Fleet Combat: Difference between revisions

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| 1 || Alpha || Moderate || -5 || The wing jinks to one side and dives.
| 1 || Alpha || Moderate || -5 || The wing jinks to one side and dives.
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| 2 || Beta-2 || Moderate || -5 || The wing climbs slightly, then jinks hard to port or starboard.
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| 3 || Beta-3 || Challenging || -15 || The wing dives slightly, then jinks slightly to port or starboard and lunges forward.
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| 4 || Beta 9-3 || Challenging || -20 || A short, rapid dive followed by a quick series of jinks and turns designed to throw off the aim of any opponent.
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| 5 || Delta || Challenging || -10 || As it flies along a relatively straight vector, the wing jinks slightly from one side to the other.
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| 6 || Delta-3 || Challenging || -15 || The wing jinks hard to port or starboard and then drops back.
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| 7 || Gamma-3 || Challenging || -10 || The wing jinks upward in a slight climb to port or starboard, then dives steeply.
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| 8 || Gamma-4 || Challenging || -15 || The wing turns on its side, then falls away in a steep drop to port or starboard.
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| 9 || Lambda-1 || Challenging || -10 || A full starboard or port roll.
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| 10 || Omega || Challenging || -20 || The wing engages in a complex, stomach-turning series of rapid turns which make it difficult to track or follow.
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| 11 || Omega-4 || Moderate || -5 || The wing peels off to port or starboard, then executes a sort of turn designed to bring it up underneath an enemy wing.
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| 12 || Omega-6 || Challenging || -10 || The wing arcs upward to port, then peels swiftly down to the side from the apex of the arc.
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| 13 || Theta || Challenging || -10 || The wing jinks to the side and dives slightly, back to the other side and dives steeply, then climbs back to the base point.
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| 14 || Evasive Action || Moderate || -5 || The wing makes it more difficult to hit through clever maneuvering.
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| 15 || Close Maneuvering || Moderate || Special || Large wings are usually much less maneuverable than small ones. To take advantage of this fact, smaller wings often close in on a larger wing, running rings around its vessels while they tries to bring their weapons to bear on the “gadfly” tormenting it. In game terms, when there are five or more points of difference between two wings’ Size, the smaller wing obtains two benefits when it close maneuvers next to the enemy wing. First, all of the larger wing’s attempts to hit it are at -15; second, the smaller wing receives a +10 bonus on its attempts to hit the larger wing (in addition to Size modifiers). '''No other maneuvers while close maneuvering are allowed.'''
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| 16 || Kavis Teke Elusive || Moderate || -15 || Developed thousands of years ago by the Menthars during their war with the Promellians, the Kavis Teke Elusive Maneuver involves a quick, slightly climbing jink to starboard. Then, equally as quickly, the wing executes an arcing climb to port and slightly back, which not only helps it avoid enemy fire, but in a pursuit situation can put it above and behind the pursuer.
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Revision as of 12:59, 10 August 2014

Fleet Combat implies a battle between multiple numbers of starships is being resolved. However, while these rules are aimed at just such a conflict, they may also be used to depict one-on-one combat, albeit with a considerable level of simplicity. However, post-combat does allow for the determination of damage to each ship of interest.

Rounds & Initiative

Fleet combat is fought in rounds. In the original Spacedock rules, each round had a length of 5 seconds. However, as all combat is presumed to take place within 1 day, the actual unit of time is not important. There is, though, a rule (for story purposes) on how to determine how long the battle was fought, based upon the number of participants (see: Length of the Battle).

Initiative determines which side (or wings, if utilized) goes in what order. Initiative is dependent upon the commander's Tactical skill. As each commander rolls against his skill level, successful rolls are counted by the value of the success (as a positive number), while failed rolls are counted by the value of the failure (as a negative number). Each commander is then placed in numerical order of the Initiative value of success/failure. The commander with the highest value chooses his target first; that target is now locked in combat with the attacker. Each pair of attacker and target are assigned, until all combatant units are accounted for. Sometimes, when an uneven number of units exist, the last attacker will choose to attack a target that has already been selected. If two units (regardless of side) have the same success/failure value, each rolls 1d10 to determine which one goes before the other.

