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Author Topic: Trying to make a scifi system- want some opinions...  (Read 113 times)

Tassyr

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Trying to make a scifi system- want some opinions...
« on: February 12, 2014, 05:15:16 AM »
So, yeah, the title. I'm trying to make a scifi style system that'll handle both combat on the ground and combat ship-to-ship. The former part will simply be a D20 style system, the latter will be something almost completely made up off the top of my head. So... since you lot here on this forum have got to have more experience than I do- how do you think I'm doing so far?

[SPOILER]      Ship Stats: Every Ship follows similar rules to a character, but has no wisdom or charisma scores.

Strength - This stat dictates just how hard a ship can pull; it is mainly used to fight against restraint, haul other ships, Ramming motions, or special manoeuvres

Constitution - This is a ship's "integrity," dictating both how many hits it can take in combat- it is affected by armour, and affects shields, hull strength, and general resilience.

Dexterity - This dictates a ship's manoeuvrability and general evasiveness. It is boosted by manoeuvring jets and is used for combat manoeuvres and avoiding damage.

Intelligence - This stat represents a ship's computer's strength; processing power used for systems, lockons, fighting off enemy cyberwarfare attempts and such.


Starship combat rules
CRITICAL SYSTEMS
      Engines (FTL)
            Destruction of system stops ship from travelling in FTL.
            Damage of system over 50% increases time it takes to enter FTL by 2x
            Called Shot (-2; Engines are large and easy to hit.)
            
      Engines (STL)
            Destruction of Engines locks ship into manoeuvring thrusters only, ship limited to 1 square of motion per turn
            Damage of Engines above 50% reduces ship move distance by 1/2
            Called Shot (-2; Engines are large and easy to hit.)
            
      Weapons (Multiple)
            Destruction of weapons system renders it inoperative; requires a 1d20 roll. On 1, the weapons misfire due to damage and deal normal damage to their own ship.
            Damage of weapons system above 50% increases reload time by 1/2 (Rounded up.)
            Called shot(s) (Dictated by weapons page)
            
      Life Support
            Destruction of Life Support systems leaves ship stranded with only 2x Ship Con turns until the atmosphere is too toxic to breathe.
            Called Shot (-5; Life support is small and well protected.)
            
      Shield Generator (Optional?)
            Destruction of Shields leaves the ship completely incapable of generating shields
            Damage of Shields above 50% increases time required to begin recharge by 2x
            Called Shot (-3; Shield Generators are partially exposed but also smaller than engines)
            
      Sensor Array/Comms Array
            Destruction of the sensors/comms array imposes a heavy penalty (-8) on all weapons to-hit, and leaves communications impossible until repaired.
            Damage of sensors/comms array imposes a -4 penalty on weapons to-hit, and there is a 1d2 (1) possibility that all communications sent in this state will fail.
            Called Shot (-5; Sensor/Comms arrays are usually protected and small targets.)
            
System Rules:
   Targeting a system is a called shot, and may only be done if target's shields are below 50%.
   When damage is dealt to a system, 50% of the rolled damage is dealt to that system's HP, and 50% is dealt to the ship's hulls or shields
   
Hull Rules:   
   A ship's base hull and shield strength are dictated by multiplying the ship's Constitution score by a pre-assigned number for that ship.
   A ship's hull -armour- is the ship's con score/2. It serves as DR for non-critical hits.
   
   Hull Breach: A hull breach is automatically caused by a critical hit on unguarded hull (Meaning that shields must be depleted before this can be caused.) A hull breach instantly vents any atmosphere in the affected section to space, killing any crew therein and causing massive damage to the ship's superstructure. Repairing a hull breach can only truly be done at a starbase; in space a temporary patch may be applied by engineering, but will reduce the ship's hull HP by 10% max (Rounded up) until it is repaired properly.
   
   In some ships a force field can be generated over the breached sections; this prevents the loss of life, but the explosive decompression will still cause the crew in that section of ship to suffer injury and require immediate medical attention. A hull force field is virtually useless at blocking any damage, and still incurs the 10% penalty of a patch.
   
Shield Rules:
   Shields can be recharged during combat, but it requires either engineering skills or a 'cooldown' time dictated by the ship's stats and perks. This will only recharge a portion of shields per turn.
   
   Some weapons have shield penetration; these, on hit, will deal a percentage of damage to the hull below the shield, but it will also only deal a portion of damage to the shield itself.
   
   You cannot beam through a shield- such an action, if attempted, will result in either the system locking the invalid transport out, or if no such system is installed, will result in the death of the subject by reduction to component atoms.
   
Weapon Rules: (More to Come)
      Phasers are universal beam weaponry. They are decent against both shields and hull, recharge quickly, but have fewer options.
      RoF: Medium
      Damage: Medium
      Range: Medium
      Burst Fire: Yes
      Tracking: N/A
      
   Missiles are high-power, risky weapons; the change that a destroyed missile bay will detonate on a critical fail is increased to 2 of 20. They are also more difficult to target systems with (-2 to hit with missiles). There are many versions of missile that can be loaded with a variety of payloads, depending on the role required. The below stats are for stock missileses however.
      RoF: Slow
      Damage: High
      Range : Long
      Burst Fire: Yes
      Tracking: Version Dependant
   
Auxiliary Systems Rules
   Tractor Beams draw high amounts of power but can be an amazingly useful weapon. The beam is a contest between your ship's strength and the enemy ship's strength; If you lose, they break away. If they lose, you snare them; reducing their ability to dodge incoming fire or escape.
   
   Cloaking Devices render a ship undetectable to any craft not running with upgraded sensors; even then, there is a significantly reduced chance of detection. However, they draw a massive amount of power; FTL and Shields are disabled while cloaked, and firing a weapon disables the shields for 2 seconds.
   
   
   
   
Crew Abilities:  -  Each crew member has unique abilities that can be activated to gain boosts in combat.
   Captain -
      The captain gets "Tactics" and Manoeuvres" that affect the overall ship performance.
      Evasion Tree (To do)
      Aggression Tree (To do)
      
   Tactical Officer -
      The Tactical Officer directly controls the weapons systems and get 'tactics' and 'firing patterns' to change weapon performance.
      Accuracy Tree (To do)
      Damage Tree (To do)
      
   Science Officer -
      The Science Officer gets "Programs" and "Analyses" that scramble enemy systems or enhance the ability to harm the enemy.
      Cyberwarfare Tree (To do)
      Stealth Systems Tree (To do)
      
   Chief Engineer -
      The Chief Engineer gets "Tricks" and "Innovations" that repair or enhance the ship's performance.
      Repair Tree (To do)
      Boost Tree (To do)
      [/SPOILER]
"Mad Science genetics works differently from normal genetics. Messing with genes either works perfectly or creates a murderous tentacled horror."