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- This is the rules and point buy list for my Space Fleet Builder Game.
- 1. Starting up
- At the beginning of a game and whenever a new player joins they are expected to give the follow rolls before using a Template to make their race/faction. The Rolls are 3d10 and a 1d100, this corresponds to their fleet stats offensive score, defensive score and mobility score for the d10 and shields strength for d100.
- Afterwards player will use those stats to help fill out the following template.
- Nation Name:
- Race(s):
- History:
- Core Fleet Stats:
- Fleet:
- Bonus: (qm will give you this)
- The Nation name, Races and History can be filled out by the player, good fluff means better chance of getting a bonus to various aspects of the game. Fleet Stats are the prior rolls for the game. The fleet at beginning has a 20 point point-buy system to make the starting fleet for each player. Beyond this each player will get One Colony ship by default.
- Fleets can be divided into 2 general categories, those being Civilian and military. Civilian ships provide infrastructure and places for the people of a nascent colony to live. They are the industry backing the military of the fleet. Military ships are combat ships for fighting wars. They protect the civilians from harm.
- 2. Fleet options
- A. Civilian Sector
- All civilian ships have no offensive slots, no defensive slots, and halved defense and mobility stats.
- Colony ship- 8 BP- Colony ships house enough colonists to start a proper colony on a habitable world, moreover they also generate food, generally enough to feed the ship and it’s support craft for all but the largest fleets. They are the heart and soul of a fleet and losing even one can be disastrous for both the morale and economy of the fleet they belonged too. (First Ship gives you 2 action dice in civilian sector, each additional one nets one. Allows you to trade with others, grows food to keep your people fed.)
- 25 storage Slots, 20 hp
- 200 Metal 20 exotics(cannot at current be built) 6 turns build time
- Supply Freighters- 2 Bp- Simple haulers of supplies these ships were once galactic lifeblood, moving the goods of one system to another for trade and profit to flourish. Now they simply hold the supplies of any fleet that outputs or harvests too much for it’s other ships to hold. (Holds shit for you so you don’t have to drop loot)
- 200 Storage 10 hp
- 100 metal and 5 exotics 2 turns build time
- Mining Ship -6 Bp- These ships have been a fixture of the Galaxy for a long time. Instead of causing horrible damage to a planet to get needed metals and carbons, why not harvest an asteroid instead? Thus, these ships were made. Able to crack asteroids given enough time these harvesters typically provide enough material for a fleet to work with to keep itself going in all but the thinnest times. (Gives bonuses to certain harvest actions and allows the automatically get a small per turn stipend of metal)
- 25 storage 15 hp +10 common metal a turn +10 metal harvest rolls
- Cost 150 metals and 5 exotics 4 turns build time
- Refinery Ship -5 Bp- Similar to mining ships, these ships find places to siphon off HE2 or other fuel types, make them into ship fuel, then dispense them out as needed. Good for a fleet on the move. (Bonuses to certain harvest actions and gives small per turn yield of fuel)
- 25 storage 15 hp +10 fuel a turn,10 fuel harvest rolls
- Cost 150 metals and 5 exotics 4 turns build time
- Mobile Shipyard – 8 bp- Originally made to shorten supply lines and make it less costly to transport supplies to a real shipyard to make smaller ships or repair other ships, a mobile shipyard now serves to slowly expand the fleet as all real shipyards have been taken or destroyed and are inaccessible. (Lets you build ships for a cost and reduces repair cost while boosting repair times, biggest ship possible to be made is carrier.)
- 20 hp
- Cost 250 metal 25 exotic (cannot at current be built) 7 turns build time
- Science Ships – 6 bp- Sometimes things are so dangerous that researching them can only be done in space, other times useful phenomena only occur in space or certain sections of it. These ships were designed to deal with all such eventualities. Very useful in keeping bad things out of colony ships. (Bonuses to science actions and mitigation of failures to an extent)
- +10 science rolls
- Cost 100 Metal 20 exotics 4 turns build time
- B. Military Sector
- Corvette – 1 Bp – The smallest possible self-sufficient Military ship, as well as the lightest, fastest and cheapest. These ships would be analogous to Patrol boats. Good for police actions and wolfpacks but seldom a threat alone.
- Core Stat Adjustments -1 Offense ½ defense 2x mobility (up to 15)
- Modules 1 weapon slot
- Hull points 5
- Cost 50 metal 5 exotics, 2 every turn
- Frigate – 3 Bp- The smallest ship that sees large scale combat frigates are not as fast as Corvettes but much more survivable and harder to kill. Have defensive systems helps a great deal in the regard. Often used as escorts.
- Core Stat Adjustments --Offense -2 defense +2 mobility
- Modules 1 weapon slot 1 defensive slot
- Hull points 15
- Cost 75 metal 5 exotics 1 a turn
- Destroyer – 4 Bp- A common ship used often due to be cheaper than a real cruiser but still packing a punch Destroyers typically lead wolfpacks of frigates or serve as escort leads.
