Snapshot's Starship Combat

SNAPSHOTS SPACE COMBAT RULES:
Rational:
Space is big, spaceships are small, and whilst spaceships can move quickly their trajectories are easy to plot.
Turn Phase Sequence:
1: Each ship determines current manoeuvre rating
2: Ship with highest manoeuvre rating determines engagement range and attacks first.
3: Laser/energy weapon fire phase attacker then defender
4: Laser/energy weapon damage determination attacker then defender
5: In flight missile attacks attacker then defender
6: Missile damage determination attacker then defender
7: Missile launch phase
8: Damage control phase
9: Determine component failure for next turn


Principle combat assumptions:
Star ships and spaceships have hull hit points equal to their tonnage.
Ship components have 12 hit points
Lasers do 1D6 damage to hulls and 1 damage to components
Lasers cannot damage components till hull hit points are reduced by 50% or more
Missiles do 1D6x1D6 damage to hulls and 1D6 damage to components
Missiles cannot damage components till hull hit points are reduced by 25% or more
Any component must roll its current hit point level or less to function next turn
Crew with relevant skills can attempt repairs each turn


Play:

Manoeuvre phases:
1: Each ship determines current manoeuvre rating:
This is the total of the ship’s current acceleration + pilot skill of pilot divided by two and rounded down ( Ralf pilot-3 is at the helm of The Lance acceleration 4G’s, manoeuvre rating (3+4)/2 = 3)
2: Ship with highest manoeuvre rating determines engagement range and attacks first.
If drawn, highest pilot skill determines, if drawn roll 1D6
Engagement occurs at long or short range for the entire turn.

Combat phases:
All +/- dm’s apply as per computer programs as do fire/target options with one addition:
All Laser fire has dm +1 at close range
3: Laser/energy weapon fire phase attacker then defender
4: Laser/energy weapon damage determination attacker then defender
5: In flight missile attacks attacker then defender
6: Missile damage determination attacker then defender
7: Missile launch phase
For ease of play all component failure occurs at the end of the turn, however hull points are deducted at the phase in which they occur. Therefore it is possible to reduce hull hit points in the laser/energy weapon damage phase to a point where missiles can cause component damage in their attack phase, however as all weapons hits are calculated before damage an earlier laser or missile strike in the phase cannot expose components to attack by later strikes that phase.

Component Hit Location: (note gunners can use gunnery skill as a + or – modifier {aiming for drives or weapons} to this roll, must declare in advance)
2….Power Plant
3….Manoeuvre
4….Jump
5….Computer
6….Crew Quarters
7….Fuel
8….Hold/boat bay
9….Turret
10…Turret
11…Turret
12…Choice

Effects of hits:
Each location/component has 12 hit points and will function for a whole turn following a successful roll =hit points total or less: (an undamaged system will function 100% of the time, a damaged system with 1 hit point will fail 100% of the time, crew can attempt to repair any system with 1 or more hit points, once a component reaches 0 hit points it is beyond repair, by crew)

Power plant – if this fails all power is lost to drives and weapons the ship cannot manoeuvre: acceleration=0, or fire any weapons
Drives – a ship can jump, accelerate up to its current hit point total/2 subject to design, failure roll means drive fails to work that turn: (A ship has acceleration 4 and 10 hit points left, a roll of 10 (success) gives acceleration of 4 {not 10/2=5 as max design = 4} a roll of 11 (fail) gives acceleration of 0)
Computer – if this component fails all software that gives a dm crashes, ship may still move and fire, but without software bonuses, including multi target, rtn fire etc.
Crew quarters – each hit rolls 1D6
1: Trivial coffee maker destroyed, gym wrecked etc.
2: 1 stateroom wrecked
3: 1 Crew member injured, roll a Ram grenade or laser rifle attack at medium range against a random crew member (not a gunner physically in a turret)
4: lights fail, plumbing explodes etc. -1dm to all repair rolls (can be repaired)
5: Airlock damaged
6: Gravity fails -2dm to all repair rolls unless character has zero-G skill (can be repaired)
Fuel – 1 or 2 points damage minor leaks no effect except ship cannot jump till repaired, each of the next 10 points equal 10% fuel loss. 100% fuel loss = total power plant failure.
Hold/bay – each point damage = 1 ton lost cargo or attack on ships boat if present.
Turret – Failure roll weapon cannot fire that turn, any turn a gunner is present and turret reaches 0 hit points roll an attack against gunner at medium range with laser rifle or rem grenade.
Choice – Pick a component cascade rolls must still be made.

8: Damage control phase
Any crew member can attempt to repair a damaged component as long as it has at least 1 hit point remaining, and they have an appropriate skill:
Power plant and drives: Engineering,
Computer: Computer
Crews Quarters: Engineering, Mechanical, Electrical, JoT
Turret: Mechanical, Gunnery. Cannot be repaired and fire in same turn.
Success on 8+ skill level = +dm, result component recovers hit points = to appropriate skill level of character up to max of 12

9: Determine component failure for next turn

Snapshot's Starship Combat

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