MegaTraveller Ship Combat Rule Extensions
as used in the Lunion Campaign
(Note: Any situation not covered by these rules below is to be taken
as following the MegaTraveller rules.)
1. Definitions and Restrictions
1.1 Skill levels
Only "available" crewmembers can apply their skill levels to a task.
1.2 Pilot Skill vs. Ship Agility
Pilot skill may be substituted for the ship's Agility rating in any roll.
2. Initiating Combat
2.1 Tactical Pools
2.1.1 Determining the Tactical Pools
For each side, determine Fleet Tactics Pool:
Sum the Fleet Tactics skill levels of all participants on a side who
can contribute to the tactical operations of the battle. This normally
includes only bridge personnel unless special provision is made.
For each ship, determine Ships Tactics Pool:
Sum the Ships Tactics skill levels of all participants on a ship who
can contribute to the tactical operations of the battle. This normally
includes only bridge personnel unless special provision is made.
Note that the tactical pools may change during battle as a result of casualties.
2.1.2 Using the Tactical Pools
Before any appropriate roll, any number of tactical points may be expended
as a positive or negative DM to that roll. The Fleet Tactics Pool
may be used on any roll for that side; the Ships Tactics Pool may be used
on any roll for that ship. Neither may be used on tasks covered by
the Personal Combat Rules.
Tactical points may not be used to exceed the +8/-8 maximum DM limit.
They may not be carried over between combat rounds.
2.2 Initial Positions
The referee should set up the map to show Current and Last
markers for each ship in the combat to represent the initial position and
velocity. The referee, at his discretion, may merely note the position
and velocity for non-player ships not yet discovered; such ships may remain
hidden until they reveal themselves through weapon, sensor, or communicator
activity or by other means.
2.3 Surprise
2.3.1 Determining Surprise
An attempt to achieve surprise may be made once by the side initiating
the hostile move, if there is one.
To determine if an attacking side has surprise |
Difficult, Leader, Sensor Ops (confrontation). |
Referee: Success at this task provides the attacking
side with the benefits of surprise. Use the best Leader and Sensor
Ops skill levels from available crew members of each side.
If this task fails, both parties are considered to be aware of each
other. If any mishap occurs, the defending side has surprise instead.
The task difficulty may be adjusted by the Referee to account for individual
situations. |
2.3.2 Benefits of Surprise
2.3.2.1 Avoiding combat
A side with the element of surprise may elect to end the combat before
it begins by so stating.
2.3.2.2 Free attacks
A side with the element of surprise may attack freely until surprise is
lost. All craft of the side with surprise may make one attack each,
to which the other side may not respond or react. If surprise is
not then lost, each craft of the side with surprise which can fire may
make another attack, and so on until surprise is lost or the round is complete.
If surprise is still not lost at the end of the round, another round of
surprise combat may be enacted.
2.3.3 Losing Surprise
Surprise is lost when the attacking side reveals itself, or when any unit
in the other side gives the alarm in some manner.
Spinal Mount fire automatically alerts the enemy to an attack; turret
and bay fire may not. Any unit that is hit but not rendered inoperative
may raise the alarm through normal communications.
If the alarm is not raised in this manner, an unattacked unit may see
the attack and raise the alarm. To do so, that unit must be conducting
sensor operations as part of their pre-combat procedure. This task
may be attempted after one complete surprise attack (within the round)
by the attacker.
To raise the alarm in a surprise attack |
Difficult, Leader, Sensor Ops. |
At the moment surprise is lost, the combat round ends and normal combat
takes over.
3. The Combat Round (General)
The side with the largest Tactical Points Pool has Initiative for that
round. The side with Initiative selects which side is to go first
in that round.
Once a side has been selected, one unit from that side may take its
turn. The unit may move, make sensor scans, and make attacks as described
below. Any attacks take effect immediately.
Once the unit's turn is finished, one unit from the other side may take
a turn. Turns alternate in this manner until all units on all sides
have taken a turn, whereupon the combat round is over and a new combat
round begins.
A unit from the opposing side that has not yet taken a turn can choose
to interrupt another unit's turn and take their turn in the middle of that
unit's turn.
To interrupt another unit's turn |
Routine, Agility (safe). |
Referee: If the task is successful, it becomes the interrupting
unit's turn, and it takes its actions for the combat round. A failed
interrupt roll has no penalties, and mishaps are ignored. |
Interrupts are subject to the following restrictions:
-
A unit cannot interrupt the turns of others on its own side;
-
Only one active interrupt is permitted per side;
-
Only one interrupt is permitted per enemy attack, sensor scan, or hex of
enemy movement.
4. Ship Combat Operations
This sections describes the actions a unit may make during its turn.
