<Starship Combat Rules>
Base Ruleset will be ICE's "Silent Death" line.
Rules Additions:
1) Movement-Corvettes & Frigates maneuver and make tight turns as fighters. Cruisers may sacrifice their entire movement to face any hexside, but may not otherwise make tight turns. Dreadnoughts may sacrifice their entire movement to face any hexside, but may do so once every two turns. Additionally, Dreadnoughts pay 4 Drive Points to turn 1 hexside instead of 3.
(Note on Drive Rates. Fighters tend to have Drives of 13-17. Corvettes tend to have drives between 7-12 depending on what they're built for. Frigates have Drives between 7-9 (the Normandy-2 with the maxed-out upgraded engines might be a 10). Cruisers tend to have Drives of 6-7. Dreadnoughts, Liveships, and similar have fixed Drives of 5. With the exception of Dreadnoughts, Asari ships tend to be on the high end of these values, Turians are on the low end.
Everybody's Dreadnoughts are Drive 5 unless they're directly slinging Reaper-level tech...in which case you're looking at Drive 6. The Citadel, when underway, has a Drive of *plot*...but if on the tabletop would build up about 1/4th Drive point each round, carrying over from round to round, may not make tight turns at all, and shares hexside changing costs with Dreadnoughts).
-Frigates and larger craft block LOS through their hex.
2) Kinetic BarriersFighters mount up to a 15-point Kinetic barrier which protects all aspects of the ship
Corvettes may mount a kinetic barrier in each arc that will stop up to 35 points
Frigates may mount a kinetic barrier in each arc that will stop up to 50 points
Cruisers may mount a kinetic barrier in each arc that will stop up to 100 points
Dreadnought may mount a kinetic barrier in each arc that will stop up to 150 points
Kinetic barriers for a ship (or a firing arc) may cease to function upon the second critical hit result upon that ship (or firing arc's) damage track. Roll 1d10; on a 1-3 (+1 for each Critical hit the ship has sustained in total to that exact point in the turn) they fail. Kinetic Barriers which fail during combat empty their capacitors; they cannot be brought back online during combat operations. Note that kinetic barriers reduced to 0 points have not 'failed', and may be brought back online during the course of the scenario as per the following paragraph.
Instead of firing weapons in a turn, a gunner or pilot may roll 1d10. If he gets a result equal to or less than his gunnery rating, the ship restores 1/2 of its maximum kinetic barrier rating at the end of the turn, rounded up (thus, a Cruiser with a 90 point kinetic barrier, which was reduced to 30 points, would restore 45 points of its kinetic barrier in this situation, giving it a total of 75 points for the next turn). A ship cannot gain more than its normal maximum kinetic barrier rating via this method. If a pilot wishes to attempt this technique, the ship may not make any tight turns that round in addition to being unable to fire weapons he is assigned. A VI can perform this action in lieu of the pilot if the ship is so equipped (using the rating of the VI as the "gunnery" score), but takes a +1 penalty to the roll. Multiple crewmen may attempt this action, but it may only succeed once per round for any given kinetic barrier on board the ship.
3) Energy Weapon Heat Tracking & Damage EffectsLasers & Particle weapons build up heat each time they are fired, and will destroy themselves if time is not taken to cool them down. Each time a laser weapon (or particle weapon) is fired, put a hash mark next to the battery on the record sheet. Once the battery has fired a number of times equal to one less than the DR of the ship (or firing arc in which the weapon is located, minimum of 1), it must cease fire to cool off. Each turn it does not fire, one hash mark may be erased from the sheet. Note that damage to a ship's DR does impact the frequency with which laser & particle weapons may fire. Laser weapons completely ignore kinetic barriers, though they do not ignore DR. Particle Weapons deal half their damage to kinetic barriers (if any) and half their damage to the ship's structure ("odd" points are dealt to the kinetic barrier); these weapons also do not ignore DR.
