Admin Admin
Posts : 29 Join date : 2016-09-04
| Subject: ATS Fleet Based Combat System Mon Sep 05, 2016 2:48 pm | |
| Rolz Dice Lobby: https://rolz.org/dr?room=AmongstTheStarsThis thread will outline the procedure for fleet combat in Amongst the Stars. The hardest part of this system will be composing the Ship "character" sheet, after that is is fairly simple. Rules of Combat.Rolls. After making a roll, always post the added up attack roll after dice roll bot. Do not, I repeat DO NOT EDIT A ROLL POST WITHOUT GM CONSENT. Doing so the first time will result in a GM interfering and making you roll a natural fail, and then giving your opponent a natural 20 crit as a warning. Doing so the second time will result in a permaban. FTL Travel If you are travelling to a system that is not in combat and is not likely to be in combat in the near future, you may move your fleet immediately, RP'ing the time that has passed accordingly. If you are travelling to a system with combat happening, your fleet will move three systems closer on every combat turn. A combat turn is the time it takes for all the players in battle to post one combat RP post each (roll posts do not count). When attempting to leave combat early or retreat out of a system, you will need to wait 2 turns to calibrate your means of FTL travel before leaving. During these two turns, your ship cannot attack. - TEMPLATE:
Let's look at a template of a ship's character sheet:
Name: The name you choose for your ship. Weight Class: The weight class of your ship, taken from the list. HP: Your ship's health points. If those drop to 0, then the ship is destroyed. AC: The ship's armor class. The enemy has to roll higher than your armor class to do damage. # Of Attack Types: The number of different attack systems you can have on a ship. Base Attack Damage: The natural damage addon to your attack rolls. Crew Skills: Misc. skills that can help a fleet in and out of combat. Feats: Feats are unique bonuses to certain actions that give your fleet bonuses against certain types of combat and weaknesses to other. Choose wisely!
- ATTACK TYPES:
Carrier: Your ship holds a crew of fighter/bomber squadrons.
Missile: Your ship is equipped with several missile launchers.
Ballistic: Your ship is equipped with railguns and special cannons that work in a vacuum.
Energy: Your ship is equipped with laser and plasma cannons.
SUPER WEAPON: - Requires "Super Weapon" feat. - Takes up two attack type slots. - Takes two turns to charge. - Only usable on flagship. +15 to attack roll damage when using.
- SHIP WEIGHT CLASSES:
The types of weight classes that can be used in a fleet.
NOTE that these could be modified for fairer gameplay.
Corvette HP: 10 AC: 5 (Gains +1 AC for each increase in the attacker's weight class, eg. 6 vs Destroyers, 7 vs Cruisers, 8 vs Battleships.) # Of Attack Types: 1 Base Attack Damage: 0 Crew Skills: 1 (1 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 0 (1 can be added if veterancy achieved, refer to GM for veterancy auths.) Cost: 5 Corvettes attacking a ship with Point Defense or Defensive Fighters take (1D20/2 - Base AC) HP damage every turn for every active Point Defense System or Defensive Fighter Unit.
Frigate HP: 20 AC: 9 # Of Attack Types: 1 Base Attack Damage: 0 (-1 for every attack cruiser and larger) Crew Skills: 2 (1 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 1 (1 more can be added if veterancy achieved, refer to GM for veterancy auths.) Cost: 10
Destroyer HP: 30 AC: 10 # Of Attack Types: 2 Base Attack Damage: 2 Crew Skills: 1 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 2 (1 more can be added if veterancy achieved, refer to GM for veterancy auths.) Cost: 20
Cruiser HP: 50 AC: 12 # Of Attack Types: 2 Base Attack Damage: 2 Crew Skills: 1 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 3 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) Cost: 40
Carrier HP: 70 AC: 14 # Of Attack Types: 2 1 must be a hangar Base Attack Damage: 3 Crew Skills: 1 (3 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 4 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) -2 to stealth checks. Cost: 60
Battleship HP: 70 AC: 14 # Of Attack Types: 2 Base Attack Damage: 5 Crew Skills: 1 (3 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 4 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) -2 to stealth checks. Cost: 60
Dreadnought HP: 80 AC: 16 # Of Attack Types: 2 Base Attack Damage: 6 Crew Skills: 1 (3 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 5 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) -4 to stealth checks. Cost: 80
Supercarrier HP: 80 AC: 16 # Of Attack Types: 2 (Second attack (One other than hangar) type gains -2 to attack rolls). Base Attack Damage: 4 Crew Skills: 1 (3 more can be added if veterancy achieved, refer to GM for veterancy auths.) Feats: 5 (2 more can be added if veterancy achieved, refer to GM for veterancy auths.) -4 to stealth checks. Cost: 80
- FIGHTER COMBAT:
Fighters have for centuries been a powerful means of extending one's military might over the horizon. Here, we learn how they are used in AtS. Fighters are measured in 'Units'. The number of fighters in every unit and their strength is up to the player, but the power of an equal number of Fighter Units is considered equal.
Frigates and Destroyers can not mount Fighters, nor can they take the Hangar Feat. Cruisers do not start with any fighters, but can take the Hangar Feat. Carriers start with 2 Fighter Units and each Hangar adds an additional Unit. Supercarriers start with 4 Fighter Units and each Hangar adds an additional Unit.
Fighters have two roles. 1) Attacking enemy ships. 2) Defending the fleet. Each Fighter Unit can be assigned to one of those roles, but must be rearmed before it can change it. Rearming takes one turn.
A critical aspect of fighter combat is the Aerial Defense Rating (ADR). for a fleet, it is equal to the number of active defensive fighter units plus the number of active point defense systems.
When fighters are ordered to attack an enemy ship, an initial check is made. - If the number of attacking Units is smaller or equal to the target fleet's ADR, then nothing happens. - If the number of attacking Units is larger than the target fleet's ADR, then the ADR is subtracted from that number (much like in AC), and the remaining Units can proceed.
Each Fighter Unit that manages to get through the target's aerial defense directly deals D20/4 damage to its HP, ignoring AC.
Nuclear Warheads, from the Nuclear Torpedo Bay feat, can not hit a target unless all of its defensive fighters and point defense are occupied.
- FEATS:
Defense Feats
Energy Shielding: Your ship's hull is equipped with emitters that project a spherical defensive shield around it, which provides limited defense against both ballistic and energy weapons. +1 AC vs Ballistic +1 AC vs Energy - Can not equip armor plating.
Ballistic Armor: Your ship's hull is covered in thick armor that protects it from ballistic weapons. +2 vs Ballistic - Can not equip shields.
Ablative Armor: Your ship's hull is covered in a coat of ablative armor that dissipates energy blasts. +2 vs Energy - Can not equip shields.
Laser Point Defense Your ship is equipped with advanced laserbeam point defense systems that destroy incoming missiles. They are not effective against fighters. +2 AC to missile attacks.
Flak Point Defense Your ship is equipped with flak cannons that destroy incoming fighters and ordnance. +1 AC to missile attacks. +1 Defense against fighter-bombers and nuclear warheads.
Rocket Point Defense Your ship is equipped with defensive rocket launchers that destroy incoming fighters and nuclear warheads. They are ineffective against guided missiles. +2 Defense against fighter-bombers and nuclear warheads.
Life Support Systems Your ship has advanced life support systems to keep the crew running at a high capacity throughout an exchange. +7HP
Stealth Systems: Your ship's hull is specially engineered to absorb and distort signals from RADAR and LIDAR scanners, and has an active hull cooling system to blend in with the background temperature of space. This allows it to enter stealth. - Once your ship takes an offensive action, it will exit stealth. - If you fail a stealth check, any attack landed on you during the next combat round is a critical. - In order to go back into stealth during combat, you need to forfeit a full round to "charge" the ability, then roll against the enemy to see if you re-enter stealth. - Your ship cannot go FTL while in stealth. - By equipping this, you have chosen to put radar absorbing armor plating over heavy armored plating, and negate 2 AC from your ship. - Each additional stealth system grants a +2 modifier to stealth checks. - Can not equip armor. - Can not equip shields. - Can not equip point defense.
Electronic Warfare Feats
Radar Jamming Device: Your ship is equipped with powerful electronic warfare capabilities and radar arrays. - At any point during combat, you may initiate a radar jamming roll, countered against the enemy's roll. If you roll higher than the enemy, you have effectively jammed their communications. - The target ship will be jammed and confused for one turn, where their AC and attack roll is negated by 5. - Regardless of if you fail or pass the roll that round, you cannot attack until the next round. - By equipping this, you take up space on the surface area of your ship. If your ship has 2 attack type slots, it will take up one of the slots. If your ship has one attack type slot, it will negate 2 points from your attack roll. - Additional Radar Jamming Devices each add a bonus of 2 in the radar jamming roll.
Countermeasures: Your ship is equipped with every sort of dazzling decoy that can disrupt a targeting system. - When deployed, ship gets +4 AC for two rounds - The ship cannot attack for the first round, as the countermeasures confuse its own weapons systems. After the first round, it may attack again. - Countermeasure can be used once every 4 rounds. - Cannot have radar jamming or stealth with this feat. - Does not stack.
