Advertisement
Guest User

Solaris Combat Rules

a guest
Jul 11th, 2015
575
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Combat in Solaris
  2.  
  3. There are two major types of weaponry in the Solaris Universe: Energy and Kinetic/Explostive.
  4. Energy weapons make direct checks against your shield strength. Damage mitigation is applied after the attackers bonuses are applied. (ex: Fighter fires lasers at a frigate, 1d6 dmg + 3 from tech, Frigate mitigates 40% via shields.)
  5.  
  6. Kinetic/Explosive makes up the bulk of major ship-to-ship weaponry. Kinetic weapons, like Mass Drivers, are innacurate against nimble ships, but can deal reliable damage to slower ships. Explosive weapons are missiles and AOE bombs. Missiles are large antiship weapons that can reliably track all but the most nimble ships. However they can be destroyed midflight by fighters, and nimble frigates. However, they are the strongest type of weapon in Solaris, reliably crippling ships.
  7.  
  8. Ships types share Structural Points, that recieve the damage after mitigation. Each ship type has a base number of structural points, that can be upgraded through research
  9. Frigate 5 SP
  10. Cruiser 8 SP
  11. Liveship 10 SP
  12. Colony Barge 10 SP
  13. Battlecruiser 10 SP
  14. Battleship 20 SP
  15. When a ship reaches 0 SP, it is considered derilict, and is removed from combat. At the end of combat, roll 1d100. This is the percentage of your population that survived the attack, rounded down. If your total population drops below 200 souls, you lose.
  16.  
  17. Weapon table
  18. Weapon | Damage | To-Hit Req| Valid Targets | Mitigation
  19. Lasers , 1d6, >40, All, Shields & DEF
  20. Mass Drivers, 1d10, >60, Cruiser or Above , PRP & DEF
  21. Missiles, 1d10 + 4, 2 Rounds of >40, Frig or Above, PRP & DEF
  22. (Note that missiles require two rolls of >40 in two successive rounds to succeed.)
  23. Critical Damage & Systems Damage
  24. If a single volley from an enemy exceeds 5 Total damage after Mitigation, Roll 1d6. The corresponding system to that roll recieves Critical Damage. The following systems can be critically damaged, and have individual effects for damage.
  25. 1) Bridge - Your commanding crew is killed in action. The ship is considered derilict until the end of combat, and cannot make actions.
  26. 2) Comms - You cannot be supported, and any fighters in the field cannot recieve orders from you.
  27. 3) Shield - Your shields are now offline and cannot mitigate damage from laser fire.
  28. 4) Weapons - You cannot fire missiles, and suffer -4 to ATK
  29. 5) Living Quarters - During the Resolution phase, roll 1d100. You lose that percentage of your population, rounded down.
  30. 6) Propulsion - You cannot flank, and suffer -3 to PRP.
  31.  
  32.  
  33. General Combat:
  34. Weapons of the above types have different damage & to-hit chance requirements. Combat comes in two phases, attempt, & resolution.
  35. Combat Actions & the Attempt Phase
  36. There are four primary combat actions:
  37. Attack - General Attack Order. Target(s) & weapon type are specified, with 1d100 rolls. Determine the success of the roll using the above chart. If multiple ships under your control are attacking as single target, any successful attacks are applied as if it was a single attack.
  38. Flanking - Used to gain the upper hand, giving the next attack additional damage equal to your ATK. Success required >(100 - (PRP * 10)
  39. Defense - There are two sub-types of defensive action, Solo or Support. You forfeit offense this round to either bolster your own defenses, or add to an allys. Solo actions grant +50% DEF. Support actions combine the supporter and the recipients defense. (ie, Ship A, with a defense of 4 supports Ship B, with a defense of 6. Ship B now has 10 DEF for all rolls this round.)
  40. Retreat - An attempt to remove a ship from combat. Not available in all cases. For 2 rounds, roll 1d100. On a success the second round, your ship jumps away from combat. If you fail the first roll, your ship will jump to a random location away from the fleet's rendezvous. If you fail the second, the jump attempt fails, and you remain in combat. If both rolls fail, your ship suffers critical damage to a section.
  41.  
  42. Resolution Phase
  43. In this phase, you resolve damage you've either dealt or recieved. Enemy ships will roll collectively in one post. For each successful attack, roll the corresponding die. The fleet can choose to retreat as a whole in this phase or continue fighting, although in some cases this might not be an option. If your ship suffered no damage this turn, roll 1d4, and restore that many structural points.
  44.  
  45. Additional Combat rules:
  46. Ramming: As a combat action, you may ram an enemy ship by rolling 1d100 greater than (100 - (PRP*10)). On success, take 8 Damage, mitigated by DEF OR roll 1d6 and take a critical hit. Note that if you take the damage and the total damage exceeds 5, you take critical damage as if you sustained it from enemy fire. Deals 1d10 + PRP to the target. On a failure, your ship misses the target.
  47. Fighters: Fighters have 2 Structural Points and 7 PRP. They are only equipped with Lasers. Bombers have 3 Structural Points and 5 PRP. They are equipped with Lasers and Short Range Missiles, which only require one success to hit. Fighters and Bombers can only be targeted by lasers, and have (base) 50% shields.
  48. Shield Damage Mitigation: Shield damage mitigation is rounded to the nearest integer.
  49. (ex: 20% of 6 is 1.2, rounds to 1, while 20% of 8 is 1.6, rounds to 2.)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement