Combat Rules

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Combat Rules

Postby Augur » Fri Jul 31, 2009 9:45 am

GENERAL RULES CLARIFICATION

Robotic armor ratings work the same way as vehicle armor and natural armor. Any rolls to strike that are below the armor rating simply bounce off the robot, while those that are above it do damage to the robot's S.D.C. (not the pilot). The pilot is not in danger until the robot's entire S.D.C. is depleted.

Natural 20: ALWAYS A CRITICAL HIT (x2 damage, exactly what the character wanted, happens)

Natural 1: The GM will ALWAYS make things interesting.

A natural 1 is an automatic miss at any range.

A strike roll of 2-4 AFTER bonuses is an automatic miss at 1-59'

A strike roll of 2-8 AFTER bonuses is an automatic miss at 60+'

A strike roll of 2-10 AFTER bonuses is an automatic miss in space combat

AIMED SHOT: +2 to Strike bonus (takes 2 actions)

CALLED SHOT: no bonus (takes 2 actions), enables PC to target a specific location

AIMED CALLED SHOT: +2 to Strike bonus (takes 3 actions), enables PC to target a specific location

Firing a BURST: any bonuses from W.P. skill are at 1/2

SHOOTING WILD: -6 to Strike (when moving faster than a walk, in a moving vehicle, doing acrobatics, etc.)

Moving Target: -1 to Strike (-1 additional per 50mph in excess of 20mph)

Target is Behind Cover: Requires a Called Shot (impossible if totally covered)

YOU CAN NEVER DODGE A VOLLEY OF 4+ MISSILES--Shoot 'em down!

Mini-Missiles are not guided missiles and so the above rule does not apply to them. GMs are encouraged to apply a substantial dodge penalty (of their own reckoning) nonetheless.

Laser targeting bonuses are not cumulative.

Bionic hands will negate any bonuses received from custom weapons grips.

Robot Combat: Type I Robot Combat Vehicles
The Robot's P.S. is used for damage bonuses, not the pilot's.

Robot Combat: Type III Exoskeletons
If the pilot has a higher P.S. than the Exoskeleton, the pilot's P.S. is used for damage bonuses, not the exoskeleton's.

Paired Weapons
Pure Offense: using both weapons on the offensive PCs get only straight attack rolls with applicable bonuses if any. No dodging or parrying is possible.
Pure Defense: parrying & dodging more than three melee attackers is only possible in this mode. Each parry or dodge costs an action.
Balanced strategy: Enables one weapon-arm to parry while the other is used to strike. Any dodges used in this fashion costs both 1 offensive and 1 defensive action. Cannot defend/engage against more than 3 opponents at the same time. Each parry and each strike costs an action from the designated weapon-arm. Power Attacks cost the offensive weapon-arm 2 attacks and Called Melee Strikes cost 2 attacks.

Specialized actions such as disarm, restrained attack, entangle, are usable in the modes befitting the action. Ergo, no restrained attack when you're in Pure Defense.

"Called Shot" Melee Strikes

Melee called strikes will never have a strike penalty but they will still take two melee actions. However, only really small stuff will require a called shot/strike. For example, while it may be tough to hit someone's head with a ranged weapon, it wouldn't make that much difference for a melee fighter, so it would just be a normal strike sent at the head. You specify your target, take one action to strike it, and so on. Tiny stuff that would be hard to hit even up close and personal (like weapons) requires a called strike.

STRIKE BONUSES

P.P. bonuses apply to ALL melee combat moves.

Strike bonuses from HtH or from powers or other sources do NOT apply to special moves such as disarm, hold, etcetera, only bonuses that specifically apply to those moves and P.P. bonuses.

Weapon Proficiency bonuses do not apply to special moves, or if they do, they will list those bonuses as separate from the strike/parry bonuses (such as whips and entangle, etc.).

Psionics and Ley Lines
Range and duration of psionic powers is doubled when at or near a Ley Line or Nexus point.

Psychics can draw on 1D6+level number (of character) every melee round when on a Ley Line. 2D6+level (number of player) if on a Ley Line Nexus. But must be used during that same melee.

