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Into The Sun

A pursuit of raiders into a radiation storm

Plot points/Scenes

Weapons Deployment

Simple Weapons Rules

The following tables are applicable to all ships, but become restricted to the small ships, when the rules catering to diverse weapons are utilized in a game.

BonusesPenalties
Rail, Close+1Missile, Close-2
Missile, Medium+2PD, Medium-4
PD, Long dF*4 Rail, Long-6
Small Weapons Range Dam
Boarding Action Close n/a
Machine Guns Close 2d6
Rails Medium 3d6
Missiles Long 4d6
Here, machine guns are the same as Point-Defense. The lesser damage reflect the limitations in a smaller mountable surface area.
Starship SizePoint-Defense Damage
Medium 1d12*10
Large 2d12*10
Huge 3d12*10
Gigantic 4d12*10
Colossal 5d12*10

Diverse Weapons Rules

As ships get larger, more machine guns (PDs) can wrap around the bow and stern to protect and attack with the same bonuses and penalties depending on target distance. For intercepting missiles, defenders must succeed a DC 10 STR + attacker DEX + PD Damage.   If defenders are intercepting, after having attacked earlier with PDs, it changes to a DC 12 STR + attacker DEX + PD Damage.

Themes

Weapon Damage Critical Types Range Min Ship Size
Chemical Missile 6d12 (39) 19-20 Ballistic Long Medium
Cluster Missile 4d12 (26) 19-20 Ballistic Long Large
Nuclear Missile 16d8 (72) 19-20 Energy Long Huge
Dark Matter Missile 20d8 (90) 19-20 Energy Long Colossal
Plasma Missile 18d8 (81) 19-20 Fire Long Gigantic
Needle Rail 8d12 (52) 20 Ballistic Medium Gigantic
Rail Cannon 6d12 (39) 20 Ballistic Close Large
Chemical Mine 10d8 (45) - Energy - Medium
Fusion Mine 5d100 (275) - Energy - Colossal

Structure

Exposition

Each ship in an engagement rolls ( 2d6 + DEX bonus) to determine their starting pool of moves (initiative). The ship with the greater size gains a +1 bonus to its roll.   Once per round, pilots of each fleet may make full use of the relevant modifiers for a Tactics Roll (the difference between the two initiative rolls) that are added or subtracted to the initiative.   These points are then spend in correspondence to:
  • how many missiles are fired in salvos of 1, 2, 6 and 12
  • the number of dice that are stated to be rolled for rail shots (i.e. 3, 6, 8)
  • 10 for busts of machine gun fire; except for small ships that get it for free. PDs to incept are excluded from this restriction.
  • Conflict

    Sighting (Long Range)

    Point Defense (STR) CheckMissile Roll
    Minor Failure at -6 or less11+
    Average Failure between -2 to -510+
    Critical Failure at -19+
    Point Defense (STR) CheckMissile Roll
    Minor Success at 08+
    Average Success between 1-57+
    Critical Success at 6+6+
    Missile RangeTurns to Impact
    CloseImmediate
    Medium 1-2
    Long 5-10
    After the end of the determined number of turns until impact, the missiles are rendered inert. There is also the option to 'defeat' half the salvo when half the turns have past at the defender's successful DC 10 + size Defense + bonus to Defense + DEX modifier.

    Rising Action

    Electronic Warfare (Medium Range)

    All throughout, the opposing ships are automatically moving closer and closer.
    The constant encroachment adds tension to the battle, with the enemy ships' sensor arrays growing increasingly precise as distance shrinks.   Every failed electronic countermeasure or missed opportunity to disrupt the enemy’s systems means less time to act before they fall within optimal weapons range.   The opposing vessels, knowing full well the danger of close-quarters combat, spread their formation or angling their drives to create overlapping fields of fire.
    Sensors (INT) CheckEncounter DistanceMods
    FailBoardingn/a
    8Close-4
    9Close-2
    10Medium0
    10Medium+ d5*dF
    11Long+1
    12Long+2

    Climax

    Target ConditionDC Modifier
    Every size category larger-5
    Every size category smaller+5
    Every tactical difference-2
    Size of Grappled
    Target
    DC Pilot (DEX) Check
    Colossal5 + target’s Defense
    Gigantic10 + target’s Defense
    Huge15 + target’s Defense
    Large20 + target’s Defense
    Medium25 + target’s Defense
    Small30 + target’s Defense

    Closing (Close Range)

    If the pirates were not able to discourage the authorities' approach, they would deploy giant cane claws, electromagnetic pads and long tow-cables to bring themselves within 1km.   DC 10 + size modifier + pilot’s bonus to Defense + pilot’s DEX modifier   Boarding action is resolved abstractly by rolling 2d6 for both sides and add the following modifiers that reflect personnel:
    1. Superior Armour: +1
    2. Superior Weaponry: +1
    3. Superior Skills and Tactics: +2
    4. Superior Numbers: +1
    5. Defender has no marines: –2
    Compare the difference. If there is no difference, the battle continues next round.

