Stellar Sanctums Rules Summary

Basic Stats:

Task Resolution:
Task Result Table:


RESULT:
HAND TO HAND COMBAT:
GUN COMBAT
- VEHCULAR COMBAT
FEAT
REPAIR/TECH
Critical Failure
ATTACKER UNCONSCIOUS
GUN MALFUNCTION
CHARACTER UNCONSCIOUS
PARTS USED UP, DEVICE DAMAGED WORSE THAN BEFORE ATTEMPT, and INOPERATIVE UNTIL FACTORY SERVICED
Special Failure
ATTACKER WOUNDED
NO RESULT
CHARACTER WOUNDED
PARTS USED UP, DEVICE DAMAGED WORSE THAN BEFORE ATTEMPT, and INOPERATIVE
Mundane Failure
NO RESULT
NO RESULT
ATTEMPT FAILED
PARTS USED UP, DEVICE DAMAGE NOT REPAIRED
Tie
NO RESULT
NO RESULT
ATTEMPT SUCCEEDS
PARTS USED UP,
DEVICE REPAIRED
Mundane Success
DEFENDER SUFFERS LIGHT WOUND
DEFENDER SUFFERS LIGHT WOUND
- VEHICLE HULL DAMAGE
Amount equals:
Margin of Sucess/10
ATTEMPT SUCCEEDS
PARTS USED UP,
DEVICE REPAIRED
Special Success
DEFENDER UNCONSCIOUS WITH DEEP WOUND
DEFENDER UNCONSCIOUS WITH DEEP WOUND
- VEHICLE SYSTEM CRITICAL HIT
ATTEMPT SUCCEEDS
- +1 SOMEWHERE
HALF THE PARTS USED UP,
DEVICE REPAIRED
OR
Parts Used Up, Device Improved
Critical Success
DEFENDER DEAD
DEFENDER DEAD
- OVERKILL DAMAGE TO  VEHICLE
ATTEMPT SUCCEEDS
- +2 SOMEWHERE
NO PARTS USED,
DEVICE REPAIRED
OR
Half the Parts Used, Device Improved
Initiative:
Melee Action Point Chart
Injury Damage Scales and Equivalence Vehicle Damage MOVEMENT

Moving on the Ground:

Moving on the Water:

Movement in space:

Utilises a simple vector system to simulate the physical reality of combat in a weightless vacuum. Each player will need a trajectory marker (Stars Our Decimation uses a similiar system, as does Attack Vector) Starships and above USUALLY use Space Movement, unless in Atmosphere.

EXAMPLE: Flight Movement: Some units utilise Flight movement. FIRING ARCS All forward arcs include the hex the unit is in. WOO (Weapon Out of Ordnance) OPTIONAL RULE SINGLE SHOT - Weapon only fires a single shot - one bullet/shell/charge

BURSTS

SATURATION FIRE MISSILES ANTI-MISSILE FIRE (Point Defence) HAND-TO-HAND WEAPONS PARRYING Knockdown and Recoil Squadron Fire
Number of Ships
1
2-4
5-8
9-16
17-32
33-64
65-128
129-256
ROF Bonus
1
2
3
4
5
6
7
Attacking squadrons or swarms "NO-MAP" Combat:(MY version of DTS)(Optional Rule) INCIDENTAL TARGETS (optional rule) MORALE (optional/campaign rule) VEHICLES and STARSHIPS SECTION:
SYSTEM / MOD
UNIT COST
MAX ADDITIONAL VALUE
SIZE / UNIT
MIN TECH LEVEL
NOTES:
Extra Actions
5
Base Spaces + Tech Level
0
NA
 
Drop "TO HIT" Mod
5
- (Tech Level)
1/2 Base Spaces Each
-1
 
MOVE POINTS
5
+ 1/2 Tech Level
1/4 Base Spaces Each
-10
 
Endurance
1
TL + Spaces
1
-10
 
Extra Sensors
2
2 X Tech Level
1
-3
 
Extra Crew
1
Avail Space
1
NA
 
Shields
3
Tech Level
1/4 Base Spaces
4 - Ship Scale
6 - Vehicle Scale
8 - Melee Scale
 