Psionic attacks that do physical damage get a +1D6 damage bonus when on a Ley Line; +2D6 damage bonus if on a Ley Line Nexus.
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Re: Combat Rules

Postby Augur » Sun Aug 02, 2009 8:05 am

Starship & Space Combat

Weapons Scale Modifiers
The penalties given below apply whenever a specific class of weapon is used against a spacecraft smaller than 200 tons. The attacker using the big guns still gets its full bonuses but applies the listed penalties to the final result before comparing it to any dodge roll. Note that the penalty is based on the design and size of the weapon and not the size of spacecraft upon which it is built.

Modifiers to Strike
Light weapons: No penalty: good against small, fast targets.
Medium Weapons: ·3 penalty
Heavy Weapons: -6 penalty.
Anti-Ship Weapons: -10 penalty: the target practically has to run into the blast.
Battleship Weapons: -14 penalty: the target practically has to run into the blast.

Rate of Fire
Great Cannons: once every 2 melees maximum
Battleship Weapons: once per melee maximum
Anti-Ship Weapons: 2 times per melee maximum
Heavy Weapons: 3 times per melee maximum
Medium Weapons: 4 times per melee maximum
Light Weapons: equal to the gunner's attacks per melee

Fire-Linking
Multiple weapon systems can be purchased and fire-linked to act as a single weapon. However, this reduces the number of targets the ship can engage at once to a single target. Fire-Linking is merely a matter of configuring the weapons' operations software. To link or unlink weapons requires both a successful Computer Programming and Spacecraft Mechanics or Weapons Engineer skill roll.

Jump-Drive Interstellar Navigation
  • Plotting a course and activating hyper-gravity generators can take as much as 20 minutes.
  • If a navigation computer has pre-programmed coordinates, however, they can be uploaded in three melee actions.
  • The generators themselves take one full melee round to power up and activate.

HTH Combat Stats & Spacecraft
HTH combat stats are N/A to spacecraft.
Use the following:
  • APM: Character base APM + bonus APM from possible powers + bonus APM from vehicle
  • Bonuses: Character attribute bonuses + bonuses from powers + bonuses from vehicle

Capital Ship Combat
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Re: Combat Rules (Complete)

Postby Augur » Thu Aug 20, 2009 4:17 pm

Cyberjacking
Fundamental Concepts & Rules
• Each skill, weapon or piece of equipment used in cyberspace is actually a program.
• There are two types of hacking:
• • • Traditional Hacking
• • • Cyberjacking
Traditional Hacking vs. Standard Security Systems
• Rolls are made against the security level of the system being hacked with applicable modifiers.
Traditional Hacking vs. Reality Enforcing Systems
• Programs are necessary to duplicate skills, weapons, and other things of use.
Writing Skill Programs
• Base: ½ the programmer's Computer Programming Skill.
• -5% to programming check when writing skill for every +10% to base attempted.
• -30% to whip a program up on the spot and requires 1D4 melees!
Writing Special Effects Programs
• Spells, superpowers and psionic abilities can all be mimicked with the right program.
• Base: ¼ the programmer's Computer Programming Skill.
• -5% to programming check when writing skill for every +10% to base attempted.
• -30% to whip a program up on the spot and requires 1D4 hours!
Writing Weapon Programs
• Damage is 1D6 per level of the programmer.
• -2% per 1D6 of damage to create the cyber-weapon.
• Ranged cyber-weapon payload: computer programing skill/number of damage dice.
• No encumbrance limit on cyber-weapons.
Cyberjack Combat
• Attacks per melee
• • Start at 2 APM
• • +1 APM at levels 3, 8, 11 and 15
• • All actions cost an action unless an ability imparts an “automatic” modifier.
• • If no computer hacking skill is known:
• • • -2 to all combat rolls
• • • -1 APM unless within their own system
Cyber-Bonuses
• Strike, Parry and Dodge
• • Use the P.P. Bonuses equivalent on the scale to the user's I.Q. to determine base bonus.
• • +1 per each 24% of computer programming or computer hacking skill.
• • +1 at levels 3, 8, 11 and 14.
• • Other bonuses may come from supernatural abilities or specialized equipment.
• Damage
• Cyberjacking
• • • All attacks do damage directly to the character's Hit Points.
• • • Reaching zero hit points knocks the character out and renders them comatose in the real world.
• • Traditional Hacking
• • • Damage inflicted by active security is converted into a percentage which is checked at the end of each round to see if the hacker's system crashes. Such crashes broadcast the hacker's location to the security system & personnel.
Effects of being “unplugged”
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Re: Combat Rules