Engine Feats
Manueverability: Your ship is equipped with extra thrusters and more powerful engines in order to evade incoming attacks. - Your ship is much faster. - Your AC is increased by 2 due to dodge parameters. - Your attack roll is decreased by 2 due to breakneck speeds throwing off your aim.
Stabilized Thruster System: Your ship's thrusters have been modified with precision-thrust models, allowing it to sync them with firing computers to increase the chance to hit. - Your ship's movements are more precise, but it is slower and predictable. -2 AC. +2 to attack rolls.
Secondary FTL Drive: A redundant FTL system that can allow a ship to calculate jump coordinates faster, and jump even if the primary drive is disabled. -2 to AC due to adding another vulnerable spot to the ship. - Jumps when both FTL drives are active take one less turn. - The ship can jump after being hit with a nuclear warhead, at a penalty of taking 3 turns to jump. A second hit by a nuke disables all jump capability for the duration of its effect. - Only one per ship.
Weapon Feats
Spinal Mount: The ship has been built around one particular weapon system. This has made this weapon particularly powerful, but it also leaves one large gaping hole in the hull, and requires a lot of reactor power. - This attack type now takes two turns to fire, one to charge/reload, one to fire. - Decreases AC by 2. - Decreases HP by 5. - Spinal weapon gains +6 to attack roll. - The secondary weapon suffers a -3 to attack roll.
Heavy Weaponry Your ship designates one attack type as a "heavy weapon." - This attack type now takes two turns to fire, one to charge/reload, one to fire. +4 to attack roll. - Only one per weapon.
Light Weaponry Your ship designates one attack type as a "light weapon." - This attack type can now fire twice in one turn. -4 to attack roll. - Only one per weapon.
Rapid Weaponry Your ship designates one attack type as a "Rapid weapon." - This attack type can now fire three times in one turn. -6 to attack roll. - Only one per weapon.
Super Weapon: R&D predicts this will turn the tide of the war! - Your ship is equipped with a superweapon, be it super cannons, giant lasers, etc, it's up to your imagination. - Usable only by Dreadnought/Battleship. - Takes up both attack type slots. - Decreases AC by 2. - Decreases HP by 30. - Takes three turns to fire, two to charge, one to fire. +15 to attack roll.
Overcharged Weapons. You may now attack with all weapon types at once. Alternatively, you may use two a feat and a weapon at the same time. - Usable only once per every 3 turns.
Nuclear Torpedo Bay Your ship is now equipped with nuclear warheads. - The warhead takes 3 turns to prepare. It launches on the 4th turn. - Only hits if the target fleet has no surplus fighters or point defense (all fighters and point defense occupied with fighters). - Does 10 + D20 damage directly to HP. - If the warhead hits, the target can not use FTL for 1 turns.
Damage Control Feats
Damage Control Systems: Your ship has additional facilities to manage disasters on-board, and mitigate incoming damage. - To repair, you must roll higher than the enemy's attack. (Your base attack acts as your "base" repair.) - If the roll is a success, you repair half of the damage done. If the repair is a success against a natural d20 crit hit, you repair a quarter damage done, unless your roll was a crit itself. - Takes up one turn, repairs immediately. - If it is a natural d20 crit repair, you will mitigate all damage done by the previous attack, unless the attack was a critical itself, where you will only repair half damage. - Does not stack.
Repair Systems: Your ship can now repair itself, or allied ships with great efficiency. - Every second turn, you can roll D6 to repair that amount of HP on your ship, or half that on another. - Each additional system adds another roll.
Fighter Feats
Hangar Bay Your ship has an additional hangar bay it can launch fighters and bombers from. +1 Fighter Unit.
Deep Space Command Centre Your ship is equipped with a state of the art fighter-warfare command and control facility. +1 to all (current and allied) Fighter Attack Rolls -4 AC -10 HP
Special Feats
Death before Dishonor If your ship dies, it's vengeful crew is determined to take it's enemy with it. - Upon HP reaching 0, your ship has one last attack move after the killing blow. - Roll to make your final stand. + 12 to attack damage. (Doubled) - The ship is destroyed immediately after the turn. - Does not stack.
- CREW SKILLS:
Infiltration: Your crew is adept at maintaining stealth and anti-radar shielding. - Requires "Stealth Systems" feat. +4 to all stealth checks.
Detection: Your crew is adept at detecting stealthed fleets, identifying unidentified objects, and scanning planets. +4 to all detection checks.
Electronic Warfare: Your crew is adept at disrupting enemy communications and confusing them. - Requires "Radar Jamming Device" feat. +4 to all tactical confusion attempts.
