                            Voidstriker!
                              
            A miniatures game of tactical starship combat
                 
                      for two or more players
                           
                          by Charles Oines
                     *** Shareware Version ***
                                 
      Copyright 1992, 1993 by Charles Oines. All Rights Reserved.

                              Credits
                                   
                    Game Design by Charles Oines
                         
    Playtesting, helpful comments, interesting rules additions and
general creative interference: Jay Adan, Chris Bartlett, Erik Beaumont,
Kenneth W. Burnside, Bill "Wizzo" McClendon, Victor Merceica, Sara
Ryan, Ken Wheeler, Alan Young and probably many others whose names have
been lost or forgotten in the mists of time and endless revisions...
    
    Thanks go to Rod Coleman, for his most excellent and frighteningly
powerful text editor _Sudden View_; GFA Systemtechnik for producing GFA
Basic 3.5e (used for extensive computer modeling and star system
generation), my parents for putting up with me writing this when I
should have been looking for a "real" job; and Steve Jackson for giving
me a spot in the Gaming Business and a tremendous load of insight into
what makes a game *fun*.  Thanks also go to GEnie, for cheaply
satisfying my information addiction and cutting my legendary
long-distance phone bills down to almost nothing.
    
    
Introduction

    Voidstriker is an intermediate-level game of tactical space combat
for two or more players. The rules feature unique, realistic and
playable vector movement, detailed yet fast (and again, realistic)
damage resolution, and easy adaptation to the use of miniatures or
starship models. Voidstriker simulates the interstellar naval battles
of the mid-22nd century, roughly 150 years from now.

    This text file is Shareware. It may be freely copied and            
distributed anywhere so long as it remains completely intact and        
unaltered in any way. If you like this version, or hate it but find     
yourself playing it a lot anyway, please send $10 to Charles Oines,     
1048 Hazel, Deerfield, IL 60015. Not only will making your shareware    
donation keep your karma clean, but it will get you a typeset copy of   
the complete 48-page rulebook, with more ships, weapons, an extensive   
background universe, and ship construction rules, all on 3-hole punched 
paper. In addition, when the printed version comes out (published by    
Nightshift Games), registered players will get $10 off the cover price  
(still undetermined, but likely to be around $14.95. If it comes in at  
$10 or under, you get it free!). Comments, questions, or random musings 
can be sent to me at my above address (if you want answers, enclose a   
SASE and register your copy!).  Online support for Voidstriker can be   
found on GEnie, in the Scorpia RT, at 805;2;40 (the Nightshift Games    
topic) or at my GEmail adress, C.OINES1.                                
    
Chapter 1


Getting Started
    
    To play Voidstriker, you will need this rulebook, a set of counters
or starship miniatures, several 6- and 10-sided dice, pencil and paper,
and a fairly large table to play the game on.

    Voidstriker can be played solo, or with several players. Most of
the scenarios in Chapter 6 are designed for two sides, but each side
can be run by a team of players, each player representing a ship
captain or fighter squadleader.


1.1 Dice

    Voidstriker uses 6- and 10-sided dice, referred to in the rulebook as D6
and D10, respectively. "1d6+10" means "roll one 6-sided die and add 10 to the
result."
ites


1.2 Beginning The Game

    To start a Voidstriker game:
    
    1. Pick a scenario from Chapter 6, or make up one of your own.
    
    2. Arrange any planets, asteroids, etc. according to the scenario's
setup rules on the playing surface.
    
    3. Select or design your starships. Fill out a record sheet for
each ship involved in the scenario and pick a counter or miniature and
matching vector counter to represent it.
    
    4. Place all ships in their starting positions and have at it!

Chapter 2


The Basic Game


2.1 The Map

    The map can be nearly any large, flat surface; no special map is
necessary.  All movement is performed with rulers or yardsticks and
protractors.  The assumed game scale is 1" = 1,000km. Starship
miniatures add interest; the miniatures put out by FASA and I.C.E. are
both of excellent quality, and have the additional benefit of 1"
hexagonal bases (perfect for movement and figuring firing arcs). Games
Workshop also has a line of attractive starship miniatures, (some of
which look menacingly alien), with larger, but still useful, bases.
    

2.2 The Units

    The combatants in the basic game are fighters and larger ships
armed with a variety of lasers, missiles, and mass drivers.  A ship is
rated in terms of its capabilities and components:
    
    Tonnage: The weight of the ship in a 1-g gravity well.
    
    Ship Data: Details the Displacement and damage point ratings - xx
tons, x DP - for the ship's bridge, crewspace, life support, and any
cargo space; and also tells how many sensors are on the ship and the
cost of the ship in megabucks.
    
    Crew: Shows the crew breakdown.
    
    Performance: Details the ship's drives and power plant, and shows
its Turn Mode and Target Size Modifier.
    
    Armament: Gives the ship's Armor rating and describes its weapons
and magazines in detail. Ships in the Basic Game are armed solely with
laser weapons, missiles and mass drivers.
    
    More detailed information on ship data will be given throughout the
rules as needed.


2.3 The Basic Sequence of Play

    Each combat round of Voidstriker represents about 10 seconds of
real time.  The combat round consists of 5 phases, and the Combat phase
is further broken down into four 2.5-second move/fire phases.  During
each round, the players follow the sequence of play as outlined, one
step at a time.
    
 1. Drift Speed Determination
 2. Initiative
 3. Sensor Lock-On
 4. Combat Phase
        a. Movement(drift/maneuver/accel), Firing, Damage Allocation
        b. Movement, Firing, Damage Allocation
        c. Movement, Firing, Damage Allocation
        d. Movement, Firing, Damage Allocation
 5. Record Keeping


2.31 Drift Speed Determination

    Each ship and missile salvo requires two counters: the Ship Counter
and its matching Vector counter.  The Vector counter is marked with an
arrow and an appropriate identifier.

    At the beginning of each combat round, each ship's Drift Speed is
determined by measuring the distance in inches (rounded down) between
the ship counter and its vector counter.  The vector counter is then
turned to point directly at the ship. Finally, the vector counter is
placed under the ship counter (remember to retain its direction).
    
    Each ship captain then decides how much thrust, up to the ship's
Thrust Factor, will be used for acceleration, evasive or attack
maneuvers. Each point of thrust given to acceleration will move the
ship counter one inch during the turn (apart from drifting, see below),
each point of evasive maneuvering subtracts one from the to-hit rolls
of all attacks made by and at that ship, and each point of attack
maneuvers adds one to the to-hit roll for the ship's fixed weapons.
    
    
2.32 Initiative

    Each player rolls a single d10. Initiative is ranked from highest
die roll to lowest.  If a player's ship is out of control (bridge
destroyed or whatever), that person automatically loses initiative to
everyone else for that turn.
    
    The player who wins initiative for the round can decide who moves
first during the movement phases, and gets to fire before the other
player(s).
    

2.33 Sensor Lock-On

    Each ship has one or more Sensors on board; in combat these track
enemy ships and missiles and give the appropriate information to the
ship's fire control systems.  A ship must allocate at least one Sensor
to each intended target during the combat round.  If a ship is not
tracking another ship, it may not fire on that ship.
    During the sensor lock phase at the beginning of the turn, determine
the target for each sensor, then roll a D10. Add the range and target size
modifiers for the current target. if the modified roll is 3 or better, the
target ship is painted, and may be attacked. If not, then the ship is untracked
Note that normal modifiers for stationary targets and targets evasive
maneuvering apply. An additional +3 is added to the roll if you were
previously locked on in the preceding turn.
    Multiple Sensors can be allocated to a single target to increase
accuracy for weapons fire.  When more than one Sensor tracks a target,
each doubling of sensors adds a +1 To Hit against that particular
target (+1 for two, +2 for four, +3 for eight, and so on).

2.331 ECM
     
     During the sensor lock phase a player may elect to keep some senors for 
ECM. At -1 for one sensor,with each doubling subtracting -1 to the track roll      
against that target.
   A fighter squadron may pool sensors for ECM as well as for attack.
ECM must be assigned to specific enemies.

2.34 Movement
    
    The four combat phases are broken down into Movement and Firing
Weapons.  Movement is further broken down into Drifting, Maneuvering
and Acceleration.
    

2.341 Drifting

    During the Drift Phase, each ship and missile salvo is moved 1/4"
for every point of Drift Speed the ship/missile has, in the direction
the Vector Counter is pointing. The Vector Counter itself doesn't move
at all during the turn.
    
    
2.342 Maneuvering
    
    Each Ship has a Turn Mode designation in degrees which shows how
far a ship can rotate in any combat phase. A ship with Turn Mode 90,
for instance, may change its facing up to 90 degrees in either
direction. A missile (Turn Mode 180) can effectively change facing to
any direction in each combat phase.


2.343 Acceleration

    Each ship, in reverse Initiative order (i.e., the ship that lost
the Initiative for the turn moves first, the winner moves last) may
move its ship 1/4" forward (in the direction the ship's nose is
pointing) for every Thrust Factor put into acceleration.  A ship
doesn't have to use its full thrust, but any unused acceleration is
lost.
    

2.35 Firing Weapons

    Weapons fire is conducted after each movement phase.  Each weapon
or battery may fire once per combat round on any target the ship is
currently tracking. Fixed weapons may only fire at targets in the
ship's 60-degree forward arc of fire. Forward-turreted weapons may fire
at any target except those in the ship's Aft arc of fire; rear-turreted
weapons may not fire into the forward arc.. Unless specified, weapons
are assumed to be fixed.
    
    Mass drivers fire straight out from the front of the counter - if
the mass driver's line of fire crosses the target ship's counter, roll
for a hit normally.
    
    The pilot and each gunner are allowed to fire one weapon (or
battery) each per turn. The pilot's controls include missile and
fixed-weapon targeting systems, the gunners handle turreted weapons and
batteries.
    
    To fire, the attacking player makes his attack roll.  If he hits,
he rolls the damage indicated in the weapons table, and the defending
player allocates it immediately.  The base to-hit of laser weapons is
4+ on 1 10-sided die; the base to-hit for mass drivers and blasters is
5+.  When firing, the attacking player rolls the dice and adds the
appropriate modifiers from the To-Hit Modifiers table.  If the result
is the to-hit roll or more, the weapon hit the target.
    

To-Hit Modifiers

    A natural 1 always misses. There is no such thing as an automatic
hit.  Otherwise, all modifiers are cumulative.
    
    Target Size Modifier (TSM).  The target ship's TSM is added to the
roll.
     
     Sensors. +1 per each doubling of sensors tracking the target (+1
for 2, +2 for 4, +3 for 8 and so on). If no sensors are tracking the
target, no weapons may fire on that target.
     
     Range. Ships at longer ranges are harder to hit. The following
table shows the Range in inches, and the to-hit bonus or penalty for
that range.:
    
 Range: 0  1  2  3  4-6  7-10 11-15 16-21 22-30  31-45  46-70  71-100  100+
 Mod:  +2 +1  0 -1  -2   -3    -4    -5     -6     -7     -8     -9    -10

    Evasive Maneuvers. Each Thrust factor allocated to evasive
maneuvers subtracts one from the to-hit roll of any and all attacks
against and by the evading ship.
    
    Attack Maneuvers. Each Thrust factor allocated to attack maneuvers
adds one to the ship's to-hit roll with fixed weaponry. A ship may not
perform attack and evasive maneuvers during the same phase.
    
    Nonmaneuvering target. An immobile target (a ship with its drives
destroyed or shut down, a surface base on a planet or moon, an orbital
station, etc.) can be targeted at +5 to-hit when the target's position
is known.
    