Postby Augur » Tue Jul 06, 2010 8:03 am

FTL TRAVEL
Maximum FTL Speed Factors by Drive Type
Hypergravitics: Factor 10.
Cruise Mode/TLT: One light year per hour.
Jump: N/A, Point-to-Point travel limited to approximately 50 light years per jump.
Magic: Factor 20 when applicable, otherwise Point-to-Point travel limited only by available P.P.E.
Anti-Gravity: Factor 20.
Photon/Ion/Fission (Nuclear Power): Factor 30.
Laser Sail: Factor 40.
Metallic Hydrogen: Factor 50.
Microwave Sails: Factor 50.
Nuclear Fusion: Factor 60.
Interstellar Ramjet: Factor 100.
Matter/Anti-Matter: Factor 130.

STL TRAVEL (Where all combat occurs)
A ship's total movement points is equal to its Base STL Grid Movement by Ship Class added to any STL Grid Movement Modifiers.
A ship always has at least 1 movement point unless it's adrift.

Base STL Grid Movement by Ship Class
Interceptor: 5 spaces (50 tons or less)
Interceptor: 4 spaces (greater than 50 tons)
Shuttle: 3 spaces
Destroyer: 2 spaces
Battleship: 1 space
Deployer: 1 space
Transport: 2 spaces (less than 5,000 tons)
Transport: 1 space (greater than 5,000 tons)

STL Grid Movement Modifiers
Hypergravitics: 1 space
Cruise Mode/TLT: 1 space
Magic: 1 space
Anti-Gravity: 1 space
Jump: 1 space
Photon/Ion/Fission: 1 space
Laser Sail: 2 spaces
Metallic Hydrogen: 2 spaces
Microwave Sails: 2 spaces
Nuclear Fusion: 3 spaces
Interstellar Ramjet: 4 spaces
Matter/Anti-Matter: 5 spaces
Per 1,000 tons: -1 space
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Re: Combat Rules

Postby Augur » Wed Jul 21, 2010 11:59 am

Spacecraft Weapons

Light Spacecraft Weapons
Type Range Damage Modules Cost S.D.C.
Ion Beam 7 miles (11.2 km) 2D4x10 .6 80,000 credits 100
Particle Beam 5 miles (8 km) 2D6x10+10 .8 120,000 credits 100
Laser Beam 6 miles (9.6 km) 1D6x10+6 .5 50,000 credits 100
Rail Gun 2 miles (3.2 km) 2D4x10 .5 20,000 credits 150
SRM Rack Varies Varies 2 100,000 credits 200
SRM Pack (10) N/A N/A .5 10,000 credits 20
Rail Pack (100) N/A N/A .25 5,000 credits N/A

Medium Spacecraft Weapons
Type Range Damage Modules Cost S.D.C.
Ion Beam 15 miles (24 km) 4D6x10+10 1.2 250,000 credits 200
Particle Beam 12 miles (19.2 km) 5D6x10 1.6 350,000 credits 200
Laser Beam 13 miles (20.8 km) 4D6x10 1 150,000 credits 200
Rail Gun 9 miles (14.4 km) 3D6x10 1.5 125,000 credits 250
MRM Rack Varies Varies 4 200,000 credits 300
MRM Pack (10) N/A N/A 1 20,000 credits 40
Rail Pack (100) N/A N/A .5 10,000 credits N/A

Heavy Spacecraft Weapons
Type Range Damage Modules Cost S.D.C.
Ion Beam 29 miles (46.4 km) 1D6x100 4 450,000 credits 350
Particle Beam 24 miles (38.4 km) 2D4x100 4.5 650,000 credits 400
Laser Beam 27 miles (43.2 km) 1D4x100 3 350,000 credits 400
Rail Gun 22 miles (35.2 km) 1D6x100 5 350,000 credits 500
LRM Rack Varies Varies 6 450,000 credits 500
LRM Pack (10) N/A N/A 2 125,000 credits 50
Rail Pack (100) N/A N/A 1 50,000 credits N/A

