As I mentioned yesterday, I am in the midst of type-setting my SF + SWL Mash-Up and I am not sure I will have enough room for Ship-to-Ship combat (since that isn't a primary focus of the game). I did, however, come up with a simple (if extremely abstract) combat system and I want to at least post on the blog. Please note: I am operating under the assumption that space ships are extremely valuable, so combat between ship is designed to disable and board, not destroy a ship.
At the beginning of each round of combat, both sides choose to either Engage or Evade.As you can see, there are only three real possibilities with this system: escape, the ship is boarded or the ship crash-lands. Thus, regardless of which of these three events occur, the situation the players find their characters in can be affected by their choices and actions. If a TPK occurs, it doesn't happen because one player made a bad roll and the ship gets destroyed with everybody on it.
- If both Evade, the combat is over and both sides escape.
- When one Evades and the other Engages: if both sides succeed or fail with their roll, combat continues; if Evasion succeeds and Engagement fails, the combat is over, the Evaders escape; if Engagement succeeds and Evasion fails roll d6 for damage (see below)
- If both Engage, on any success, roll a d6 for damage:
- Outmaneuvered! Attacker may successfully Evade or add +2 to next roll.
- Minor Damage! Target ship is at -1 on all rolls until fixed.
- Dangerous Leak! All crew members of target ship are at -2 until the leak is fixed.
- Shields Down! Target ship is at -2 on all rolls until fixed.
- Prepare to be boarded! Target ship’s Engine is dead until fixed and attacking crew may board.
- Crash Landing! Target ship is near totaled and stranded on nearest planet/large space object.
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