2.351 Firing Missiles

    Each missile tube can launch a single missile every third turn.
When a missile is launched, place the missile counter directly in front
of the launching ship, facing the same direction, and place the
missile's vector counter on the launching ship's vector counter, facing
the same way.  The missile starts with the same drift speed as the
launching ship.  Missiles have Thrust Factor 12 (and all of it goes
into thrust) and enough power for three turns acceleration.  Missiles
have Turn Mode 180.
    
    For ease of counter use, any group of missiles fired at a single
target during a single turn is considered a salvo, and requires only
one pair of counters.  A ship must be tracking the target vessel with
at least one sensor when the missiles are launched.
    
    The to-hit roll for missiles is 10+ on 1 10-sided die.  Add one to
the roll for every phase the missile has spent in flight, subtract the
target's evasive maneuvers, and add the target's TSM to the roll. If
the missile fails the roll, it explodes harmlessly.
    
    Targeting a missile is at -4.  If the target ship has initiative
for the round, it can hold fire until the missile is at point blank
range (within 1 inch) and fire before it gets close enough to damage
the target ship.  Any damage destroys a missile.
    
    Fratricide may occur when a missile is detonated before it can
reach its target. If an explosive missile is blown up before it can get
to its target, any other missiles within 1/2" of the exploding missile
have a 3 in 6 chance of also being destroyed. Xraser missiles suffer
fratricide on 2 in 6, nuclear missiles on 5 in 6.  "Chain reactions"
won't happen - missiles that are destroyed by fratricide won't affect
surviving missiles. (Note: Nukes? Register and find out!)
    
    Missiles may be used for anti-missile fire by purposely detonating
a missile when it intercepts an incoming salvo, inducing fratricide
normally.  Nuclear missiles are excellent in the antimissile category.
    
    If there is more than one target in the missile's target's inch,
the other ships, missiles, or whatever have a 50% chance of suffering
spillover fire from an explosive or nuclear missile hit.  Spillover
damage is one half the missile's normal damage (roll each hit
separately and halve the damage).
    

2.36 Damage

    When a weapon hits, calculate the amount of damage by rolling the
number of dice indicated in the Weapons Chart and adding any given
modifier.  For single weapons, this will by expressed as (for instance)
1d10+2, which means to roll one 10-sided die and add 2 to the result.
Weapon mounts containing 2, 3, or 4 identical weapons fire at the same
time and at the same target, inflicting multiple attacks under a single
attack roll.  A multiweapon mount with three Mk-III Lasers would
inflict three 1d6+5 hits, and its damage is represented on the ship
control sheet as 1d6+5(x3). Each die of damage is resolved separately,
as though the weapons in the mount were separate weapons. Lasers suffer
diminishing effects at longer ranges; for every 3" range between the
target and firer, subtract 1 from the damage roll. Blasters, similarly,
subtract 1 from the damage roll for every 2" range between target and
firer.
    
    Mass Drivers do one die of damage for each damage point they have;
thus, a damaged mass driver does less damage.
    
    All damage allocation rolls are made on a single 10-sided die.
Damage is initially rolled against the Surface Damage table.  Leftover
damage must then penetrate armor.
    
    All ships have an Armor rating representing both plating on the
outer hull and internal bulkheading.  When damage penetrates the
surface, subtract the target ship's armor rating from the remaining
damage.  If there are no damage points left over, the hit was deflected
or absorbed by armor and does no further damage. After the first armor
penetration, damage is rolled on the General damage table unless the
attack came from the target's aft arc of fire, in which case the damage
is rolled on the Aft damage table.
    
    The system rolled takes the damage to its DP.  If there's enough
damage left over to penetrate armor again, roll on the Internal damage
table.  If, after all that, there's enough damage around to penetrate
armor once more, ignore any further damage and roll once on the
Critical Damage table.  Unlike the other damage tables, the Critical
Damage table requires a 6-sided die.
    
    
                         Damage Allocation Tables
        
Roll    Surface     General         Aft         Internal     Critical (d6)
       
1      No Effect    Weapon        Turret       Bridge         Armor
2      No Effect    Thruster      Power Plant  Mass Driver    Armor
3      No Effect    Thruster      Power Plant  Mass Driver    Armor
4      No Effect    Cargo         Thruster     Crew           Crew Killed
5      Sensor       Cargo         Thruster     Power Plant    Crew Killed
6      Turret       Cargo         Thruster     Power Plant    Ship Vaporized
7      Turret       Crewspace     Crewspace    Power Plant
8      Cargo        Crewspace     Cargo        Life Support
9      Cargo        Missile Tube  Cargo        Magazine
10     General/Aft  Internal      Internal     Magazine
       

2.362 Damage Results

    Armor. The ship's Armor rating is reduced by 1.  If the ship's
armor falls below 0, the ship is crippled; it can no longer maneuver,
accelerate, fire weapons or recover small craft.  It can still launch
small craft (lifeboats, one hopes).
    
    Bridge.  If the bridge is destroyed, all the bridge crew are killed
and the ship is crippled until the bridge can be repaired. If the
bridge is only damaged, 1d6 bridge crew (rolled randomly) will be aced
and the ship will be out of control until reinforcements from the
engineering crew (or spare crewmembers, if the ship has them) can take
their place.  Roll one die each turn, adding one to the roll for every
turn past the first.  When you roll 7+, the ship is back under control
and may resume combat. If the ship has auxiliary or flag bridges, roll
randomly among them to see which one bites it.  Transferring control
from one bridge to another takes 4 full combat phases,unless the
auxiliary bridge has a ready command crew.
    
    Cargo.  Essentially a free hit until detailed campaign rules show up.
    
    Crew.  Each damage point takes out a crewmember.  There's a 1 in 6
chance of each casualty being a bridge crewmember.
    
    Crew Killed.  All the ship's crew is killed; the ship is no longer
under anyone's control.  The ship continues to drift at the same rate
it was going during the turn.
    