Anti-Ship Weapons
Type Range Damage Modules Cost S.D.C.
Ion Beam 60 miles (96 km) 2D6x100 5 950,000 credits 550
Ion Battery 60 miles (96 km) 3D6x100+50 9 1.4 M credits 750
Particle Beam 50 miles (80 km) 2D8x100 6 1.3 M credits 650
Particle Battery 50 miles (80 km) 4D6x100 10 2 M credits 800
Laser Beam 55 miles (88 km) 2D4x100 4 750,000 credits 600
Light Mass Driver 27 miles (43.2 km) 4D4x100 8 950,000 credits 1000
Rail Gun Battery 27 miles (43.2 km) 5D6x100 12 2 M credits 1200
Rail Pack (100) N/A N/A 2 100,000 credits N/A

Battleship Weapons
Type Range Damage Modules Cost S.D.C.
Ion Cannon 120 miles (192 km) 1D4x500 16 1.7 M credits 2000
Particle Cannon 100 miles (160 km) 1D6x500 20 2 M credits 2500
Laser Cannon 155 miles (248 km) 4D6x100 15 1 M credits 2500
Heavy Mass Driver 85 miles (136 km) 1D4x1000 40 4.4 M credits 4500
Great Cannon 500 miles (800 km) 1D6x1000 125 7.5 M credits 7500
Ballistic Missile Rack Varies Varies 15 1.5 M credits 2000
Rail Pack (100) N/A N/A 5 200,000 credits N/A
Ballistic Missile Pack (5) Varies Varies 5 250,000 credits N/A

Arismal Bio-Energy Amplifiers
Type Multiplier Modules S.D.C. Requirements
Light x10 .5 100 1 Super-endowed operator
Medium x20 5 200 2 Super-endowed operators
Heavy* x50 10 300 10 Super-endowed operators
Anti-Ship** x100 25 500 50 Super-endowed operators
Battleship** x1000 250 1000 100 Super-endowed operators
* Still in testing and development stage, not yet available to the A.D.F. outside of a laboratory environment.
** Still purely theoretical, no research or development resources or efforts have yet been directed at this scale.
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Re: Combat Rules

Postby Augur » Sat Feb 04, 2017 8:32 am

AUGG wrote:Artificial Gravity: Similar to the gravity well generators used in point-to-point activation, but much smaller, this system is placed along the bottom of a spacecraft and run continuously to provide artificial gravity for the craft's crew. Cost: 500,000 credits. Module Requirement: 10


This is the only reference I can find in Palladium that talks about artificial gravity for starships.

Books Checked:
Mutants in Orbit
Aliens Unlimited: Galaxy Guide
Dimension Book 6: Three Galaxies
Dimension Book 14: Thundercloud Galaxy

Now I have scoured several other sources, and found Traveller to have some good technical background. Most of what follows comes from here: http://www.freelancetraveller.com/featu ... avity.html

Gravity control devices encompass three different applied technologies, all of which are used on a starship. The first is artificial gravity technology. The second acceleration compensation. The third, contra-gravity, or the attenuation of the effect of natural gravity fields.

Grav Plates

Artificial gravity is produced through the use of gravity plates. A gravity plate produces a field of artificial gravity which is controlled by a micro computer processor (MCP). Acceleration compensation is effected through the use of gravity plates and computer processing power. Gravity plates are installed directly beneath the decking. Support devices, such as the power couplings and control assemblies, are installed beneath the grav plates in the spaces between decks. A central inertial compensation sensor (CICS) feeds information to the individual MCPs to adjust the gravity plates to counteract the acceleration effects of the maneuvering engines. The CICS can determine the actual orientation of the ship in real space. It also receives an input from the maneuvering engines and from external detectors that quantify resident natural gravitational fields. Each environmental compartment will have at least one MCP that regulates the gravity in the compartment. Larger spaces, like cargo bays or hangars, may have zoned gravity control, with more than one MCP for the whole compartment. Individual staterooms also sometimes have individual gravity control, allowing gravity in them to be set for the comfort of the inhabitants.