    Falling Action

    Boarding (Close Range)

    Difference Attacker Winning Defender Winning
    1-3
  • Defender has no free action this round
  • Attacker has a +2 bonus to next boarding
  • Ship suffers one hit.
  • Defender has a +2 bonus to next boarding roll
  • Ship suffers one hit.
  • 4-6
  • Ship suffers 2d6 damage.
  • Attackers may take control of the ship after another turn of pacification.
  • Attackers retreat to their ship or into space.
  • If unable to do either, they are killed or captured.
  • 7+
  • Attackers storm the ship and may take control immediately.
  • If the enemy ship is docked, then the defenders may mount a counter-attack
  • Gain a +4 bonus in the first round of the new boarding action
  • Resolution

    Vanish

    The small fleet weaves through all obstacles towards the sun. In reality, they are racing to their ever unpredictable asteroid base. It is both a safe haven, and a trap, as the asteroid's vanishing act protects those inside but leaves no hope for rescue if they fail to reach it in time.   The fleet's only hope is to reach Dwolman before the orbital window closes and the base disappears for another cycle. When it resurfaces, its position can only be calculated by someone with the knowledge of a secret navigational key.
    Dwolman
    Geographic Location | Jan 10, 2024
    — Secret hideout, naturally mobile

    Components

    Goals

    Pirates

    As an established pirate gang, your goal is to escape pursuit towards your invisible asteroid base; where you can recuperate and repair your damaged ships.   Meaning it is a manner surviving a number of rounds as your ships match the incoming asteroid's speed.

    Authorities

    As a patrol group, acting on behalf of the pantheons, your goal is to capture the fleeing criminals to be interrogated.   Meaning you would need to disable the enemy ships and successfully board (grapple) them.

    Hooks

    Utilizing simplified rules for orbital mechanics, you are conceptually a spacecraft placed within an isolated system with 4 moving bodies:
    1. Rotation of the Rainbow Aura: Direction can either be 1 or -1.
    2. Dwolman, Direction of Travel: dF
      • If the value of 1 or -1 is the same as the aura, then it has a +1 speed bonus as it is quicker in disappearing into the star's gases
      • If not, then it is -1
      • If it is 0, then it is moving head on and gets no bonus
    3. Pirate Fleet, Direction of Travel: dF
      • If the value of 1 or -1 is the same as the dwolman, then it has a -1 speed bonus as it is harder to match its speed
      • If not, then it is +1
      • If it is 0, then it is moving perpendicular to dwolman and can adjust itself
    4. Pantheon Patrol, Direction of Travel: dF
      • If the value of 1 or -1 is the same as the pirates, then it has a +1 speed bonus as it is easier to catch up
      • If not, then it is -1
      • If it is 0, then it is moving perpendicular to the pirates and has a clear line of sight
     
    The movement of these entities are only considered in relation to each other; as denoted by -1 or 1.

    Moral Quandaries

    Evacuations

    In the event of sufficient damage, crews may be forced to eject from crippled ships and may be captured by the pursuers.   It is possible for the remaining fleet to make an impromptu rescue, while still being pursued and fired upon, to revitalize their HP and regain any loss modifiers before then.
    Size(s)Inexperienced Evacuation
    Time
    Experienced Evacuation
    Time
    Tiny 1d3 roundsMove Action
    Small 1d6 roundsFull-Round
    Medium 2d6 rounds 1d4 rounds
    Large - Huge 3d6 rounds 2d4 rounds
    Gigantic + 4d6 rounds 3d4 rounds

    Cruel Tricks

    Instant Death

    Because the pirates are so close to an area damaging to electronics, if they miss the asteroid; their engines, alongside other systems, will permanently shut down.   The star's gravity will continue to act on them until the pirates either fall into it or are slingshotted around the star according to their momentum.

    Reprimand

    Conversely, the captains of the pursuing ships may simply get a verbal dressing down when they report their failing.   Depending on pantheon politics, they may be reassigned to a less prestigious posting.

    Red Herrings

    ObjectsDefHardHit Point
    Colossal Asteroid-3836,000
    Gigantic Asteroid189,000
    Huge Asteroid384,500
    Large Asteroid481,125
    Colossal Debris Cloud–301,600
    Gigantic Debris Cloud10400
    Colossal Iceball-307,200
    Gigantic Iceball101,800
    Huge Iceball30900
    Large Iceball40225
    Medium Mine51050
    Colossal Spacehulk-3103,600
    Gigantic Spacehulk110900
    Huge Spacehulk310450

    Obstructions

    A fifth body may be included in the scenario for greater tactical gameplay. They are not necessarily solid masses, but clusters of smaller pieces.

