CORPS WARS

CHANGES TO ROCKET RANGERS SHIP CONSTRUCTION: 

TECH LEVEL: All ships now have a Tech Level in addition to Ship's Quality. This also applies to all Crew and Electronics rolls. Tech Level has no cost, being a reflection of the technological deftness of the ship's construction.

TECH LEVEL EQUATES TO
-2
 Low, Primitive Space Faring Races, old ships.
-1  Below Average, Colonies.
+0  Average Tech, Most major Worlds.
+1  Above Average, the cutting edge of Tech.
+2  Aliens Artifacts?

ARMOR: Extra Hits may be purchased at a cost of 30cc each, Maximum number purchasable equal to size of ship in hexes. These hits are always damaged first. This is important as ship damage is now 'tracked' (see below).


CONTROL COUCHES: One is required for each crewmember involved in the active control of the ship. Only one function can be controlled from each couch, except that the pilot may also function as navigator and gunner for one gun, assuming he has the skills. You may put in extra couches as backup positions. Specify which couch controls which system. Only a character occupying the control couch may operate that ship's function. Up to two couches may be put in a hex. Also, a couch may be turned into an Omni Couch (can be used to perform any function) for an addition cost of 15cc. For an additional 20cc a Control Couch hex can be made to double as an Escape Pod hex.


ELECTRONICS: As an exception to the above, AutoSystems may be installed to control ship's functions. These may be used to replace control couches and/or used as backups. Separate AutoSystems must be installed for each system and, again, extras may be put in as backups. A AutoSystem which replaces the pilot is called an AutoPilot; that which handles 
Navigation is the AutoNavigator and the gunnery AutoSystem is called the AutoGunner. There is also the AutoDoc, which is a medical robotic system that can act as a medic (It can only operate in the hexes adjacent to itself), and the AutoMech, which can perform limited mechanical repairs (sending out small bots to do to actual work). All AutoSystems have a Att/Skill level of 5 with their programmed task.


PRESSURE DOORS: Cost 10cc each. A Pressure Door takes 3 points of lethal damage to break the pressure seal and a total of 5 points lethal damage to knock down or break open.


CARGO NET/ SMALL SHIP MOUNTING: Allows the parent ship to 'carry' the attached unit (often a non-FTL vessel or a Cargo Net) as if it were part of the ship. Cost 10cc each.


VARIANT ENGINES

TECH LEVEL TYPE THRUST PTS FTL POINTS COST PER HEX
+0 STANDARD ENGINE 10 0.1 100cc
-1 ION JET 1& -- 10cc
+0 THRUSTER JET 2& -- 25cc
-2 ION THRUSTER 5 -- 50cc
-1 THRUSTER 10 -- 75cc
+0 MEGA THRUSTER 20 -- 125cc
+1 OVER THRUSTER 4 -- 200cc
+0 BOOSTER 50! -- 50cc
-1 POWER PILE 10* -- 50cc
+0 MEGA PILE 20* -- 75cc
+1 OVER PILE 40* -- 125cc
-1 FTL CONVERTER -- 0.5 250cc
+0 FTL ENGINE -- 1.0 400cc
+1 FTL DRIVER -- 2.0 600cc

&= Jet's are small (count as 0.2 hex) engines used by satellites and stations to hold and change position. Jet's do not add to
ship's structure and a ship can only have a maximum number of jets equal to hex's of ship.

!= Booster store up energy and only provide this amount over the course of a battle. They must be recharged/refueled to
use again (5 Thrust Points input stores up 1).

*= Piles produce Thrust Points that can only be used to power other systems.


N-SPACE SPEED: One Thrust Point will move one (1) hex of ship at 100MTM/ 10VTV/ 1STS Scale. Note that 'ships' using Jets will often have a factional speed, which is ok, cause they usually don't move much. 

FTL SPEEDS: Ships must have a minimum of 1.0 FTL Point to go FTL.

                                                                 SHIP QUALITY
DRIVE TYPE -3 -2 -1 +0 +1 +2 +3 ENGINE COST MULTIPLIER
SUPRALIGHT - - - 4c+ 6c+ 8c+ 10c+ x0.8
ALPHA - - 10c+ 15c+ 20c+ 25c+ 30c+ x1
BETA - 30c+ 45c+ 60c+ 75c+ 90c+ 105c+ x2
GAMMA 100c+ 150c+ 200c+ 250c+ 300c+ 350c+ 400c+ x4

For every point of FTL over one add +1c+ to speed.
Note that #c+ is number of light years per day covered.

