Star Cruiser Strategic Combat rules, v0.2

Copyright © 1996 by Duran Goodyear ( dug96 AT hampshire DOT edu) and Kevin Clark ( kevinc AT cnetech DOT com).  All Rights Reserved.
Disclaimer

http://www.geocities.com/pentapod2300/best/scstrat.htm

Star Cruiser Strategic Combat rules.

These rules are a work in progress. The goal is to provide SC players with useful, and concise rules allowing them to conduct major conflicts that consist of more then one scenario. My first goal will to be provide rules for ship repair, and re-supply, and determining the chance of contact when a group of ships enters a solar system.

Each turn will last one week in game time, allowing most ships to cross interstellar distances between systems, and enter those systems. We hope this will be as easy as we plan it to be.

Duran Goodyear and Kevin Clark

� Turn Length: 1 turn=1 week.
� Initiative: Each player rolls 1D10+Fleet Tactics skill+2 if player won
last Engagement, -2 if player lost last Engagement
-For every 2 transit points a side has above their enemy,  they get +1 on
initiative
� Actions Allowed: Each player is allowed to conduct one action with each
Task force per turn, unless specified other wise in action description.
� Move: Move the task force up to the Max Move allowance per turn, (see
chart for warp eff. To transit speed translation)
� Confront/Attack: Drive your attack to the target of your choice in a
contested system, or do any other action within combat. Must be in same
transit zone of target, or have available transit points left to make trip
to target, to attack your target.
� Recon: Determine the consistency of enemy forces in a system you have
ships in.
� Patrol: make ships patrol system space, or near planetary space.
� Re-supply: Transfer supplies to a task force.
� Repair ship: Repair a ship, or multiple ships in a task force, may take
more then one turn.
� Post turn events: this includes mopping up actions, i.e.: clearing mines,
and sensor drones, and lastly, planetary assault.

Action descriptions, and rules. Moving your ship is the easiest action to undertake in this system. Simply figure out the LY/Week rating of the task force, and compare that to the distance between stars, if it is greater then your Task Forces speed, then it takes multiple turns to get their, Distance/Speed=Time in weeks, round up. This number gives you the number of transit points your task force has (remember that a task force speed is dictated by the slowest ship in the group) Moving costs transit points, and it works this way. To move from one system to another you must cross not only the interstellar distance, but the space in-system as well, which is effected by the star, and planetary gravity wells. Their are three distinct transit zones as they are called. � Inner system, � Outer system � Interstellar space. Inner system refers to the area that is covered by the star�s gravity up to .0001G, and the area that has the life zone, where most strategic targets will reside. Outer system refers to the gas and ice zone of a solar system, such as gas giants, and ice balls for planets. This area has no life zone, and is not within .0001G. Our Sol System�s inner zone extends to about Saturn or Uranus. Interstellar space is the deep void that extends between Solar systems. So for instance, to travel between Earth and Tirane, one must travel through 4 transit zones. Life (earth) -> outer-> interstellar travel-> outer-> life (Tirane) Ship Speed Calc Strat.moves Rounded Transit points 0.5 0.82 1 1 1.49 1.5 1.5 2.06 2 2 2.54 2.5 2.5 2.95 3 3 3.31 3.5 3.5 3.62 3.5 4 3.9 4 4.5 4.14 4 5 4.37 4.5 5.5 4.57 4.5 6 4.75 4.5 6.5 4.91 5 7 5.06 5 7.5 5.2 5 8 5.32 5.5 8.5 5.44 5.5 9 5.55 5.5 9.5 5.65 5.5 10 5.74 5.5

-Fraction of transi points give you and extra move on evenn turns, and don't give you anything on odd turns. EX: a taskforce with 5.5 transit points, is able to move 5 on turn 1, 6 on turn 2, 5 on 3, etc.

Confront/Attack: With this action you ignore any subtlety and drive right for the heart of your enemy, It announces your presence immediately, but, you get initiative in combat. Your task force must either be in the same Transit zone as their target to attack it, or have enough Transit points left to make the journey to the target. Recon. Allows your Task Force to determine the consistency of enemy fleets in-system without revealing your presence. Range for detection is 150 AU, with gravitational sensors. Detection of ships is automatic, but you must pass a test to gain further info such as ship size, number, speed, approx. heading, etc. Task: to detect enemy ships with out being detected your self: 14+ on 1D10+CQ. Modify the roll with the difference between the rating of the grav. Sensor , (low tech=8, Mod tech=10, High tech=12) and the averaged passive signature of the target task force. EX: two Kennedy�s and a Bismarck are being scanned by a Suffren class cruiser. So, 10-((4+4+4)/3 =4)=10-4 =6 Patrol: Maintain defensive patrols around planetary bodies to detect incoming enemy vessels. Place as many ships in task forces, and assign them to individual planets, or a patrol between planets, Detection of ships in orbit of planets is equal to number of planets in patrol, devised by 100. Then roll the percent chance of discovery. So if two planets are in patrol, then their is a fifty percent chance of discovery while the enemy ships are their. You may only do multiple patrols between planets with In same transit zone. Re-supply: Transfer cargo, and other supplies to vessels in task force, -Each transport can carry as much supplies as cargo ships hold can carry. Repair: Repair task force ships after combat. 10 damage points can be repaired per week after combat assuming proper supplies are available. Repairs can be made to a ship at the same rate with out supplies, but damaged systems may remain damaged, such as destroyed weapon towers, and other surface fixtures. If ship enters combat before one whole turn has passed with out movement, or combat, the repairs can not be completed. -To repair, no move, or combat, 10 points per week, no speecific system repair with out spare supplies. -Non repairable (with out supplies) systems are: All surfaace fixtures. -Crew casualties can be replaced with damage control teamss, but they are no longer available for that role. -If enough damage is taken to reduce armor levels, it can not be repaired with out proper supplies.

Post turn Events: � Anti mine/sensor drone actions: To make operation easier, securing a system from enemy mines, and sensor drones must be completed. If you ignore this action, the enemy gets a +2 to their initiative if they declare they are going to attack that system. This task is performed by any ship in a patrol of that area, or around the planet. � Planetary assault: their are two circumstances in which you can drop troops to attack ground targets. When you have space superiority, and when you don�t. having orbital superiority, and other circumstances assist in taking ground objectives � If attackers have orbital space secured:+3 to success of attack due to orbital fire support, and efficient supply lines. � If the defenders have a specifically built fortified defensive base they get +3 � For every 100 percent more troops the assaulting force has, they get +3, and vice versa, if the defenders have 100 percent more, they get +3 � If the defenders have world wide Anti Air missiles set up, they get +2 Roll 1D10+modifiers VS. 1D10+ modifiers, -If one side is twice as high, they win totally. No re- assault. -If roll is tie, re roll, but attacker get another +2 if tthey control orbital space, and if they don�t, defenders get the +2 -Keep rolling until some one rolls twice as much as their opponent, only one roll per turn. -To assault a planet you must have marine assault ships. The standard Iwo Jima class assault ship carries 500 combat personal.

I hope that these rules make some sense, please go over them, chew it up, mull it over, and give me advice, or comments.


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Last Update: 1996 Nov 14
First Online: 1996 Nov 14
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