The Stellar Alliance: Warp Ships in Mini-Six

Posted: 2023-06-06
Last Modified: 2023-09-28
Word Count: 519
Tags: rpg space

Table of Contents

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.

  1. Non-warp ships lose (heads) main engines or (tails) FTL drive. ↩︎