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Friday, June 25, 2021
Game Review - En Garde!
Sunday, June 20, 2021
Minigame Tryout Compartments
In the last post, I mentioned 6 different hit "locations" for criticals. Each type of ship has a list of six hit locations, all of which are different.
You will notice that some ships are compromised by different types of criticals while others are not. A commercial ship doesn't have the same abilities as warships or auxiliaries, so they cannot lose these systems. Warships are hardened against many attacks, so they cannot lose particular abilities.
A commercial vessel has the following critical hit locations:
- Life Support,
- Communications,
- Hyperdrive,
- Sublight Drive,
- Compartment breech,
- and Cargo Hold.
- Life Support,
- Communications,
- Hyperdrive,
- Sublight Drive,
- Compartment breech,
- and ECM.
- Communications,
- Hyperdrive,
- Sublight Drive,
- Auxiliary Drive,
- Compartment breech,
- ECCM.
- Bridge,
- Shield Generator.
- Emergency Station.
- Turrets
- Weapons Bay,
- Engineering,
- Cargo Hold,
- Shuttle or Fighter Bay/Hanger,
- Magazine,
- Armory,
- Medical,
- Vehicle Bay,
- Vault,
- Barracks
- Medical
- Quarters.
- Bridge,
- Weapons Bay,
- Engineering,
- Cargo Hold,
- Shuttle Bay,
- Vehicle Bay,
Vault,
Medical
Quarters.
- Turrets,
- Weapons Bay,
- Cargo Hold,
- Shuttle or Fighter Bay/Hanger,
- Magazine,
- Armory,
- Vehicle Bay,
- Vault.
Minigame Tryout
There is something liberating about a blank piece of paper. I have better tools, but paper and pencil is the best for ideation. After looking long and hard at Star Smuggler, I decided to create a mini-game based off of it. This is probably very derivative of many sci-fi games.
Combat rules are simple. Roll one six sided die for each tech level of your guns. If multiple guns are available, they are either fired singly or grouped together. This will impact the number of critical hits you can do. If the opposing ship is a commercial vessel, you hit on a 1-3. If the opposing ship is an auxiliary ship you need a 1 or 2. If the opposing ship is a military vessel, only a one hits.
A Commercial ship is anything that is not designed by the military. A critical will be scored on two 1's or two 2's sequentially. Two criticals will be score on sequential rolls a 1 and a 2. These must be sequential rolls. For example a roll of 1, 1, 2, 3, is just one critical and four hits, while a roll of 1, 2, 1, 2 is four hits and four criticals.
An Auxillary is a commercial ship designed with military tech and refits in mind. It is not a war vessel, but has some defenses. It is hit on a score of 1 or 2. A critical will be scored on two 1's, sequentially. Two criticals will be score on sequential rolls 1 and a 2. For example a roll of 1, 1, 2, 3, is just one critical and three hits, while a roll of 1, 2, 1, 2 is four hits and four criticals.
A warship or military ship is designed specifically for combat. A critical will be scored on a sequential rolls of 1 and 1. Military ships do not take double criticals. For example a roll of 1, 1, 2, 3, is just one critical and two hits while a roll of 1, 2, 1, 2 is only two hits and no criticals.
A ship can take a number of hits depending on type not size. A commercial ship can take 10 hits, a Auxiliary can take 15 and a warship can take 20. Warships are designed to shed fire.
Critical hits score a point of damage and damage a specific part of the ship. Critical hits are scored against certain parts of the ship: Life Support, Communications, Engines, Warp Drives, Shields and specific compartments. While each of the first 5 can be damaged only once, specific compartments can be hit multiple times. Think of it as trying to destroy a garbage can with a sledgehammer. It just keeps taking ugly hit after hit. Enough hits and it stops being a garbage can or in this case, a ship.
Next post, compartments, shuttles and fighters plus roll modifiers.