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==Ship Test Rules==
==Combat Rules==
[[Second Sphere Ship Test Rules]]


===Combat Resolution===
===Space Combat Resolution===
'''Vehicle to Vehicle Combat (guns)'''
'''Vehicle to Vehicle Combat (guns)'''


Line 9: Line 8:
:::<font color=red>All Vehicles/Craft are deployed on 'Missions'.  They determine what the group is doing and provide various bonuses.</font>
:::<font color=red>All Vehicles/Craft are deployed on 'Missions'.  They determine what the group is doing and provide various bonuses.</font>
:2) On a successful hit the attacker rolls another D20, attempting to defeat (Armor - Penetration).  If the D20 roll exceeds this number, the craft takes the weapon damage (normally 1).
:2) On a successful hit the attacker rolls another D20, attempting to defeat (Armor - Penetration).  If the D20 roll exceeds this number, the craft takes the weapon damage (normally 1).
::<font color=blue>Agility is, not surprisingly, important for superiority craft.  Somewhat different rules apply for guided missiles.</fontr>
::<font color=blue>Agility is, not surprisingly, important for superiority craft.  Somewhat different rules apply for guided missiles.</font>


'''Ship to Ship Combat'''
'''Ship to Ship Combat'''


:1) An attack on a ship rolls a D20, attempting to defeat ([Armor - Penetration] + [Evasion - Accuracy]).  If the D20 roll exceeds this number, the attack has hit.
:1) An attack on a ship rolls a D20, attempting to defeat ([Armor - Penetration] + [Evasion - Accuracy]).  If the D20 roll exceeds this number, the attack has hit.
::<color=red>All warships are assumed to have proper electronic warfare and sensor suites; at 'gun range', long-range sensors become meaningless against these large targets.
::<font color=red>All warships are assumed to have proper electronic warfare and sensor suites; at 'gun range', long-range sensors become meaningless against these large targets.</font>
:2) If the weapon is an E-type (energy) weapon, on a successful hit, roll a D20 vs the ship's energy absorbtion threshold.  On a success, all damage from the attack is directly moved to the Energy Sink pool.  Any excess, any attacks that fail this roll and all Kinetic attacks go to step 3.
:2) If the weapon is an E-type (energy) weapon, on a successful hit, roll a D20 vs the ship's energy absorbtion threshold.  On a success, all damage from the attack is directly moved to the Energy Sink pool.  Any excess, any attacks that fail this roll and all Kinetic attacks go to step 3.
::<color=red>Modern warships include substantial protections against energy weapons.  Kinetic kill weapons avoid them but are less accurate.</fontr>
::<font color=red>Modern warships include substantial protections against energy weapons.  Kinetic kill weapons avoid them but are less accurate.</font>
:3) On a successful hit the attacker rolls another D20, attempting to defeat (Structure - Strength).  If the D20 roll exceeds this number, the ship takes the weapon damage.
:3) On a successful hit the attacker rolls another D20, attempting to defeat (Structure - Strength).  If the D20 roll exceeds this number, the ship takes the weapon damage.
::<font color=red>Warships are substantially larger and thus more resilient than any craft.  Weapons that would blow through meters of armor might merely poke an inconsequential hole in a two hundred meter cruiser.  Anti-ship weapons require strength on top of armor-piercing ability.</fontr>
::<font color=red>Warships are substantially larger and thus more resilient than any craft.  Weapons that would blow through meters of armor might merely poke an inconsequential hole in a two hundred meter cruiser.  Anti-ship weapons require strength on top of armor-piercing ability.</font>
:::<font color=blue>Guns are one of the ways ships blow each other up.  Unlike anti-ship missiles, guns do not run out of ammo in the middle of a fight.  Additionally, they can be used defensively, against craft or missiles.</fontr>
:::<font color=blue>Guns are one of the ways ships blow each other up.  Unlike anti-ship missiles, guns do not run out of ammo in the middle of a fight.  Additionally, they can be used defensively, against craft or missiles.</font>