    Crewspace.  Crewspace hits may cause casualties among the ship's
crew, in addition to damage to living quarters and accessways.  Each
hit to crewspace will kill or otherwise disable 1d6-1 crewmembers (roll
one D10: on 1-9, an engineer or passenger is hit, on 10 a medic is
hit).  When all the crewspace is destroyed, further hits will
incapacitate 1d6 crew and continue on to some other component. If there
wasn't any crewspace to begin with (a fighter or short-ranged system
defense boat, perhaps), treat this as a cargo hit.
    
    General/Aft.  The hit ignores armor and goes directly to the
General or Aft table.
    
    Internal.  The hit ignores armor and goes directly to the Internal
damage table.
    
    Life Support.  In more primitive times, the loss of life support
was not a critical problem in combat - it could be fixed later.
Nowadays, life support includes the inertial compensators that keep
crewmen from being splattered against the back wall during hard
acceleration.  If life support is destroyed, the ship may no longer
accelerate, although it can change facing and fire weapons.
    
    Magazine.  If a magazine is hit, the missiles, railgun or mass
driver shells are destroyed. In addition, a hit to a missile or railgun
magazine has a 1 in 10 chance of setting off one of the warheads, doing
full damage to the ship's interior (roll immediately on the Interior
damage table, ignoring armor for the first hit).  The weapon does its
full damage (any dice are automatically 6 or 10, respectively). If the
ship has no magazines, treat this as a cargo hit.  Mass driver shells,
being relatively inert, do not explode.
    
    Mass Driver.  A mass driver has 1 DP per die of damage it inflicts;
thus, a Mk-IV Mass Driver has 4 DP to match its 4d10 damage. When the
mass driver is damaged, the number of dice damage it does is reduced to
the amount of remaining DP on the weapon.  If the ship has no mass
driver, destroy a random weapon instead.
    
    Missile Tube.  A missile tube is destroyed.  No missiles may be
launched through that tube. Missile Tubes have 1 DP. If the ship has no
missile tubes, treat this as a weapon hit.
    
    No Effect.  The shot hit no important surface features; continue
damage allocation normally.
    
    Power Plant.  The power plant functions perfectly until destroyed.
Any hits after it has been disabled have a 1 in 6 chance of blowing up
the ship, which, on this scale, won't harm any nearby vessels.
    
    Roll Twice/3 Times. Roll two or three more times on the Surface
Damage Table, ignoring the Roll x times results. Any damage left over
after this must penetrate armor and go on to the General or Aft Damage
Table.
    
    Sensor.  One sensor takes a hit (1 DP) and may no longer track
enemy ships.
    
    Ship Vaporized.  Boom.  Nothing left but a cloud of debris.  Notify
next of kin.
    
    Thruster.  If the ship has a single thruster, the thruster operates
at full efficiency until destroyed.  When destroyed, the ship may no
longer maneuver or accelerate.  If the ship has two or three thrusters
(designated as 2 x 5 DP or 3 x 5 DP, for instance), a random thruster
takes the hit.  If one of a set of thrusters is taken out, the ship's
acceleration drops by half or a third, and its Turn Mode goes down by
15 degrees.  If two out of 3 thrusters are knocked out, its turn mode
goes down 30 degrees (Turn Mode 5 is the minimum) and thrust drops to
1/3rd its original level.
    
    Turret. Roll randomly among the turreted weapons that face the
firing ship and destroy one of them. If no turreted weapons face the
firing ship, treat this result as a no-effect, and continue damage
allocation. Turrets have 1 DP.
    
    Weapon.  Roll randomly among the weapons that face the firing ship
and destroy one of them.  Weapon mounts have 1 DP, regardless of the
number of weapons within.  If a multiweapon mount is hit, all the
weapons in that mount are disabled.
    

2.362 Crew Casualties

    Crewmen are vital to ship's operations - without them, the ship is
nothing but parts. When crew members are taken out of commision, the
ship's combat effectiveness suffers. Replacement bridge crew can be
drawn from engineering; roll 1d6 to find out how many turns it takes
for the replacement to show up. Specifically:
    
    Captain. The ship is no longer under tight control. Reduce the
ship's Turn Mode by half and apply a -3 modifier to all weapons fire
until someone else takes command. Sensors may not be reallocated; they
continue to track the last target(s) until a new Captain issues new
orders.
    
    Pilot. If the pilot is killed or disabled, the ship may no longer
maneuver or accelerate until a replacement arrives.
    
    Gunner. Loss of a gunner reduces the number of weapons that may
fire by one.
    
    Officer. Officers coordinate repair attempts; one less officer
means one less repair attempt at the end of the turn.
    
    Engineer. The engineer's main duty during combat is damage control,
and he can't do it if he's dead. Replacement bridge crew are often
drawn from the Engineering pool as well, so loss of engineers is just
as bad as loss of command crew.
    
    Medic. Medics attempt to revive casualties; but they can't revive
themselves.


2.37 Damage Allocation Example

    In this example, a UNSN Destroyer is attacked by a Japanese heavy
cruiser. The destroyer's two fighters have already been launched. The
cruiser gets successful hits with its Mk-V Mass Driver (for 22 points
of damage) and one dual Mk-IV laser turret (for 10 and 12 points). We
allocate the mass driver's damage first. (Note: Fighters? Launch Bays?
Register and find out!)
    
    The first roll (on the Surface Damage table) is 1, or No Effect.
The destroyer has Armor 4, and 4 points are subtracted from the mass
driver hit, bringing it to 18. The Japanese ship is not in the
Destroyer's aft arc, so the next roll is on the General Damage table. A
6 is rolled, striking the destroyer's Launch Bay and, since each launch
bay has 1 DP, both fighter berths are smashed, and the remaining 16
points continues on. Subtract another 4 for armor, and the remaining 12
points go to the Internal Damage table. A 7 (Power Plant) is rolled,
and the plant's DP is reduced from 19 to 7 - still functional.
    
    Now the laser hits are allocated. The first one did 10 points
damage. The roll on the Surface Damage table is a 6 (Turret), and one
of the Dual Mk-II laser turrets is disabled. 5 Points (9 - 4 for armor)
continues on to the General Damage table. A 9 is rolled, taking out the
destroyer's dual missile tube mount (for 1 DP). The remaining 4 DP are
absorbed by internal bulkheads.
    
    The second laser hit (12 points) rolls a 5 (Sensor), taking out one
sensor installation (1 DP). 4 Points are absorbed by armor, and the
remaining 7 points go to the General Table. A 3 is rolled (Thruster),
and the shot goes into one of the destroyer's two thrusters, reducing
it from 20 DP to 13 DP.
    
    At this point, the destroyer is still combat worthy, and if it can
stay away from the cruiser's mass driver, it stands a good chance of
surviving this battle.
    

2.4 Record Keeping

    During the Record Keeping phase, all necessary end-of-turn game
events (damage control, reviving casualties, etc.) are handled.


2.41 Damage Control

    During the Record Keeping phase, ships may attempt to make repairs
on damaged equipment. Everything except Armor can be repaired on the
fly. Each Officer on the bridge may oversee one repair attempt per
turn, and may command up to 10 Engineers for any single repair attempt.
The roll to make a simple jury-rigged repair is (Number of Engineers +
3 or lower) on 3d6, subtracting 1 from the roll for every full turn spent on
the attempt.  The player must state how many turns will be spent on the
effort; if the repair attempt is broken off before completion, the
bonus for multiple turns is lost. A natural 17 or 18 means the component
cannot be repaired except at a shipyard.
    
    A successful repair roll restores one DP to the damaged component.
Up to half the component's former DP may be repaired in this way (at
least 1 point); further repairs require the use of a shipyard with
orbital repair facilities. Sensors, turrets, and other 1 DP components
are functional again on a single good repair roll. If a component is
repaired and destroyed again, the time to repair it becomes 10 turns,
then 100, then 1,000, and so on. If a heavily damaged ship is given
plenty of time to lick its wounds, it can be restored to fighting
condition again.
    
    Damage to the ship's crewspace hinders repair attempts until the
crewspace is fixed: -1 to any attempt if crewspace is damaged; -3 if
the crewspace is more than half damaged, -5 if crewspace is destroyed.

2.413 Damage Control Example
      The UNSN Destroyer captain from the last example looks over the damage
reports, and sets one of his four officers to repairing the missle tube mount.
The Officer in charge of the repair has 10 Officers handy (there haven't been
any casualties yet.), and uses them all. The roll to repair the missle tubes is 13
(10 Engineers +3) on 3d6. The captain rolls, and comes up with 9, and the
missile tubes are back in action.

2.42 Medical Services

    A medic can attempt to revive and send back into service one
casualty per turn. The medic has a basic 50% chance of reviving any
given casualty.  Anyone who can't be revived is either dead or
crippled, and must undergo more extensive treatment at a later time.
    

2.43 Free-floating Maps

    If a ship is in danger of leaving the map prematurely (before the
player wants to), and there are no planets or asteroids in the
scenario, the vectors of all the ships and missiles can be modified to
keep that ship from exiting the map while not changing the tactical
conditions at all. To do so, move the exiting ship's vector counter
directly underneath the ship (cancelling his velocity), and move all
the other vector counters exactly the same distance and direction, in
effect, accelerating the map to keep up with the fleeing ship.
Generally, this should not be used when planets or asteroids are
involved in the scenario, unless the planet is just there for
"atmosphere," and doesn't actually have anything to do with the
scenario.

Chapter 3


Advanced and Optional Rules


3.2 Map Features
    
    The map scale is 1"/1,000 kilometers. Moons and planets can take up
a considerable amount of map space when included in scenarios.


3.21 Planets & Moons
    
    Planets range in size from a single inch or less (a small moon or
large asteroid) to 13" across (the Earth), up to over 100" across
(Jupiter).  The gravity of most worlds will be too weak to affect
starship movement - the ship's gravity drives easily overpower the
planet's gravitational field for purposes of sublight movement.
    
    A ship's sensors cannot track a target that is obscured by the
planet - if a direct line cannot be traced from the center of the
tracking ship's counter to the center of the target ship's counter,
that ship cannot be tracked.  If a ship manages to get a planet between
itself and incoming missiles, the missiles will lose contact with the
ship and track the planet instead.
    
    A ship may not safely jump outsystem while within a star's gravity
field. The ship must travel in normal space to the edge of the star's
gravity well (see below).
    
    
3.22 Asteroids
    
    Asteroids (large and small rocks, dust, and other debris) obscure
Sensor readings and make high-speed travel dangerous. Each asteroid
counter covers one or more inches. Each full inch of asteroids between
an attacker and target subtracts 1 from the to-hit roll. Asteroid
counters don't move from their positions on the map.
    
    To make a set of asteroid counters, roll 1d10 to find length and
1d6 to find width of each counter, and cut out a rough shape of that
size with thick paper or light cardboard. The resulting counter
indicates a thick concentration of asteroids, rocks, and dust.
    
    If a ship or missile enters an asteroid counter, roll 2D6, add the
ship's TSM and drift speed to the roll, and subtract any thrust given
to evasive maneuvers. If the result is 9 or higher, the starship or
missile takes collision damage from an asteroid impact.  Rolling a
natural 12 always results in impact. To calculate the damage from the
hit, roll one d6, add the ship's TSM and drift speed, then roll that
many d10s. If a missile hits an asteroid, it is destroyed.
    
    Lasers may be used for "asteroid point defense." When passing
through an asteroid field, the ship's commander may delegate lasers or
laser batteries to asteroid defense, having the lasers fire on
asteroids that are likely to collide with the ship. The benefits follow
the same progression as sensor tracking; i.e., 1 laser turret provides
-1 on the asteroid evasion roll, 2 lasers provides -2, 4 provides -3, 8
provides -4, etc. The lasers must be turreted, and the number of lasers
in the turret doesn't matter (a quad laser is just as effective as a
single or dual laser turret).
    
    Missiles generally won't lose the target if it passes through or
behind an asteroid counter; the asteroids' sensor echo is much
different.
    
    
3.23 Takeoffs and Landings
    
    To land, a ship spends four combat phases immobile next to the
planet.  On the next turn, it drops to the surface.
    
    Taking off is done in reverse order: the ship spends one turn
adjacent to the world (climbing out of the relatively very strong
gravity well), then may accelerate normally.



Chapter 5


Sample Ships


5.2 U.N. Space Navy Ships


400 ton Gunboat

    Ship Data: Bridge (2 DP), no crewspace, .65 tons cargo (1 DP), 1
Sensor, Life Support (1 DP). MB 744.425
    Crew: 1 Pilot, 1 Gunner.
    Performance: Thrust Factor 8 (2 x 8 DP), 70 MW Power Plant (8 DP).
Turn Mode 100, TSM -2.
    Armament: Armor 3. 1 Triple Mk-II Laser Turret (F). 1 btty: 2 Quad
Mk-I Missile Tube Mounts. 2 16-missile magazines.


3,000 ton Destroyer Escort
    
    Ship Data: Bridge (4 DP), Crewspace (17 DP), 286.58 tons cargo (16
DP), 12 Sensors, Life Support (5 DP). MB 2,683.15
    Crew: 1 Captain, 1 Pilot, 2 Gunners, 3 Officers, 23 Engineers, 2 Medics.
    Performance: Thrust Factor 4 (2 x 17 DP), 232 MW Power Plant (15
DP).  Turn Mode 70, TSM +1.
    Armament: Armor 8. 1 Dual Mk-IV Laser Mount. 2 btty: 4 Quad Mk-I
Laser Turrets each (1 btty F, 1 btty A). 1 Quad Mk-I Missile Tube
Mount.  1 60-missile magazine.


4,000 ton Fleet Intruder
    
    Ship Data: Bridge (5 DP), Crewspace (25 DP), 54.75 tons cargo (7
DP), 6 Sensors, Life Support (8 DP). MB 4,644.35
    Crew: 1 Captain, 1 Pilot, 3 Gunners, 6 Officers, 53 Engineers, 4 Medics.
    Performance: Thrust Factor 4 (2 x 20 DP), 586 MW Power Plant (24
DP).  Turn Mode 70, TSM +1.
    Armament: Armor 5. 1 Mk-IV Mass Driver. 1 20-shell magazine. 2
Triple Mk-III Laser Turrets (Both F). 1 Triple Mk-III Missile Tube
Mount. 1 15-missile Magazine.


7,000 ton Heavy Cruiser

    Ship Data: Bridge (7 DP), Crewspace (30 DP), 329.75 tons cargo (18
DP), 10 Sensors, Life Support (9 DP).  MB 9,328
    Crew: 1 Captain, 1 Pilot, 10 Gunners, 8 Officers, 71 Engineers, 4
Medics.
    Performance: Thrust Factor 3 (3 x 18 DP), 741 MW Power Plant (27
DP).  Turn Mode 60, TSM +2.
    Armament: Armor 7. 1 Dual Mk-V Laser Mount. 2 Triple Mk-III Laser
Turrets (1 F, 1 A). 4 Dual Mk-II Laser turrets (2 F, 2 A). 3 Triple
Mk-I Laser Turrets (All A). 1 Quad Mk-IV Missile Tube Mount. 1
40-missile magazine.
    
    
5.3 American (both US and FAC) Ships


500 ton Gunboat
    Ship Data: Bridge (2 DP), Crewspace (4 DP), 30.05 tons cargo (5
DP), 2 Sensors, Life support (1 DP).  MB 688
    Crew: 1 Pilot, 1 Gunner.
    Performance: Thrust Factor 6 (2 x 8 DP), 62 MW Power Plant (7 DP).
Turn Mode 100, TSM -2.
    Armament: Armor 4. 1 Mk-III Laser Turret (F). 1 Dual Mk-III Missile
Tube Mount. 1 8-missile magazine.


2,500 ton Destroyer Escort
    Ship Data: Bridge (4 DP), Crewspace (21 DP), 93 tons cargo (9 DP),
8 Sensors, Life Support (6 DP), MB 3,177.55
    Crew: 1 Captain, 1 Pilot, 3 Gunners, 4 Officers, 32 Engineers, 3
Medics.
    Performance: Thrust Factor 340 tons, 8 (2 x 22 DP), 340 MW Power
Plant (18 DP).  Turn Mode 70, TSM +1.
    Armament: Armor 4. 1 Dual Mk-III Laser Mount. 2 Triple Mk-II
Laser Turrets (Both F). 1 Triple Mk-II Missile Tube Mount. 1 18-missile
magazine.


5,000 ton Light Cruiser
    Ship Data: Bridge (6 DP), Crewspace (27 DP), 191 tons cargo (13
DP), 6 Sensors, Life Support (8 DP). MB 8,263
    Crew: 1 Captain, 1 Pilot, 3 Gunners, 7 Officers, 61 Engineers, 4
Medics.
    Performance: Thrust Factor 4 (2 x 22 DP), 560 MW Power Plant (23
DP).  Turn Mode 55, TSM +2.
    Armament: Armor 5. 3 Dual Mk-IV Laser Turrets (2 F, 1 A). 1 Dual
Mk-IV Missile Tube Mount. 1 20-missile magazine.


5.4 United Kingdom Royal Navy Ships


500 ton Gunboat
    Ship Data: Bridge (1 DP), Crewspace (3 DP), 4.4 tons cargo (2 DP),
2 Sensors, Life Support (1 DP). MB 911.55
    Crew: 1 Pilot
    Performance: Thrust Factor 6 (3 x 7 DP), 92 MW Power Plant (9 DP).
Turn Mode 105, TSM -2.
    Armament: Armor 3. 1 btty: 2 x Mk-III Lasers. 1 Quad Mk-II Missile
Tube Mount, 1 8-missile magazine.


