Author Topic: Clear for Action: Rules for Starship Combat and Boarding Actions  (Read 1695 times)

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Offline SgtHulka

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Clear for Action: Rules for Starship Combat and Boarding Actions
« on: February 26, 2011, 10:38:45 AM »

When Private Jackson looked at his squad mates he could find only one thing they all had in common: terror.  They tried to hide it, but when the red beam of the jump-light washed over their face plates he could see it in their eyes.

Jackson wondered why the called the flashing beacon a jump-light.  He was a Naval Infantry Commando.  Commandos didn’t jump anywhere.  Chalk up one more mystery of the military that Jackson would never understand.

Jackson wished he had a window.  If only he could see what was going on outside...then maybe transit wouldn’t be so terrifying.  Brass claimed the reason Higgins Boats didn’t have windows is because it would degrade their survivability.  But Jackson’s buddy Ratkin knew the real scoop.  Ratkin knew a guy in Psych, and that guy in Psych said Higgins Boats didn’t have windows because if the Commandos could see the flak and incoming fire they’d be too terrified to move.  Well, Jackson was already too terrified to move.  He wished they would make contact soon.  Anything would be better than sitting in this flying coffin.

Suddenly the Higgins Boat bucked hard.  Jackson’s head slammed against his restraints and his vision went black.  When it returned he saw a gaping hole on either side of the Higgins Boat’s assault bay.  And the Corporal’s head was gone.

Well, Jackson thought, at least now I’ve got my window.

He didn’t have long to enjoy it though, for a moment later he heard a familiar “thud” and felt another jolt.  Jackson locked his jaws and braced himself.  The boom of the shaped charges going off momentarily deafened him.  Jackson wondered if his hearing would ever be the same again.

And then the Jump-light turned green.  “Go!  Go!  Go!” the Sarge was screaming, waving his arms.  Jackson’s restraints cut loose and before he knew what he was doing he was racing through the breach.  Racing into an alien starship...

I've uploaded my rules for Starship construction, combat and boarding actions to Google Docs. You can check them out/download them here:

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0BxkzUHwCdhd5NDEzNGZhNDctMjBlMy00MzJiLTgyYWYtYTFhMjk1ZTE2NjFh&hl=en

Offline Dave Chase

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Re: Clear for Action: Rules for Starship Combat and Boarding Actions
« Reply #1 on: February 26, 2011, 04:01:49 PM »
Nice abstract ship combat rules.

Like the bit about ship shock damage shaking the troops. I would think that the odds should be more along the lines of this (IMO)
d6, use the grenade chart to determine direction
1-3 move 1 square
4 move 2 squares (roll the grenade chart for each square)
5 move 3 squares (roll the grenade chart for each square)
6 move d6 squares (move completely in one direction, if they hit an obstacle roll the grenade chart for each remaining square of displacement)

I was looking (hoping) to see more of the effects on combat for the troopers.

We had some rules for ship and airless worlds back when I was playing a lot

First it was assumed that LOS (the machines) would not be directly effected by any atmosphere except exotic or corrosive. So there was little to no chance of sudden decompression on their ships or airless worlds (Unless there was mind vaults or living prisoners that they wanted to keep.)

Second, Not all fighting took place between the LOS and LOA, sometimes the LOA had their own little skirmishes (Pirates? ;) ) that might take place on ships or airless worlds.

Here are some of the rules that we used:

Sudden decompression: Several things happen at the same time when sudden decompression (SD) happens.
Items (and people) that are not tied down and are near the outlet will be moved in the direction of the escaping atmosphere, bulk head doors will close (or attempt to close) and those beings in need of the escaping atmosphere stand a good chance of dying.

Any figure or lose items with in 1 square of the SD hole will be sucked out of the hole (or pinned against it for a few turns.)
Any figure within 2 to 4 squares of the SD hole will be sucked out the hole, roll of 1-3 on d6, or moved toward the hole 2 squares, roll of 4-5 on d6, or moved 1 square on a roll of 6, on d6.
Any figure within 5 to 8 squares of the SD hole will be moved toward the hole 2 squares on a roll of 1-2, 1 square roll of 3-5, or was able to hold their ground on a roll of 6 (on a d6).
Any figure 9 squares or beyond will be moved 1 square on a roll of 1-3, d6.
(Subtract 1 from the die roll for any non-LOS or non-PI armored figure)

Bulk head doors will attempt to shut once the atmosphere startes evacuating.  The nearest bulk head doors will shut on a roll of 1-5 at the end of the round that the SD hole appeared. On a 6 it starts to shut on the next round.
On subsequent rounds that a bulk door has not completely shut, roll d6, 1-5 the door starts to shut, on a 6 the door is jammed. Also on each subsequent round, check other bulk head doors that a clear path from them to the SD hole can be drawn. On a 1-5, the door shuts this round, on a 6 it starts to shut next round.
Continue this process of checking bulk head doors until no clear line can be drawn between the SD hole and any opened bulk head door that has pressure on the other side.
(Note: who ever controls the ship or installation can over ride a bulk head door the round after the door attempts to close or open. Machines love this feature ;) .)

Once a bulk head door has been closed due to decompression, it can not be opened normally by individuals on either side. Only once the pressure or lack of pressure has been equalized on each side will the door function normally. Or if overridden by control will the door be opened. Only by destroying the bulk head door will be become opened, then it always left open.

For figures that are not in a functioning vac suit or PI armor, they must make a roll each round that SD is ongoing until they are either dead or back in non-escaping atmosphere (or non toxic atmosphere).
1-2, unconscious, 3-4, -1 to all rolls, 5-6 no effect this turn. Effects are cumulative.
Once all the bulk head doors are closed, and IF a figure with out a functioning vac suit or PI armor is on the vacuum side, they die in 2 turns.

If using wounded rules, then for each being (non-LOS) that is a causality that is in the SD area or in a non-supportive type atmosphere (or vacuum) on a roll of 1-3 they are now dead, 4-5 status to be determined later (ie they might be alive, they might be dead, they might be crippled for life), 6 they come to, wounds and status must be checked right there. If they are alive (a roll of 2-6 on the chart found on pg 54 of Junction Point Campaign(JPC) ), roll d6; 1-2 suit breech, can not be fixed, must spend all actions attempting to move toward a safe zone, movement is -2; 3-4 suit breach, can be fixed, must either spend 2 firing actions to fix or move toward a safe zone, movement is -2; 5 suit was breached, auto repair fixed, -2 movement -2 firing; 6 it was nothing, just knocked out for a while, suit slightly damaged, -1 movement, -1 firing.
(Subtract 1 from the die roll for any non-LOS or non-PI armored figure)

Corrosive or exotic atmospheres:
Here are some basic rules that were determined before the game started on how it would effect the troops (including LOS figures.)


Corrosive atmosphere would effect all troops. Machines built and designed for this atmosphere suffered less but still had issues.
On each round, player rolls d6 for each figure. On a 1, malfunction, suit breached, d6 1-3 d6 rounds before death, 4-5 auto repair fixed, -1 movement -1 firing, 6 auto repair fixed; 2-4 suit degradation, -1 to next corrosive atmosphere check; 5-6 no effect this turn.
All effects cumulative, LOS figures get a +1 to die rolls.

Exotic Atmosphere could effect troops, players need to agree to what extent it will effect all troops.
Only living beings, no effect on LOS figures, Non-LOS side gets 10% additional points for army
Effects both sides equally, Non-LOS side gets 5% additional points for army unless there is no LOS army present in battle.

Exotic Atmospheres: (the effects can be combined as long as they are not directly opposite, example, the atmosphere can not be thin and heavy at the same time)
Thin: -1 to Effect on figure recovery (JPC pg 74); h type ammo does not dissipate as fast, cooling only gains 2 heat points back
Tainted: -1 to Effect on figure recovery
Heavy: -1 movement, -1 firing o type ammo; h type ammo does not dissipate as fast, each shot generates 1 additional heat point
Non-live bearing: -2 to Effect on figure recovery
Explosive potential: all o & h type ammo; d6, 1-3 equal to K-Pulse Grenade damage on figure, 4-5 knock back 1 square all figures with in 1 square of firer, 6 no-effect
e type ammo; d6 1-4 equal to K-Pulse Grenade damage on figure, 5-6 knock back 1 square all figures with in 1 square of the firer.
Liquid: -1 movement, -1 firing, cost 2 fire actions to reload, e type ammo can cause back lash, d6, 1-4 no effect, 5-6, equal to E.M.P. Grenade
Extreme cold: -1 to effect on figure recovery, -1 to movement, firing h type ammo generates 1 less heat point, cooling action gains back 5 heat points
Extreme heat: -1 to effect on figure recovery, -1 fire, -1 movement, firing h type ammo generates 2 additional heat points, takes 2 firing actions consecutively to gain 1 heat point back.
Vacuum: No flame weapons work, cooling only gains 1 heat point back