'''Vehicle to Ship combat'''
'''Vehicle to Ship combat'''
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:2) Unchanged
:2) Unchanged
:3) Craft at Point-blank range can effectively strike at weak points (airlocks, turret rings, etc), adding OffAgility to Strength.  **May need consideration**
:3) Craft at Point-blank range can effectively strike at weak points (airlocks, turret rings, etc), adding OffAgility to Strength.  **May need consideration**
::<font color=blue>The best way for craft to destroy ships is get right up close and shoot them in the important bits.  22nd century dive bombing.  Heavy anti-ship missiles can also be used, but anything short of a bomber can't carry more than one or two.</fontr>
::<font color=blue>The best way for craft to destroy ships is get right up close and shoot them in the important bits.  22nd century dive bombing.  Heavy anti-ship missiles can also be used, but anything short of a bomber can't carry more than one or two.</font>


'''Ship to Vehicle combat'''
'''Ship to Vehicle combat'''


:1) An attack on a vehicle rolls a D20, attempting to defeat ([DefAgility + ECM - Sensors] + [Evasion - Accuracy]).  If the D20 roll exceeds this number, the attack has hit.
:1) An attack on a vehicle rolls a D20, attempting to defeat ([DefAgility + ECM - Sensors] + [Evasion - Accuracy]).  If the D20 roll exceeds this number, the attack has hit.
::<font color=red>Craft have much smaller sensor cross-sections than warships and are much easier to protect via decoys.  Thus sensors and ECM become much more important.</fontr>
::<font color=red>Craft have much smaller sensor cross-sections than warships and are much easier to protect via decoys.  Thus sensors and ECM become much more important.</font>
:2) On a successful hit the attacker rolls another D20, attempting to defeat (Armor - Penetration).  If the D20 roll exceeds this number, the craft takes the weapon damage.
:2) On a successful hit the attacker rolls another D20, attempting to defeat (Armor - Penetration).  If the D20 roll exceeds this number, the craft takes the weapon damage.


==General Test Rules==


===Vehicles===
===Ground Combat Resolution===
Ground combat functions broadly similarly to space combat, though with some key changes.  The concepts will be explained below.


'''Aerospace Fighter'''<br>
====Formation Scaling====
:PIP Cost:
As opposed to space combat where almost all engagements occur between a relative handful of ships and their carried craft, ground combat can range from a few squads trying to capture a key objectives to armies of tens of thousands of soldiers and robots clashing for control of a worldThus Sphere functions on a progressive scaling system of both number of individual soldiers/vehicles one 'unit' represents and the relative time involved; a squad operation can be over in a day, whereas a single combat phase for a division-level conflict might be weeks of time.
:CIP Cost:
:Internal Component Space: 8
::How much space a vehicle has for components that are integral to the vehicle.
:Hull Growth Factor: 3
::The amount of space added to the internal components for each level of Hull Growth.
:External Carriage:  8
::Externally carried systems, such as mecha-rifles, bomb racks, explosive reactive armor, etc.  There are (currently) no limits on what can be fitted save that it cannot cross between internal and external space.  Gear carried externally can be swapped rapidly in the field.
:External Carriage Growth Factor:  1
::The amount of external carriage space added for every level of Hull Growth.
:Hull Growth Cost:
:Hull Coefficient: 1
:Base Armor:  
:Base HP:  1
:Base Agility: 
:Base Speed: 
:Base Deck Points:  3
::The amount of 'deck space' taken up by the air vehicle.
:Deck Point Growth Factor:  1/4
::The amount that the deck space increases from the application of Hull Growth.  In this case, it increases by 1 point for every 4 levels.  Always round this down, thus a machine with 0-3 levels takes up no additional space, 4-7 takes up 1 additional space (eg, 4 DP), etc.


'''Heavy Fighter'''<br>
:'''Squad''' (10)Generally this is where explorers and special operation grounds are. Ground vehicles are treated on the individual level.
:PIP Cost:
:'''Company''' (100)The lowest level of 'military' operations. Typical for frontier operations. Companies tend to be homogeneous to one type of infantry or vehicle.
:CIP Cost:
:'''Battalion''' (1000)Battalion level operations are the norm for hot wars. At this level almost all units have a certain ability to 'multitask'.
:Internal Component Space: 14
:'''Division''' (10,000)Generally only seen on particularly large ground conflicts, such as Kanon, New Mercia and Sarreva.
:Hull Growth Factor: 4
:External Carriage8
:External Carriage Growth Factor: 1
:Hull Growth Cost:
:Hull Coefficient: 1
:Base Armor6
:Base HP: 1
:Base Agility:  
:Base Speed:   
:Base Deck Points: 4
:Deck Point Growth Factor1/3
:Suffers performance penalty in dense atmospheric flight


'''Combat Frame'''<br>
====Terrain====
:PIP Cost:
Unlike (most) space, land is not an empty expanse of nothing. Even the least rugged terrain will provide opportunities for concealment and misdirection. Thus the more difficult terrain provides a defensive bonus, as well as decreasing mobility.
:CIP Cost:
:Internal Component Space: 12
:Hull Growth Factor: 4
:External Carriage:  10
:External Carriage Growth Factor: 1
:Hull Growth Cost:
:Hull Coefficient: 1
:Base Armor:  5
:Base HP:  1
:Base Agility:  3
:Base Speed:  3
:Base Deck Points:  4
:Deck Point Growth Factor: 1/3


'''Heavy Frame'''<br>
:'''Barren''':  Particularly flat and featureless land, like the Iraqi desert or some cultivated land (which is not 'barren' in any sense!)
:PIP Cost:
:'''Open''':  Most habitable 'outdoors' that features mixtures of open and wooded areas, typically with minor topographic shifts - or the offworld equivalent.
:CIP Cost:
:'''Difficult''':  This is substantially more difficult for armored units and generally represents fully wooded areas and hills.
:Internal Component Space: 24
:'''Very Difficult''':  This is truly rugged and painful territory, such as the triple canopied rainforests of Kanon or the wooded mountains of British Columbia.
:Hull Growth Factor: 4
:'''Urban''':  A subset of Difficult terrain, Urban is built up landThe network of roads allow for rapid transit by vehicle but the various low buildings and houses provide ample concealment for troops and tanks alike.
:External Carriage:  12
:'''Heavy Urban''':  Very Difficult, now with concreteStreet networks continue to provide excellent mobility for vehicles, but heavily-built buildings like highrise apartments and industrial complexes provide immense opportunities for defense and concealment.
:External Carriage Growth Factor:  1
:Hull Growth Cost:
:Hull Coefficient: 2
:Base Armor:  5
:Base HP:  2
:Base Agility:  3
:Base Speed:  3
:Base Deck Points:  6
:Deck Point Growth Factor:  1/3
:May apply 1 extra hull growth beyond fundamental mecha construction level.
 
'''Orbital Frame'''<br>
:PIP Cost:
:CIP Cost:
:Internal Component Space: 24
:Hull Growth Factor: 6
:External Carriage:  16
:External Carriage Growth Factor:  4
:Hull Growth Cost:
:Hull Coefficient: 2
:Base Armor: 
:Base HP: 
:Base Agility: 
:Base Speed:   
:Base Deck Points:  4
:Deck Point Growth Factor:  1/3
 
===Weapons===
 
'''Chemical Propellant Guns'''<br>
It has taken a long time for the venerable ‘gun’ to die out.  Popular due to their rugged simplicity and ease of manufacture, conventional guns remain common outside of high-tech centers.  While they can never match modern electromotive or directed-energy weapons in raw performance, modern chemical engineering ensures they offer excellent value for their price point.  Plus, they require no sophisticated manufacturing base.<br>
Firepower 4<br>
Range 5<br>
PIP 8<br>
CIP 2<br>
Space 8<br>
 
'''Electromotive Weapons'''<br>
The standard for first-world militaries, electromotive weapons use powerful electromagnets to propel projectiles at high velocities.  While this ties them to a significant power source, it also means that they have good performance and have compact, non-volatile ammunition.  Unfortunately, this performance comes at a price and they required substantially more high-technology materials.  Some advanced designs integrate reactionless drive concepts to further increase performance.<br>
Firepower 5<br>
Range 6<br>
PIP 6<br>
CIP 6<br>
Space 8<br>
Power 2<br>
 
'''Directed Energy Weapons'''<br>
Powerful directed-energy weapons took a long time to mature.  Hampered by power demands and inefficient heat-to-output ratios, it was only the use of posthuman-derived Delta Dust technologies that finally turned them into compact, effective packages that had a role outside of niche applications.  Currently, a number of subtypes exist.
 