4,500 ton Patrol Cruiser
    Ship Data: Bridge (4 DP), Crewspace (23 DP), 589.875 tons cargo (24
DP), 8 Sensors, Life Support (7 DP), MB 5,163.6
    Crew: 1 Captain, 1 Pilot, 1 Gunner, 5 Officers, 45 Engineers, 3
Medics.
    Performance: Thrust Factor 5 (33 DP), 393 MW Power Plant (19 DP).
Turn Mode 45, TSM 2.
    Armament: Armor 6. 1 Mk-V Laser. 1 Dual Mk-III Laser Turret (F).  1
Dual Mk-IV Missile Tube Mount. 1 40-missile magazine.


6,500 ton Heavy Cruiser
    Ship Data: Bridge (6 DP), Crewspace (30 DP), 632 tons cargo (25
DP), 10 Sensors, Life Support (9 DP). MB 9,742.31
    Crew: 1 Captain, 1 Pilot, 4 Gunners, 8 Officers, 80 Engineers, 5
Medics.
    Performance: Thrust Factor 3 (3 x 18 DP), 785 MW Power Plant (28
DP). Turn Mode 60, TSM +2.
    Armament: Armor 7. 1 Mk-V Mass Driver. 1 100-round magazine. 1
btty: 2 Triple Mk-III Lasers. 2 Dual Mk-IV Laser Turrets (1 F, 1 A). 1
Quad Mk-IV Missile Tube Mount. 1 40-missile magazine.


5.5 Imperial Japanese Ships


300 ton Gunboat
    Ship Data: Bridge (3 DP), no crewspace, 6 tons cargo (2 DP), 3
Sensors, Life Support (2 DP). MB 467.3
    Crew: 1 Pilot, 3 Gunners.
    Performance: Thrust Factor 6 (3 x 5 DP), 36 MW Power Plant (6 DP),
Turn Mode 105, TSM -2.
    Armament: Armor 3. 3 Mk-I Laser Turrets (2 F, 1 A), 1 Mk-IV Missile
Tube, 1 4-missile magazine.


3,000 ton Missile Destroyer
    Ship Data: Bridge (5 DP), Crewspace (21 DP), 178 tons cargo (13
DP), 12 Sensors, Life Support (6 DP), MB 3,695.225
    Crew: 1 Captain, 1 Pilot, 3 Gunners, 4 Officers, 35 Engineers,
3 Medics.
    Performance: Thrust Factor 6 (3 x 17 DP), 336 MW Power Plant (18
DP).  Turn Mode 75, TSM 1.
    Armament: Armor 5. 3 Triple Mk-II Laser Turrets (2 F, 1 A). 1 Quad
Mk-III Missile Tube Mount. 1 60-missile magazine.


6,000 ton Battlecruiser
    Ship Data: Bridge (6 DP), Crewspace (30 DP), 194 tons cargo(13 DP),
12 Sensors, Life Support (9 DP). MB 5,749.85
    Crew: 1 Captain, 1 Pilot, 3 Gunners, 8 Officers, 78 Engineers, 5
Medics.
    Performance: Thrust Factor 4 (2 x 24 DP), 692 MW Power Plant (26
DP). Turn Mode 55, TSM +2.
    Armament: Armor 4. 1 Mk-V Mass Driver. 1 20-shell magazine. 2 Dual
Mk-IV Laser Turrets (both F). 1 Dual Mk-IV Missile Tube Mount.  1
16-missile magazine.


5.6 Arabian Ships


2,000 ton Corsair
    Ship Data: Bridge (4 DP), Crewspace (14 DP), 974.8 tons cargo (31
DP), 4 Sensors, Life Support (4 DP). MB 1,078.29
    Crew: 1 Captain, 1 Pilot, 2 Gunners, 2 Officers, 13 Engineers, 1 Medic.
    Performance: Thrust Factor 4 (2 x 14 DP), 124 MW Power Plant (11
DP). Turn Mode 65, TSM 0.
    Armament: Armor 3. 2 Quad Mk-I Laser Turrets (1 F, 1 A). 1 Dual
Mk-I Missile Tube Mount. 1 8-missile magazine.


3,500 ton Destroyer
    Ship Data: Bridge (5 DP), Crewspace (23 DP), 513 tons cargo (22
DP), 6 Sensors, Life Support (7 DP). MB 4,522.
    Crew: 1 Captain, 1 Pilot, 3 Gunners, 5 Officers, 42 Engineers, 3
Medics.
    Performance: Thrust Factor 5 (29 DP), 421 MW Power Plant (20 DP).
Turn Mode 60, TSM +1.
    Armament: Armor 5. 1 btty: 2 Mk-IV Lasers (F). 2 Dual Mk-III Laser
Turrets (1 F, 1 A).


Chapter 6


Scenarios

6.1 Standoff at Bishamon II

     The U.N. Space Navy sends a task force to the Japanese-held
Bishamon system to soften up the Imperial Japanese defenses before the
main battle fleet arrives. Before the UNSN task force can begin their
bombardment of the IJN system defense installations, the IJN sends an
intercept squadron to destroy them.
     Setup: Bishamon II (an 11" world) is set up in one half of the
playfield. The IJN player gets two battlecruisers and two missile
destroyers, which may start anywhere within 5" of the planet's surface,
at any beginning drift speed up to 6.
     The UNSN player has one heavy cruiser and two fleet intruders,
which enter the map at the far end at any drift speed between 5 and 15.
The UNSN ships must be within 6" of each other
     Victory Conditions: The side with the last surviving ships on the
battlefield is the winner.