- Core Stat Adjustments -- Offense -1 defense +1 mobility
- Modules 2 weapons slots 1 defensive slot
- Hull points 20
- Cost 125 metal 10 exotics 2 turn build time
- Light Carrier- 5 Bp- The smallest type of carrier possible, typically use as escort to provide fighter support to wolfpacks. Very vulnerable.
- Core Stat Adjustments -- Offense -1 defense +1 mobility
- Modules 0 weapons slots 1 defensive slot 2 strike wing slots
- Hull points 20
- Cost 125 metal 20 exotics 2 week build time
- Light Cruiser – 6 bp- A small cruiser used as a fast attack response or couriers. Much hardier than its smaller peers and oft able to outrun anything bigger. Can function well alone or in groups.
- Core Stat Adjustments -- Offense -- defense +1 mobility
- Modules 2 weapons slots 2 defensive slots
- Hull points 30
- Cost 150 metal 15 exotics 3 turn build time
- Heavy Cruiser – 8Bp- The ship that is usually the measure against which the rest of the fleet is used. The jack of all trades and master of none. It is able to function well in nearly any roll and thus is generally regarded as one of the best ship types around as it can function just as well alone or in groups as a command ship or commanded ship.
- Core Stat Adjustments -- Offense -- defense -- mobility
- Modules 3 weapons slots 3 defensive slots
- Hull points 45
- 200 metal 20 exotics 4 turn build time
- Carrier - 10 Bp- The first ship able to readily create a sphere of control, carriers are alongside heavy cruiser the backbones of sot fleets. They are workhorses able to deploy a wide arrange of strike craft and keep themselves safe with ease.
- Core Stat Adjustments -- Offense -- defense -- mobility
- Modules 0 weapons slots 3 defensive slots 4 Strike craft slots
- Hull points 45
- Cost 200 metal 40 exotics 5 turn build time
- Dreadnought – 12 Bp- Typically the largest ship most fleets will ever make, and one of the most deadly too. Able to bring a Crushingly high amount of fire to bear on enemies and take a great deal of abuse as well. Given they are such an investment, these ships are never sent out without escort and typically become command ships.
- Core Stat Adjustments +1 Offense +1 defense -1 mobility
- Modules 5 weapons slots 4 defensive slots
- Hull points 70
- (ships this size up cannot be built at the moment)
- Heavy Carrier - 14 Bp – Like the Dreadnaught this ship is massive and able to take a great deal of abuse. However, it is a true carrier as well and no ship barring maybe a Space control ship can output as many strike wings into battle. This is even more of an investment that the dreadnought and thus more guarded. However, they can and have turned the tides in battle before.
- Core Stat Adjustments +1 Offense +1 defense -1 mobility
- Modules 1 weapons slots 4 defensive slots 6 Strike Wings slots
- Hull points 70
- Battleship – 18 Bp – The crowning jewel of any galactic power a battleship is a massive undertaking able to bankrupt smaller powers utterly. This ship is massive and able to both deal with and take lots of abuse with ease. It presence one of death signaling that something is about to die in away that likely counts as overkill. The number of battleships built can be counted on both hands even to this day.
- Core Stat Adjustments +2 Offense +2 defense -2 mobility
- Modules 7 weapons slots 5 defensive slots 2 strike craft slots
- Hull points 100
- Space Control Ship/Juggernaut/ Titan – 20+ BP – Only trans galactic powers or precursors of old can bring these ships to bear. They are of monstrous size and even more monstrous power. They can break all but the mightiest of fleets alone and they are never alone. World tremble in their wake and they are considered truly unstoppable.
- Core Stat Adjustments +??? Offense +??? defense -??? mobility
- Modules ?????
- Hull points ????
- 3. Slot options
- A. Offense
- Laser – The standard reply against most small ships. The default energy weapon used all over the galaxy.
- Deals 1d6+ offense against enemy shields then defense, base dc 40 to hit, 1 slot
- Missile Launcher array- Standard explosive launcher. Fire a missile that locks on and tracks the enemy to hit them with a nuclear warhead.
- Deals 1d10+ offense against mobility and defense, base dc 40 twice to hit, takes 2 turns to hit, can be shot down or jammed, 1 slot
- Railgun – Magnetically launches slugs at high speed towards the enemy. Standard kinetic Weapon.
- Deals 1d10+ offense against enemy defense and mobility, base dc 60 to hit, 1 slot
- Heavy weapon variant- see above
- Deals double dice variant with same stats against enemy defenses. 1 turn cooldown, 3 slots.
- B Defense
- Shield array - Gives shields to the ship in question helping defends against enemy energy weapons.
- Improved armor(Explosive, Kinetic, Energy) – gives +2 defense against enemy weapons of that type. Only 1 stack per ship of each type
- Anti-Missile Systems- An array of small laser or slug launchers designed to shoot down enemy missiles or strike craft. Dc 60 to negate the hit from a missile of strike craft can be taken multiple times deal 1/3 offense to missiles and strike craft. Against their defense only.