Revised Speeds of listed ships is as follows:

SHIP ENGINEERING MTM/STS FTL COST
TORTOISE 1xIon 100/1 - 61cc
GADFLY 2xMega 1000/10 - 1435cc
LAMPREY 10xStandard,Alpha 500/5 20c+ 2025cc
ZEPHYR 20xStandard,Alpha 500/5 11c+ 1896cc
ENDEAVOUR 20xStandard,Alpha 300/3 26c+ 9810cc

OTHER SYSTEMS IN ROCKET RANGERS

COMMUNICATIONS:
All ships have communications (assumed into the cost of the control couches and systems). Commo is used to send and receive information and messages. Standard Commo have a Range of 20 + (ShipQuality x 4) + (Tech Level x 5)hexes. Range can be increased 4 hexes per hex of commo. Commo Arrays can increase the sensitivity of the Como. Use the Grade Table to find the bonus to tasks for size. 
Here is a short list of standard Commo tasks:

Task is to Difficulty of task
Send/receive a short message Very Easy (2)
Send/receive a long message Easy (3)
Tight beam a message Lo Average (4)
Detect tight beam message Challenging (6)
Tight beam coded message Challenging (6)
Detect tight beam coded message Difficult (8)
Additional Modifiers Modifier to Difficulty Number
Per Hex of ECM on target +1
Per Hex of ECM on own ship -1 ( only to cancel enemy ECM bonus).
Out to Range of Commo +0
Out to 2 x Range of Commo +2
Out to 4 x Range of Commo +4
Out to 8 x Range of Commo +6

COMPUTERS:
All ships have computers (assumed into the cost of the control couches and systems). Computers are used to manipulate information and run computer programs. Some advanced computers (i.e. Computers with Webworks) are sentient.
There are two attributes for computer; Process and Storage. Process is the raw calculating power of the computer and Storage is how many programs it can keep in easy access. Standard Computers have a Process of 1 + (ShipQuality x 2) + (Tech Level x 1). Standard Computers have a Storage of 5 + (ShipQuality x 4) + (Tech Level x 2).
Computer Webworks can increase the Process and Storage of the Computer. Use the Grade Table to find the base bonus for size and then multiply it by two (2) for Process and and five (5) for Storage. Each hex of Webworks costs 100cc. 
Computer programs come in two types Att/Skill (A/S) or Instruction (Ins). A/S programs perform a task at the level given.
Ins programs are simple instructions that tell the computer what tasks to perform under what conditions. Program size is how much Process or Storage is needed for the program. A/S programs have a size equal to their Att/Skill value+1, so a program with a A/S value of 3 is size 4 and one with a A/S value of 6 would have a size of 7. Ins programs have a size equal to lines of instruction divided by three, rounding up, so a Ins program with 3 lines or less is size 1, while one with 4 to 6 lines is size 2. A/S programs cost A/S value squared. Ins programs cost lines times two.
Note that all Computers with Webworks are A.I. and are characters in their own right. Treat as having a ST equal to Grade of (Webwork/2)+1, rounded up. This ST is used only for tasks and combat on the web. A.I.'s may buy backgrounds, job training and professions as per Bioroids.

Here is a short list of standard Computer tasks:

Task is to determine Difficulty of task
Start program in Process Simple (1)
Change program from Storage to Process Very Easy (2)
Set auto startup of program in Process Easy (3)
Write one line instruction program Easy (3)
Write program with Att/Skill of one (1) Lo Average (4)
Write two to four line Ins program Lo Average (4)
Write program with Att/Skill of two (2) Hi Average (5)
Write five to seven line Ins program Hi Average (5)
Write program with Att/Skill of three (3) Challenging (6)
Write eight to ten line Ins program Challenging (6)
Write program with Att/Skill of five (5) Difficult (8)
Write program with Att/Skill of seven (7) Nearly Impossible (10)
Additional Modifiers Modifier to Difficulty Number
For a base time of five minutes +0
For each minute less then five +1
For one hour over base -1
For five hours over base -2
For twenty five hours over base -3
For 125 hours over base -4
For 625 hours over base, etc -5, etc
A.I. of Webwork helping/hindering -/+ Grade Bonus

SENSORS:
All ships have sensors (assumed into the cost of the control couches and systems). Sensors are used to detect information and notice odd things happening around the location of the ship. Standard Sensors have a Range of 10 + (ShipQuality x 2) + (Tech Level x5)hexes. Range can be increased 2 hexes per hex of sensor. Sensor Arrays can increase the sensitivity of the Sensor. Use the Grade Table to find the bonus to tasks for size. 
Here is a short list of standard sensor tasks:

Task is to determine Difficulty of task
Detection of ship movement in range Very Easy (2)
Ship type (if a standard design) Easy (3)
Power/mass ratio, speed possible Lo Average (4)
Ship's atmosphere, temperature, etc Challenging (6)
Ship's weapons and defenses Challenging (6)
Ship's layout/ deck plans Difficult (8)
Location of person on ship Nearly Impossible (10)
Additional Modifiers Modifier to Difficulty Number
Per Hex of ECM on target +1
Per Hex of ECM on own ship -1 ( only to cancel enemy ECM bonus).
Out to Range of Sensors +0
Out to 2 x Range of Sensors +2
Out to 4 x Range of Sensors +4
Out to 8 x Range of Sensors +6

ECM:
ECM is used to enhance and mask from sensors and communcations. Ships start with no ECM. Each hex of ECM costs 100cc.

