Post by Ceres on Nov 26, 2014 16:52:56 GMT -5
Courtesy note of Zuzuman
World Story: Combat Resolution Chart
This new combat results system is intended to make battles and wars fair for everyone. It also brings the element of technology into all combat, and gives a bonus to the military abilities of advanced nations, while reflecting the inferior technology of weaker nations.
The following chart will be used for all combat results involving gunfire or ordinance shot at ground vehicles, fighters and airplanes, navy ships, or buildings. All results are determined by rolling two 6-sided dice and adding the totals. Technology modifiers are based upon NS "Scientific Advancement" as well as vehicle type, and improve or worsen the result of each dice total.
All dice will be rolled by a designated Battle Director. Other players rolling dice will not be considered official. The Battle Director's dice results are final and cannot be negotiated. The Battle Director is required to be honest. Dishonesty will result in the loss of ability to direct future battles.
When it comes to technology modifiers, a high "Scientific Advancement" rating means that your nation has superior technology, and can either achieve better targeting, or evade incoming fire from lesser advanced nations. A low "Scientific Advancement" rating means that you are using older technology that cannot target the enemy as well, or that cannot evade superior firepower.
The Scientific Advancement level is determined from the amount of military Technologies researched. Each Technology is worth 7 points in the Scientific Advancement scale (below).
Any nation that possesses technology purchased or traded from another nation, must announce who they received that technology from, and will be bound by the scientific rating of the selling nation. This, however, only applies to the Technology purchased.
To direct a battle, the Battle Director makes a quick list of all combatant nations, writes down their Scientific Advancement rating and any attack/defense modifier that goes with it. Then when a battle takes places, he/she rolls two 6-side dice (2-12 results) and then adds the scientific advancement modifier as well as any necessary vehicle modifiers appropriate to attack or defense. He/she consults the damage results chart with the modified dice role, and announces the damage for that particular attack.
At any time a non-participant battle director may review the current fighters a nation is using to determine whether they justify the class given to them.
.
Official Battle Directors:
- Ceres
- Zuzu
.
Scientific Advancement Modifier
Scientific Advancement
Attacking
Defending
501-600
-5
+5
401-500
-4
+4
301-400
-3
+3
201-300
-2
+2
101-200
-1
+1
0-100
0
0
below 0
+2
-2
.
.
Vehicle Modifiers
Vehicle Type
Attacking
Defending
Ground Vehicles
Artillery
-1
0
Light Tank
-1
+1
Main Battle Tank
-2
+2
.
Planes & Aircraft
Fighter - (vs planes)
-1
0
Stealth Fighter - (vs planes)
-1
+3
Bomber - (vs ground/sea targets)
-2
0
Attack Helicopter - (vs ground/sea targets)
-1
0
.
Naval Surface Ships
Aircraft Carrier
0
+3
Battleship
-2
+3
Destroyer
-2
+2
Frigate / Corvette
-1
0
.
Submarines
Submarine
0
+2
.
.
Combat Results Chart
Shooting at a Vehicle
0-5 ----- Direct hit (vehicle explodes; all passengers lost)
6-9 ----- Vehicle damaged (some survivors)
10-12+ --- Missed target (missile/ordinance destroys something else nearby)
Shooting at a Plane
0-3 ----- Direct hit (plane explodes; all passengers lost)
4-5 ----- Severe hit (plane loses altitude; crashes into ground -- possible survivors)
6-7 ----- Plane damaged (must retreat from battle; no longer in combat -- can be repaired later)
8-12+ ---- Missed target (if low-flying: missile destroys something else nearby)
Shooting at a Ship
0-3 ----- Direct hit, no survivors.
4-5 ----- Direct hit, dead in the water. Survivors. Ship may be recovered and repaired by friendlies.
6-8 ----- Ship damaged, system destroyed as determined by director. May continue fighting.
9-10 ---- Missile intercepted.
11-12+ --- Missed target.
Shooting at a Building
0-4 ----- Direct hit (building completely destroyed; all people inside lost)
5-6 ----- Direct hit (building severely damaged -- possible survivors)
7-8 ----- Building damaged (can be rebuilt later -- possible survivors)
9-10 ---- Missed target (missle/ordinance hits something else nearby)
11-12+ --- Missile is intercepted or faulty and explodes before target.
Now, these graphs only overview vehicles. To determine a soldier versus soldier battle, two dies are rolled for both sides. The highest number whens. Scientific Advancement level is still added and subtracted. Follow this graph as shown.
Attacking Bonuses:
Uphill Advantage, +1
Night-Attack, +2
Ambush, +3
Attacking Disadvantages:
Terrain Change, -3 (example: on shoreline to fields)
Bad Weather, -1
Inadequate Preparation, -1
Defensive Advantages:
Superior Position/"Dug-in", +2
Uphill Advantage, +1
Defensive Disadvantages:
Night Defense, -2
Not prepared, -1
World Story: Combat Resolution Chart
This new combat results system is intended to make battles and wars fair for everyone. It also brings the element of technology into all combat, and gives a bonus to the military abilities of advanced nations, while reflecting the inferior technology of weaker nations.
