DITL Battle Sim Rules 2.1

Post Reply
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

A slight revision and retyping of the old rules:

Section 1 – The Turn

The Turn is composed of 2 phases the conn and the tac phase. The Conn phase is composed of all actions which move, rotate, and maneuver the ship. Damage Control, Cloaking, and other considerations are also taken care of during the Conn Phase. The Tac phase is the part where the ships unleash their firepower at each other. Players select their targets and decide which weapons to use.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 2 – Conn

There are 3 types of conn orders: Movement, Evasive Action, and Ramming Speed:

Movement orders are the normal kinds of orders players will use and include the translational and rotational motions of the ship. Orders should be listed in a series of objectives for the GM, with each objective being at most 1 translation OR rotation.

A successful movement requires a roll of 6+N on a 2D6+3 with modifiers where N is the objective number. (I.e. the primary objective requires at least a 7, the secondary an 8 and so on).

Evasive Action can be ordered with or without any other objectives, however your ability to move/rotate while taking evasive action will be limited. This order, if successful, will generate a ‘to hit’ penalty on your opponent during the next Tac Phase.

Ramming Speed is a last resort order that will push your ship at full impulse directly into the enemy ship causing massive damage to both ships.

Modifiers:
Modifiers will mostly be a result of ship specific special abilities and/or battle damage
The most maneuverable ship gets a +2
(In multi ship battles the second most gets a +1)
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 3 – Tactical

The Tac phase is where players send orders on who/what they are targeting with what weapons and on what settings. To successfully hit, a player must roll an 8 on a 2D6+3 with modifiers.

No weapons are allowed to “curve” therefore only targets within line of site can be targeted and only with weapons facing the target.

Modifiers:
Modifiers will be based mostly on the circumstances of the situation and the targeting. The more specifically you target the more difficultly it will be to score a hit.

Targeting a specific Section: -1
Targeting a specific Part of the Section (torp tube, etc.): -2
Targeting an important Area: -3
Furthermore a penalty of(-1*(distance to target)/(100*Weps Range)) will be assessed to all ships.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 4 – Shields

The Shield value, in TJ, is the total damage a ships shields can take before collapsing. The shied is divided into six sections: Fore, Aft, Port, Starboard, Ventral, and Dorsal. Shield Strength is calculated based on these sections.

At the beginning of every turn each section has a strength of: (Total Shield Strength (TSS))/X where X is the number of sections remaining. When a shield takes damage during the battle, only that section will be reduced, but will then readjust to the new value at the beginning of the next turn. If a shield is reduced to 0 TJ during one tac phase the shield generators will overload and the shields in that section will be permanently offline.

Note: Shields will stop most damage; however some damage can leak through. When a shield is hit with a weapon whose total power is 10% or more of the section shield strength crits can occur on the section below.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 5 – Hull Sections and Damage

The hull strength of a ship decides how much damage each section can take before being completely destroyed. The strength of a hull section is: S =75*√(m(1+a^n))+90000, in TJ, where m is the ship mass, a is the armor thickness, and n = 1 for High Density and 1.2 for Ablative. The resulting number dictates the total damage a section can take, but the section doesn’t go from perfect to destroyed:

0-24%: Crits can affect surface systems, some minor internal power fluctuations.
25%-49%: Surface systems are disabled/destroyed. Crits affect systems inside the section. Hull breaches have occurred.
50-74%: Internal systems in the section have been disabled/destroyed. Major hull breaches exist and some people have likely been lost to the void before emergency force fields could be activated. The section has 1 turn of power left without Damage Team Support, and could cause forward sections to lose power as well.
75-95%: All that is left is the basic structural components keeping it attached to your ship. Internal and external systems have been destroyed. The Hull is ripped open. Heavy damage to the EPS system likely causing power loss in surrounding sections.
96-100%: Space Junk.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 6 – Weapons

Energy Weapons

Phasers: Phasers have a range of 300,000KM max and deal 3x their listed Wattage in Damage.
Phasers receive a +2 ‘To Hit’ modifier due to their accurate nature.

Pulse Phasers: Pulse Phasers have a range of 200,000KM max and deal 60,000TJ in damage

Phaser Lance: A Phaser Lance has a max range of 300,000KM, and inflicts 80,000TJ in damage per hit. Lances receive a -1 ‘To Hit’ modifier due to their cumbersome nature.

Disruptors: Disruptors have a max range of 250,000KM and deal 3.5x their Wattage in Damage.

Phased Poloron Weapons: Poloron Beams have a range of 300,000KM and deal 3x their Wattage in Damage. Poloron beams also gain a +1 modifier to Crit Rolls.

Torpedoes

Photon Torpedoes: Deal 60,000TJ damage per hit
Quantum Torpedoes: deal 90,000TJ damage per hit

Tube ROF/turn:
Tube – 2nd Class: 1
Standard: 2
Burst Fire, Type 1 + 2: 3
Burst Fire, Type 3, 4: 4
Pulse Fire: 3/turn OR 5 every other turn
Rapid Fire: 5/turn

Klingon High Power: 1
Triple Fire: 2

CU Mk 1/2: 1

Dom Mk 1: 1
Dom Mk 2: 3

Rom S1/S2: 1
Rom S3: 4

Firing Spreads:
Tight = -4 To Hit Target, -1 To Hit Somewhere, all treated as 1 roll. Thus if you aim for the center with a tight spread and hit it they'll all still hit that same section, if you miss, since you're aiming at the center, you're still likely to hit the ship and they'll all hit that spot, or you're targeting system has completely malfunctioned and you miss.

