Space Jousting

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Location

A spaceship's eventual location is indicated with a letter from A to E, and a number from 1 to 5.

Fight Scales

Timescale: Equal to the number of hours it will take for the two ships to pass each other.

Speed Scale: Depends on the speeds of the two craft, relative to each other. If less than 500 kph, Speed Scale is 1. Speed Scale scales quadratically.

Rounds

Round 0: Declare boarding. If boarding, your movement letter and number will be the same as the opponent's. You cannot board if your acceleration * Timescale is less than the relative speeds.

Boarding, pt 2: If the opponent declares boarding, you may declare that you're going to avoid boarding, provided that adding your acceleration * Timescale to the relative speeds would prevent them from boarding. If you do this, you must specify your location Letter now, and location Number in round 2. While the opponent must still use the same letter as you because they're boarding, they may choose a different number, and are not required to choose the number in round 2.

Round 1: Fire

Round 2: Movement (Specify location Letter)

Round 3: Fire

Round 4: Movement (Specify location Number)

Round 5: Resolve hits

Scattercannon:

Hits all numbers for its letter
Attack: +6 - Timescale
Damage: 1d6 + Speed Scale
  1. of Shots when Fired: Timescale
Weight/Shot: 100 kg

Shrapnel:

Hits all numbers for its letter
Letter is same as your movement choice
Any ship may use this weapon by inflicting
Attack: +5 - Timescale
Damage: 1d6 -2 + Speed Scale × 2
  1. of Shots when Fired: Timescale
Weight/Shot: 200 kg

Laser Beam:

Resolve hit immediately
Attack: +6 - Timescale
Damage: 1d6
  1. of Shots when Fired: Timescale
Weight/Shot: 10 kg

Laser Cannon:

Resolve hit immediately
Attack: +8 - Timescale
Damage: 1d8
  1. of Shots when Fired: Timescale/2
Weight/Shot: 30 kg

Railgun:

Attack: +10 - Timescale
Damage: 1d12 + Speed Scale × 2
  1. of Shots when Fired: Timescale/2
Weight/Shot: 200 kg

Nuke Cannon:

If it gets the wrong number, it hits with a -2 penalty to attack and half damage.
Attack: +8 - Timescale
Damage: 1d12 + 6 + Speed Scale
  1. of Shots when Fired: Timescale/2
Weight/Shot: 2000 kg

Resolving Hits

Each ship chooses which way to align itself to take the blows. Then, randomize for hit locations as appropriate.