Help with Abstract Combat System

Anonymous's picture
Anonymous
February 13, 2009 - 9:15pm
I'm slowing working on Frontier Battles (between the Star Frontiersman and FrontierSpace(TM)) and wanted some ideas for an abstracted combat resolution system.
Comments:

Sargonarhes's picture
Sargonarhes
February 19, 2009 - 12:27pm
FASA did a starship combat game that had no map or counters, although it included two round sheets with a turnable cover. The hits were determind by the ships facings towards each other. This is not ideal if you're having more than two ship in battle.

Most games that use abstract combat resolution for starship battles include another die or dice roll for the target ship. This is to represent the target ship's manuvers, ECM, ECCM, and defensive systems. If a ship is too large to evade damage then the next option would be a manuver to lessen damage, multiple attackers would degrade this defensive roll however.

Star Frontiers however has no rules or allowances for a defensive roll, so instead maybe the ship could have a defensive value. Base this value on the ship's size and the quality of it's systems and crew.
In every age, in every place, the deeds of men remain the same.

Anonymous's picture
w00t (not verified)
February 19, 2009 - 10:19pm
Thank you for the ideas.
This game is not following SF/KH entirely.

Does the defending player roll defense dice?
-or-
Is the attacking players dice roll modified in some way?

What is ECCM?

Sargonarhes's picture
Sargonarhes
February 20, 2009 - 4:37pm
In the games that make use of a defensive roll, the defending player rolls their defense.
In every age, in every place, the deeds of men remain the same.

Will's picture
Will
February 20, 2009 - 5:57pm
ECCM=Electronic Counter-Counter Measures, the gear you use to defeat the enemy's attempts to defeat your comm and sensors.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Anonymous's picture
w00t (not verified)
February 20, 2009 - 9:08pm
Thanks Will.

Defensive rolls remind me of HeroScape, which I enjoy playing with that rule set.

How about the following example;

Note that I'm using Abilites and Skills for ships.
To-Hit is 1/2 DEX + Gunnery Skill Level
Dodge is 1/2 REF + Pilot Skill Level + or - Hull Size differential


Destroyer [Hull Size 6, Pilot 3, Gunnery 2] attacks with 2x laser batteries and a DEX/REF of 60.
Corvette [Hull Size 4, Pilot 1, Gunnery 2] has a reflective hull and a DEX/REF of 50.

Destroyer to-hit = 50%
Corvette dodge = 45%

The Destroyer rolls a 66 and a 30, one hit.
The Corvette rolls a 40, successful dodge.

The Corvette returns fire from its own laser batter [45%] and the Destroyer dodges [50%].

The Destroyer has a higher chance to Dodge, is that realistic?




Sargonarhes's picture
Sargonarhes
February 22, 2009 - 3:49pm
I would have thought a Corvette being smaller would have a better chance. But thinking I supposed the Destroyer would have more ECM and ECCM equipment onboard being a larger ship. Keep in mind some ship will just not be able to evade some weapons, you could use ECM with laser to try and blind enemy targeting laser. All the while your enemy will be trying to do the same, this can make it very complicated.

Maybe have a margin roll. If the pilot can beat the attacker's roll by X% it's evaded. Other wise the pilot just got a glancing hit halfing the damage. The Zeb's chart might prove useful for this kind of combat.
In every age, in every place, the deeds of men remain the same.

Will's picture
Will
February 22, 2009 - 4:01pm
What if they both make their rolls?

I agree with Sargon. Perhaps the destroyer should have a lower REF than the corvette.

Also, I think you miscalculated...I ran the numbers and came up with a 55% dodge chance for the 'vette, assuming the HS differential is multiplied by 10%. 

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

jedion357's picture
jedion357
February 23, 2009 - 12:26pm
Will wrote:
What if they both make their rolls?

 


You might wish to consider an opposed roll where by the attack subtracts the defender's mod and adds his mod

or
both roll and the one with the greater success wins

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
February 23, 2009 - 2:03pm
1. You guys are right, the Hull Size should modify the Evade (positive or negative).
2. Will, I did add wrong, 55% is correct.
3. I personally like opposed rolls rather than modifying the attackers roll.
4. Remember, a ship can only evade one attack. Does that make sense to everyone?
5. I like the "marginal roll" for success. Instead of a chart we could say "Within 10% of success 1/2 damage". Especially for spray weapons
6. We could adopt the FrontierSpace idea of rolling doubles is a criticle (failure or success).
7. If both player make their roll I guess we could choose options;
 a. nothing happens
 b. winner is person with lower roll
 c. re-roll

Will's picture
Will
February 23, 2009 - 4:56pm
d. the two captains watch a Hamtaro marathon. Winner is the one who doesn't run away screaming.....

Doubles seems the best way to go. 

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation