Topic: Environmental Hazards

I wasn't there, but two friends were playing a pickup game set in the KF cluster (using my fold up counters and a black tablecloth).  And they were asking for some environmental hazard rules.  Here's what I could offer for some home rules.  Didn't know what people here might think. But I see it as being really crowded up there.

Floating Debris
Space is dark, and detection gear aboard your standard IS ship is understandably crude (I mean, they have wireless sets for communication, but only searchights to pick things out). 

So caution is the keyword used by ethership captains while navigating the KF Cluster.  Most hulls -- even unarmored ones -- are strong enough to operate for several weeks in the asteroid field before needing a stint in a dockyard.  But reckless crews find themselves in trouble.

Two main factors that go against you when trying NOT to run into a chunk of floating debris -- your momentum and your size.  Obviously, the faster you're going, the less time you have to react.   The bigger you are, the less likely you are to be able to steer out of the way.

So.....
Before the battle roll to decide how dense this stretch of the KF Cluster really is.

My really basic approach was that the threshold/safe momentum for IS ships in a standard stretch of the KF Cluster would be:

8 for FACs
7 for VS ships.
6 for S and M ships
4 for L ships
2 for VL ships

During each turn your ship's listed momentum is greater than the limit listed above, you are targeted by number of attacks dependent on your speed.

Exceed the safe momentum by 1= 1 attack
Exceed the safe momentum by 2 = 2 attacks
Exceed the safe momentum by 3 = 3 attacks

What dice do you roll?  Just a D4, but like a torpedo it halves your armor and rolls a D12 for damage. It inflicts two points of damage.

So say a very large BB with Armor 4 is moving through a standard stretch of the Cluster.  Its momentum is 4.  During the End Phase, it is damaged by a  chunk of rock on a 4 (2+ half its armor).  It has two chances of being hit, and for any attack that penetrates it rolls two D12s against its damage track.

A small CL is safe as long as its momentum is 6 or less.  But with a momentum of 7 and an armor rating of 1 it would have a chance of being hit by  one bit o' rock, damaged on a 3+ rolling D4.  With a momentum of 8, it could possibly suffer two collisions.

FACs really see their mobility advantage disappear -- an attack craft moving with a momentum of 10 would be targeted by two attacks, and any hit is going to kill it.

Re: Environmental Hazards

themattcurtis wrote:

I wasn't there, but two friends were playing a pickup game set in the KF cluster (using my fold up counters and a black tablecloth).  And they were asking for some environmental hazard rules.  Here's what I could offer for some home rules.  Didn't know what people here might think. But I see it as being really crowded up there.

Ever read any Charles Fort?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Environmental Hazards

themattcurtis wrote:

During each turn your ship's listed momentum is greater than the limit listed above, you are targeted by number of attacks dependent on your speed.

Exceed the safe momentum by 1= 1 attack
Exceed the safe momentum by 2 = 2 attacks
Exceed the safe momentum by 3 = 3 attacks

What dice do you roll?  Just a D4, but like a torpedo it halves your armor and rolls a D12 for damage. It inflicts two points of damage.

I like the basic premise -- although it may be too dense of a field for some people's tastes.

However, I wonder why you chose the safe speeds as you did... ?

Since the base thrust ratings for each size class are a linear progression, shouldn't the same be true for these "safe speeds"?

Also, I would base it on the momentum, rather than the speed, since you already have the marker/die on the board indicating this -- you don't have to remember the speed, or do any math (e.g., was that ship with a momentum of 4 going 7 or 8?)

Thus, I propose the following:

FACs = 6
Very Small = 5
Small = 4
Medium = 3
Large = 2
Very Large = 1

Thus, a VL battleship would only be able to move 2" per turn without risking damage.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Environmental Hazards

cricket wrote:

Also, I would base it on the momentum, rather than the speed, since you already have the marker/die on the board indicating this -- you don't have to remember the speed, or do any math (e.g., was that ship with a momentum of 4 going 7 or 8?)

Oops... you already did base it on momentum....  :oops:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Environmental Hazards

I didn't follow the construction rules straight out because I just thought the construction rules were based more off the structural limitations of a ship.

Tweak the hell out of the safe speed limits.  The only thing I know]I like for sure is the damage model.  Anyone can be damaged, and I decided on the D12 to try and pose as serious a threat to ships' hulls as possible.

Originally I was thinking of having more than one zone to the Cluster (like a fringe zone where the density is lessened and impacts on speed are minimal).  But that just seemed to muddy things up.

Re: Environmental Hazards

You could have dust clouds (ie nebulae/ dark nebulae) limiting vision...even with search lights.  This would affect ranges.

Meteor showers or cometary debris drifts...uncharted and always a hazard.

Solar storms...control issues (after all...they are using sails to steer and props for propulsion) and damage threats similar to an earth-based hurricane.

just food for additional thought while the subject is in debate. wink

Re: Environmental Hazards

I'm not debating big_smile

I'm under no illusions as to what I'm worth in developing game mechanics.  Just bouncing the idea off you folks.  I throw it out there, and let those with better minds editcutkill.

Re: Environmental Hazards

I'd make the safe momentum limits linear -- but drop them uniformly 2 from the ship builder's default Thrust Rating.

IE
Safe Momentum for FACs 8
Safe Speed for VS 6
Safe Speed for Small 5
Safe Speed for Medium 4
Safe Speed for Large 3
Safe Speed for Very Large 2

That way a large ship like the Bantam wouldn't be able to use all its leg power without running the risk of taking damage.  But it could still move up to 6" during any turn -- ending with a momentum of 3, and be safe.  So it's not like it would be forced to stand still.  And a Battleship with an armor rating of 4 could move its full Thrust Rating, and still stand a decent chance of not being damaged (being sturdy has to have its advantages).

But a Tycho CL, trying to end its turn with a momentum of 6, would stand a 50% chance of taking some damage -- and the Fragile Huszar CL would be in even worse shape. 

Note that Freighters, which are medium in size and have a Thrust rating of 4, would be safe conducting normal operations.

Re: Environmental Hazards

Thinking this through a little bit...

As stated: The larger ships are more armored and robust than the smaller ships and most commercial ships.  This is obviously going to have an effect on how resistant to damage they are...(forgive me if I'm stating obvious stuff...or if I'm misinterpreting something...it's been a long last few days/nights at work.  Already got my 40 hrs in this week)

So if the ships pass the max safe speed and do strike something as indicated by the d4, use the die size to reflect their resistance to the damage penetrating. 

Very Large and Large ships use d8 die
Medium ships use d10
Very Small, Small, and commercial use d12


I agree with using the difference between the safe momentum vs current momentum as the dmg multiplier for the d12.  The die size for penetration approach might also serve as a bit of a mitigator for the 1,2,3 density values. 
(I hope that made sense...)