Part of a series about the Stellar Alliance.
Note: These rules are a work in progress.
The following rules supplement or supersede those of Mini-Six and/or Warp Ships.
For detailed statistics of various ships, see “Ships of Alliance Space”.
Weapons in Warp
Firing Weapons
For each target the Gunner makes a skill check against the Pilot’s static Defense:
Gunner rolls … | vs. Pilot’s Defense from … | |
---|---|---|
Evasive Manuevers | Gunnery + Target Scale - Weapon Scale | Pilot + MNV |
No Evasive Maneuvers | Gunnery + Target Scale - Weapon Scale | 20 |
If the Gunner hits, they roll damage.
If the target is a missile, the Gunner rolls against the missile’s defense:
Gunner rolls … | vs. … |
---|---|
Gunnery + Target Scale - Weapon Scale | Agility |
If the weapon hits the missile, the missile is destroyed. Otherwise the missile strikes the ship and does its stated damage.
Damage to Warp Vessels
To use the Mini-Six Vehicle system instead of the Quantum Warp Ship system, replace the “Damage to Warp Vessels” rules with the following.
Damage vs. Body
If a Gunner or missile hits, the weapon inflicts damage, which the stricken ship’s engineer or technical staff compare to a Body roll.
Gunner rolls … | Engineer rolls … |
---|---|
Weapon Damage + Weapon Scale - Ship Scale | Body |
The engineer then looks up the results on the Vehicle Damage Table, reproduced here for convenience:
Damage Rolled ≥ | Effect |
---|---|
Body Roll | Temporary (one round) |
2 × Body Roll | Permanent (repair required) |
3 × Body Roll | Permanent (part destroyed) |
Warp Ship Damage
The engineer or GM roll on the following table to see the effects of damage, also reproduced here.
Roll 1D | Effect |
---|---|
1 | Lose 1D from Maneuverability (MNV) |
2, 3 | Random System Damaged (see next table) |
4 - 6 | Structural Damage (go to next level) |
Random System Table:
Roll 2D6 | System | Effect |
---|---|---|
2 | Coffee Maker | No fresh coffee |
3 | Food Fabricators | No food |
4 | Communications | Cannot communicate with outside world |
5 | Sensors | Cannot get sensor locks or long-range data |
6 | Weapon | Lose one weapon or Exo-Beam array, determined randomly. |
7 | Control Systems | -1 to all skill rolls, cumulative: -1, -2, -1D, -1D-1, etc. |
8 | Missile Launcher | Jammed, cannot fire missiles |
9 | Main Life support | Only 3D6 hours of air left unless Aux gone |
10 | Aux. Life support | Only 1D6 hours of air left if Main gone |
11 | Warp Generators1 | No warp bubble or warp drive, thrusters only |
12 | Zero Point Reactors | No power of any kind, all systems dead |
Structural Damage Levels:
Structural Damage | Effect |
---|---|
Damaged | Hull needs major repairs |
Badly Damaged | Hull and superstructure need overhaul |
Critically Damaged | Ship barely holding together |
Fatally Damaged | Ship inoperable, time to abandon ship |
Destroyed | Ship breaks apart or explodes |
Once the engineer assesses damage, they can make one skill check to fix one damaged system. The GM will set the difficulty. Use the Repair skill for all repairs.
If a starship’s Warp drive breaks, the ship will have to call for a Warp Tug, since maneuver thrusters will take forever even to make the next planet in the system.
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Non-warp ships lose (heads) main engines or (tails) FTL drive. ↩︎