SpaceMaster

The SpaceMaster Armory

Last Update: September 1997


Optional Space Combat Rules

Here are some rules I use with Star Strike/Space Master. They proved to add some excitement to the fights. Especially the additional turn rolls. For any comments e-mail me at jnfuchs@aol.com

MT
TURN
DB
MK
+1
+3
+2
10
20
30
40
50
1-5
0
-30
-10
0
0
0
0
0
0
6-10
-10
-40
-20
+5
0
0
0
-10
-10
11-15
-20
-60
-40
+10
0
0
-10
-20
-30
16-20
-30
-70
-60
+20
0
-10
-20
-30
-50
20+
-40
-80
-80
+30
0
-30
-40
-50
-80

 
MT Manuever Thrust. Speed of Space Vessel
TURN Number of hexsides the vessel attempts to turn. If a vessel attempts to make a turn, the pilot has to make an Combat Pilot roll with the given modifications. Succes is on 101+. If he fails his roll, the vessel will drift (101 - roll) % of the applied MTs in direction 1 before it turns. If a pilot attempts to turn more than three sides in one turn, he has to make another roll.
DB Defensive Bonus added to targets DB according to MT´s applied by target this turn.
MK Weapon MK. Modification for firing huge guns at fast ships.


Torpedo Lock:

In order to fire a torpedo. It has to be locked on a specific target first. An attempted torpedo lock is detected when an succesful Hard SENSR roll is made by the target.

Once the lock is established, the torpedo can be released. In order to maintain the lock in the next turn, another succesful roll must be made at +20. Once the torpedo has been fired no further lock roll is required.

Missile Roll
+ Programs
+ Combat Pilot skill applied to attackers Offensive Bonus
- Electronic Warfare skill applied to targets Defensive Bonus
- Combat Pilot skill applied to targets Defensive Bonus
- DB modification according to applied MTs this turn


The target is locked at 101+


Point blank range for ship weapons

Range where no range modifications are applied

= MK # of weapon divided by 5


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