- ECM system: Defensive electronic war system designed to fool sensors
- Can be used to do one of the following, -10 to all enemy to hit rolls, break jamming of the enemy, or jam one missile a turn.
- 4 Strike Craft
- Strike craft come in two forms and 4 skill levels. The forms are bombers and fighter. The skill levels are Untrained, Trained, Veteran and Ace. Strike wing come in batches of 5.
- Untrained pilots have -10 to actions
- Trained have no bonus or malus
- Veteran gain +10 to actions
- Aces get +25 to actions
- Training pilots can bump them from untrained to trained. Battle experience is needed for the rest.
- Fighters have the following stats
- Offensive 3 Defense 0 Mobility 15 3 hp
- They deal offense damage against their defense to target on dc 40
- 1 metal per strikecraft
- Bombers have
- Offense 4 Defense 1 Mobility 10 4 hp
- Deal 1d3 + offense to enemies against their defense unable to target any ships moving faster than they are dc 50
- 2 metal per strikecraft
- Dogfighting whenever Strikecraft get into a fight they begin a dog fight. Dog fighting is resolved by both sides rolling a mobility check each point of mobility adds +5 to someone’s roll. The winner gets a kill against the loser.
- 5. Things not appearing in this Builder.
- -Ramming
- -In combat Boarding actions
- -Teleportation
- -One size fits all bio and cybernetic engineering
- -player AIs
- -Player hiveminds with perfect coordination
- -magic players
- -eldritch players
- This list is subject to expansion at GM discretion.
- 6. Out of battle Rules.
- Very payer start with at least 2d100 per oob Turn. This can increase with colony ships and tech. Multiple dice is highest taken excepting critfails. Remember to add your bonuses because I may forget. In general, do whatever you think is necessary to improve yourself and the fleet. I will give a status on longer projects it being x/y. You will lose at least 1 water and fuel a turn as your fleet consumes it, larger fleet might lose more.
- Typical fleet resources are water, raw metal, exotic metal and fuel.
- Possible actions are harvesting metals
- Harvesting fuel
- Harvesting water
- Building something
- Researching something
- Scouting something
- Raiding something
- There is a rollchart for OOB actions. The higher the better.
- 1- Someone, Somewhere Fucked up horribly. This is going to hurt. A LOT Like Someone installing Domovoi tech into your main computer for better gaming experience
- 2-5 Someone dun fucked up and you are going to pay the price, Like someone overloading your cpu to play Immersion games
- 5-10 Someone fucked up, like unplugging your computer before the science repot was finished
- 10-19 Someone fucked up like spilling coffee on your finished paper
- 20-29. You got your shit done, but half assed it. This paper is filled with spelling errors!
- 30-39. You got your shit done but it wasn’t that good. Couple of spelling errors on each page.
- 40-59. You got your shit done acceptable. Finished paper is finished.
- 60-79. You got you shit done in a commendatory manor. This paper has chapters tabs!
- 80-95 You got your shit done in a very good manor. This isn’t a Paper this is a comprehensive presentation!
- 95-99. You got your shit done so well you’re getting a promotion. You just made the schematics for a particle cannon?
- 100. You got your shit done in the best manor possible. You Made a particle cannon?
- 7. Battle
- When a battle happens, the first thing that happens is the GM declaring who the defender is and who the attacker is. They both declare their forces (pcs can hold back ships out of combat if they are deemed too valuable or ancillary, or if another attack is imminent while battle is joined) Any inactive but not npc’d player will automatically be assumed to have all forces held back. Then battle is joined. Defenders go first unless caught by surprise.
- Ships can either fire their guns, move into formation, attempt to outflank a certain enemy ship or formation for a 2x offense bonus or attempt to retreat. Note that they can only do one such action per turn. Ships however may start in formation if forewarned of battle. The Dc of firing guns is listed, as will be the Dc of formation making. Retreat is a mobility check against the enemy, d100 with the dice mod being your mobility time ten against the enemy targeting the retreating ship’s d100 times ten mobility. Flanking is similarly resolved with a mobility check. Strikecraft are immune to retreat and flanking rules due to size and speed.
- After all attacks are rolled, defenders roll defensive measures if possible.
- If the defending fleet is surprised, then the attackers go first, and the force selection is foregone. This is especially dangerous for the civilian fleet.
- 8. Things to note
- This is mostly to be a cooperative builder, yes. However, you are all disparate nations and peoples who do not know (or perhaps know too well) each other. As such while cooperation is encouraged keep in mind people are all looking out for number one. Npcs in fleet will follow this rule as will enemies. Pcs who do not will likely be left in the dust or turned into a client state in short order. Every ship you build for someone else means one less ship for you, every tech given to someone else means you give them an advantage and let them get effectively free dice actions. If your fleet does actions out of battle without escorts, either your own or people paid for, you can end up losing said ships to pirates or other wondering hazards. Thus, I expect some form of trade going on, if a player starts feeding another blatantly I will as gm do something about it.
- The endgame is all of you claiming colonies, and nations with the best fleet and most well liked will naturally get the best spots.
- AKA No freebies barring emergencies!
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