'''Lasers'''<br>
Relatively simple but inefficient energy weapons, used in high-accuracy roles.<br>
Stats TBD
 
'''Pulse Cannons'''<br>
A common particle-accelerator weapon, commonly used by Pac-Am ships.<br>
Firepower 5<br>
Range 5<br>
Accuracy +2<br>
PIP 4<br>
CIP 10<br>
Space 6<br>
Dust 5<br>
Power 6<br>
Special: Energy<br>
 
'''Mega Particle Weapons'''<br>
Powerful particle beam weapons originally developed by Asakuran scientists and adopted as the standard direct-fire weapon of ZOCU.<br>
Firepower 4<br>
Range 6<br>
Accuracy -1<br>
PIP 4<br>
CIP 10<br>
Space 8<br>
Dust 15<br>
Power 8<br>
SpecialEnergy, Armor Piercing<br>
 
'''Missiles'''<br>
Another standby, missiles are powerful and effective weapons, however their physical size limits the endurance of equipped units.  Long supply lines and the proliferation of cheap anti-missile systems has seen them fall out of favor in some circles, but they still remain an important part of most arsenals.<br>
 
:Multi-Missiles
::4 Space
 
:Strike Missile
::4 Space
 
:Assault Missile
::4 Space
 
 
 
====Formats====
Formats are variations on the basic weapon design to exagerate one or more aspects at the cost of others.  Round all modified values to the nearest whole number.  Cost multipliers apply to all cost values (PIP, CIP, Dust) unless otherwise specified.
 
'''Standard'''<br>
Standard weapons use the base statline.  Treat the Standard format as a x1.0 modifier to all stats.<br>
 
'''Compact'''<br>
Compact weapons are lightweight, short-barreled weapons.<br>
:Firepower:  x0.8
:Range:  x0.5
:Accuracy:  +0
:Agility penalty:  -0
:Space:  x0.6
:Power:  x0.75
:Cost:  x0.6
:Modifier:  Gunslinger
 
'''Cluster'''<br>
Cluster weapons are designed to fire a volley of shots in a narrow cone, like a giant shotgun.<br>
:Firepowerx1
:Range:  x0.5
:Accuracy:  +2
:Agility penalty:  -0
:Space:  x1
:Power:  x1
:Cost:  x1
 
'''Strike'''<br>
Strike weapons are heavyweight cannons, designed for range and hitting power.<br>
:Firepower:  x1.5
:Range:  x1.5
:Accuracy:  -2
:Agility penalty:  -1
:Space:  x1.5
:Power:  x1.5
:Cost:  x1.5
:Modfier:  Slow
 
'''Assault'''<br>
Assault weapons are bulky-shot-ranged weapons, primarily meant for attacking fortifications or warships.<br>
:Firepowerx2
:Range:  x0.5
:Accuracy:  -5
:Agility penalty:  -1
:Space:  x1.5
:Power:  x2
:Cost:  x1.5
 
'''Sniper'''<br>
Sniper weapons are long-range precision weapons, though if used outside of sniper mode are relatively clumsy.<br>
:Firepower:  x1.0
:Range:  x2.5
:Accuracy:  -2
:Agility penalty:  -0
:Space:  x1.0
:Power:  x1.0
:Cost:  x1.25
:Modfier:  Sniper
 
====Upgrades====
Upgrades can be developed and applied to various weapons in order to increase their capabilities.  They add to any Format multipliers.
 
'''Heavy'''<br>
Weapons with the Heavy upgrade fire more powerful shots to penetrate armor.<br>
:Firepower:  +0.2
:Range:  +0.0
:Accuracy:  -0
:Agility penalty:  -0
:Space:  +0.0
:Power:  +0.25
:Cost:  +0.25
 
'''Extended'''<br>
Weapons with the Extended upgrade are specially modified to fire to greater distances.<br>
:Firepower+0.0
:Range: +0.5
:Accuracy:  -0
:Agility penalty:  -0
:Space:  +0.0
:Power:  +0.25
:Cost:  +0.25
 