Armor
2
Available Space
1/2 Base Spaces
-6
 
Spaces
1
Tech Level + Base Spaces
NA
NA
 
Agility
5
Tech Level
1/4 Base Spacs Each
-2
 
BASIC SHIP HULLS (Starships are Ship Scale Vehicles):
CLASS:
INITIAL TECH LEVEL
BASE COST
TO HIT MOD
BASE SPACES
BASE MOVES
BASE ARMOR/SHIELDS
BASE WEAPONS
BASE ACTIONS
ACTIONS Per MOVE
BASE AGILITY
BASE ENDURANCE
KETCH
1
1
-2
2
6
1/0
SPINAL: PD: LNCHR
2
1
5
2 Months
CUTTER
1
5
-1
4
5
1/1
2-SEC-TRT: 2-LNCHR
3
1
3
3 Months
CORVETTE
2
15
0
8
4
1/1
2-PRI-TRT: 4-LNCHR
5
2
1
5 Months
ESCORT
4
70
+1
16
3
2/2
SPINAL: 4-SEC-TRT: 4-LNCHR
8
2
-1
8 Months
GALLEON
6
250
+2
32
2
3/3
SPINAL: 6-PRI-TRT: 8-SEC-TRT
12
3
-3
12 Months
BATTLESHIP
8
1000
+3
64
1
4/4
SPINAL: 8-PRI-TRT: 12-SEC-TRT
18
3
-5
18 Months
BASIC MECHA (Mecha are Melee scale and Vehicle Scale Vehicles):
CLASS (Scale):
INITIAL TECH LEVEL:
BASE COST:
TO HIT MOD:
BASE SPACES:
BASE MOVES:
BASE ARMOR/SHIELDS
BASE WEAPONS:
BASE ACTIONS
ACTIONS Per MOVE
Power Armor (Melee)
1
5
+1
2
6
1/0
1 Support
1 Hand
2
1
Heavy Power Armor (Melee)
2
8
+2
4
8
2/0
1 Support
1 Light
I Hand
3
2
Exoskeleton (Melee)
0
12
+4
8
10
1/0
2 Support
2 Light
5
3
Light Mecha (Vehicle)
1
5
+1
2
6
1/0
Missile
2 Support
2
1
Medium Mecha (Vehicle)
2
8
+2
4
5
2/0
3 Support
2 Light
2 Missile
3
2
Heavy Mecha (Vehicle)
3
12
+4
8
4
1/2
3 Support
3 Light
4 Missile
5
3
==========================================
IE: Mecha doubles in size - Available space to cram in stuff increases by X4
Size of stuff to maintain same performance increases by X8 - Something has to be removed, speed and agility have to drop.
==========================================
Tech Level --  Frame size --  Strength -- Agility -- Sensors -- Amount of armor -  Size Squared X Level = weight

ARMORED VEHICLES (Vehicle Scale):

WET NAVY SHIPS (Ship Scale):

AIRCRAFT (Vehicle Scale):

MUNDANE VEHICLES (Vehicle Scale):

LIGHTER THAN AIR VEHICLES (Vehicle and Ship Scale):

Motorcycles, Automobiles, Aeromecha, Small Boats, ????

WEAPON DESIGN:

All Weapons have mounts, Default Weapons may be removed in lieu of other Equipment or Weapons:

MOUNT TYPE: COST / VALUE MAX VALUE SIZE / VALUE MIN TECH LEVEL NOTES:
SPINAL 4 TL X 2 3 3 3 Actions to Fire
Restricted Arc
MAIN TURRET 2 TL 2 1 2 Actions to Fire
1 Arc
SECONDARY TURRET 1 TL / 2 1 0 1 Action to FIre
2 Arc
POINT DEFENSE 1/2 TL / 4 2 0 Prepared by 1 Action
No Action to fire in 
subsequent turns
3 Arcs
HEAVY POINT DEFENSE 2 TL / 3 3 2 Prepared by 1 Action
No Action to fire in 
subsequent turns
2 Arcs
LAUNCHER 1 BASE SPACES 1 -3 1 Action to fire all or just one
3 Actions to Reload
Any Arc
BROADSIDE 1 TL / 2 1 -4 1 Action to fire all or just one
1 Arc
PINTLE 1/4 (TL + 10) X 2 1/4 -5
HANDHELD 1/4 (TL + 10) X 2 1/4 -10
Fractional Value Weapons - multiply X10 and drop to next lower scale
PINTLE AND HANDHELD ARE MELEE SCALE ONLY MOUNTS

All Weapons fit into a Class:
 

WEAPON TYPE COST / VALUE MAX VALUE SIZE / VALUE MIN TECH LEVEL MAX RANGE NOTES:
GUN 0.5 1/2 (TL + 10) 1 -5
CANNON 1 TL + 10 1 -5
DRIVER 2 TL + 12 1 1
BEAM 4 TL X 2 2 3
MISSILE 1 (TL + 10) X 5 1 -4
PLASMA 6 TL X 3 1.5 5
FUSION 8 TL X 4 2 7
GRASER 3 TL X 5 1.5 4

WEAPON SPECS


GADGETS for VEHICLES:
 

  • STARSHIP GADGETS:
  • Piloting arrangements:
  • Quarters - (Accepted Human Standards - 50 Cubic Meters/Space):
  • Stasis -  128 per space
  • Galley Slaves -  64 per Space
  • Military Crew - 32 per Space
  • Steerage Class - 16 per Space
  • Second Class - 8 per Space
  • Business Class - 4 per Space
  • First Class - 2 per space
  • Merchant Class - 1 Space per Occupant
  • Noble - 2 Spaces per Occupant
  • Royal - 4 Spaces per Occupant
  • MECHA GADGETS:

  • ADVANTAGES AND DISADVANTAGES:


    A Note on Power Systems: