My Trek – Part 5

Last week I introduced the first part of my spaceship battle rules, which set the scene and defined the terms, so to speak. Today, we finish them up with the actual combat rules.

Combat Rules

Combat is handled in turns. Each turn is divided into 12 phases. Each phase determines when a ship can move (based on the ship’s speed) and when it can attack.

All movement is handled on a grid. During a phase when a ship is permitted to move, it can be moved one space forward or turn 90 degrees.

Phase Zero: The Command Phase

Before the normal phases of a turn begin, there is a “Phase Zero”. During phase zero, captains give orders to their ship for the current turn, as follows:

  1. Power points are assigned to the ship’s three major systems (engines, force fields, weapons), and possibly to the ship’s tractor beams and invisibility device. You can do this by writing it on a paper. Ships start the game with 8 power points, and can put no more than 3 PP into each of their systems.
  2. Speed is determined. The amount of power directed to engines determines a ship’s maximum speed during a turn – the captain can choose to move at any speed up to and including this maximum speed.
  3. If a captain wants to self-destruct their ship, they must decide to do this now. The self-destruction occurs during Phase 12 of the turn. See below for more information on this last resort tactic.

Combat Phases

The table below indicates which phases a ship moves during the turn, based on the ship’s current speed. In the chart below, “H” stands for “half sub-light”, “F” for “full sub-light” and each number for a hyper speed.

“•” indicates a phase in which the ship can move.

Phase H F 1 2 3 4 5 6 7 8 9 10
1
2
3
4
5
6
7
8
9
10
11
12

Ships can attack during phases 3, 6, 9 and 12. All ships move during a phase before any attacking takes place. Moves and attacks occur simultaneously. Thus a ship destroyed during an attack phase may still carry out its attacks for that phase.

Attacking

To attack, a captain designates a target, counts the range in spaces to the target and rolls their attack dice. The following deductions are made from the attack roll:

Condition Deduction
Range 4 to 7 spaces -1
Range 8 to 11 spaces -2
Range 12 spaces -3
Attacker Hyper4 or above -1
Attacker Hyper8 or above -3
Defender Hyper4 or above -1
Defender Hyper8 or above -3
Target is Size D -1
Target is Size E -2
Target is Size F -3
Targeting a specific system (see below) -3
Target is “blocked” by another ship or object -3
Target is invisible -6

If a weapon’s attack roll is higher than the force field’s value, it deals damage to the target’s hull equal to the modified dice roll minus the force field value. Thus, an attack roll of 16 against a force field with a value of 12 deals 4 points (16-12=4) to the target’s hull. The target’s hull points are reduced by 4 in this case.

Targeting Systems

A captain can either make a general attack against a vessel, or it can attack a specific system. Attacking a specific system carries a -3 deduction to the attack roll.

If the targeted attack roll would score at least 6 points of damage (i.e. the modified attack roll is at least 6 points higher than the target’s force field value), then the targeted system is damaged (see below).

Hull Damage

As a ship suffers hull damage, it loses key systems and personnel. This is depicted in the game by the loss of power points. You will remember that a ship begins the game with 8 power points. As it suffers damage, its total available power points drop, as follows.

Damage Level Hull Points PP
No damage 100% 8
Light damage 75% 7
Serious damage 50% 5
Critical damage 25% 2
Destroyed 0% 0

The following table helps one determine a ship’s damage level based on its size class and current hull points:

Size Class None Light Serious Critical
A 60-46 45-31 30-16 15-1
B 48-37 36-25 24-13 12-1
C 36-28 27-19 18-10 9-1
D 24-19 18-13 12-7 6-1
E 12-10 9-7 6-4 3-1
F 6-5 4 3 2-1

A ship reduced to 0 HP is destroyed and removed from the board during the next Phase Zero.

System Damage

When a system is damaged, its maximum factor is reduced by one step, i.e. from Factor III to Factor II, Factor II to Factor I or from Factor I to Off-Line.

Until a system is repaired, it cannot be energized above its current best factor. Thus, if weapons are at a best of Factor II, only 2 PP can be directed to them. Each turn during Phase Zero, a ship can attempt to repair a system by rolling 1d6. If the roll is a “6”, the system’s factor is increased by 1 step. Only one such system can be repaired at a time in Phase Zero.

Self-Destruct

When a ship self-destructs, it makes a final “attack” against all ships within 12 spaces. The total attack roll against each target (including friendly vessels) is 12d6. This is reduced by 1 dice per space between the self-destructing ship and the target.

Assembling a Fleet

To keep games fair, all ships are assigned a point value derived from its size and its other capabilities. To stage a game, decide on the point total for each fleet and then use those points to purchase ships.

PTS Size Max. Speed Force Fields Max. Damage
100 A Hyper 9-10 V 9d6
50 B Hyper 7-8 IV 5d6
25 C Hyper 5-6 III 4d6
10 D Hyper 3-4 II 3d6
5 E Hyper 1-2 I 2d6
0 F Sub-light 1d6

 

Special Weapons and Abilities PTS
Aft Weapons 25
Invisibility Device 25
Torpedoes 25
Missiles 10

Example: A Size A ship that can travel at Hyper10, has Type V Force Fields, Type III weapons, torpedoes and aft weapons, is worth 100+100+100+50+25+25=400 points.