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- Not So Simple Spaceship Combat Rules for Dungeons and Dragons
- (Based upon Blog of Holding's "Super-Simple Naval Combat for Any Edition")
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- Ships can be composed of Modules
- -Each Module has its own hitpoints, its own function, its own armor class, etc.
- -Modules tend to be interdependant. A crew module does not make a spaceship, so if the crew module is all that is left, there may be a problem.
- -Ships don't have to be modular.
- -Ship parts are immune to psychic damage, obviously.
- Ships have initiative.
- -Ships have no initiative bonus. All crew, passengers, and modules act on the ship's initiative.
- Modules can break when damaged
- -Below half of its max HP:
- --Engines reduce to 1/10 thrust
- --Fuel tanks, Crew Modules, and other pressure vessels leak by 10% every round until repaired.
- --Power generators reduce to 1/10 power.
- --Crew within Crew Modules that are not wearing space suits are vulnerable to poison attacks.
- Modules have Armor Class
- -Tinfoil Ships, designed with a minimal structural budget and NOT for combat, have an armor class of 5. (eg, Apollo Moon Lander)
- -Ships with a reasonable structural budget (eg Apollo Spacecraft) but not designed for combat have an armor class of 10.
- -Ships designed for occasional combat, or for atmospheric re-entry, have an AC of 13. (eg Space Shuttle)
- -True war ships have an AC of 16-18.
- Ship Armor has Hitpoints.
- -When Armor is depleted to zero, the Armor Class
- -Default HP for Armor is equal to the Armor Class.
- -If the armor represents non-ablative atmospheric re-entry shielding, it is immune to fire damage.
- Ships fire Ranged Weapons.
- -Each Round, a ship may fire any weapons that have crew.
- -If the ship has two guns, but is a one-man ship, only one gun can be fired.
- -Ranged Weapons have an unbounded range (on a combat scale) but finite speed.
- --It is possible to retreat faster than the enemy's weapons can catch you.
- -Weapons have a practical range beyond which they are inaccurate (1 extra roll of hit disadvantage per unit of range)
- -Weapon Stats at the end of this document.
- Ship Combat is at Province Scale.
- -Province scale, according to 5e DMG, is a scale of 1 mile per grid unit.
- -The reference frame is the position when the ship started combat.
- Ships have a Speed.
- -A speed of 1 is equivalent to a speed of 600 miles per hour.
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- Optional Rules:
- Ships have an acceleration and a Speed.
- -A speed of 1 is equivalent to a speed of 600 miles per hour.
- -An acceleration of 5 is equivalent to a change of speed of 600 miles per hour per six seconds, or 4.5 G, or a change of 1 mile/turn/turn. At 1G, this corresponds to either 0.2 miles per turn per turn, or 1 mile per turn per five turns.
- -This mechanic is optional, as it gets very complicated very quickly, especially when accounting for delta-V losses.
- Unguided Missiles can be Pre-Programmed.
- -It takes 1d4 Turns to set up.
- -The player operating the missile can add a guidance chip or guidance engine that will make it follow a predetermined non-straight-line trajectory.
- -Success roll is required. (d20)
- Crew Actions.
- --Each player rolls for initiative. Within the turn of the player ship's initiative, they can perform a ship action.
- --Captain: Choose an enemy to attack, add intelligence bonus to
- --Pilot: Direct the acceleration and direction of the ship.
- --Engineer: Repair any broken systems within a habitable section of the ship. (EVAs to perform repairs outside shouldn't be done in combat)
- --Gunner: Direct weapons fire to specific parts of the enemy ship.
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- Weapon Stats:
- Low Tech (DnD Seige Equipment)
- -Ballista
- --AC: 15
- --HP: 2
- --A massive crossbow that fires heavy bolts. Hit 1d4 piercing.
- --Speed: 0.5
- --Range: 1
- -Cannon
- --AC: 19
- --HP: 6
- --A long tube filled with gunpowder which fires cast iron balls at destructive speeds. Hit 1d6 bludgeoning.
- --Speed: 1
- --Range: 2
- Mid Tech (1800s-1920s)
- -Artillery Gun
- --AC: 18
- --HP: 7
- --A rather large gun. Hit 2d8 piercing.
- --Speed: 3
- --Range: 5
- -Unguided Missile
- --AC: 14
- --HP: 5
- --A rocket engine with an explosive on top. Spin stabilized to fly straight. Hit 2d10 fire. If roll = 2, then hit 1d4 bludgeoning.
- --Speed: 6
- --Range: 10
- -Giant Gun
- --AC: 19
- --HP: 10
- --A really very large gun. It can not be turreted unless mounted on a giant spaceship, so the ship must spend one turn pointing towards the target before it can fire. Hit 4d8.
- --Speed: 5
- --Range: 4
- High Tech (Modern)
- -Railgun
- --AC: 18
- --HP: 7
- --A powerful electrically driven gun which drives particles to high velocity. Hit 2d8 for 2 rounds.
- --Speed: 10
- --Range: 200
- -Flak Missile
- --AC: 16
- --HP: 5
- --A guided missile which can track a moving target for 4 turns. Hit 2d10+2 fire.
- --Speed: 13
- --Range: Unbounded for 4 turns, then 10.
- -Nuclear Missile
- --AC: 16
- --HP: 5
- --A guided missile which can track a moving target for 4 turns, and then detonate a nuclear bomb. Hit 6d10 radiant for everything within 2x2 miles.
- --Speed: 11
- --Range: Unbounded for 3 turns, then 10.
- -Laser
- --AC: 15
- --HP: 7
- --A beam of light, coming in two kinds: Infrared (fire damage), Visible (radiant damage). Deals 1d8 damage per turn for 1d8 turns.
- --Speed: 31047 (light speed)
- --Range: 300
- Futuristic Tech (Fantasy)
- -Phaser
- --AC: 16
- --HP: 8
- --An energy weapon. Deals 2d10 radiant damage + 1d8 necrotic damage.
- --Speed: 31047 (light speed)
- --Range: 300
- -Disruptor
- --AC: 21
- --HP: 8
- --An energy weapon. Deals 2d10 necrotic damage.
- --Speed: 31047 (light speed)
- --Range: 300
- -Magic Ship-To-Ship Missile
- --A burst of energy dealing 1d20 damage.
- --Speed: 20
- --Range: 300
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