WARSHIPS
WARSHIPS
BY R ICHARD BAKER
FOR THE OFFICERS AND CREW OF THE USS TORTUGA (LSD-46)
Additional Credits
Copyediting: Miranda Horner
Cartography: Christopher West
Creative Direction: Richard Baker
Web Production: Sue Weinlein Cook
Based on the ALTERNITY? rules created by Bill Slavicsek and Richard Baker
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2
TABLE
OF
Introduction
The Warship as a Weapon.... . . . . . . . . . . . . . . . . . . 4
...And as an Instrument of Diplomacy . . . . . . . . . . . . 4
Spacepower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
How Do I Use This Book?. . . . . . . . . . . . . . . . . . . . . 5
Sidebar: What's New Here . . . . . . . . . . . . . . . . . . . . 5
Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
CONTENTS
Chapter 4: The Cold Hard Facts
Fight or Flight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Acceleration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Relativity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Sidebar: What Is the Speed of Light? . . . . . . . . . . . 47
3D Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Chapter 5: Ship Construction
Chapter 1: Basic Combat
Setting Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Game Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Ship Data. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Edge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Sidebar: Decoys. . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Sidebar: Damage Procedures . . . . . . . . . . . . . . . . . 14
The Battleground . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Chapter 2: Advanced Combat
Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Edge Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Sidebar: Tactical Datalinks . . . . . . . . . . . . . . . . . . . 20
Sidebar: Facing . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Attack Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Special Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Squadron Actions. . . . . . . . . . . . . . . . . . . . . . . . . . 32
Fusion Age Space Combat . . . . . . . . . . . . . . . . . . . 33
Ship Design Checklist . . . . . . . . . . . . . . . . . . . . . . . 50
Sidebar: Helpful Hint . . . . . . . . . . . . . . . . . . . . . . . 50
Technology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Sidebar: Tech Tracks in Star*Drive . . . . . . . . . . . . . 52
Step 1: Class and Hull . . . . . . . . . . . . . . . . . . . . . . 53
Sidebar: What's a Class, Really?. . . . . . . . . . . . . . . 53
Step 2: Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Step 3: Power Plant . . . . . . . . . . . . . . . . . . . . . . . . 58
Sidebar: Design Tip: Armor . . . . . . . . . . . . . . . . . . 58
Sidebar: Design Tip: Power . . . . . . . . . . . . . . . . . . 61
Step 4: Engines . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Sidebar: Design Tip: Engines . . . . . . . . . . . . . . . . . 63
Step 5: FTL Drive. . . . . . . . . . . . . . . . . . . . . . . . . . 64
Step 6: Support Systems and Crew Quarters. . . . . . 67
Sidebar: What Do I Really Need Here? . . . . . . . . . . 67
Step 7: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Sidebar: Launched Ordnance . . . . . . . . . . . . . . . . . 77
Sidebar: Sample Bomb and Missile Systems. . . . . . 83
Step 8: Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Step 9: Command and Control . . . . . . . . . . . . . . . . 90
Sidebar: Design Tip: Sensors . . . . . . . . . . . . . . . . . 93
Step 10: Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Step 11: Hangars and Small Craft . . . . . . . . . . . . . 97
Step 12: Miscellaneous Installations . . . . . . . . . . . . 98
Step 13: Adding It Up . . . . . . . . . . . . . . . . . . . . . 101
The Fire Diagram. . . . . . . . . . . . . . . . . . . . . . . . . 101
Damage Diagram. . . . . . . . . . . . . . . . . . . . . . . . . 101
An Example of Ship Construction . . . . . . . . . . . . . 102
Sidebar: The Endurance . . . . . . . . . . . . . . . . . . . . 106
Chapter 3: Narrative Combat
Heroes in Combat. . . . . . . . . . . . . . . . . . . . . . . . . . 36
Combat without Miniatures. . . . . . . . . . . . . . . . . . . 40
Sidebar: Crew Requirements . . . . . . . . . . . . . . . . . 42
Chapter 6: Stations and Bases
Facilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Stations in Combat. . . . . . . . . . . . . . . . . . . . . . . . 110
Appendix: Space Combat Hex Maps
Color Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Black-and-White Map. . . . . . . . . . . . . . . . . . . . . . 112
TABLES AND DIAGRAMS
Tables
Table 1-1: Crew Quality. . . . . . . . . . . . . . . . . . . . . . . . . 8
Table 1-2: Ablative Shields . . . . . . . . . . . . . . . . . . . . . 14
Table 1-3: Downgrading . . . . . . . . . . . . . . . . . . . . . . . 15
Table 1-4: Upgrading. . . . . . . . . . . . . . . . . . . . . . . . . . 15
