Hi all,
I'm currently working on a dice combat resolution system for my spaceship battle work in progress. Idea is that there are likely to be 3 different sized ships in general; small, medium and large (funky class names to be invented later).
Theory 1: small ships have an inherent firepower of 2 laser cannons/arrays so roll a custom d4 - blank, one, one, two - as a to-hit roll. This is to determine if one, none or both shots are on target.
Defender then rolls an evasive-manoeuvre 1D6 per on-target D4 result to try to avoid any on-target shots - if the result is equal to or greater than current range in hexes from the attacking ship then the attack hits (so at range 1 - in an adjacent hex - the defender is guaranteed to get hit, and at range 6 the defender will only get hit on a six).
Assuming the attacker rolled a 'two' on the D4 to hit a ship 4 hexes away the defender must now roll 2d6 (one to defend against each on-target hit). The defender rolls a '2' and a '5' so blocks one hit with the '2' and takes a hit because of the '5' being greater than the range in hexes (4).
Now someone rolls one custom designed D4 with symbols to represent hull/shields, hull/shields, engine, sensors (or two if both hits were successful) . This die determines what is successfully damaged on the target ship. I'm currently undecided who should roll for this though. Should the attacker get to do it because of his great shooting or should the defender because he's awesome at flying his ship out the way?
The effects would be:
hull/shields - remove a shield or if none left then a hull hit, (remember, 2 sides of the d4 have this),
engine: movement is restricted until repaired
sensors: firing range is reduced until repaired.
My theory is medium ships have more inherent laser arrays so their to-hit dice would perhaps be d4 with blank, one, two, three or maybe one, two, two three. Large ships probably a d6.
Missiles and torpedoes etc come later. I'd like to work out something with 'torpedo' and 'missile' dice and custom symbols. I like custom symbols on dice which is why I'm trying to do something different to the usual odds based combat CRT.
Any feedback would be appreciated. Take into account though, that I did probability at highschool in 1987 and can't really remember that much about it!
Thanks in advance,
Squire.
In keeping with my 3 ship size idea, small ships have a laser range of 4 hexes, defender rolls a d4 with > or = is a hit, then just go medium with 6 hex range defender rolls a d6 and large ship have 8 hex range so defender rolls a d8. To me it seems like it should scale ok. It's still hard to hit at long range for any ship which is the way it should be.
There will probably be more tweaks as I think of them...
Cheers, Squire