CORPS WARS
CHANGES TO ROCKET RANGERS SHIP CONSTRUCTION:
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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. |
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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? |
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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). |
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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. |
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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 |
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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. |
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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. |
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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 |
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&= 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 |
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!= Booster store up energy and only provide this amount over the course of a battle. They must be
recharged/refueled to |
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*= Piles produce Thrust Points that can only be used to power other systems. |
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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. |
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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 |
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For every point of FTL over one add +1c+ to speed. |
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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 |
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COMMUNICATIONS: |
| 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 |
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COMPUTERS: |
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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 |
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SENSORS: |
| 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 |
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ECM: |
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TACI-COMM |
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EXTERNAL PODS: |
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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 |
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DAMAGE TRACKING: |
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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). |
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HIGHER POWERED WEAPONS |
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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 |
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. |
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. |
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. |