Table 2-1: Mine Attacks. . . . . . . . . . . . . . . . . . . . . . . . 22
Table 2-2: Missile Flight Attacks . . . . . . . . . . . . . . . . . 23
Table 2-3: Explosion Damage . . . . . . . . . . . . . . . . . . . 25
Table 2-4: Hit Locations. . . . . . . . . . . . . . . . . . . . . . . . 27
Table 2-5: Squadron Attacks . . . . . . . . . . . . . . . . . . . . 32
Table 3-1: Random Hazards (d20). . . . . . . . . . . . . . . . 39
Table 3-2: Character Injury . . . . . . . . . . . . . . . . . . . . . 40
Table 3-3: Bail-Out Times . . . . . . . . . . . . . . . . . . . . . . 40
Table 3-4: Narrative Movement . . . . . . . . . . . . . . . . . . 41
Table 4-1: Speeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Table 4-2: Orbital Windows . . . . . . . . . . . . . . . . . . . . . 45
Table 4-3: Stopping Distance (Spd 10). . . . . . . . . . . . . 45
Table 4-4: Gamma. . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Table 5-1: Hulls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Table 5-2: Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Table 5-3: Power Plants. . . . . . . . . . . . . . . . . . . . . . . . 60
Table 5-4: Engines . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Table 5-5: FTL Drives . . . . . . . . . . . . . . . . . . . . . . . . . 65
Table 5-6: Support Systems. . . . . . . . . . . . . . . . . . . . . 66
Table 5-7: Hull Point Costs for Fixed Mounts and Turrets. . 71
Table 5-8: Beam Weapons. . . . . . . . . . . . . . . . . . . . . . 73
Table 5-9: Projectile Weapons . . . . . . . . . . . . . . . . . . . 75
Table 5-10: Missiles, Bombs, and Mines . . . . . . . . 78¨C80
Table 5-12: Torpedoes and Special Weapons. . . . . . . . 85
Table 5-11: Area Effect Weapons. . . . . . . . . . . . . . . . . 82
Table 5-13: Defensive Systems . . . . . . . . . . . . . . . . . . 87
Table 5-14: Command, Control, and Communication . . . . 90
Table 5-14a: Computers . . . . . . . . . . . . . . . . . . . . . . . 91
Table 5-15: Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Table 5-16: Tracking Capability . . . . . . . . . . . . . . . . . . 95
Table 5-17: Hangars and Miscellaneous Installations . . 98
Table 5-18: Hit Locations and Zone Limits. . . . . . . . . 103
Table 6-1: Stations and Bases . . . . . . . . . . . . . . . . . . 108
Diagrams
Diagram 1-1a: Color Map . . . . . . . . . . . . . . . . . . . . . 110
Diagram 1-1b: Black-and-White Map. . . . . . . . . . . . . 111
Diagram 1-2: Maneuvers. . . . . . . . . . . . . . . . . . . . . . . 11
Diagram 1-3: Arcs of Fire . . . . . . . . . . . . . . . . . . . . . . 12
Diagram 2-1: Hit Location Diagrams . . . . . . . . . . . . . . 26
Diagram 2-1a: Vector Arrow, Speed 8. . . . . . . . . . . . . 34
Diagram 2-1b: Maneuvers, Acceleration 2. . . . . . . . . . 34
Diagram 2-1c: New Vector . . . . . . . . . . . . . . . . . . . . . 35
Diagram 2-1d: Facing . . . . . . . . . . . . . . . . . . . . . . . . . 35
3
4
INTRODUCTION
From the beginning of time, humankind has engaged in warfare. Conflict, violence, and conquest are a part of the human
condition, which is a fact of life that seems unlikely to change
with the simple advance in technological progress. While science fiction often features benevolent aliens and incredible
social advances, it is ultimately a genre of speculation about
the human condition. And that means that war is a central
theme of a great amount of science fiction.
Some of the most famous works of the genre feature interplanetary, interstellar, or even intergalactic conflicts of
staggering scale. Even the stories that present humanity as a
united, advanced species often pit terrifying and implacable
aliens against the forces of civilization; science fiction stories
without the specter of warfare are the exception, not the rule.
THE WARSHIP AS
WEAPON . . .
A
Of all the weapons that may be employed in these futuristic
conflicts, the warship is the most complex and powerful. Like
any weapon, it may be used in the defense of the innocent,
the oppression of the weak, or the destruction of a mortal enemy. Unlike a pistol or a rifle, though, the warship has the capacity to affect issues on a planetary scale. Heroes serving
aboard a warship are affecting the plot at an epic level, and
deciding the fates of entire worlds.
. . . AND AN INSTRUMENT
OF DIPLOMACY
The most effective weapon is the weapon that is never needed. In the delicate balance of power between rival societies,
a warship is a statement of intent and resolve. It is a deterrent?threat in being.
As the visible symbol of a nation¡¯s strength and certainty,
the warship is often a center of diplomacy and intrigue.
Showing the flag over the skies of distant worlds can bolster
weak allies, intimidate enemies, and sway undecided parties
in favor of the nation that has demonstrated its ability to project force to the planet in question. Just being in the right place
at the right time can sway the course of events in favor of the
nation willing to show its teeth.
