Difference between revisions of "Second Sphere Rules"

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(New page: ===Base Units=== '''Combat Mecha'''<br> The first combat mecha were modified orbital workframes, equipped with weapons and armor to patrol the orbital infrastructure of ZOCU systems cut...)
 
 
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==Combat Rules==
  
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===Space Combat Resolution===
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'''Vehicle to Vehicle Combat (guns)'''
  
===Base Units===
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: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.
 +
:::<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).
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::<font color=blue>Agility is, not surprisingly, important for superiority craft.  Somewhat different rules apply for guided missiles.</font>
  
'''Combat Mecha'''<br>
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'''Ship to Ship Combat'''
The first combat mecha were modified orbital workframes, equipped with weapons and armor to patrol the orbital infrastructure of ZOCU systems cut off by the Breakdown.  They came into their own during the '80s, eventually resulting in several Core powers adopting similar weapons.<br>
 
Armor 5<br>
 
HP 5<br>
 
Agility 3<br>
 
Speed 3<br>
 
  
 +
: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.
 +
::<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.
 +
::<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.
 +
::<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>
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:::<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>
  
===Weapons===
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'''Vehicle to Ship combat'''
  
'''Chemical Propellant Guns'''<br>
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:1) As per Ship to Ship combat, but OffAgility is added to Accuracy.
It has taken a long time for the venerable ‘gun’ to die outPopular due to their rugged simplicity and ease of manufacture, conventional guns remain common outside of high-tech centersWhile they can never match modern electromotive or directed-energy weapons in raw performance, modern chemical engineering ensures they offer excellent value for their price pointPlus, they require no sophisticated manufacturing base.<br>
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:2) Unchanged
Firepower 4<br>
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:3) Craft at Point-blank range can effectively strike at weak points (airlocks, turret rings, etc), adding OffAgility to Strength**May need consideration**
Range 5<br>
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::<font color=blue>The best way for craft to destroy ships is get right up close and shoot them in the important bits22nd century dive bombingHeavy anti-ship missiles can also be used, but anything short of a bomber can't carry more than one or two.</font>
PIP 8<br>
 
CIP 2<br>
 
Space 4<br>
 
  
'''Electromotive Weapons'''<br>
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'''Ship to Vehicle combat'''
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 4<br>
 
Power 1<br>
 
  
'''Directed Energy Weapons'''<br>
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: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.
Powerful directed-energy weapons took a long time to matureHampered 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 applicationsCurrently, a number of subtypes exist.
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::<font color=red>Craft have much smaller sensor cross-sections than warships and are much easier to protect via decoysThus sensors and ECM become much more important.</font>
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: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.
  
'''Lasers'''<br>
 
Relatively simple but inefficient energy weapons, used in high-accuracy roles.<br>
 
Stats TBD
 
  
'''Pulse Cannons'''<br>
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===Ground Combat Resolution===
A common particle-accelerator weapon, commonly used by Pac-Am ships.<br>
+
Ground combat functions broadly similarly to space combat, though with some key changesThe concepts will be explained below.
Firepower 5<br>
 
Range 5<br>
 
Accuracy +2<br>
 
PIP 5<br>
 
CIP 10<br>
 
Space 4<br>
 
Dust 1<br>
 
Power 3<br>
 
Special: Energy, Armor Piercing<br>
 
  
  '''Mega Particle Weapons'''<br>
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====Formation Scaling====
Powerful particle beam weapons originally developed by Asakuran scientists and adopted as the standard direct-fire weapon of ZOCU.<br>
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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.
Firepower 4<br>
 
Range 6<br>
 
Accuracy -1<br>
 
PIP 5<br>
 
CIP 15<br>
 
Space 4<br>
 
Dust 3<br>
 
Power 4<br>
 
Special:  Energy, Armor Piercing<br>
 
  
'''Missiles'''<br>
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:'''Squad''' (10):  Generally this is where explorers and special operation grounds are.  Ground vehicles are treated on the individual level.
Another standby, missiles are powerful and effective weapons, however their physical size limits the endurance of equipped unitsLong 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>
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:'''Company''' (100):  The lowest level of 'military' operations.  Typical for frontier operationsCompanies tend to be homogeneous to one type of infantry or vehicle.
Stats/rules TBD
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:'''Battalion''' (1000):  Battalion level operations are the norm for hot wars.  At this level almost all units have a certain ability to 'multitask'.
   
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:'''Division''' (10,000): Generally only seen on particularly large ground conflicts, such as Kanon, New Mercia and Sarreva.
  
===Armor===
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====Terrain====
Armor can be applied multiple times, representing ever-greater thicknessesAll stats are per level and are summedMultiple types of armor cannot be mixed and matched on a given unit.<br>
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Unlike (most) space, land is not an empty expanse of nothingEven the least rugged terrain will provide opportunities for concealment and misdirectionThus the more difficult terrain provides a defensive bonus, as well as decreasing mobility.
  
'''Standard Armor'''<br>
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:'''Barren''':  Particularly flat and featureless land, like the Iraqi desert or some cultivated land (which is not 'barren' in any sense!)
Standard armor is normally made of high-tensile Titanium-steel alloy, an efficient and relatively good compromise between resistance, price and weight.
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:'''Open''': Most habitable 'outdoors' that features mixtures of open and wooded areas, typically with minor topographic shifts - or the offworld equivalent.
Armor +2<br>
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:'''Difficult''':  This is substantially more difficult for armored units and generally represents fully wooded areas and hills.
Agility -.33 (round penalty down)<br>
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:'''Very Difficult''':  This is truly rugged and painful territory, such as the triple canopied rainforests of Kanon or the wooded mountains of British Columbia.
Speed -.33 (round penalty down)<br>
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:'''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.
PIP 0.5/level (round down) +2 base<br>
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:'''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.
Space 0.5/level (round up) +1 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 0.5/level (round up) +1 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>
 
 
 
'''Powerplant'''<br>
 
All of these are applied as one set, eg, 5x Powerplant<br>
 
Speed +1<br>
 
Space 1<br>
 
Power 1<br>
 

Latest revision as of 17:26, 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.