to underlying components armor must be ablatted away. the maus is armor 4 throughout.

damage to maus turret: d6 -> 5

the laser beam does 5 dtons of damage, ablating away the factor 4 armor and doing 1 dton of damage to the gunnery turret. since 1) the turret consists of two hull plates, namely the turret bowl and the underlying ship hull, and 2) we wish to continue this exercise, we rule that one of the turret's three weapons systems is damaged. d6: 1-2 means the pulse laser is damaged, 3-4 means the missile rail is damaged, and 5-6 means the sand caster rail is damaged.

damage to weapons: d6 -> 1

the maus's pulse laser battery is damaged and is non-functional until repaired - probably for the duration of this scenario. as the armor over the turret is ablatted away any further hits to this component are likely to destroy the turret outright and kill any gunner there.

we record this damage as follows:

Code:
maus
bridge (20 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port seat                              4      0
    3 stbd bow                               4      0
    4 stbd seat                              4      0
    5 bow centerline sensor suite            4      0
engineering (23 dtons)
 roll segment                            armor   hits
    1 port gear locker / fuel purifier       4      0
    2 port fuel purifier                     4      0
    3 port maneuver drive                    4      0
    4 port power plant flasks / jump drives  4      0
    5 stbd control station / fuel purifier   4      0
    6 stbd fuel purifier                     4      0
    7 stbd maneuver drive                    4      0
    8 stbd power plant flasks / jump drive   4      0
fuel (24 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port fwd quarter                       4      0
    3 port aft quarter                       4      0
    4 port wing                              4      0
    5 stbd bow                               4      0
    6 stbd fwd quarter                       4      0
    7 stbd aft quarter                       4      0
    8 stbd wing                              4      0
    9 dorsal center                          4      0
   10 dorsal aft                             4      0
   11 ventral center                         4      0
cargo (6 dtons)
 roll segment                            armor   hits
    1 top aft airraft garage                 4      0
gunnery (2 dtons)
 roll segment                            armor   hits
    1 turret and station                     4      5* (turn 010 - hit to pulse laser)
living (21 dtons)
 roll segment                            armor   hits
    1 port air lock                          4      0
    2 port stateroom 1                       4      0
    3 port stateroom 3                       4      0
    4 stbd gear locker                       4      0
    5 stbd stateroom 2                       4      0
    6 stbd stateroom 4                       4      0

the note is of course optional. the asterisk is to allow the human eye, scanning over the table, to more easily spot where damage has occurred.
 
the maus responds by moving to agility 2, its full agility capability. this leaves no capablity for maneuver and until it ceases agility to it will coast along on its present vector.

it also responds by launching a missile and a sand bank. these appear at the maus's present location and have its vector at that time. this is charted as follows:

Code:
    maus                       agzlu                      missile1 (6)(60)(60)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   -   -    330 281  -7  -2   -   -    218 252  13   0   -   -    218 252  13   0   -   -

after "missile1" is listed its capabilities. the "6" refers to its maneuver factor - the sum of its x^2 and y^2 vectors may not exceed 6^2. the first "60" refers to its max fuel state - it may alter its x and/or y vectors a sum total of 60. missiles may continue to maneuver, as guided by the gunner or other directive, up to the limit of their fuel capability. the second "60" refers to how much fuel it has remaining.

missiles may be launched with from 0 to full vector change. sand may be launched with a vector change of 0 to 2 total, and that is all the vector change allowed for sand - after that it simply coasts.

the maus launches sand with a vector attempting to keep the sand field between the maus and the agzlu q as the maus coasts. it also launches the missile with a vector attempting to close on the agzlu q as soon as possible.

