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My Simple Space Combat

robject

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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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Almost no provision for player skills.

Every hit is indeed a crit, just as in Mayday and BR.
 
Since a hit=damage, perhaps allowing armor to make it tougher to hit the target at a 1 point difficulty increase per 2 or three points of armor?

Or perhaps a degradation of damage inflicted?

Just spit-balling. My initial response is that there needs to be a provision for armor or no one will spend on it.
 
I think he is going for a "war game" feel and not an rpg feel.

Yeah. I've concluded that space combat is a wargame. From the attempts I've seen to include player skill, what you get is still a wargame. The only way to get an RPG from space combat is to completely abstract away the combat, and focus instead on player interactions. Which is almost completely unlike combat.


...there needs to be a provision for armor or no one will spend on it.
Yeah, this is not a product. No, let me change that: these are house rules for Mayday.

I agree that space combat needs to account for more than all of this.


Probably the next step is to expand it into Book 2's scope. That would take armor into account, as well as incremental damage and weapon mixes. The mechanic would probably be taken wholesale from T5, adding damage ratings and armor soak, etc.
 
so. no tactical skill affecting who shoots first? no gunner skill affecting to-hit or to-penetrate? no pilot skill affecting maneuver? no navigation skill affecting range? no engineering skill to repair or bypass damage or get extra energy to the weapons?

no difference between a merchant prince novice and a naval small-boat officer? just load up auto-target and watch it go, hey, we got a hit, how about that?

I dunno man, sounds like a pachinko game. need flippers in there somewhere so the players have some relevance.
 
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I told you this was simple. (points) See there on the tin? This is Mayday, man.

That said: as far as Gunner, Pilot, Astrogation, and Engineering skills: tasks could probably be added easily enough.


so. no tactical skill affecting who shoots first?
no gunner skill affecting to-hit or to-penetrate?
no pilot skill affecting maneuver?
no navigation skill affecting range?
no engineering skill to repair or bypass damage or get extra energy to the weapons?
no difference between a merchant prince novice and a naval small-boat officer?

Nope, nope, nope, nope, nope, nope, and weapons load-out affects how many times you may attack, but besides that, Nope.

Also:

  • No mass battery fire rules
  • No weapon emplacement rules
  • No additional weapons (note: Mayday has Sand rules. I assume those are in effect).
  • No active defenses
  • No incremental/cumulative damage
  • No hit location chart
  • No bridge damage
  • No crew damage
  • No fuel damage
  • No boarding actions
  • No planetary assault
  • No computer rules
  • No ship configuration rules
  • No sensor rules
 
I converted the actions into T5 task rolls, and figured in armor layers. Got significantly more out of that than it cost in complexity.
 
Why not base your space combat on the rules to be found in the description of ship's boat skill in CT?
Assume a hostile attack on a pinnace (small craft) flown by a character with ship's boat-2.
Throw 10+ for the pinnace to escape on contact and avoid the attack; DM +2 based on the skill.
Throw 8+ to avoid being hit by enemy fire if the escape attempt fails; DM +2, again based on the skill.
Alternate these throws until either escape succeeds of the craft is hit.
If the pinnace is hit, throw 5+ for it to be crippled and boarded; 4- for the craft to be destroyed; no DMs apply to this throw for damage type.
Plenty of scope here for adding various rolls for the players to make, and use of other skills to boot.
 
Probably the next step is to expand it into Book 2's scope. That would take armor into account, as well as incremental damage and weapon mixes. The mechanic would probably be taken wholesale from T5, adding damage ratings and armor soak, etc.

Have you thought about going the other direction? How about starting with B2's scope (adding in T5 mechanics) and convert vector movement to hex?

Cheers,

Baron Ovka
 
Have you thought about going the other direction? How about starting with B2's scope (adding in T5 mechanics) and convert vector movement to hex?

Cheers,

Baron Ovka

Last part of the question first. Because the scales are very different, using Mayday movement and scale with Book 2 would require using the turn length rules in Mayday, and halving the maneuver rating of the ships. Book 2 sensor distances in hexes would be, what, 8 hexes for long distance? (Not sure)

Since Mayday doesn't seem particularly hobbled by these limitations, I think Book 2 (or T5 for that matter) would work fine under them too.
 
Last part of the question first. Because the scales are very different, using Mayday movement and scale with Book 2 would require using the turn length rules in Mayday, and halving the maneuver rating of the ships. Book 2 sensor distances in hexes would be, what, 8 hexes for long distance? (Not sure)

Since Mayday doesn't seem particularly hobbled by these limitations, I think Book 2 (or T5 for that matter) would work fine under them too.

If you use Bk2 scale with Mayday's movement mechanics, the hex size is 10,000km - the same as the vector change, and the turn scale is 1000 seconds.

the -2 DM for fire is 25 hexes; the -4 DM is 50. The sand DM is per 2 hexes crossed.
Sand clouds should be 3 hexes across.

It's THAT simple to convert.
 
The DM is -5 not -4, which lead me to a better conversion for laser DM in a LBB2/Mayday hybrid:
greater than 10 hexes -1
greater than 20 hexes -2
greater than 30 hexes -3
greater than 40 hexes -4
greater than 50 hexes -5 etc.
 
If you use Bk2 scale with Mayday's movement mechanics, the hex size is 10,000km - the same as the vector change, and the turn scale is 1000 seconds.

the -2 DM for fire is 25 hexes; the -4 DM is 50. The sand DM is per 2 hexes crossed.
Sand clouds should be 3 hexes across.

It's THAT simple to convert.

That's where I'm headed with the CT:HG:Mayday thing, only using HG weapons as the base instead of CT alone.

Player interaction will be no problem.

For a straight CT conversion, it's -5 DM for 50. VERY important, as you then have to have Gunner/Predict advantage over the defender's Sand/Evade/Pilot negative DMs tp even hit past 500,000 km.
 
The DM is -5 not -4, which lead me to a better conversion for laser DM in a LBB2/Mayday hybrid:
greater than 10 hexes -1
greater than 20 hexes -2
greater than 30 hexes -3
greater than 40 hexes -4
greater than 50 hexes -5 etc.

That is where I am going, although I am having two scales-

10,000 km per hex for ACS/close interaction

100,000 km per hex for fleet Big Boat action.

That's just 1/3 of it. More to go with range effects and probability shots, and looking to fix the bucket-o-dice problem to boot.
 
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