Grav plates operate independently of local natural gravitational fields. This allows a ship to maintain a gravity reference field in any direction, even perpendicular to the natural gravitational field of a planetary surface.

The 7 G limit of present inertial compensation systems is a result of the technology used to merge the gravitational fields of adjacent grav plates under the control of the CICS. Future improvements in this technology, will allow ships capable of higher accelerations to be safely designed.

Some tinkers have attempted to use a ship's computer to override the CICS so as to produce quickly varying gravitation fields in specific compartments. This is generally done as a deterrent to boarders. The problem with this modification is that it requires overriding safety protocols. Unless care is taken to restore all safety subroutines, failure of the safeties at a later time can cause unexpected malfunction of the grav plates. The best defense against this kind of "grav pong" is to destroy the MCP. The gravity plates themselves can also be rendered inoperative, but this typically requires damaging the decking above the grav plates. Removing power from the compartment is also generally effective in smaller ships. Larger ships are likely to have a separate distribution system for gravity control. Most also have local emergency backup power cells installed to help maintain gravity even during a power outage.

Failure of the CICS or disconnection of the grav plate from the ship's control system results it the gravity plate 'sticking' at its present setting. This can result in a residual gravity field at a high level or odd orientation dependent upon acceleration conditions when the failure occurs.

Contra-gravity

Contra-gravity units produce 'lift'. Unlike a balloon a contra-gravity unit does not transmit its lift to the vehicle structure through its supporting structure. A contra-gravity system will shield the vessel from the effects of gravity by producing a field effect. In the absence of an artificial gravity field persons in the vessel would feel the effects of the loss of gravity. In a vessel with full gravity compensation the passengers and crew will notice no effect at all, since the artificial gravity field will insulate the interior of the vessel from the effect to the natural gravity field.

Contra-gravity components must be as carefully designed into a craft as its reactionless drives. They cannot generally be added later, without massive refitting of the vessel. Like the reactionless thrusters, the contra-gravity unit is generally controlled from the bridge, by the pilot. On truly large ships both systems are sometimes controlled from an auxiliary bridge during landing. Often this auxiliary bridge has a sophisticated viewing system specially designed to give the pilot a 3 dimensional display of the exterior of the ship to allow a better view of the landing area.

The unit itself consists of the Gravity Core, a chamber where the fields that counteract the effect of gravity are centered. The Core is attached to the structure of the vessel. On large ships a number of cores are often installed. A computer coordination system evens out the effects of the various cores allowing the pilot to set trim on the units to smoothly control the lift of the vessel.

The contra-gravity system computer control system, both receives and transmits information to the CICS. The computer control system also receives input from the pilot's control console and sends the resulting control signals to the MCP attached to each Gravity Core.

Nested Gravity Devices

Gravity control devices can be made to shield the gravitational fields of other natural and artificial gravity fields. This characteristic of gravity control technology can be seen when a 300 meter long vessel drift skyward, unaffected by the pull of gravity, or when crossing the threshold of a ship and feeling the jolt of a sudden realignment of "down". These gravity effect devices can be nested, like a Matryoshka doll, to produce the amazing technological marvels that are so common in three galaxies society.

An example of such technology is the gravitational lens. Modern space based laser weaponry would be impossible without this device, which consists of nested gravitational focal points, allowing immense gravitational forces to be concentrated in a very small area to create a gravity field so large even highly energetic X-rays can be bent and focused into a tight beam. The application of this effect to gravitational weapons, or even more effective inertial dampers has so far been unsuccessful, as the effect is very localized.

Nested gravity systems can also be used to shield artificial gravity fields and so prevent their detection. Military gravitic devices are commonly shielded in this way, making the use of any so called "gravity detectors" fairly useless for detecting military grade units. Since the desired effect is the dissipation, or rather screening, of active gravity fields, rather than their concentration, these devices have not experienced the technical difficulties associated with focusing nested fields and are a proven technology.

On board ship nested gravity fields are used for everything from the ubiquitous inline gravity pump, to the lift.
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