TACI-COMM 
A form of FTL communicator that uses tachyons to transmit information. It can send messages at a speed of 6.5 light years per day, but requires relay stations every five light years and incredible amounts of power. A hex of Taci-Comm can recieve / transmitt about eight gigabytes of data per turn using two hundred Thrust Points. Each hex of TACI-COM costs 250cc.

EXTERNAL PODS:
External Pods are bolt-on jettison able units that can be used in a variety of ways. Purchased as 1 to 5 hex units that are then attached to the ship. Pods can be used as cargo space (if empty) or filled with any of a number of systems; Cost per Hex of Pod is 20cc, The Pod not adding to the ship's hits. Pods can be jettisoned at the beginning or end of a move (this changing the ship's speed). 


THE GRADE TABLE
Item Grade
Size in Hexes Bonus Item Grade Size in Hexes Bonus
One 1 +1 Six 16 +6
Two 2 +2 Seven 22 +7
Three 4 +3 Eight 29 +8
Four 7 +4 Nine 37 +9 
Five 11 +5 Ten 46 +10 
+10 hexes per addional +1 Bonus.  

WEAPON SYSTEMS


DAMAGE TRACKING:

The damage inflicted by a hit from a ship's weapon is immediately deducted from the target ship's armor. If armor is reduced to zero, deduct from ship's structure. (When ship structure is 1, all systems cease to function and the ship goes out of control. If structure is reduced to zero or less, the ship explodes, killing all on board).
In addition, when armor is reduced to zero, the attacker checks for hit location. Select the hex on the target ship's deck plans at which you're aiming. Then roll 1d6. on a 1-2 you hit the target hex, 3-4 roll a d6 for displacement (count top as 1 and go to the right) and on a 5-6, it's a glazing shot and inflects structure damage only. Otherwise the hex hit and everything in it each take the number of points of damage inflected by the attacking weapon. If the damage is over 3, roll an addition scatter for each 3 points or part there of (reduce damage by 3 for each hex).


HIGHER POWERED WEAPONS

Weapons can be made to do more damage and have a longer range. A standard weapon (or Grade One weapon) does the listed damage and has the listed range. Adding one hex to the size of the weapon turns it into a Grade Two weapon, with +1 damage and range. Adding two hexes on to that turns it into a Grade Three weapon with +2 damage and range, etc, topping out at plus five hexes per additional +1 range and damage. See the below table. A weapon can take a maximum number of hits equal to it's size in hexes. One hex is the weapon's 'central nexus' or heart, and damaging that hex will disable the weapon until repaired (this is marked on the ship's diagram). Otherwise, for every two (2) hits a weapon has taken, reduce it's ACC, damage and range by -1 until the weapon is destroyed.

Weapon Grade Total Size in Hexes Damage/ Range Mod Weapon Grade Total Size in Hexes Damage/ Range Mod
One 1 +0 Six 16 +5
Two 2 +1 Seven 21 +6
Three 4 +2 Eight 26 +7
Four 7 +3 Nine 31 +8
Five 11 +4 Ten 36 +9
 +5 hex per addional +1 to damage and range.

DRONES, MISSILES AND RACKS

First some definitions

A Missile is a short ranged space vessel that attacks other vessels by crashing into them and/or exploding near them. A Drone is a short ranged space vessel that carries a sensor or energy beam and is (hopefully) reusable. A Rack holds Missiles and Drones, ten (10) points of them per Grade, so a Grade 3 can hold 30pts, etc.

DESIGNING

Missile design is a simple affair. A missile consists of two parts, a driver unit and a warhead. Actually, the warhead can be left off, but it will greatly reduce the effectiveness of the missile. These parts are bought using points, with one point buying a point of driver or warhead. One point cost 10cc.
Drones are the built using a driver unit and either a weapons package or a sensor package. Again, one point buys a point of driver or package. Note that if you wanted you could have a Missile with a sensor and/or weapon package as well.

USING

The driver unit(s) are charged up using Thrust points. Ten Thrust points can charge one point of driver unit per turn. Each point of driver unit charged gives the Drone or Missile two (2) turns of movement and/or firing. When all it's energy is used up, the D/M just floats there in space till recovered.
D/Ms move at a speed equal to 5+'Tech Level+Ship's Quality' (here after noted as T&Q) STS.
One damage point destroys a D/M.
A D/M impacting a ship or other object does 1 point per 5 STS speed (round up) and +5 per point of Warhead. The task to avoid an attacking missile is equal to 3+Missile's T&Q.
Weapon packages have a range of 1+T&Q (min of 1) and does damage equal to point value (i.e. a 3 point package does 3 points damage). Fires with a skill equal to 2+T&Q (min of 1).
Sensor packages have a range equal to points+T&Q (min of 1). 
As long as the D/M stays in commo range and in contact (base task of Easy (2)), user may make sensor rolls using package. If the D/M makes it's own sensor rolls, it is treated as having a skill of 2+D/M's T&Q (min of 1).

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