'''Precision'''<br>
Weapons with the Precision upgrade can fire more accurately.<br>
:Firepower:  +0.0
:Range:  +0.0
:Accuracy:  +1
:Agility penalty:  -0
:Space:  +0.0
:Power:  +0.25
:Cost:  +0.25
 
'''Mega'''<br>
Weapons with the Mega upgrade are exceptionally large-caliber and damaging.<br>
:Firepower:  +0.0
:Range:  +0.0
:Accuracy:  -2
:Agility penalty:  -0
:Space:  +0.75
:Power:  +1.0
:Cost:  +0.75
:Special:  Damage:2
 
'''Limited Shots'''<br>
Weapons with Limited Shots have a sharply limited amount of ammunition available for them.<br>
:Firepower:  +0.0
:Range+0.0
:Accuracy:  0
:Agility penalty:  -0
:Space:  50%
:Power:  50%
:Cost:  50%
:Special:  Limited Shots: 3
 
===Armor===
Armor can be applied multiple times, representing ever-greater thicknessesAll stats are per level and are summed.  Multiple types of armor cannot be mixed and matched on a given unit.<br>
 
'''Standard Armor'''<br>
Standard armor is normally made of high-tensile Titanium-steel alloy, an efficient and relatively good compromise between resistance, price and weight.<br>
Armor +2<br>
Agility -.33 (round penalty down)<br>
Speed -.33 (round penalty down)<br>
PIP 0.5/level (round down) +2 base<br>
Space 1/level +2 base<br>
 
'''Depleted Uranium Armor'''<br>
Depleted Uranium has been used in armors since the late 20th century and remains popular due to its density and resistance.  Unfortunately, the qualities that make it a good armor also make it less than perfectly suited to aerospace applications.<br>
Armor +2<br>
HP +50% (round up)<br>
Agility -.5 (round penalty down)<br>
Speed -.5 (round penalty down)<br>
PIP 1/level (round down) +2 base<br>
Space 1/level +2 base<br>
 
'''Phase Shift Armor'''<br>
A relatively new development in protective technologies ‘Phase Shift’ armor is a derivation of the 21st century ‘electrical’ armor.  However, whereas the original type was only effective against HEAT warheads, the modern version provides increased protection against all projectiles.<br>
Stats TBD
 
'''Polarized Armor'''<br>
Recently unveiled by the EU in an effort to counteract ZOCU’s powerful mega particle weapons, polarized armor is similar to phase shift armor save it is designed to resist direct-energy weapons.<br>
Stats TBD
 
===Other Stuff===
 
'''Verniers'''<br>
All of these are applied as one set, eg, 5x Verniers<br>
Agility +1<br>
Space 1<br>
Power 1<br>
 
'''Boosters'''<br>
All of these are applied as one set, eg, 5x Boosters<br>
Speed +1<br>
Space 1<br>
Power 1<br>
 
'''High-Output Batteries'''<br>
All of these are applied as one set, eg, 5x Powerplant<br>
:Power Output +8
:Space 1
:3 Turns Combat Endurance
 
'''Low-Output Batteries'''<br>
All of these are applied as one set, eg, 5x Powerplant<br>
:Power Output +6
:Space 1
:6 Turns Combat Endurance
 
'''Fusion Reactor'''<br>
All of these are applied as one set, eg, 5x Powerplant<br>
:Power Output +4
:Space 1

Latest revision as of 16:26, 3 June 2010

Combat Rules

Space Combat Resolution

Vehicle to Vehicle Combat (guns)

1) An attack on a vehicle rolls a D20, attempting to defeat ([DefAgility - OffAgility] + [Evasion - Accuracy]). If the D20 roll exceeds this number, the attack has hit.
1a) Mission type 'Intercept' allows the replacement of OffAgility with OffSpeed.
All Vehicles/Craft are deployed on 'Missions'. They determine what the group is doing and provide various bonuses.
2) On a successful hit the attacker rolls another D20, attempting to defeat (Armor - Penetration). If the D20 roll exceeds this number, the craft takes the weapon damage (normally 1).
Agility is, not surprisingly, important for superiority craft. Somewhat different rules apply for guided missiles.