4.1 Movement
4.1.1 Performing Movement
Each ship is represented by two markers, one marking the Current
position and one marking the Last position. To move a ship:
-
Using the Placeholder, apply Last->Current vector
to Current position.
-
Move Last position marker to Current position.
-
The Placeholder may now be moved by a number of hexes up to the
manoeuvre drive rating of the ship.
-
The ship's move is made by moving the Current marker through the
hexes along a direct line from Last to Placeholder.
-
The Placeholder is replaced by the Current marker to complete the move.
Note that movement is not affected by damage sustained during the move.
4.1.2 Breaking Lock-On
Once during a ship's movement, the pilot may attempt to break an enemy
sensor lock-on. All enemy lock-ons are affected by this one task;
there is no need to break each lock-on separately.
To break enemy sensor lock-on |
Difficulty, Off=DefDM, Pilot; Def=Computer Model, Sensor
Ops.
Range |
Difficulty |
Visual |
Formidable |
Near |
Difficult |
Far |
Routine |
Extreme |
Simple |
|
Success |
Lock broken |
Exceptional Success |
Location broken |
|
Referee: Only one attempt is permitted per combat round.
Use the most effective enemy lock-on when determining the DM's. If
the task succeeds, all lock-ons on the ship are broken. If exceptional
success is achieved, the ship has been lost by all sensors and a sensor
scan must be made to locate the ship. |
4.2 Sensor Operations
Sensors must locate a target and lock onto it before it can be fired on.
The sensor difficulty is recorded on the ship's description sheet.
At any point in its movement, a unit may declare it is performing a
sensor task. Multiple sensor tasks take time; to reflect this, the
sensing unit must forego the firing of one weapon battery for every sensor
task performed, except that one sensor task costs nothing.
4.2.1 Locating the Target
Before a lock-on can be attempted, the sensors must locate the target:
To locate a unit using sensors |
Difficulty, Off=Computer Model; Def=Range (confrontation) |
Extreme Failure |
Scan failed |
Failure |
Target located if Strong/Large |
Success |
Target located if Moderate/Medium, Strong/Large |
Exceptional Success |
Target located |
|
Referee: Use the most favorable sensor scan difficulty
level from those on the ship. Use the number of hexes from the sensing
unit to the target unit as a negative DM. Optionally, a character
may use Sensor Ops skill in place of the computer number. |
4.2.2 Locking Sensors on the Target
Sensors are locked onto a target using the following task:
To lock on a target using sensors |
Difficulty, Off=Computer Model; Def=Range (confrontation,
uncertain) |
Referee: Use the mos favorable sensor pinpoint difficulty
level from those on the ship. Use the number of hexes from the sensing
unit to the target unit as a negative DM. Optionally, a character
may use Sensor Ops skill in place of the computer number.
If the task fails, sensor lock-on failed, but some benefit may still
be gained, as follows:
Some Truth |
Give unit displacement, power, but incorrect type |
Total Truth |
Give unit displacement, power, and correct type |
|
Once a lock-on has been established on a target, all units on the same
side may share that lock-on and may therefore fire on the target without
performing sensor tasks themselves. To share a lock-on, a unit must
be able to communicate effectively with the unit that performed the lock-on.
A lock-on persists until the target breaks the lock-on (see above).
4.2.3 Actions Affecting Sensor Location/Lock-on
These actions assume the the target in question has operational sensors.
4.2.3.1 Performing active sensor operations
A unit which performs an attempted scan or lock-on on a target will reveal
its location as if the target had performed an exceptional success sensor
scan on that unit.
4.2.3.2 Firing High-Signature Weapons
Firing certain high-signature weapons at a target will reveal the location
of the unit as if the target had performed an exceptional success sensor
scan on that unit. These weapons are all Energy Weapons (Plasma and
Fusion).
4.2.3.3 Successful Attacks on a Target
Certain weapons will reveal the firing unit as if the target had performed
an exceptional success sensor scan on that unit. These weapons are
Energy Weapons, Laser Weapons, and Particle Accelerators.
4.3 Fire Combat
The firing unit may fire at any enemy unit on which it has a current lock-on,
using any of the offensive batteries on the ship. It may fire as
many or as few batteries as desired at any combination of target units.
It is not required to fire at all.
4.3.1 Sequence of Fire
Fire against each target occurs in the following sequence:
-
All batteries which are to fire at that target muct be stated.
-
A task is performed for each battery to determine if it scored a hit.
-
For each battery that achieved a hit, a task is performed to determine
if the hit penetrated the defensive fire of the target. Each battery
fired by the target ship as defense may not be fired again when it takes
his turn, i.e. each battery may fire only once during a particular combat
round.
-
A task is performed for each remaining hit for each passive defence that
must be penetrated.
-
Damage is inflicted for each hit that penetrates all defences.
4.3.2 Defensive Weapons
Defensive weapons (sandcasters, repulsors, beam weapons used as missile
defence, or proton beams against antimatter missiles) must be allocated
against the hits of specific batteries.
Passive defences (all screens and configuration) resist every battery
that hits, after active defences have taken effect.
4.3.3 Determining Range
Range is determined by counting the shortest path of hexes between firing
unit and target. The number of hexes is compare to the range table:
Visual |
1 hex |
Near |
2 hexes |
Far |
3 - 10 hexes |
Extreme |
11+ hexes |
4.4.4 Weapon Fire Tasks
To hit a target in spaceship combat |
Difficult
Off=Computer model, Weapon Table DM, Range DM, Skill DM;
Def=Def DM (confrontation).
Range DM:
Lasers |
-1 if beyond Near range (worse attack) |
Missiles |
+1 if beyond Near range (better attack) |
Meson |
-2 if beyond Near range |
Energy |
Cannot fire beyond Near range |
Tractors |
Cannot attack beyond Near range |
If range is Extreme, -1 per 10 hexes (drop fractions)
Skill DM:
Gunnery skill / 2, round fractions down
OR
Gunnery skill may be used directly in place of Computer DM.
|
To penetrate a defense in spaceship combat |
Difficult
Off=Computer model, Skill DM;
Def=Computer Model, Defence table DM, Skill DM (confrontation).
Skill DM:
Gunnery skill / 2, round fractions down
OR
Gunnery skill may be used directly in place of Computer DM.
|
Referee: Energy weapons provide Off DM of +2. |
4.4.5 Additional Direct Fire Notes
4.4.5.1 Line of Sight
Attacks require a clear line of sight. The line of sight consists
of a straight line between the centre of the attacker's hex through the
centre of the target's hex. The line of sight may not pass through
any obstructions.
Objects which can block the line of sight in open space include a star,
planet, moon, or even a large asteroid.
4.4.5.2 Pinpoint Location at Visual Range
When at visual range, a unit can specify that it is firing for pinpoint
location damage. If Exceptional Success is achieved, the damage on
the table is rerolled until the specified location comes up; if Exceptional
Success +2 is achieved, the location is hit with a critical hit; otherwise
the shot failed to hit the location and is resolved as normal.
5. DAMAGE
Each battery which hits has one roll on one or more damage tables.
5.1 Spinal Mounts
Spinal Mount weapons inflict one extra damage determination for each letter
by which their UCP code exceeds 9. The number of extra rolls is reduced
by one for every 3 levels of armour the target has beyond 40; but the weapon
always has at least one roll; Meson gun damage rolls are not affected by
armour.
5.2 Critical Hits
[More to come...]
5.3 DMs for Damage Rolls
-
For every 3 levels of armour over 40, apply DM -1 for all weapons on Surface
Explosions table and all but Meson Guns on the Radiation damage table.
-
Spinal Mount weapons apply DM +6.
-
Nuclear Missiles apply DM +6 on Surface Explosion table.
-
Pulse Lasers apply DM +2.
-
Rolls resulting from other rolls, such as Interior Explosion from Surface
Explosion, are unmodified.
5.4 Damage Results
Where the results must choose between more than one system, the system
actually affected is chosen randomly between those still operational.
5.4.1 [More to come]
5.4.x Crew -N
This represents the number of crew sections rendered ineffective (likely
dead) for at least the duration of the battle. Upon reduction of
the crew to below 50% of the initial level, the ship may no longer fire
weapons or attempt repair; although it may use its passive defences, manoeuvre,
or jump. This result does not affect Frozen Watch or Ships Troops.
For PC ships, this may be individualized to specific damage to crew
members. In this case, determine the area of the ship affected by
the attack, and consult the following:
Radiation Damage |
Each affected crewmember takes 1D + 1 hits, plus one hit for each UCP
weapon factor over 9. |
Interior Explosion |
The affected area is a non-critical section of the ship (i.e. probably
less than an actual Crew-1 effect), but each affected crew member takes
2D hits. |
Crew injury may also result incidentally from damage to other sections
of the ship.
6 More to Come...
-
A ship entering the (1G) planet hex may exit it in any direction, with
a Difficult (2 of: Pilot, Navigation, Agility) task for each hex direction
by which the course changes. This represents using the planet's gravity
to
slingshot the ship into a new heading.
-
An exploding BOXER causes 2d6 radiation damage hits + 1d6 surface damage
hits
-
breaking orbit makes breaking lock very tricky