GregroxMun

D&D Spaceship Combat

Jan 1st, 2018
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  1. Not So Simple Spaceship Combat Rules for Dungeons and Dragons
  2. (Based upon Blog of Holding's "Super-Simple Naval Combat for Any Edition")
  3.  
  4. ---------------------------------
  5.  
  6. Ships can be composed of Modules
  7. -Each Module has its own hitpoints, its own function, its own armor class, etc.
  8. -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.
  9. -Ships don't have to be modular.
  10. -Ship parts are immune to psychic damage, obviously.
  11.  
  12. Ships have initiative.
  13. -Ships have no initiative bonus. All crew, passengers, and modules act on the ship's initiative.
  14.  
  15. Modules can break when damaged
  16. -Below half of its max HP:
  17. --Engines reduce to 1/10 thrust
  18. --Fuel tanks, Crew Modules, and other pressure vessels leak by 10% every round until repaired.
  19. --Power generators reduce to 1/10 power.
  20. --Crew within Crew Modules that are not wearing space suits are vulnerable to poison attacks.
  21.  
  22. Modules have Armor Class
  23. -Tinfoil Ships, designed with a minimal structural budget and NOT for combat, have an armor class of 5. (eg, Apollo Moon Lander)
  24. -Ships with a reasonable structural budget (eg Apollo Spacecraft) but not designed for combat have an armor class of 10.
  25. -Ships designed for occasional combat, or for atmospheric re-entry, have an AC of 13. (eg Space Shuttle)
  26. -True war ships have an AC of 16-18.
  27.  
  28. Ship Armor has Hitpoints.
  29. -When Armor is depleted to zero, the Armor Class
  30. -Default HP for Armor is equal to the Armor Class.
  31. -If the armor represents non-ablative atmospheric re-entry shielding, it is immune to fire damage.
  32.  
  33. Ships fire Ranged Weapons.
  34. -Each Round, a ship may fire any weapons that have crew.
  35. -If the ship has two guns, but is a one-man ship, only one gun can be fired.
  36. -Ranged Weapons have an unbounded range (on a combat scale) but finite speed.
  37. --It is possible to retreat faster than the enemy's weapons can catch you.
  38. -Weapons have a practical range beyond which they are inaccurate (1 extra roll of hit disadvantage per unit of range)
  39. -Weapon Stats at the end of this document.
  40.  
  41. Ship Combat is at Province Scale.
  42. -Province scale, according to 5e DMG, is a scale of 1 mile per grid unit.
  43. -The reference frame is the position when the ship started combat.
  44.  
  45. Ships have a Speed.
  46. -A speed of 1 is equivalent to a speed of 600 miles per hour.
  47.  
  48. ---------------------------------
  49.  
  50. Optional Rules:
  51.  
  52. Ships have an acceleration and a Speed.
  53. -A speed of 1 is equivalent to a speed of 600 miles per hour.
  54. -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.
  55. -This mechanic is optional, as it gets very complicated very quickly, especially when accounting for delta-V losses.
  56.  
  57. Unguided Missiles can be Pre-Programmed.
  58. -It takes 1d4 Turns to set up.
  59. -The player operating the missile can add a guidance chip or guidance engine that will make it follow a predetermined non-straight-line trajectory.
  60. -Success roll is required. (d20)
  61.  
  62. Crew Actions.
  63. --Each player rolls for initiative. Within the turn of the player ship's initiative, they can perform a ship action.
  64. --Captain: Choose an enemy to attack, add intelligence bonus to
  65. --Pilot: Direct the acceleration and direction of the ship.
  66. --Engineer: Repair any broken systems within a habitable section of the ship. (EVAs to perform repairs outside shouldn't be done in combat)
  67. --Gunner: Direct weapons fire to specific parts of the enemy ship.
  68.  
  69. ---------------------------------
  70.  
  71. Weapon Stats:
  72.  
  73. Low Tech (DnD Seige Equipment)
  74.  
  75. -Ballista
  76. --AC: 15
  77. --HP: 2
  78. --A massive crossbow that fires heavy bolts. Hit 1d4 piercing.
  79. --Speed: 0.5
  80. --Range: 1
  81.  
  82. -Cannon
  83. --AC: 19
  84. --HP: 6
  85. --A long tube filled with gunpowder which fires cast iron balls at destructive speeds. Hit 1d6 bludgeoning.
  86. --Speed: 1
  87. --Range: 2
  88.  
  89. Mid Tech (1800s-1920s)
  90.  
  91. -Artillery Gun
  92. --AC: 18
  93. --HP: 7
  94. --A rather large gun. Hit 2d8 piercing.
  95. --Speed: 3
  96. --Range: 5
  97.  
  98. -Unguided Missile
  99. --AC: 14
  100. --HP: 5
  101. --A rocket engine with an explosive on top. Spin stabilized to fly straight. Hit 2d10 fire. If roll = 2, then hit 1d4 bludgeoning.
  102. --Speed: 6
  103. --Range: 10
  104.  
  105. -Giant Gun
  106. --AC: 19
  107. --HP: 10
  108. --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.
  109. --Speed: 5
  110. --Range: 4
  111.  
  112. High Tech (Modern)
  113.  
  114. -Railgun
  115. --AC: 18
  116. --HP: 7
  117. --A powerful electrically driven gun which drives particles to high velocity. Hit 2d8 for 2 rounds.
  118. --Speed: 10
  119. --Range: 200
  120.  
  121. -Flak Missile
  122. --AC: 16
  123. --HP: 5
  124. --A guided missile which can track a moving target for 4 turns. Hit 2d10+2 fire.
  125. --Speed: 13
  126. --Range: Unbounded for 4 turns, then 10.
  127.  
  128. -Nuclear Missile
  129. --AC: 16
  130. --HP: 5
  131. --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.
  132. --Speed: 11
  133. --Range: Unbounded for 3 turns, then 10.
  134.  
  135. -Laser
  136. --AC: 15
  137. --HP: 7
  138. --A beam of light, coming in two kinds: Infrared (fire damage), Visible (radiant damage). Deals 1d8 damage per turn for 1d8 turns.
  139. --Speed: 31047 (light speed)
  140. --Range: 300
  141.  
  142. Futuristic Tech (Fantasy)
  143.  
  144. -Phaser
  145. --AC: 16
  146. --HP: 8
  147. --An energy weapon. Deals 2d10 radiant damage + 1d8 necrotic damage.
  148. --Speed: 31047 (light speed)
  149. --Range: 300
  150.  
  151. -Disruptor
  152. --AC: 21
  153. --HP: 8
  154. --An energy weapon. Deals 2d10 necrotic damage.
  155. --Speed: 31047 (light speed)
  156. --Range: 300
  157.  
  158. -Magic Ship-To-Ship Missile
  159. --A burst of energy dealing 1d20 damage.
  160. --Speed: 20
  161. --Range: 300
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