Ship to Ship Combat

1) An attack on a ship rolls a D20, attempting to defeat ([Armor - Penetration] + [Evasion - Accuracy]). If the D20 roll exceeds this number, the attack has hit.
All warships are assumed to have proper electronic warfare and sensor suites; at 'gun range', long-range sensors become meaningless against these large targets.
2) If the weapon is an E-type (energy) weapon, on a successful hit, roll a D20 vs the ship's energy absorbtion threshold. On a success, all damage from the attack is directly moved to the Energy Sink pool. Any excess, any attacks that fail this roll and all Kinetic attacks go to step 3.
Modern warships include substantial protections against energy weapons. Kinetic kill weapons avoid them but are less accurate.
3) On a successful hit the attacker rolls another D20, attempting to defeat (Structure - Strength). If the D20 roll exceeds this number, the ship takes the weapon damage.
Warships are substantially larger and thus more resilient than any craft. Weapons that would blow through meters of armor might merely poke an inconsequential hole in a two hundred meter cruiser. Anti-ship weapons require strength on top of armor-piercing ability.
Guns are one of the ways ships blow each other up. Unlike anti-ship missiles, guns do not run out of ammo in the middle of a fight. Additionally, they can be used defensively, against craft or missiles.

Vehicle to Ship combat

1) As per Ship to Ship combat, but OffAgility is added to Accuracy.
2) Unchanged
3) Craft at Point-blank range can effectively strike at weak points (airlocks, turret rings, etc), adding OffAgility to Strength. **May need consideration**
The best way for craft to destroy ships is get right up close and shoot them in the important bits. 22nd century dive bombing. Heavy anti-ship missiles can also be used, but anything short of a bomber can't carry more than one or two.

Ship to Vehicle combat

1) An attack on a vehicle rolls a D20, attempting to defeat ([DefAgility + ECM - Sensors] + [Evasion - Accuracy]). If the D20 roll exceeds this number, the attack has hit.
Craft have much smaller sensor cross-sections than warships and are much easier to protect via decoys. Thus sensors and ECM become much more important.
2) On a successful hit the attacker rolls another D20, attempting to defeat (Armor - Penetration). If the D20 roll exceeds this number, the craft takes the weapon damage.


Ground Combat Resolution

Ground combat functions broadly similarly to space combat, though with some key changes. The concepts will be explained below.

Formation Scaling

As opposed to space combat where almost all engagements occur between a relative handful of ships and their carried craft, ground combat can range from a few squads trying to capture a key objectives to armies of tens of thousands of soldiers and robots clashing for control of a world. Thus Sphere functions on a progressive scaling system of both number of individual soldiers/vehicles one 'unit' represents and the relative time involved; a squad operation can be over in a day, whereas a single combat phase for a division-level conflict might be weeks of time.

Squad (10): Generally this is where explorers and special operation grounds are. Ground vehicles are treated on the individual level.
Company (100): The lowest level of 'military' operations. Typical for frontier operations. Companies tend to be homogeneous to one type of infantry or vehicle.
Battalion (1000): Battalion level operations are the norm for hot wars. At this level almost all units have a certain ability to 'multitask'.
Division (10,000): Generally only seen on particularly large ground conflicts, such as Kanon, New Mercia and Sarreva.

Terrain

Unlike (most) space, land is not an empty expanse of nothing. Even the least rugged terrain will provide opportunities for concealment and misdirection. Thus the more difficult terrain provides a defensive bonus, as well as decreasing mobility.

Barren: Particularly flat and featureless land, like the Iraqi desert or some cultivated land (which is not 'barren' in any sense!)
Open: Most habitable 'outdoors' that features mixtures of open and wooded areas, typically with minor topographic shifts - or the offworld equivalent.
Difficult: This is substantially more difficult for armored units and generally represents fully wooded areas and hills.
Very Difficult: This is truly rugged and painful territory, such as the triple canopied rainforests of Kanon or the wooded mountains of British Columbia.
Urban: A subset of Difficult terrain, Urban is built up land. The network of roads allow for rapid transit by vehicle but the various low buildings and houses provide ample concealment for troops and tanks alike.
Heavy Urban: Very Difficult, now with concrete. Street networks continue to provide excellent mobility for vehicles, but heavily-built buildings like highrise apartments and industrial complexes provide immense opportunities for defense and concealment.