Zero-G:
LOS and PI armored figures are treated differently than non-PI figures. These rules only cover LOS and PI armored figures.
UNE Commando’s, Fantasian Stromtroopers and Pirates and Infranite Krayl Warriors are considered to be Zero-G trained. All other non-LOS figures are not.
LOS figures that have either the Omega option or under the direct control of a Centurion, Arch Fiend or an Overlord complex are considered to have Zero-G skills.
All other PI figures and armies can add Zero-G skill to their figures at the cost of 10 points a figure.

With out gravity things in motion tended to stay in motion until it hits something, is able to stop itself or it hits something. For combat purposes, this is the only law of physics that is applied.

LOS and PI figures are assumed to have connection points that will allow them to stay connected to the surface of vessel or installation. But at a cost of movement. -1 movement to all figures that do not have Zero-G training.
(Extreme optional rule: with out gravity there is no down or up, so IF players want to keep track they can have their figures walk on walls and ceilings. There is no major difference in general between ceilings and floors, save that it cost 2 movement points to enter a doorway or arch way as the figure has to step over the overhead.
Walking on walls has the disadvantage of having to follow the wall around the corner, ie you can not keep walking straight through a cross way. To get to the straight ahead in a cross way the figure must jump or step up/down then back up again. To jump cost 3 movement points per square. D6 roll, on a 1-2 figure misses and travels free floating down the hall way at speed 2 (or greater if movement before jump was more than 2 squares), 3-6 made it, continue figures action. (Zero-G figures only fail on a 1.)

If free floating down hallways or across open areas, a figure can not normally stop until they reach a solid object. All Zero-G trained figures fire at -1, while all other figures fire at -2.
If in a hallway the figure can attempt to slow down or speed up by one square a turn OR change facing (not travel direction) using parts of the wall, ceiling or floor (as long as that part is touching the square the figure is currently in); d6 1, failed and did the opposite of what was intended, 2-4 no effect or change, 5-6 desired effect takes place. Zero-G trained figures add +1 to die roll.
To change travel direction, the figure must either; meet a solid surface perpendicular to its travel or attempt an extreme maneuver in the middle of a hallway.
D6 (Zero-G trained +1 to the roll)
Meeting a solid object to make turn off of
Free travel speed   3 or less,  2-6 success; 1 failure, lose next turn due to being stunned
Free travel speed 4-6, 3-6 success; 1-2 failure, lose next turn due to being stunned, bounce back 2 squares at free travel speed 2
Free travel speed 7-10, 5-6 success; 3-4 failure, lose next turn due to being stunned, bounce back 2 squares at free travel speed 2; 2 failure, knocked out for d6+1 turns bounce back 2 squares at free travel speed 2; 1 failure, considered a casualty for rules
Free travel speed up to 15, 6 success; 4-5 failure, lose next turn due to being stunned, bounce back 4 squares at free travel speed 4; 3 failure, knocked out for d6+1 turns bounce back 4 squares at free travel speed 4; 1-2 failure, considered a casualty for rules
Free travel speed 16 or greater, 6 on success if Zero-G trained; 5 failure, lose next turn due to being stunned, bounce back 4 squares at free travel speed 4; 2-4 failure, knocked out for d6+1 turns bounce back 4 squares at free travel speed 4; 1 failure, considered dead (-1 on effect on figure roll if using campaign rules).