4) Available Weapons-Mass Drivers: Minigun, Autocannon (Drive restriction is 14 or less), Railrepeater (Drive restriction is 10 or less)
-Lasers: Pulse Laser, Meld Laser, Turbo Laser (TL may only be mounted singly in corvettes, frigates or larger craft may mount batteries)
-Particle Weapons: Splattergun, Blatgun - half damage to kinetic barrier, half to target
-Anti-Geth Weapons: Impulsegun, Ion Ram (only affect Synthetic targets), add -1 penalty (non-cumulative) to enemy attack rolls next turn if hit for structural damage
-Missiles in 5,10,15, or 20-shot launchers (15, or 20-shot launchers must be aboard corvettes or larger craft)
New Weapons
Capital-scale Mass Drivers (ship may only mount 1, must face forward arc; Dreadnought may mount x2 spinal guns of Class 3 or less instead of a Class 4)
Class 1 Spinal Mount (requires Corvette or larger): 2d6 to-hit; range 6/12/24, vs Drive less than 11, Damage: Allx2
Class 2 Spinal Mount (requires Frigate or larger): 1d6+1d4 to-hit (Corvettes & smaller add +2 to DV); range 8/16/24, vs Drive 8 or less, Damage: Allx4
Class 3 Spinal Mount (requires Cruiser or larger): 1d6+1d4 to-hit (Corvettes & smaller add +4 to DV); range 10/20/30, vs Drive 6 or less, Damage: Allx8
Class 4 Spinal Mount (requires Dreadnought): 2d4 to-hit (Corvettes & smaller add +6 to DV); range 12/24/48, vs Drive 5 or less, Damage: Allx16
Non-spinal Mass Drivers (these represent a "cluster" of several weapons each)
Type I Mass Driver (requires Frigate or larger): 2d6 to-hit; range 4/8/16, vs Drive less than 11, Damage: All
Type II Mass Driver (requires Cruiser or larger): 1d6+1d4 to-hit (Corvettes & smaller add +2 to DV); range 5/15/20, vs Drive 8 or less, Damage: Allx2
Type III Mass Driver (requires Dreadnought): 1d6+1d4 to-hit (Corvettes & smaller add +2 to DV); range 5/15/20, vs Drive 8 or less, Damage: Allx3
Capital-class Point-defense (ships larger than fighters) may defend against non-spinal mass driver attacks in addition to missiles & torpedoes.
Torpedoes work as listed in Silent Death with the following caveats: All torpedoes ignore kinetic barriers, and deal 4d12 damage to the target. A Fighter may only have 1 torp flying at a time, a corvette 2, and frigate 4, a cruiser 6, and a dreadnought 8. Torpedoes have a maximum flight range of 12 hexes. Torpedoes may not target fighters.
Sample Craft (to serve as inspiration)
Alliance Fighter (F-61 Trident)Crew: 1
Damage Boxes: 18
Drive: 16
Defensive Rating: 15
Damage Reduction: 2
Kinetic Barrier: 10
Kinetic Barrier Regeneration: 1/turn
Decoys: 1
Point Defense: none
Damage Control: 1-2
Weapons:
-Triple Minigun (Pilot, Forward Arc, 12 shots)
-Missile Launcher (Pilot, Forward arc, 5 missiles)
-x2 Torpedoes
Damage Track
-Box 2: Drive 16
-Box 3: Drive 14
-Box 4: DR 2
-Box 6: Drive 11
-Box 7: Critical Hit
-Box 8: Weapon (pilot choice)
-Box 9: DR 1
-Box 10: Weapon (shooter's choice)
-Box 11: Drive 8
-Box 13: Drive 5
-Box 14: Critical Hit
-Box 16: Weapon
-Box 18: Destroyed
T-250 Light Freighter (Corvette-scale)Crew: 4 (Pilot, Navigator, Gunner, Cargo Master)
Damage Boxes (F/L/R/A): 60/40/40/30
Drive: 7
Defensive Rating: 10
Damage Reduction (F/L/R/A): 2/1/1/1
Kinetic Barrier(F/L/R/A): 10/10/10/10
Kinetic Barrier Regeneration: 2/turn
Decoys: 1
Point Defense: none
Damage Control: 1-4
Weapons:
-Triple Pulse Laser (Gunner, 360-degrees, aft mount)
Forward Damage Track
-Box 10: DR 2
-Box 18: Critical Hit
-Box 30: DR 1
-Box 40: Critical Hit
-Box 60: Destroyed
R/L Damage Track
-Boxes 8,10,15,20,22,25,28,30,32,35 each represent 25 square meters (usually 5x5) of cargo hold floor space (marked with a 'C")
-Box 14: DR 1
-Box 16: -1 Drive
-Box 18: Critical Hit
-Box 24: -1 Drive
-Box 26: Critical Hit
-Box 33: -1 Drive
Aft Damage Track
-Box 8: -1 Drive
-Box 10: DR 1
-Box 13: -1 Drive
-Box 15: -1 Drive
-Box 14: Critical Hit
-Box 17: -1 Drive
-Box 18: Weapon Destroyed
-Box 20: -1 Drive
-Box 21: Critical Hit
-Box 24: -1 Drive
-Box 30: Destroyed
BT-399 'Kestrel' Tramp Freighter (Corvette-scale; modified for high-intensity cargo runs) Crew: 5 (Pilot, Gunner/Navigator, x3 Gunners)
Damage Boxes (F/L/R/A): 100/75/75/50
Drive: 12
Defensive Rating: 12
Damage Reduction (F/L/R/A): 3/3/3/3
Kinetic Barrier(F/L/R/A): 20/20/20/20
Kinetic Barrier Regeneration: 2/turn
Decoys: 3
Point Defense: 1-5(4)
Damage Control: 1-6
Weapons:
-Triple Pulse Laser (Pilot, Forward, Forward mount)
-Class 1 Spinal Mount (Gunner A, Forward, Forward mount)
-Turbo Laser (Gunner B, FL, AL, left side mount)
-Triple Pulse Laser (Gunner B, FL, AL, left side mount)
-Turbo Laser (Gunner C, FR, AR, right side mount)
-Triple Pulse Laser (Gunner C, FR, AR, right side mount)
-Missile Launcher (Gunner D, 360-degree, aft mount, 15 shots)
-Triple Pulse Laser (Gunner D, Aft, aft mount)
Forward Damage Track
-Box 25: DR 3
-Box 34: weapon (crew choice)
-Box 41: Critical Hit
-Box 50: DR 2
-Box 72: Weapon
-Box 75: DR 1
-Box 81: Destroyed 1
-Box 87: Critical Hit
-Box 100: Destroyed 2
R/L Damage Track
-Boxes 21,33,45,57,63 each represent 25 square meters (usually 5x5) of cargo hold floor space (marked with a 'C")
-Box 18: DR 3
-Box 25: -1 Drive
-Box 26: Weapon (crew choice)
-Box 28: Critical Hit
-Box 36: DR 2
-Box 42: -1 Drive
-Box 56: Weapon
-Box 58: Critical Hit
-Box 60: DR 1
-Box 61: Destroyed 1
-Box 64: -1 Drive
-Box 75: Destroyed 2
Aft Damage Track
-Box 8: -1 Drive
-Box 12: -1 Drive
-Box 13: -1 Drive
-Box 16: DR 3
-Box 17: -1 Drive
-Box 20: Critical Hit
-Box 21: weapon (crew choice)
-Box 23: -1 Drive
-Box 25: -1 Drive
-Box 31: -1 Drive
-Box 32: DR 2
-Box 33: -1 Drive
-Box 35: Critical Hit
-Box 37: Weapon
-Box 38: -1 Drive
-Box 42: -1 Drive
-Box 45: -1 Drive
-Box 46: -1 Drive
-Box 47: DR 1
-Box 50: Destroyed
Trafalgar-class Frigate (Damage Track boxes not given)
Crew: 25 (Pilot, Navigator, )
Damage Boxes (F/L/R/A): 180/120/120/90
Drive: 8
Defensive Rating: 9
Damage Reduction (F/L/R/A): 5/5/5/5
Kinetic Barrier(F/L/R/A): 35/35/35/35
Kinetic Barrier Regeneration: 5/turn
Decoys: 4
Point Defense: 1-5 (5)
Damage Control: 1-6
Weapons:
-Class 2 Spinal Mount (Gunner A, Forward Arc, Forward Mount)
-Triple Pulse Laser (Gunner B, Forward, FL, FR, Forward mount)
-Dual Autocannon (Gunner B, Forward, FL, FR, Forward mount, 8 shots)
Broadside (mirrored Right/Left)
-Type I Mass Driver, (Gunner C/G, FR, AR, Side mount)
-Type I Mass Driver, (Gunner D/H, FR, AR, Side mount)
-Type I Mass Driver, (Gunner E/I, FR, AR, Side mount)
-Triple Pulse Laser (Gunner F/J, FR, AR, Forward mount)
-Dual Autocannon (Gunner F/J, FR, AR, Forward mount, 8 shots)
-Triple Pulse Laser (Gunner K, Aft, AR, AL, Aft mount)
-Dual Autocannon (Gunner K, Aft, AR, AL, Aft mount, 8 shots)
x8 Torpedoes