When showing the flag is not enough, gunboat diplomacy
is still one of the most direct tools of statesmanship available
to a society¡¯s leaders. If the presence of a warship is the most
powerful factor in a contentious situation, the judicious application of a little force may produce results that diplomacy
alone couldn¡¯t match. Quick strikes to neutralize the capabilities of rivals, replace difficult local leaders, or simply seize a
better position may not call for the military destruction of
those who oppose the cause the warship supports.
Finally, the ancient art of espionage is one more aspect
of diplomacy. A warship is an excellent platform for all
kinds of secret operations, covert strikes, sabotage, intelligence-gathering efforts, and clandestine meetings. In
fact, most warships spend as much time in diplomatic
missions as they do in fleet exercises or similar preparations for war.
Surveys, Exploration, and
Research
For centuries, the navies of Earth¡¯s maritime powers
backed extensive efforts to explore and chart the world
around them. While some of this effort produced clear national benefits¡ªthe discovery of new lands to colonize, for
instance¡ªthese same efforts were also instrumental in
shaping our understanding of the world we inhabit. Military vessels carried scientific expeditions to the far corners of the world and contributed greatly to the advance
of knowledge.
Major warships detached to exploration or scientific
missions are a staple of science fiction. Knowledge is
power, after all, and the more the heroes discover about
the universe, the better they can represent their society¡¯s
interests. Even if a ship is assigned to strictly military
tasks, space is full of anomalies, mysteries, and uncharted systems for the heroes to explore and study.
SPACEPOWER
As soon as humanity mastered the technology of crossing
seas and oceans, seapower began to shape the course of
history. It only stands to reason that, as humankind expands
into the galaxy, the control of space as the common ground
between myriad island-worlds will be just as important as
seapower was to the historical interaction of Earth¡¯s rival
nations.
The ultimate point of spacepower is to use space travel
to support your own goals and ends, while denying your
enemy the ability to do the same. The logical extension of
this philosophy is simple. Most naval enterprises consist of
one of four basic missions: Protection of the homeland, defense of the spaceways, projection of power against enemy
states, and the disruption of another nation¡¯s use of commerce, communications, and transport.
A warship under the command of a group of player
characters in a roleplaying game is not a license to threaten or destroy any who offend the characters. It¡¯s an instrument of national policy, and characters in command of major warships aren¡¯t looking out just for themselves¡ªthey¡¯re
looking out for the interests of their nations.
In time of war, they may be required to serve as part
of a fleet raiding enemy territory, defending a vital sector,
or quietly avoiding enemy contact in preparation for a
major clash. They might be tasked with extended missions
of commerce raiding, tedious blockades of enemy systems, or convoy duties. In other words, the great majority
of naval missions are designed to impede the enemy¡¯s
command of the spaceways or to use spacepower to advance the nation¡¯s war aims. Seeking out and destroying
the enemy fleet wherever it hides is a strategy reserved
for a fleet confident in its superior strength or desperate
enough to take a big gamble.
HOW DO I U SE THIS BOOK?
Warships consists of five basic parts. Chapter 1 through
Chapter 3 outline the mechanics of combat between capital
ships and their escorts, first as a system suitable for miniatures and then as an expansion of the ALTERNITY game
space combat rules.
Chapter 4 covers some of the issues of real science in a
space battle. If you want your space battles to be more ¡°realistic,¡± you¡¯ll find information here for adding more science
to your science fiction.
Chapter 5 contains a detailed ship construction system
for creating warships, heavy transports, and space stations
for your own ALTERNITY campaign.
Finally, Chapter 6 introduces the concepts of space stations and other bases to the game..
Getting Started
Before you start a combat, you¡¯ll want to track down a
large mat or poster printed with hexagons, preferably at
least 3/4¡± or 1¡± in size. Smaller hex maps are printed in
the Appendix for you to photocopy. Spaceship miniatures
are fairly easy to find in any good hobby store; if you can¡¯t
find real metal miniatures, buy a five-pack of MicroMachines or Star Wars or Star Trek plastic miniatures. Of
course, cardboard counters work, too.
As you explore the rest of the book, try building your
own spaceships using the rules in Chapter Five. You don¡¯t
need to run an ALTERNITY game to play Warships as a set
of tactical and strategic rules for interstellar warfare.
As an ALTERNITY Rules
Expansion
If you¡¯re reading this book, it¡¯s pretty likely that you¡¯re
both an ALTERNITY player and a fan of epic space combat.
Warships should be very useful to you, since it expands
your game on several fronts. Not only do we present rules
for all kinds of starships in this book, but there¡¯s also a
tremendous amount of information that will help you to
put your players on the bridge of their very own capital
ship.
Use the rules in Chapter 5 to create the setting for your
gaming group¡¯s next adventure. Imagine what your players will do when they have the whole galaxy ahead of
their heroes, and the perfect plot device¡ªa starship¡ªto explore its most distant corners.
What¡¯s New Here?
5
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