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NewSpacewar

So, for whatever reason the race into space has gone from a friendly competition to an actual fight. We consider this a defeat condition for all players involved, but wrote some optional rules to help deal with it anyway. Players are encouraged to engage in brinksmanship, threaten sanctions, etc. before starting an actual fight. It is entirely possible for a "secret war" to have been declared, where hostile actions can be taken in space between teams that are nominally non-hostile otherwise.

DERP-TO-DERP COMBAT

  • It is possible to dock to an Upgoer belonging to a different team with hostile intentions.
    • Docking is hard enough when the other Upgoer isn't trying to dodge: the defender can always use a successsful RCS burn to counter the attacker's successsful docking attempt, downgrading it to Fail.
    • This can continue until one side is out of RCS or is unwilling to use more.
    • Winches can be used by the attacker, but not by the defender.
  • Spacederps can fight either between two Upgoers, or inside the defending Upgoer after a contested docking attempt. Zero-gravity fighting relies on quick movements, so the Pilot skill is important.
    • Each derp from each team declares an enemy derp (it is possible for multiple spacederps to gang up on someone).
    • Each attacker-defender pair rolls. The Pilot skill is added to the respective rolls.
      • If the attacker wins, the defender loses two stamina.
      • If the defender wins or there is a tie, nothing happens.
      • Either way, both attacker and defender lose one stamina.
    • If two derps are attacking each other, there is only one roll for each duelist, to which the Pilot skill is added. The possible outcomes are:
      • Whoever gets the lowest result loses two stamina.
      • If there is a tie, nothing happens.
      • Either way, both duelists lose one stamina.
    • Any derp who goes into any amount of negative stamina is injured. Any derp who gets injured again while injured dies.
    • Combat ends when one or both sides are incapacitated, or when one side retreats. A group of borders who is winning can be talked into retreating if they are given equipment or technology.
    • Capturing injured spacederps is possible; they can then be ransomed for resource points, materiel or as part of a prisoner exchange.
    • Killing defenseless injured spacederps after a fight is an abominable action, but it is possible. The victim does NOT lose budget dots because of a spacederp death that happens this way, instead, they GAIN one budget dot to represent outrage on the homefront.
  • Spacederps can try to sabotage a rival Upgoer.
    • Spacederps can EVA to the component and work on it, rolling as if they were jury-rigging it. Sabotaging spacecrafts in a way that doesn't endanger the saboteur is harder than it looks, however. In any case, the penalty inflicted applies only to this component on this Upgoer.
      • A sabotage success will damage the component as if it had suffered a Boom.
      • A sabotage failure will still inflict a -3/-3 penalty.
    • We do not condone the use of explosive payloads, and will not write rules for planting them.

