WHAT IT IS
House rules for Mayday. In other words, EXTREMELY simple and fast ship combat; essentially Mayday with a dash of Battle Rider and simplified crit rules.
NO weapon variations.
NO incremental damage.
PREP
No prep required.
INTRUDER's TURN
The scenario usually determines the intruder versus native. The Intruder moves first.
1. Intruder moves. This is either via range bands, or else Mayday-style vector movement. Roll a Pilot task (Difficult) for an extra band or hex of acceleration.
2. Intruder beams attack. Roll a Gunner task (difficulty = Range; -1D if Aggressive, -1D if target is fleeing, +1D if target is evading, and +1D if target is screened by another ship). DM+ number of attacking ships in the group, DM- layers of armor on the target. On success, damage is inflicted. Missiles are destroyed; for ships and small craft, see damage below.
3. Native beams return fire. On success, damage is inflicted.
4. Intruder consolidation and dispersal, launch and recovery. Units may join or split off from the group, including: missile launch, small craft launch and recovery, and starships leaving or joining the group. Missiles attack. Difficulty = 2D. Target number = Target Size.
Group size is limited to the commander's Fleet Tactics skill level.
5. Intruder Admiral's/Commander's Orders. The commander orders the combat stance for the group as one of Aggressive, Evading, Screening (Escorts only), or Fleeing. Escorts may select to screen a ship. If fleeing or screened, make an Astrogation task (Difficult) to jump away.
NATIVE's TURN
(same phases as Intruder)
INTERPHASE
1. Asteroids move
2. Planets move
3. Derelicts move
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DAMAGE (Ships and Small Craft)
Roll an Engineering task (Formidable) to prevent damage. Otherwise, roll 1D and assess:
Ships and small craft
1. Hull decompresses.
2. Hull configuration degrades.
3. Maneuver drive is disabled.
4. Jump drive is disabled.
5. Weapons are disabled.
6. No effect.
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House rules for Mayday. In other words, EXTREMELY simple and fast ship combat; essentially Mayday with a dash of Battle Rider and simplified crit rules.
NO weapon variations.
NO incremental damage.
PREP
No prep required.
INTRUDER's TURN
The scenario usually determines the intruder versus native. The Intruder moves first.
1. Intruder moves. This is either via range bands, or else Mayday-style vector movement. Roll a Pilot task (Difficult) for an extra band or hex of acceleration.
2. Intruder beams attack. Roll a Gunner task (difficulty = Range; -1D if Aggressive, -1D if target is fleeing, +1D if target is evading, and +1D if target is screened by another ship). DM+ number of attacking ships in the group, DM- layers of armor on the target. On success, damage is inflicted. Missiles are destroyed; for ships and small craft, see damage below.
3. Native beams return fire. On success, damage is inflicted.
4. Intruder consolidation and dispersal, launch and recovery. Units may join or split off from the group, including: missile launch, small craft launch and recovery, and starships leaving or joining the group. Missiles attack. Difficulty = 2D. Target number = Target Size.
Group size is limited to the commander's Fleet Tactics skill level.
5. Intruder Admiral's/Commander's Orders. The commander orders the combat stance for the group as one of Aggressive, Evading, Screening (Escorts only), or Fleeing. Escorts may select to screen a ship. If fleeing or screened, make an Astrogation task (Difficult) to jump away.
NATIVE's TURN
(same phases as Intruder)
INTERPHASE
1. Asteroids move
2. Planets move
3. Derelicts move
[FONT=arial,helvetica]
[/FONT]
DAMAGE (Ships and Small Craft)
Roll an Engineering task (Formidable) to prevent damage. Otherwise, roll 1D and assess:
Ships and small craft
1. Hull decompresses.
2. Hull configuration degrades.
3. Maneuver drive is disabled.
4. Jump drive is disabled.
5. Weapons are disabled.
6. No effect.
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