Tracker: Your crew has mastered your radar tracking systems. +8 to tracking attempts (includes ships leaving systems.)
Damage Control: Your crew are able bodied damage controlmen. - Requires "Damage Control Systems." +4 to all damage control attempts.
Terrifying Reputation: Your crew is feared and well known! +6 to intimidation checks on NPCs, -3 AC to all NPCs engaged in combat with crew.
CIWS Masters Your crew has impeccable and well maintained point defense systems. - Requires "Point Defense" feat. +2 to point defense AC.
Survivors Your crew is tough as nails and doesn't shake easily. - ONLY USABLE ONCE PER BATTLE. - Gain +10 AC for the turn after this skill is activated.
Laser Proficiency Your crew's laser targeting systems are extremely advanced! - Requires "laser targeting" feat. +2 to supporting ship's attack rolls on marked target.
Ambassador Your crew is armed with.. superb ambassadors and well spoken officers! +6 to diplomacy checks with all NPCs, if an NPC engages you without provocation, -4 to their AC.
Maneuverability Parameters Your crew's engines and thrusters are well maintained, and your projectile detection system is upgraded. - Requires "Manueverability" feat +2 to AC.
Ace Pilots Your pilots are certified, shirtless, volley-ball playing studs, and frequently fly into zones that could be classified as "dangerous." - Requires "Carrier" attack type. +2 attack roll damage to all fighter/bomber squadrons.
Firecontrolmen Your crew is adept with ballistic type attacks. - Requires "Ballistic" attack type. +2 attack roll to all ballistic weapons.
Missilemen Your crew is adept with missile type attacks. - Requires "Missile" attack type. +2 attack roll to all missile weapons.
Blastermen Your crew is adept with energy type attacks. - Requires "Energy" attack type. +2 attack roll to all energy weapons.
- CONDITIONAL MODIFIERS:
Stealth:
When using stealth, you are undetectable by the enemy until they can roll higher than you on a stealth check. To roll for a stealth check, simply roll against each other, and add on any feats or crew skills that affect detection or stealth.
All units using stealth have a base value of 5 added onto their roll. The reason I do this is to stop people from randomly and luckily detecting stealthed ships in one try, especially without the detection skill.
When engaging someone, you will drop out of stealth and have a +6 damage modifier as a result of a surprise attack for one round. If you are detected, your stealth will drop, and the enemy will have a +6 damage modifier to you for one round.
Natural Crits:
A natural crit is when you roll a 20 on a d20. When rolling a natural D20, you do twice the damage (after AC is subtracted), and you critically damage a component of their ship, like engines, life support, the bridge, etc. So if the enemy has an AC of 18, and you attack them for 20 + a base attack of 5, it's 25 - 18, which is 7, and the crit multiplies that by two, so you strike them for 14.
Natural Fail:
Rolling a 1 means you have critically failed. Don't bother adding onto these rolls, it won't matter. The unit will damage itself for the base attack value.
Last edited by Admin on Wed Sep 21, 2016 4:41 pm; edited 6 times in total | |
|
Admin Admin
Posts : 29 Join date : 2016-09-04
| Subject: Re: ATS Fleet Based Combat System Mon Sep 19, 2016 1:56 pm | |
| Feats and Crew Skills have been updated, so have ships, welcome to take on any feats/crew skills + delete, nothing is final yet. | |
|
Retrorobot
Posts : 33 Join date : 2016-09-17
| Subject: Re: ATS Fleet Based Combat System Mon Sep 19, 2016 4:17 pm | |
| The only few concerns I'd have with this have to do with the Bullies and underdogs feats. It kinda defeats the purpose of balancing out the frigate as it gives it an across the board +1 AC to the ships that were supposed to take less damage from the frigate in the first place. Same with the bullies feat, instead of having to pick and choose attack role bonuses like blastermen or missile men to mesh with other strategic choices, battleships and up really only have to pick the bullies trait and suddenly get all of those as long as they aren't fighting a ship their size (which with the point system would probably only make up less than 10% of ships).
The other thing simply has to do with the Imperialists/Guerrillas fears, it can see a lot of abuse due to the fact that it has such disproportionate numbers based on the reward, could I recommend just either a -1 AC +2 AC across the board? | |
|
Admin Admin
Posts : 29 Join date : 2016-09-04
| Subject: Re: ATS Fleet Based Combat System Mon Sep 19, 2016 4:18 pm | |
| Fair, we'll cut them for now.
Edit: I want to change secondary FTL drive, and most other practically irrelevant feats at this stage, over the coming days I'm going to take a proper look at how to make all the feats viable | |
|