UPGOER COMBAT

  • Upgoers can engage in ranged combat if they are close enough to each other.
    • Being in the same orbit, close enough to dock, counts.
    • Being in the same transit trajectory counts.
  • A probe can be used as a projectile. This requires a piloting skill of at least 1.
    • One probe can be launched per derp who is not otherwise busy dodging.
    • Launching a probe towards another Upgoer requires a reliability check for the probe with the normal results for Fail and Boom.
    • The defender can use RCS to try and dodge at the last moment; TWO successful RCS burns counters a successful probe launch. One successful RCS burn downgrades the hit from direct to glancing.
    • This can continue until one side is out of RCS or probes or is unwilling to use more.
    • The defender can, alternatively, forego dodging for counter-firing. In this case any hits are resolved simultaneously. If the two probes both score a success but roll the same number, they collide and destroy each other with no damage to either Upgoer.
      • OPTIONAL: Trick Shooting. At the last moment, either shooter may forego part of their Piloting bonus to cause or prevent this from happening.
  • A capsule with a thruster can be used as a projectile. This allows the use of an underped capsule as a smart missile; a long range missile reaches its target by changing orbits in the usual way. We do not condone the use of crewed suicide spacecraft and will not write rules for piloting them.
    • Launching an Up Goer towards another Up Goer requires a reliability check for the thruster with the normal results for Fail and Boom.
    • The defender can use RCS to try and dodge at the last moment; TWO successful RCS burns counters a successful ramming attack. One successful RCS burn downgrades the hit from direct to glancing.
    • The attacker can use RCS to execute a course correction; each successful RCS burn on the attacker's part negates one on the defender's part.
    • This can continue until one side is out of RCS or is unwilling to use more.
    • An upgoer executing a ramming attack is simultaneously "hit" by the defending upgoer.
  • Any payload item or consumable that masses 1 can be used as a projectile, with the exception of thruster fuel. This maneuver requires a piloting skill of at least 3.
    • The payload item is discarded from the capsule in such a way that it would float between the Upgoer and its target.
    • The Upgoer is angled away from the target, and a brief thruster burn is executed (Roll for reliability for the thruster here). This propels the discarded payload at high velocity towards the target.
    • The defender can use RCS to try and dodge at the last moment; TWO successful RCS burns counters a successful probe launch. One successful RCS burn downgrades the hit from direct to glancing.
    • This can continue until one side is out of RCS or throwable items or is unwilling to use more.
    • The attacker turns and executes another brief thruster burn to regularize their trajectory.
    • This method of attacking consumes 1 unit of fuel per projectile (half to launch, half to regularize).
    • This is a slow method of attacking, and will always happen after all other methods. If the defender chooses to counter-fire with any other method, their hit will go first and may preempt this attack. If this method is being used to counter-fire, the other hit will go first and may preempt this attack.
      • OPTIONAL: Chaff Barrier. If payload ejection is used as counter-fire, the defender may use the Trick Shooting rule as detailed above, in which case the shots happen simultaneously and the hit is negated.
  • Whatever the means, if there has been any hit, its effect is calculated.
    • A direct hit means that the ATTACKER decides which component is hit. A glancing hit means the DEFENDER decides which component is hit.
    • If a component is hit, that component suffers a Boom, but without the global downgrade penalty. If the Boom does not disable the component, consider it disabled anyway (It will require jury rigging to operate again). Any derps who die because of a hit do not cause a budget dot loss, as this is a diplomatic rather than a technical failure.
    • If a fuel tank is hit, the craft is broken apart between the thruster and capsule and all the fuel in that tank is lost. However, no components are actually damaged.

SCENARIO - DERPS IN BLACK

Each team operates from a different continent, not in direct sight of each other. The governments of each continent have been spent years strenuously denying that anyone else in the world has any Up Going capability and they alone hold the terrific secret of space. Prove your government right while preventing everyone else from doing so! Or, if you are the idealistic type, expose the whole charade, which will require the same plan to be undertaken.

  • Landing on another continent is accomplished by entering Polar Orbit, then completing at least one Low Orbit before attempting a landing. The attempt must be declared upon entering polar orbit.
    • The two polar orbit steps are going to be quite the battlefield: it may be useful to copy them on a separate game board, and to change the map so as to have at least one step per player.
    • Any landing can be "downgraded" to a return-home landing simply by retracting the declaration at any time.
  • Derps must perform a daring landing indeed as they enter hostile territory!
    • The capsule has to be reusable -- it must be able to fly rather than just fall, to evade interception.
    • Interception: Defending players can use any number of stockpiled probes, if they work, to give a -1/-1 penalty to the Reentry step. The landing player may use spacederp skills as normal to counteract.
    • At least one derp must be able to walk away from the landing: derps who land injured will be captured by the secret police and removed from play before they can talk to anyone, and capsules that blow up on landing will be explained away as meteorites or swamp gas.
  • The game ends as soon as anyone manages a contested landing. Last-minute short-term alliances are encouraged.
    • Tight propaganda efforts ensure that the Upgoer program budget can be increased as normal by going past low and polar orbit to achieve milestones. However, there are no "prestige first" bonuses.
    • Each working Waylight in a stable orbit will REDUCE everyone else's budget by two as said propaganda effort has to be diverted towards making excuses for it.
    • OPTIONAL: Conspiracy Theory. Instead of the game ending, a "victory point" is scored per landed derp; play continues until a hierarchy between players is estabilished.
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Page last modified on March 12, 2016, at 10:12 AM