    A GM might use space objects to:
  • Hide Suprises from View
  • Force Dramatic Diversions
  • Shield against Weapons
    Conversely, it is possible to fly through them; at the GM's discretion.

    Hazard SizeDC Pilot (DEX) Check
    Colossal5
    Gigantic20
    Huge15
    Large10
     
    Ramming
    The following table applies to any structural collisions including between ships.

    Size of Smaller Object Collision Damage on Both
    Colossal 12d6*10
    Gigantic 6d6*10
    Huge 3d6*10
    Large 1d6*10
    Medium or smaller Automatically Destroyed
  • Relations

    Protagonists

    Ship Choice

    Basics
    Size(s) Length Hull Hard Def Crew Examples
    Tiny 5m 1 7 1-2 Escape Pods
  • Dox
  • Hopper
  • Small 10m 1d3 6 1-2 Shuttle/Skiff
  • Oumuamua
  • Medium 25m 1d6 5 2-4 Boat/Drop ship
  • Trireme Class
  • Drone Boat
  • Large 50m 2d6 4 d20min4 Frigate
    Huge 100m 3d6 3 d100min20 Destroyer
    Gigantic 250m 4d6 1 d500min100 Cruiser
    Colossal 500m + 5d6 -3 d2000min500 Battleship
  • Honorius
  • Pearl-Built 4 km + 6d6 -5 2000-8000
  • Quarantine Class
  • Propulsion
    Ship Modifiers
    Starship SizeSize Modifier on all attack rolls and DefenseTargeting System Bonus on all attack rollsAuto System Bonus to Defense
    Colossal-8+3+3
    Gigantic-4+2+2
    Huge-2+1+1
    Large-100
    Medium0-1+2
    Small+1-2+4
    Tiny+2-3+8
    Crew Modifiers
    Crew QualitySkill ModifierPilot Bonus
    to Defense
    Pilot DEX ModifierGunner Bonus
    to Attack
    Untrained
  • 0-5 months
  • +0+1+0–4
    Trained
  • 6-11 months
  • 12-35 Battles
  • +4+3+2+2
    Expert
  • 6-11 months
  • 4-11 Battles
  • +8+5+4+4
    Ace
  • 3 years +
  • 12 + Battles
  • +12+7+6+8/+3
    Crew Distribution
    Position Order Minimum Crew Effects
    Pilot d3
  • -2 penalty for sizes medium and lower
  • -4 penalty for sizes gigantic and up
  • Navigator d%max5+d3
  • INT bonus for 10 rounds
  • -2 INT check
  • Engineer d%max50
  • Gives 10 rounds to endure failed repair checks
  • Medics 0 or d%max25
  • INT bonus for quick aid
  • INT check to restore morale for d6 rounds
  • Gunner d4+1
  • DEX or INT bonus to fire
  • -2 DEX when intercepting
  • Steward 0 or d%max5
  • WIS bonus for morale
  • -2 CHA for morale
  • Officers 0 or d%max10
  • +6 INT bonus
  • +7 DEX bonus
  •  
    Notes
    Hull Stress: The hull value reflects ship toughness. One way it can be improved is by selecting a ship size smaller than the hull hardness and gaining a +2 modifier to every size category difference, provided the smaller size has the max capacity to fit them. Similarly, there is a -2 penalty in the other direction.   Difficulty: Generally, the larger the size disparity, the greater the combat challenge will be for the side escaping.   Crew Composition:
    1. The number of crew acts as the ship's hp pool.
    2. Once a ship's total crew count is determined, they are assigned positions in the order of distribution
    3. Those same crew members contribute their own modifiers depending on the distribution and their level of experience.
    4. However, these modifiers decrease categorically as these crew subgroups are killed.
    Alternatively
    d100 + Relevant Skill + Modifiers ± Bonuses/Penalties
    • ⅔ hp loss: -10 to all Crew Rolls. Each PC aboard rolls a d10.
      • On a 1 they take d10+2 damage
    • ⅓ hp loss: - 20 to all Crew Rolls. Each PC aboard rolls a d5.
      • On a 1 they take d10+4 damage

    Allies

    Kamikaze Drones

    Once pirates are at close range to Dwolman, they are sent aid in the form of d13min3 sacrificial drones to distract their pursuers.
    Armour Class: 20
    Hit Points: 45 ( 6d8+18 )
    Speed: Close
    Saving Throws: DEX +8
    STRDEXCONINTWISCHA
    20 (+5)20 (+5)16
    (+3)
    11 (+0)11 (+0)11
    (+0)
    Lock-On
    Locks onto an object at close range and remains so until redirected out of range.
    Ram:
    No chance for a save against 2d10+5 damage.
    Self-Destruct (once):
    Everything within close range must make a DC 17 DEX saving throw or take 6d8 impact and 6d8 fire damage on a fail. Half damage on a success.   The explosion deals double damage against objects and structures.