6.2 Raid on New Angeles V

     Arab privateers attack a Free American Colonial outpost in the New
Angeles star system, hoping to loot the base of its ordnance and other
valuables. The FAC is caught unprepared, and fights a desperate
defense.
     Setup: New Angeles VI (a 5" planet at the edge of the New Angeles
system) is placed in the center of the battlefield. The FAC player must
mark a location on the edge of the planet for the FAC naval outpost.
The FAC player starts the game with one light cruiser anywhere within
6" of the planets surface, at drift speed 0, and six gunboats landed at
the naval outpost. The gunboats launch on the second turn after the
Arabs enter the map.
     The Arab privateers (representing any one of several hundred
special interests) have two destroyers and three corsairs which may
enter the map from any side at any drift speed they choose. All the
Arab ships must enter the map within 12" of each other.
     Victory Conditions: The Arabs win if at least one corsair is able
to land at the FAC base, spend six turns loading on loot, and escape.
Any other result is a FAC victory.

6.3 The First Battle of Alpha Centauri

     Tensions between the U.S. and U.N. rise as their respective
leaders refuse to back down from previous threats. Two battlefleets
meet in open warfare over Pangaea, in the Alpha Centauri system.
     Setup: Empty battlefield. Optionally, asteroid counters may be
placed on the field at both player's discretions. The USASF player has
two light cruisers, three destroyer escorts, and two gunboats. The UNSN
player has one heavy cruiser, three destroyer escorts, and two fleet
intruders. Both squadrons start at opposite sides of the battlefield,
at any starting drift speed they desire.
     Victory Conditions: The side with the last surviving ship(s) wins.
     

                          Weapon Damage Tables

    Laser      Damage     Mass Driver  Damage    Xraser Missile  Damage
    Mk-I      1d6+2          Mk-IV      4d10         Mk-I         1d10
    Mk-II     1d6+3          Mk-V       5d10         Mk-II        1d10+2
    Mk-III    1d6+5                                  Mk-III       1d10+4
    Mk-IV     1d6+7                                  Mk-IV        1d10+8
    Mk-V      1d6+10

                              Turn Sequence

    1. Drift Speed Determination
    2. Initiative
    3. Sensor Lock-On
    4. Combat Phase
           a. Movement(drift/maneuver/accel), Firing, Damage Allocation
           b. Movement, Firing, Damage Allocation
           c. Movement, Firing, Damage Allocation
           d. Movement, Firing, Damage Allocation
    5. Record Keeping
    
   Range: 0  1  2  3  4-6  7-10 11-15 16-21 22-30  31-45  46-70  71-100  100+
   Mod:  +2 +1  0 -1  -2   -3    -4    -5     -6     -7     -8     -9    -10
    
                          Damage Allocation Tables
           
 Roll    Surface     General         Aft         Internal     Critical (d6)
        
 1      No Effect    Weapon        Turret       Bridge         Armor
 2      No Effect    Thruster      Power Plant  Mass Driver    Armor
 3      No Effect    Thruster      Power Plant  Mass Driver    Armor
 4      No Effect    Cargo         Thruster     Crew           Crew Killed
 5      Sensor       Cargo         Thruster     Power Plant    Crew Killed
 6      Turret       Cargo         Thruster     Power Plant    Ship Vaporized
 7      Turret       Crewspace     Crewspace    Power Plant
 8      Cargo        Crewspace     Cargo        Life Support
 9      Cargo        Missile Tube  Cargo        Magazine
10      General/Aft  Internal      Internal     Magazine
   
                                   Voidstriker
                           Starship Record Sheet

  +--------------------------------+-----------------------------------------+
  |          Ship Record           |             Armament Record             |
  |                                |                                         |
  |Ship Name:_____________________ | Weapon       To-Hit  Damage    Magazine |
  |                                |                                         |
  |Ship Class:____________________ | --------------------------------------- |
  |                                |                                         |
  |Tonnage:_________Cost:_________ | --------------------------------------- |
  |                                |                                         |
  |Turn Mode:__Target Size Mod:___ | --------------------------------------- |
  |                                |                                         |
  +--------------------------------+ --------------------------------------- |
  |          Crew Record           |                                         |
  |                                | --------------------------------------- |
  |     ---- Bridge Crew ----      |                                         |
  |                                | --------------------------------------- |
  |Captain:_______Pilot:__________ |                                         |
  |                                | --------------------------------------- |
  |Gunners:_______Officers:_______ |                                         |
  |                                | --------------------------------------- |
  |     ---- Support Crew ---      |                                         |
  |                                | --------------------------------------- |
  |Engineers:_____________________ |                                         |
  |                                +-----------------------------------------+
  |_______________________________ |              Movement Record            |
  |                                |                                         |
  |Medics:________________________ | Turn          Drift   Thrust   At/Def   |
  |                                |                                         |
  +--------------------------------+  1            _____   ______   ______   |
  |         Damage Record          |  2            _____   ______   ______   |
  |                                |  3            _____   ______   ______   |
  |Bridge:___Crewspace:___________ |  4            _____   ______   ______   |
  |                                |  5            _____   ______   ______   |
  |Life Support:___Sensors:_______ |  6            _____   ______   ______   |
  |                                |  7            _____   ______   ______   |
  |Power Plant:___________________ |  8            _____   ______   ______   |
  |                                |  9            _____   ______   ______   |
  |Cargo:_________________________ |  10           _____   ______   ______   |
  |                                |  11           _____   ______   ______   |
  |Thrusters: 1:__________________ |  12           _____   ______   ______   |
  |                                |  13           _____   ______   ______   |
  |           2:__________________ |  14           _____   ______   ______   |
  |                                |  15           _____   ______   ______   |
  |Armor:____ 3:__________________ |  16           _____   ______   ______   |
  +--------------------------------+  17           _____   ______   ______   |
  |Notes:                          |  18           _____   ______   ______   |
  |                                |  19           _____   ______   ______   |
  |                                |  20           _____   ______   ______   |
  |                                |  21           _____   ______   ______   |
  |                                |  22           _____   ______   ______   |
  |                                |  23           _____   ______   ______   |
  |                                |  24           _____   ______   ______   |
  |                                |  25           _____   ______   ______   |
  |                                |  26           _____   ______   ______   |
  |                                |  27           _____   ______   ______   |
  |                                |  28           _____   ______   ______   |
  +--------------------------------+-----------------------------------------+