Ex: A Starfleet task force is engaging a Cardassian force. The Starfleet force divides up into 3 wings (labeled U1, U2 and U3), while the Cardassian force only breaks up into 2 wings (C1 and C2). The Tactical skills for each wing, respectively, are 90, 79 and 89 for Starfleet and 65 and 71 for the Cardassians. Each wing commander rolls against his Tactical skill, rolling 60, 91 and 16 (Starfleet) and 27 and 28 (Cardassians). The values of success, for each are 30 (90-60=30), -12 (79-91=-12) and 73 (89-16=73) for Starfleet and 38 (65-27=38) and 43 (71-28-43). That means, the results of the Initiative roll for this round are U3, C2, C1, U1, U2 (in order). U3 decides to target C1, while C2 chooses to target U2. U1 decides to assist U2 and targets C2.

Command Ships

Fleet commanders may decide, when they divide their formation into wings (or not) to assign a particular ship in each wing as the command ship, usually led either by a senior captain or the captain with the most tactically superior vessel. If a command ship is designated, all Initiative values for that wing receive a +6 bonus (to the final number), as do all attack rolls. However, if the command ship is destroyed, the disruption caused by that loss not only results in the loss of that bonus, but also a -6 penalty for both Initiative and attack rolls, for at least 6 rounds, until a second ship takes on wing command duties. (This second ship only cancels the penalty; it may not provide a bonus.)

Whether or not a fleet commander breaks up his forces into wings, he himself is situated on the fleet flagship. If the forces are broken up into wings, his flagship becomes the command ship for his wing. If, in the course of the battle, the flagship is destroyed, all fleet vessels (in all wings) suffer the -6 penalty for both Initiative and attack rolls. This can be cumulative, if a wing's command ship is lost also.

Wings

Fleet combat involves two or more ships per side (typically dozens or more). The commander of a fleet divides it into one or more wings. Each wing consists of two or more ships and acts as a single unit for purposes of fleet combat. For example, a fleet of 100 starships could be divided into two wings of 50 ships each; four of 25 ships; or five wings of 30, 40, 20, five, and five ships respectively.

Wings can consist of ships of multiple types or a single type—how a fleet divides into wings depends entirely on the preferences and tactics of its commander. For example, fighters are often organized into all-fighter wings; larger wings often consist of a large “flagship” (such as an Explorer or Cruiser) and multiple smaller ships. In game terms, the composition of a wing does not matter, though the attributes of each individual ship (discussed below) will directly influence the wing's combat characteristics.

Players may decide, for ease of game play, to use as small a number of wings as possible (perhaps even just one containing all ships in the fleet), or to make all wings identical.

To conduct fleet combat, you need to know a little bit of information about each wing involved. Wings have seven characteristics: Size, Movement, Maneuverability, Offense, Defense, Fleet and Tactical skills.

To determine most of a wing’s characteristics, you need to determine the average of their component ships’ capabilities (for example, their average Maximum impulse speed). If all the ships in a wing are identical, determining their standard performance is easy. The characteristics are described below:

Size
To determine the Size of a wing, add the Sizes of all of its ships together. Thus, a wing of five Galaxy-class ships (Size 8 each) has a Size of 40.
Movement
The average Maximum impulse speed of the ships in the wing. For example, if the five ships in a wing have Maximum impulse speeds of .95c, .72c, .72c, .75c, and .75c, the wing’s Movement is .78c. Additionally, as part of Movement, the skills of the various personnel holding the Conn positions in the wing come into play; this will be represented by the Fleet skill.
Maneuverability
The average Size of the ships in the wing. For example, if a wing has ships of Size 2, 2, 5, 6, and 8, its Maneuverability is 5. Maneuverability affects a wing’s ability to dodge and maneuver, much like Size does for individual ships.
Offense
The amount of damage a wing does with its attacks. To determine it, calculate the average damage done by the most common single weapon on each ship in the wing, divided by 20 (minimum of 1; round up fractions of .5 or higher). (Do not include Multifire damage as part of the Offense calculation.) The most powerful weapon on a D’Deridex-class warbird is the plasma torpedo, but the Romulans don’t use it in fleet combat; they more often rely on their disruptors, so the disruptor should form the basis of Offense for most Romulan wings. (Narrators can even come up with two or more Offense numbers, representing reliance on different weapons at different times, if they wish.) For example, if a wing’s average damage is 250, its base Offense equals 13.
Weapon ranges and relative distances do not factor in to fleet combat, as it is presumed the scope of the battlespace will involve ranges that allow for the full use of the ships' weaponry.
Defense
The average Threshold possessed by the shields of the wing’s ships, divided by 50 (minimum of 1; round up fractions of .5 or higher). For example, four ships with Thresholds of 200, 300, 350, and 500 would have a defense of 7 ((200+300+350+500)/4 = 338, 338/50 = 6.76, which rounds up to 7).
Fleet skill
The Fleet skill is the average of all of the Crew skills of the individual ships in the wing.
Tactical skill
The Tactical skill is simply the wing commander's Command skill, now employed to lead a whole wing.

A Note About Bonuses

Last Unicorn Games' Star Trek RPG, on which this campaign is built (and heavily modified), uses a different Test system (d6) to resolve chance, while most rolls in this game use 1d100 or specialty rolls. If bonuses reference +1, +2, +3 (et al), they have not yet been translated into the system in use here. In each case of a LUG bonus point, it is valued at +5 here.

Movement and Maneuvering

Unlike as described in Spacedock, relative distances between wings is not accounted for in this RPG, as it is assumed the vessels of each wing will maneuver sufficiently within each round so that combat does occur. However, if a particular wing decides to break off from combat, it may only disengage if its Movement is greater than that of its attacker (at the beginning of the round). If not, the only other way for it to break away is if it is not targeted by an enemy wing in the next round. That gives the fleeing wing the opportunity to go to warp, departing the battlespace.

Two notes: one, it is understood that Movement is simply an average of all ships within the wing; individually, some could possibly escape an attacker with a higher wing Movement, while others could be left behind by their faster wing mates. However, for the purposes of mass combat, this is simplified and left to wing Movement values. Second, while warp speed is not a factor in the fleet combat rules, if the players wish to pursue a fleeing target, they may, but this will only be another battle in a different location. Other participants in the original battle will not be involved (unless they too take chase).

Fleets (and wings) have the option to attempt special fleet attack patterns and fleet evasive patterns that can provide combat advantages (or penalties to the opponent). The below tables name and describe each of the available patterns, but the important data is the complexity of the chosen maneuver and the bonus advantage (or target penalty) when successfully accomplished.

Complexity works in a similar fashion as it does for Events; the level of complexity directly impacts the value of the Fleet skill when attempting to accomplish the maneuver:

  • A Moderate maneuver relatively familiar, though there does exist a sizable potential for failure. The percentile is rolled versus the unmodified Fleet skill.
Ex: The Fleet skill of 62 is higher than the test roll of 54, indicating a success. If the roll had been 63 or higher, the maneuver attempt would have been a failure.
  • A Challenging maneuver requires a 25% reduction in the Fleet skill, before the roll is made. If the percentile roll is higher than the modified Fleet skill, the maneuver attempt is a failure.
Ex: The Fleet skill of 62 is modified as 46 (62 - 15.5 (averaged up to 16) = 46). A roll of 46 or less is required for success.
  • A Difficult maneuver requires a 50% reduction in the Fleet skill, before the roll is made. If the percentile roll is higher than the modified Fleet skill, the maneuver attempt is a failure.
Ex: The Fleet skill of 62 is modified as 31 (62 - 31 = 31). A roll of 31 or less is required for success.
  • An Extreme maneuver requires a 75% reduction in the Fleet skill, before the roll is made. If the percentile roll is higher than the modified Fleet skill, the maneuver attempt is a failure.
Ex: The Fleet skill of 62 is modified as 15 (62 - 46.5 (averaged up to 47) = 15). A roll of 15 or less is required for success.

Note: instead of rolling a d100 die for the Test percentile roll, instead roll two d10s, with the first representing the 'tens' digit and the second as the 'ones' digit. If both rolls are the same (ex: 6 and 6), then roll a third one and subtract that from the percentile. If the third roll also equals the original 'twin' rolls, roll and subtract again (and again and again, as long as each roll is the same as the original two). The effect is to lower the percentile roll in opposition to the Ship skill.

If a maneuver fails by less than 30 points, then there is no advantage gained (or penalty applied to the target) and if it was failed attack maneuver, the chosen evasive pattern is not attempted (as the wing is trying to regain formation). If the maneuver did fail by 30 points or more, the failure was dramatic and the wing not only is unable to complete any patterns this round, but the advantage/penalty is reversed: an attack advantage becomes an attack penalty and a target's attack penalty becomes an attack advantage.

The pattern tables below are broken into two categories: fleet attack patterns & fleet evasive patterns.

A wing can choose both an attack and an evasive pattern each round (unless otherwise indicated). Wings of Size 5 or smaller can only earn (total) benefits of 30 points or less per round; Wings Size 6 and above can only earn 20 points or less.

Individual ships (those fighting battles outside of a fleet or wing formation) have additional maneuvers from which to choose. For the present, all maneuvers can be found in Spacedock, pp. 102-107.