    Backdrops

    Locations

    Theodqueyne

    Þeodcwéne is a binary star group at the center of a ring of highly irradiated space that scrambles and obscures monitoring instruments. It is composed of the modest and stable Coşmar star (Class A), which is subservient to the much larger and less stable Cereasca (Class O).   See the "Table on the Degree of Ionizing Radiation from Stars" for when they become a factor   See the "Exposure to Irradiated Area and Sickness" for when they become a factor  

    Threats

    Meteor Impacts

    Roll Meteoroid Size Impact
    Damage
    DC
    Auto Check
    DC Piloting
    Check
    Defense Hardness Hit
    Points
    01–75 None - - - - - -
    76–80 Diminutive 1d6 35 5 9 8 15
    81–85 Tiny 2d6 30 10 7 8 30
    86–88 Small 3d6 25 15 6 8 90
    89–91 Medium 4d6 20 20 5 8 225
    92–94 Large 1d6*5 15 25 4 8 1,125
    95–97 Huge 3d6*5 10 30 3 8 4,500
    98–99 Gargantuan 6d6*5 5 35 1 8 9,000
    100 Colossal 12d6*5 0 40 -3 8 36,000
    Plot type
    Stand Alone One-on-One
    Related Characters
    Related Locations

    Damages

    Breach SizeDecompression Time
    Fine (1 in²)3 rounds per 10ft³ of air
    Diminutive (3 in²)3 rounds per 10ft³ of air
    Tiny (6 in²)2 rounds per 10ft³ of air
    Small (1 ft²)2 rounds per 10ft³ of air
    Medium (2½ ft²)1 round per 10ft³ of air
    Large (5 ft²)1 round per 10ft³ of air
    Huge (10 ft²)1 round per 20ft³ of air
    Gigantic (15 ft²)1 round per 30ft³ of air
    Colossal (20 ft²)1 round per 40ft³ of air

    Impromptu Repair

    Every medium and higher breech requires a DC 30 repair attempt to patch battle damage to the hull. It is a jury-rig solution to stretch the ship's survivability just long enough to complete their respective mission.   Long-term repairs or replacements are only available when their are dock at their base.

    Breech SizeHP Restored
    Tiny 1d10
    Small 2d10
    Medium 3d10
    Large-Huge 4d10
    Gigantic+ 5d10
    Critical hits follow their own standards.

    Repair (Example)DC Repair (INT+DEX)Time
    Simple (Tools, Small Weapons)101min.
    Moderate (Comms, Sensors)1510 mins.
    Complex (Targeting Systems, Weapons)201hr.
    Advanced (Engines, Defense Systems)2510hrs.

    Critical Hits

    Roll d% Effect(s)
    01–35 Normal Critical Hit
  • On a nat 20, the attack hits regardless of target’s defense
  • Then roll again with all the same modifiers to determine damage
  • 36–50 Normal Critical Hit, Casualties:
  • d10 among crew and d10 among passengers (if any)
  • At half normal complement, take -2 penalty on all attack rolls and checks
  • At less than a quarter normal complement, take -4 penalty on all attack rolls and checks
  • 51–55 Severe Critical Hit, Gravity Disabled:
    For d10 rounds:
  • Untrained crew takes a -4 penalty on all attack rolls and skill checks.
  • Trained, expert, or ace crews take no penalties
  • 56–60 Severe Critical Hit, Casualties:
  • Effects from "Normal Critical Hit" x10
  • Crew are shaken for 1 round
  • 61–65 Damaged System: Comm System
  • -2 penalty to relevant checks
  • Lose benefits from tactics rolls
  • 66–70 Damaged System: Defense System
  • First Hit: All attacks suffer a -2 penalty.
  • Second Hit: All turreted weapons are disabled.
  • Third Hit: All turreted weapons are destroyed.
  • Subsequent Hits: Count as Hull hits.
  • 71–75 Damaged System: Engines
  • First Hit: Lose one round of actions.
  • Second Hit: Reduce movement by 50%.
  • Third Hit: Destroyed, disabling the ship and inflicting 1d6 damage to the hull thereafter.
  • 76–80 Damaged System: Sensors
  • Blinded until repaired
  • 50% chance to miss when attacking targets
  • 81–85 Damaged System: Targeting System
  • Bonuses on attack rolls are negated until repaired
  • 86–90 Damaged System: Weapon
  • -1 dice roll to one weapon option of the attacker's choice until repaired
  • 91–95 Destroyed Defensive System
  • -1 dice roll or multiplier to one defensive option of the attacker's choice (cannot be repaired)
  • 96–100 Destroyed Weapon
  • -1 dice roll or multiplier to one weapon option of the attacker's choice (cannot be repaired)

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