Code:
    maus                       agzlu                      missile1 (6)(60)(52)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1

this is the end of turn 010.

the beginning of turn 011 is charted as:

Code:
    maus                       agzlu                      missile1 (6)(60)(52)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   -   -    323 279  -7  -2   -   -    232 254  16   5   -   -    231 252  14   1   -   -

and is depicted as:

1_turn_011.GIF


the sand field has not yet had time to drift away from the maus so the sand field vector is not depicted here as the graphic is too crowded. the sand field icon selected is the #3 icon, as by little black book 5 the tech 12 maus single rail sand caster is factor 3. the missile is already clear of the maus and its vector is obvious and well-aimed.
 
Last edited:
athe beginning of turn 012 is charted:

Code:
    maus                       agzlu                      missile1 (6)(60)(48)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   -   -    316 277  -7  -2   -   -    249 259  19   6   -   -    245 253  14   1   -   -

and is depicted:

1_turn_012.GIF


initiative:
agzlu q: 3
maus : 3

tie initiative means any actions are determined, then applied simultaneously.

the maus is committed to its sand defense and missile attack.

with the missile still not yet arrived, it appears the agzlu q can get another shot off at the maus, then deal with the incoming missile perhaps next turn, then have another shot at the maus from <1ls. with the maus now being 2ls distant the agzlu q may fire its 4B laser at for 2B effect. this increases its to-hit probability and will increase damage if a hit is achieved.

agzlu q B2, 7+ to hit: 2d6 (-1 for size) (-2 for agility) -> 11-1-2=8, hit

the agzlu q's laser may have hit the maus. first, locate the hit on the maus component table.

maus component table
2 1/36 .03 gunnery (.02)
3 2/36 .06 airraft (.06)
4 3/36 .08 living
5 4/36 .11 fuel
6 5/36 .14 living (.21)
7 6/36 .17 fuel (.23)
8 5/36 .14 engineering
9 4/36 .11 bridge
10 3/36 .08 bridge (.20)
11 2/36 .06 engineering
12 1/36 .03 engineering (.23)

locate hit on maus: 2d6 -> 7

the agzlu q's laser may have hit the maus's fuel component. since the fuel component has multiple segments, some in view and some not in view, there is a need to determine which segment is hit.

Code:
maus
bridge (20 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port seat                              4      0
    3 stbd bow                               4      0
    4 stbd seat                              4      0
    5 bow centerline sensor suite            4      0
engineering (23 dtons)
 roll segment                            armor   hits
    1 port gear locker / fuel purifier       4      0
    2 port fuel purifier                     4      0
    3 port maneuver drive                    4      0
    4 port power plant flasks / jump drives  4      0
    5 stbd control station / fuel purifier   4      0
    6 stbd fuel purifier                     4      0
    7 stbd maneuver drive                    4      0
    8 stbd power plant flasks / jump drive   4      0
fuel (24 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port fwd quarter                       4      0
    3 port aft quarter                       4      0
    4 port wing                              4      0
    5 stbd bow                               4      0
    6 stbd fwd quarter                       4      0
    7 stbd aft quarter                       4      0
    8 stbd wing                              4      0
    9 dorsal center                          4      0
   10 dorsal aft                             4      0
   11 ventral center                         4      0
cargo (6 dtons)
 roll segment                            armor   hits
    1 top aft airraft garage                 4      0
gunnery (2 dtons)
 roll segment                            armor   hits
    1 turret and station                     4      5* (turn 010 - hit to pulse laser)
living (21 dtons)
 roll segment                            armor   hits
    1 port air lock                          4      0
    2 port stateroom 1                       4      0
    3 port stateroom 3                       4      0
    4 stbd gear locker                       4      0
    5 stbd stateroom 2                       4      0
    6 stbd stateroom 4                       4      0

there are 11 segments in the fuel component. roll (d6)(d6). 1-3 on the first die indicates the first 6 segments, 4-6 indicates the second 5 segments. identify which segment by the second die.

(d6)(d6) -> (3)(4)

this indicates that the port wing of the maus may have been hit. a look at the maus deckplan graphic confirms that with a bow-on aspect presentation the port wing fuel tank of the maus is in full view, therefore a hit is achieved on the maus, located on the port wing tank.

damage: 2d6 -> 8

8 hits ablates through the factor 4 armor and does 4 dtons of damage to the underlying component, the entire segment. one may presume that the fuel system in this location is entirely destroyed. one may presume that any competent ship commander will drain presented fuel tanks and transfer all fuel to non-presented locations. this was not specified here, but to continue this example we will presume so.

damage is recorded as follows:

Code:
maus
bridge (20 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port seat                              4      0
    3 stbd bow                               4      0
    4 stbd seat                              4      0
    5 bow centerline sensor suite            4      0
engineering (23 dtons)
 roll segment                            armor   hits
    1 port gear locker / fuel purifier       4      0
    2 port fuel purifier                     4      0
    3 port maneuver drive                    4      0
    4 port power plant flasks / jump drives  4      0
    5 stbd control station / fuel purifier   4      0
    6 stbd fuel purifier                     4      0
    7 stbd maneuver drive                    4      0
    8 stbd power plant flasks / jump drive   4      0
fuel (24 dtons)
 roll segment                            armor   hits
    1 port bow                               4      0
    2 port fwd quarter                       4      0
    3 port aft quarter                       4      0
    4 port wing                              4      8* (turn 012)
    5 stbd bow                               4      0
    6 stbd fwd quarter                       4      0
    7 stbd aft quarter                       4      0
    8 stbd wing                              4      0
    9 dorsal center                          4      0
   10 dorsal aft                             4      0
   11 ventral center                         4      0
cargo (6 dtons)
 roll segment                            armor   hits
    1 top aft airraft garage                 4      0
gunnery (2 dtons)
 roll segment                            armor   hits
    1 turret and station                     4      5* (turn 010 - hit to pulse laser)
living (21 dtons)
 roll segment                            armor   hits
    1 port air lock                          4      0
    2 port stateroom 1                       4      0
    3 port stateroom 3                       4      0
    4 stbd gear locker                       4      0
    5 stbd stateroom 2                       4      0
    6 stbd stateroom 4                       4      0

each ship continues max agility and thus continues to drift on its existing vector. the missile appears to be slightly off from its intended target, so the maus gunner subtracts some y vector. the sand field continues to drift on existing vector. end of turn chart is:

Code:
    maus                       agzlu                      missile1 (6)(60)(48)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   0   0    316 277  -7  -2   0   0    249 259  19   6   0  -2    245 253  14   1   0   0
 
start of turn 13:

Code:
    maus                       agzlu                      missile1 (6)(60)(46)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   0   0    316 277  -7  -2   0   0    249 259  19   6   0  -2    245 253  14   1   0   0
013  257 252  13   0   -   -    309 275  -7  -2   -   -    268 264  19   4   -   -    259 254  14   1   -   -

1_turn_013.GIF


initiative:
maus : 2
agzlu q : 4

the maus has initiative.

the maus continues its existing course of action: maximum agility 2, drift on vector, continue advancing the missile towards the agzlu q.

now the agzlu q.

the missile is getting close to the agzlu q and there are at most only two chances to shoot at it before it arrives. the q must choose between firing on the incoming missile, or continue engaging the maus. both will be at beam laser factor 4-1 or factor 3. the agzlu q elects to fire on the maus again.

(in my previous post, when describing the agzlu q firing on the maus, I forgot to account for the sand field. I typed up the post too late at night, I suppose. well. fog of war and all that.)

first the shot must penetrate the sand field.

agzlu q B3 vs maus S3, 6+ to penetrate: 2d6 -> 7, penetrates

now it must hit.

agzlu q B3, 7+ to hit: 2d6 (-1 for size) (-2 for agility) -> 12-1-2=9, hit

now determine the component/segment hit.

maus component table
2 1/36 .03 gunnery (.02)
3 2/36 .06 airraft (.06)
4 3/36 .08 living
5 4/36 .11 fuel
6 5/36 .14 living (.21)
7 6/36 .17 fuel (.23)
8 5/36 .14 engineering
9 4/36 .11 bridge
10 3/36 .08 bridge (.20)
11 2/36 .06 engineering
12 1/36 .03 engineering (.23)

locate hit on maus: 2d6 -> 3, airraft compartment.

since the maus has declared a bow-on aspect presentation towards the agzlu q, and the maus airraft compartment is out of view on this aspect, the laser cannot have hit the airraft compartment, therefore this shot by the agzlu q is a miss.

for end of turn vector changes and declarations, the maus declares continuing bow-on aspect presentation to the agzlu q, agility 2, drift on vector. the missile is assigned no vector change this turn. the sand field continues to drift. the agzlu q continues with vector drift, full power to the lasers, and agility 1.

end of turn 13:

Code:
    maus                       agzlu                      missile1 (6)(60)(46)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   0   0    316 277  -7  -2   0   0    249 259  19   6   0  -2    245 253  14   1   0   0
013  257 252  13   0   0   0    309 275  -7  -2   0   0    268 264  19   4   0   0    259 254  14   1   0   0
 
(I forgot to update the graphic turn numbers this post. also, if anyone spots any errors, please point them out, my posting conditions are poor and I may miss something.)

start of turn 14:

Code:
    maus                       agzlu                      missile1 (6)(60)(46)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   0   0    316 277  -7  -2   0   0    249 259  19   6   0  -2    245 253  14   1   0   0
013  257 252  13   0   0   0    309 275  -7  -2   0   0    268 264  19   4   0   0    259 254  14   1   0   0
014  270 252  13   0   -   -    302 273  -7  -2   -   -    287 268  19   4   -   -    273 255  14   1   -   -

1_turn_014.GIF


initiative:

maus : 4
agzlu q : 2

agzlu q has initiative. it has dedicated its laser battery to shooting at the incoming missile and has no other action.

now the maus.

the maus will try to guide its missile into the agzlu q and gain a to-hit roll. this occurs if the missile's vector passes through the target's icon dot. if the missile's existing vector already passes through the target icon dot then no adjustment is necessary, the to-hit roll is gained. if the missile's existing vector does not pass through the target icon dot but can be adjusted - supplying x and y vector changes - so as to do so, then the adjustment is made and the to-hit roll is gained. if the missile's vector cannot be adjusted so as to pass through the target's icon dot then it will miss - though the missile operator may turn the missile around and try again on another pass. all of this presumes that the missile has enough fuel for such vector alteration.

(the mechanics of this are easiest if mspaint is used to attempt various vector changes to see which ones, if any, produce the needed vector line. go to line-draw mode, start the line at where the new missile vector ends, and draw a line to the center of the missile's location. if the drawn line covers the target icon dot, then it's a possible hit.)

before the missile begins its approach it must get through the agzlu q's laser defense. as this is taking place inside the 1ls ring the laser operates at factor 4.

maus M1 vs agzlu q B4, 8+ to penetrate: 2d6 -> 8, penetrates

the missile vector now must be adjusted so as to pass through the agzlu q icon dot. the following adjustment of (0,4) -

turn
014 287 268 19 4 0 4
015 306 274 19 8 - -

- produces the needed vector, as illustrated below.

1_turn_014a.GIF


the maus missile has an opportunity to hit the agzlu q. from the tables straight out of little black book 5:

maus M1 vs agzlu q, 6+ to hit: 2d6 (-1 target agility) (-1 target size) -> 8-1-1=6, hit

the missile may have hit the agzlu q. first, locate the component on the agzlu q chart.

agzlu q component table
2 1/36 .03 gunnery
3 2/36 .06 bridge
4 3/36 .08 engineering
5 4/36 .11 engineering
6 5/36 .14 fuel
7 6/36 .17 cargo
8 5/36 .14 living
9 4/36 .11 living
10 3/36 .08 bridge
11 2/36 .06 bridge
12 1/36 .03 cargo

locate hit on agzlu q: 2d6 -> 6, fuel

the maus's missile may have hit the agzlu q's fuel component. since the fuel component has multiple segments, some in view and some not in view, there is a need to determine which segment is hit.

Code:
agzlu q
bridge 20                                               armor   hits
    1 upper deck port fwd seat                              6      0
    2 upper deck port aft electronics                       6      0
    3 lower deck port fwd electronics                       6      0
    4 lower deck port aft electronics                       6      0
    5 upper deck stbd fwd seat                              6      0
    6 upper deck stbd aft electronics                       6      0
    7 lower deck stbd fwd electronics                       6      0
    8 lower deck stbd aft electronics                       6      0
engineering 20
    1 port upper deck fwd power plant flask 1               6      0
    2 port upper deck aft port maneuver drive 1             6      0
    3 port lower deck fwd power plant flask 3               6      0
    4 port lower deck aft fuel purifier and jump drive 1    6      0
    5 stbd upper deck fwd power plant flask 2               6      0
    6 stbd upper deck aft stbd maneuver drive 2             6      0
    7 stbd lower deck fwd power plant flask 4               6      0
    8 stbd lower deck aft fuel purifier and jump drive 2    6      0
fuel 14
    1 port fwd nacelle                                      6      0
    2 port aft nacelle lead edge                            6      0
    3 port aft nacelle outer section                        6      0
    4 port aft nacelle aft inner section                    6      0
    5 stbd fwd nacelle                                      6      0
    6 stbd aft nacelle lead edge                            6      0
    7 stbd aft nacelle outer section                        6      0
    8 stbd aft nacelle aft inner section                    6      0
cargo 18
    1 port lower deck fwd cargo                             6      0
    2 port lower deck mid cargo                             6      0
    3 port lower deck aft cargo                             6      0
    4 stbd lower deck fwd cargo                             6      0
    5 stbd lower deck mid cargo                             6      0
    6 stbd lower deck aft cargo                             6      0
gunnery 2
    1 overhead aft turret                                   6      0
living 25
    1 upper deck port computer                              6      0
    2 upper deck port damage control station                6      0
    3 upper deck port cabin 1                               6      0
    4 upper deck port cabin 3                               6      0
    5 upper deck stbd airlock                               6      0
    6 upper deck stbd lounge                                6      0
    7 upper deck stbd cabin 2                               6      0
    8 upper deck stbd cabin 4                               6      0

there are 8 segments in the fuel component. roll (d6)(d6). 1-3 on the first die indicates the first 6 segments, 4-6 indicates the second 4 segments. identify which segment by the second die.

locate fuel component segment hit: (d6)(d6) -> (4)(6), roll exceeds number of segments, roll again
locate fuel component segment hit: (d6)(d6) -> (1)(4), port aft nacelle aft inner section

since this component is out of view of a bow-on aspect presentation, it cannot have been hit, therefore the missile has missed the agzlu q.

for end of turn, the maus elects to continue to present its bow aspect to the agzlu q, to maintain maximum agility, to drift on its present vector, and to turn its missile around for another pass. the missile keeps the vector assigned to it during its attempt to hit, but can be adjusted next turn. the sand field continues to drift on its vector. the agzlu q maintains agility 1 and full power to its laser factor 4 battery, and continues to drift on its vector, maintaining its bow aspect towards the maus.

end of turn 14:

Code:
    maus                       agzlu                      missile1 (6)(60)(42)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   0   0    316 277  -7  -2   0   0    249 259  19   6   0  -2    245 253  14   1   0   0
013  257 252  13   0   0   0    309 275  -7  -2   0   0    268 264  19   4   0   0    259 254  14   1   0   0
014  270 252  13   0   0   0    302 273  -7  -2   0   -    287 268  19   4   0   4    273 255  14   1   0   0
 
beginning of turn 15:

Code:
    maus                       agzlu                      missile1 (6)(60)(42)       sand1
    location  vector   delta   location  vector   delta   location  vector   delta   location  vector   delta
turn   x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd      x   y  xv  yv  xd  yd
000  115 264   4  -1   0   0    365 291   0   0  -1   0
001  119 263   4  -1   2   0    365 291  -1   0   0  -1
002  124 262   6  -1   1  -1    364 291  -1  -1  -1   0
003  130 261   7  -2   2   0    363 290  -2  -1  -1   0
004  138 259   9  -2   2   0    361 289  -3  -1  -1   0
005  148 257  11  -2   2   0    358 288  -4  -1  -1   0
006  160 255  13  -2   2   0    354 287  -5  -1  -1   0
007  174 253  15  -2   0   2    349 286  -6  -1   0  -1
008  189 252  15   0   0   0    343 285  -6  -2  -1   0
009  204 252  15   0  -2   0    337 283  -7  -2   0   0
010  218 252  13   0   0   0    330 281  -7  -2   0   0    218 252  13   0   3   5    218 252  13   0   1   1
011  231 252  13   0   0   0    323 279  -7  -2   0   0    232 254  16   5   3   1    231 252  14   1   0   0
012  244 252  13   0   0   0    316 277  -7  -2   0   0    249 259  19   6   0  -2    245 253  14   1   0   0
013  257 252  13   0   0   0    309 275  -7  -2   0   0    268 264  19   4   0   0    259 254  14   1   0   0
014  270 252  13   0   0   0    302 273  -7  -2   0   0    287 268  19   4   0   4    273 255  14   1   0   0
015  283 252  13   0   -   -    295 271  -7  -2   -   -    306 274  19   8   -   -    287 256  14   1   -   -

1_turn_015.GIF


the missile has a large vector and it will take several turns to reverse its course and make another pass at the agzul q. the maus will of course launch another sand field as the first is moving out of bearing relative to the agzlu q. the maus may also launch another missile. there is no particular limit to the number of sand fields or missile that may be in play. the ships are now within 1ls of each other and the agzlu q's beam laser battery will be at full effect for at least two turns, perhaps three.



at this point this ship combat system should be clear and usable by referees and players who want depicted vector ship-to-ship action in their games. if something is not clear or if there are questions feel free to ask. more than that, feel free to take what is here and tailor it to your own understanding and your own games. there is plenty of room for interpretation. and if, during this presentation, you were asking yourself "why this action and not that?", that means you are ready to do it yourself and find out for yourself.

possible alternate rules

limit number of sand fields and/or missiles in play to gunner skill level.

add gunnery skill to to-hit and to-penetrate rolls.

subtract 1, then add gunnery skill, to to-hit and to-penetrate rolls. this has the effect of setting gunnery skill level 1 as the level of competence.

subtract 2, then add gunnery skill, to to-hit and to-penetrate rolls. this has the effect of setting gunnery skill level 2 as the imperial naval standard level of competence.

add gunnery skill level to sand field defense and/or laser attack factors, to 1) limit of sensor range and 2) max sand/weapon factor, perhaps also with the -1/-2 rules specified above.

instead of utilizing to-penetrate, simply subtract sand/counterbattery defenses from laser/missile attacks.

attacks that cross only one line of the sand field icon before contacting the target are subject to only half the sand field factor. to get the full sand field defense factor, attacks must touch the line on both sides of the icon before contacting the target.

navigator skill adds to sensor range, as per the gunnery skill levels listed above.

pilot and/or engineering skills add to the total number of pixels that may be applied to ship vector change each turn, as per the gunnery skill levels listed above.

apply opposing gunnery skill levels interactively. e.g. gunnery 2 vs gunnery 3 means the level 2 gunner operates at -1 vs attacks/defenses, while the level 3 gunner operates at +1 vs attacks/defenses.

pulse lasers and/or missiles ignore sand.

beam lasers attack with d6, pulse lasers attack with 2d6, missiles attack with 3d6.

alter missile fuel according to tech level.

apply tech level differences to all rolls.

enjoy.
 
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