The following chart will be used for all combat results involving gunfire or ordinance shot at ground vehicles, fighters and airplanes, navy ships, or buildings. All results are determined by rolling two 6-sided dice and adding the totals. Technology modifiers are based upon NS "Scientific Advancement" as well as vehicle type, and improve or worsen the result of each dice total.
All dice will be rolled by a designated Battle Director. Other players rolling dice will not be considered official. The Battle Director's dice results are final and cannot be negotiated. The Battle Director is required to be honest. Dishonesty will result in the loss of ability to direct future battles.
When it comes to technology modifiers, a high "Scientific Advancement" rating means that your nation has superior technology, and can either achieve better targeting, or evade incoming fire from lesser advanced nations. A low "Scientific Advancement" rating means that you are using older technology that cannot target the enemy as well, or that cannot evade superior firepower.
The Scientific Advancement level is determined from the amount of military Technologies researched. Each Technology is worth 7 points in the Scientific Advancement scale (below).
Any nation that possesses technology purchased or traded from another nation, must announce who they received that technology from, and will be bound by the scientific rating of the selling nation. This, however, only applies to the Technology purchased.
To direct a battle, the Battle Director makes a quick list of all combatant nations, writes down their Scientific Advancement rating and any attack/defense modifier that goes with it. Then when a battle takes places, he/she rolls two 6-side dice (2-12 results) and then adds the scientific advancement modifier as well as any necessary vehicle modifiers appropriate to attack or defense. He/she consults the damage results chart with the modified dice role, and announces the damage for that particular attack.
At any time a non-participant battle director may review the current fighters a nation is using to determine whether they justify the class given to them.
.
Official Battle Directors:
- Ceres
- Zuzu
.
Scientific Advancement Modifier
Scientific Advancement
Attacking
Defending
501-600
-5
+5
401-500
-4
+4
301-400
-3
+3
201-300
-2
+2
101-200
-1
+1
0-100
0
0
below 0
+2
-2
.
.
Vehicle Modifiers
Vehicle Type
Attacking
Defending
Ground Vehicles
Artillery
-1
0
Light Tank
-1
+1
Main Battle Tank
-2
+2
.
Planes & Aircraft
Fighter - (vs planes)
-1
0
Stealth Fighter - (vs planes)
-1
+3
Bomber - (vs ground/sea targets)
-2
0
Attack Helicopter - (vs ground/sea targets)
-1
0
.
Naval Surface Ships
Aircraft Carrier
0
+3
Battleship
-2
+3
Destroyer
-2
+2
Frigate / Corvette
-1
0
.
Submarines
Submarine
0
+2
.
.
Combat Results Chart
Shooting at a Vehicle
0-5 ----- Direct hit (vehicle explodes; all passengers lost)
6-9 ----- Vehicle damaged (some survivors)
10-12+ --- Missed target (missile/ordinance destroys something else nearby)
Shooting at a Plane
0-3 ----- Direct hit (plane explodes; all passengers lost)
4-5 ----- Severe hit (plane loses altitude; crashes into ground -- possible survivors)
6-7 ----- Plane damaged (must retreat from battle; no longer in combat -- can be repaired later)
8-12+ ---- Missed target (if low-flying: missile destroys something else nearby)
Shooting at a Ship
0-3 ----- Direct hit, no survivors.
4-5 ----- Direct hit, dead in the water. Survivors. Ship may be recovered and repaired by friendlies.
6-8 ----- Ship damaged, system destroyed as determined by director. May continue fighting.
9-10 ---- Missile intercepted.
11-12+ --- Missed target.
Shooting at a Building
0-4 ----- Direct hit (building completely destroyed; all people inside lost)
5-6 ----- Direct hit (building severely damaged -- possible survivors)
7-8 ----- Building damaged (can be rebuilt later -- possible survivors)
9-10 ---- Missed target (missle/ordinance hits something else nearby)
11-12+ --- Missile is intercepted or faulty and explodes before target.
Now, these graphs only overview vehicles. To determine a soldier versus soldier battle, two dies are rolled for both sides. The highest number whens. Scientific Advancement level is still added and subtracted. Follow this graph as shown.
Attacking Bonuses:
Uphill Advantage, +1
Night-Attack, +2
Ambush, +3
Attacking Disadvantages:
Terrain Change, -3 (example: on shoreline to fields)
Bad Weather, -1
Inadequate Preparation, -1
Defensive Advantages:
Superior Position/"Dug-in", +2
Uphill Advantage, +1
Defensive Disadvantages:
Night Defense, -2
Not prepared, -1