Standard: -1 To Hit Target with 1/2 hitting the target, 1/2 spreading out to other section nearby, +1 to hit the ship with 1/2 hitting the nearby sections, 1/2 missing.

Wide: 1/2 automatically miss, +2 To Hit random sections for all remaining Torps
Last edited by Lt. Staplic on Wed Feb 19, 2014 8:13 pm, edited 1 time in total.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 7 – Critical Hits

A Critical Hit is extra damage caused to specific/important parts of the ship such as weapons ports or engines. This damage can be temporary, repairable, or permanent, and can cause mild to significant problems for the affected ship. When a ship receives a crit, the GM will be the deciding factor in what is damaged and how severely based upon the situation of both ships at the time. GM’s are expected to utilize common sense when dealing with this.

Warp Core Failure
One of the most significant and common causes of ship destruction is the warp core malfunction. If the enemy successfully targets or otherwise damages the warp core a 2D6 Warp Core Failure roll is made:

2-6: Fizzle. No serious problem, minor venting and rerouting of technobabble.
7-8: Sizzle. Some last minute technobabble saves the core just after the incineration of a redshirt, +1 modifier on all future Warp Core Failure Rolls.
9-11: Serious Problem. The problem is barely contained, but power will be lost in one randomly chosen section until a Damage Control Team can fix it. +1 Modifier to all future Rolls
12: Boom. Warp Core Breach in Progress. Make a Warp Core Ejection Roll.

Warp Core Ejection Roll: 1D6
1-2: Systems locked out. Warp Core Blows destroying the section it’s in and dealing 150,000TJ damage to any neighboring sections.
3-6: Warp core is safely ejected and blows up far away from the ship saving your lives. The ship’s batteries kick on and will sustain the ship for 3 more turns.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 8 – Damage Control

When a ship suffers a repairable crit, damage control teams can rush to the sections to take care of it. Only one crit can be repaired per turn, and the choice of which one to repair first must be declared during the Conn Phase. To successfully repair the crit a roll of 6 must be rolled on a 1D6+N-2 where N is the number of turns the crit has been active.

Fires are often another result of damage to the ship and if left unchecked can present a major problem for a starship. Every turn a Fire is active a 1D6 Fire Damage roll must be done:
1 – Fire remains contained
2-4: Fire reaches another part of the section and deals another crit to that part of the ship
5-6: Fire spreads into a different section and deals a crit there. (Note this also increases the number of fires Damage Control must put out).
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 9 – Special Tech

Cloaking Devices: Cloaking devices allow a ship to be rendered invisible to all players on the map. If a player decides to cloak, they must declare it in their Conn Phase. They can take no other action during their Conn phase nor during their Tac phase. If they roll at least a 7 on a 2D6+3, the cloak will become active the following conn phase.

Perfect Cloak: The perfect cloak must follow all of the same rules as the cloaking device, but they are allowed to fire during their tac phases. This will give away their position however and enemy vessels can target them in the next tac phase with a -2 “To Hit” modifier.

Warp Jump: During the Conn phase any ship with Warp Drive and at least one functional nacelle may perform a “micro warp jump” across the battlefield. If the action is successful they may move any number of KM in the direction they were facing. However ships will not be able to fire the same turn they jump.

Fighter Flights may be launched from carrier ships such as the Scimitar or Akira. To successfully launch a flight a roll of a 10 on a 2D6+3. Fighters must be launched during the conn phase and cannot take part in the tac phase of the turn in which they were launched.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 10 – Boarding Parties

Boarding Parties may be used to cause extra internal crits to an enemy vessel. To send a boarding party the ship must have at least 1 active transporter. No more than 1 boarding party may be sent per transporter per turn with a max of 5 boarding parties per ship. All boarding parties start with 10 personnel. Boarding parties can be sent during the tac phase. To successfully send a boarding party a roll of 6 on a 1D6 with modifiers is required.

Once aboard the enemy vessel Boarding parties are allowed to target one area per turn, to cause a crit a roll of a 9 on a 2D6 with modifiers is required. The Target must be declared during the Tac Phase:
Target the Bridge: -4 Take modifier. All enemy rolls receive a -1 modifier if taken
Target Engineering: -3 Take modifier. All enemy damage control -1
Target Navigation: 3-Take modifier. All enemy conn rolls -1
Target Armory: -2 Take modifier. All tac rolls -1
Target Security: -2 Take Roll. Permanent -3 on Internal Security Rolls
Target Operations: -1 Take Roll. All enemy Special Tech Rolls -1
+1 Modifier each turn target the same location.

Defending Ships fight Boarding Parties automatically. Each turn a 1D6-5 with modifiers is rolled with the result being the number of invaders killed that turn.

Modifiers:
+1 for each turn the party is on board.
+1 if the targeted location is in a damaged section.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

Section 11 – Match Types

Deathmatch: 1v1 battle to the death. Last ship standing wins

Team Deathmatch: Similar to above, ships are put on teams, Victory is determined by which team has surviving members

Battle Royal: Free-for-All deathmatch with 5+ players

Station Defense: Team Mission. One side attempts to defend a station while the other seeks to destroy it.

Assassination: Timed Match. One person/team is attempting to assassinate a passenger before reinforcements arrive.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Spocky
Ensign
Ensign
Posts: 109
Joined: Sat Dec 28, 2013 3:24 am
Location: Dorset

Re: DITL Battle Sim Rules 2.1

Post by Spocky »

In yuor simplification, all detail has been lost.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battle Sim Rules 2.1

Post by Lt. Staplic »

If you're referring to the examples, yes I removed the examples to make the rules easier to read. If you need clarification on a rule please PM Teaos or myself.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Post Reply