Fleet Attack Patterns
# Maneuver Complexity Benefit Notes
1 Alpha Moderate +5 Starfleet’s most basic offensive maneuver, attack pattern Alpha involves a mostly straight-on approach to the target, with some slight vectoring to the side based on the wing’s weapons complement and the target’s movement.
2 Beta-3 Challenging +10 The wing makes a broad arc turn around the target, attacking them as it goes (no other maneuvers may be used this round).
3 Delta-2 Challenging +15 The wing swoops over the target from starboard to port, then back again from port to starboard (sometimes diving underneath in the process), firing as it goes.
4 Kappa 0-2-0 Challenging +10 The wing flies on a carefully-calculated arc through the battlespace, combining firing at multiple target vessels.
5 Omega-2 Challenging +10 The wing rolls from one side to the other, giving its weapons maximum exposure so the ships can use multiple weapon emplacements to attack several targets.
6 Sierra-4 Challenging +10 The wing comes up from beneath the target and loops up and over it.
7 Theta Challenging +15 A longstanding favorite of many of Starfleet’s more daring admirals, the Theta attack pattern works best when the wing is outnumbered by at least 3-to-1. The wing flies amidst its enemies, jinking (and even rolling) so that it can use as many of its weapons on as many targets as possible. Fighters, Escorts, and other small ships (Size 5 or smaller) gain a +15 point advantage to the target number.
8 Circumvential attitude attack posture Special Special One or more wings surround a single target on as many sides as possible, attacking it from every angle and cutting off any attempts to escape. The Difficulty is determined by the number of wings participating in the maneuver: 1 (Difficult), 2-3 (Challenging), 4 or more (Moderate), tested by each participating wing. The benefit is +5 in the attack test roll to each wing for each wing that succeeds in the maneuver; each participating wing is penalized -2 for each wing that fails it by 30 or more points.
9 Talluvian Maneuver Challenging +10 This maneuver is a flexible one designed to maneuver a wing so that its most powerful weapons are brought to bear on the target for as long as possible. The wing flies above or below its target in a diagonal pattern, which allows it to fire its weapon and keep it locked on the target in continuous fire mode.
10 Triangular envelopment Special Special This maneuver is similar to circumvential attitude attack posture, but is more limited. It requires three wings, which surround the target on the same plane at bearings 0, 120, and 240. The Complexity is Moderate; every wing which makes its Fleet skill test gains a +10 bonus to the attack test; eliminate the bonus for one wing if one other wing fails by 30 or more.
11 Wolfpack 7 Special This maneuver requires three or more wings (typically ones which are significantly smaller than their target). The wings surround the target and make Moderate attack tests. The wings which succeed can join together, coordinate their attacks (each takes just one shot), and have them combined, counting with +50% additional damage against the target. If any wing in the pack has a negative modifier to hit the target (for example, due to Size or an evasive maneuver the target performed), all of the wings suffer that modifier. Each wing rolls its attack Test separately; all the shots which hit are combined to calculate the total, enhanced damage.
Fleet Evasive Patterns
# Maneuver Complexity Benefit Notes
1 Alpha Moderate -5 The wing jinks to one side and dives.
2 Beta-2 Moderate -5 The wing climbs slightly, then jinks hard to port or starboard.
3 Beta-3 Challenging -15 The wing dives slightly, then jinks slightly to port or starboard and lunges forward.
4 Beta 9-3 Challenging -20 A short, rapid dive followed by a quick series of jinks and turns designed to throw off the aim of any opponent.
5 Delta Challenging -10 As it flies along a relatively straight vector, the wing jinks slightly from one side to the other.
6 Delta-3 Challenging -15 The wing jinks hard to port or starboard and then drops back.
7 Gamma-3 Challenging -10 The wing jinks upward in a slight climb to port or starboard, then dives steeply.
8 Gamma-4 Challenging -15 The wing turns on its side, then falls away in a steep drop to port or starboard.
9 Lambda-1 Challenging -10 A full starboard or port roll.
10 Omega Challenging -20 The wing engages in a complex, stomach-turning series of rapid turns which make it difficult to track or follow.
11 Omega-4 Moderate -5 The wing peels off to port or starboard, then executes a sort of turn designed to bring it up underneath an enemy wing.
12 Omega-6 Challenging -10 The wing arcs upward to port, then peels swiftly down to the side from the apex of the arc.
13 Theta Challenging -10 The wing jinks to the side and dives slightly, back to the other side and dives steeply, then climbs back to the base point.
14 Evasive Action Moderate -5 The wing makes it more difficult to hit through clever maneuvering.
15 Close Maneuvering Moderate Special Large wings are usually much less maneuverable than small ones. To take advantage of this fact, smaller wings often close in on a larger wing, running rings around its vessels while they tries to bring their weapons to bear on the “gadfly” tormenting it. In game terms, when there are five or more points of difference between two wings’ Size, the smaller wing obtains two benefits when it close maneuvers next to the enemy wing. First, all of the larger wing’s attempts to hit it are at -15; second, the smaller wing receives a +10 bonus on its attempts to hit the larger wing (in addition to Size modifiers). No other maneuvers while close maneuvering are allowed.
16 Kavis Teke Elusive Moderate -15 Developed thousands of years ago by the Menthars during their war with the Promellians, the Kavis Teke Elusive Maneuver involves a quick, slightly climbing jink to starboard. Then, equally as quickly, the wing executes an arcing climb to port and slightly back, which not only helps it avoid enemy fire, but in a pursuit situation can put it above and behind the pursuer.

Attacker and Target Sizes

[Combat Rules]

A wing’s relative size must be factored into its base Offense. That way, larger wings (by vessel numbers) do more damage than smaller ones. Compare the total number of ships in the attacking wing to the number in the defending wing. If the attacker has more ships, divide the difference by 20 (round up fractions of .5 or higher) and add it to the wing’s base Offense from weaponry. This allows a significantly larger wing to demolish a smaller one in short order with its superior firepower. if the attacking wing is smaller than the defending wing, just use the Offense calculated from its weapons.

Length of the Battle