Attempting Extreme maneuver in middle of a hallway
Free travel speed   3 or less,  4-6 success; 2-3 failure, lose next turn due to being stunned; 1 failure, stunned and -1 to future fire rolls due to suit/body damage
Free travel speed 4-6, 5-6 success; 3-4 failure, lose next turn due to being stunned; 2 failure, stunned and -1 to future fire rolls due to suit/body damage; 1 failure, knocked out, d6-2 turns, -1 to all future fire rolls
Free travel speed 7-10, 6 success; 4-5 failure, lose next turn due to being stunned; 3 failure, stunned and -1 to future fire rolls due to suit/body damage; 1-2 failure, knocked out, d6-2 turns, -1 to all future fire rolls
Free travel speed 11 or greater, 6 on success if Zero-G trained; 5 failure, lose next turn due to being stunned; 4-5 failure, stunned and -1 to future fire rolls due to suit/body damage; 3 failure, knocked out, d6-2 turns, -1 to all future fire rolls; 1 failure, considered dead (-1 on effect on figure roll if using campaign rules).

To change connection points between floor to wall or wall to ceiling or back again costs 2 movement points and the figure does not leave the square that they are currently in.

Warning: If Gravity can be switched on or off at the will of someone (or somebody) it is strongly recommended that only the floor be waked on. The Zero-G connection points can not sustain a body’s weight in gravity or under duress. They are only designed to aid in movement under no gravity conditions.



To determine breaches.
First, designate which sections were near vacuum. Second, designate which walls were bulk head. All walls were assumed to be bulk head type that were between the vacuum and the corridors. Third, if needed, mark which doors are bulk head doors and which ones are normal doors.

Next, it would take one of the following to cause a breach in a bulk head wall:
Small breach, would only cause a hole in the wall about ½ man size
Wasp Missile, Prometheus Bomb, H.E.A.P. rounds, Satchel Charge, Tow-7, Disintegrator, Burst Lance, Power Spike, PKM ‘Canopener’, AT-4, AT-2 Sagger Missile, SSRP
Large breach, man size or bigger
2 of the above hitting the same location, or
Heavy Burst Lance, Heavy Disintegrator, HESH rd from the Sturmmorrser Cannon

To breach a non-bulk head wall.
Any normal projectile weapon can cause a small breach by having sustained fire for 2 consecutive rounds on the same location
All the above weapons listed as causing a small breach in a bulk head wall, will cause a man size breach in a normal wall
All the above weapons listed as causing a large breach in a bulk head wall, will cause a large man size breach in a normal wall.

Bulk head doors can be disable by using weapons that can cause a breach in a bulk head wall. If smaller weapons are used, it will take either another shot to remove the door obstacle or 2 firing actions to pull the door open (1 figure using two fire actions or 2 figures using 1 fire action each)
If the larger weapons are used, it will take just one effect (hitting) shot)
It takes 2 movement points to cross a breached bulk head door


Note: Machines have used to great effect the breaching rules to limit boarders. Even though they might travel with a vacuum like environment, they have been know to release some type of gases (atmosphere) into their ship just so they can breach walls to kill and demoralize their living opponents.
This tactic has become more common place since the machines suffered the setback during the Planetstorm battle.

I apologize if the format of the above is hard to read.

Dave Chase
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It is also the right to walk away from those you don't want to listen to.

Offline YojimboUsaka

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Re: Clear for Action: Rules for Starship Combat and Boarding Actions
« Reply #2 on: February 26, 2011, 08:31:24 PM »
Very cool. 

In the exploding schematic of the 1C Paladin P.B.A (Scenario Pack 1, page 20, item 25) it shows magnets in the boots.  In one scenario I used this to walk on the outside of our ship that had been overtaken by Black Empire and placed a satchel charge on the cockpit window then put several forcewall grenades into the engine ports of the enemy ship.  Fun times.  We never really dealt with the zero-G aspect other than having the BE open an airlock some of my troops were standing on, who then promptly got sucked out and sent floating off into deep space.  Again, fun times.

Charles

Offline sergeant_hastp

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Re: Clear for Action: Rules for Starship Combat and Boarding Actions
« Reply #3 on: March 09, 2011, 05:19:51 AM »
I like the introductory piece of fiction.  Good mood setting.

Offline SgtHulka

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Re: Clear for Action: Rules for Starship Combat and Boarding Actions
« Reply #4 on: March 12, 2011, 09:01:12 AM »
Thanks, I'm glad you liked it.

Offline grendeljd

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Re: Clear for Action: Rules for Starship Combat and Boarding Actions
« Reply #5 on: March 16, 2011, 03:12:06 PM »
I like the introductory piece of fiction.  Good mood setting.

I'll second that - the imagery is tempting me to do an illustration for it.
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