Part of a series about the Stellar Alliance.
Note: These rules are a work in progress.
The following rules supplement or supersede those of Mini-Six and/or Warp Ships.
Warp Ships as Mini-Six Vehicles
To convert Quantum statistics for ships to Mini-Six’s Vehicle rules, cross-reference the Quantum value(s) to the corresponding Mini-Six value, as noted in the table below.
Mini-Six | Derived From |
---|---|
Skill | always Pilot |
Scale | Size |
Body | Armor |
Maneuverability (MNV) | Agility |
Move | Agility |
Crew | unchanged |
Psg | unchanged |
Weapons | see below |
Cargo | undefined |
For more about vehicle statistics, see the full Vehicle rules.
Size Class to Scale
These are the somewhat arbitrary Scale numbers I’ve chosen.
Size | Scale | Description |
---|---|---|
(m) | +0 | humanoids, most missiles |
0 | +5 | small ground vehicle or water craft |
I | +10 | large ground vehicle, lander, shuttle, personal transport, fighter |
II | +15 | free trader, light freighter, support ship, gunship |
III | +20 | capital ship, standard/heavy freighter, orbital port |
IV | +25 | bulk freighter, dreadnought, colony ship, orbital base |
V | +30 | orbital station, defense platform |
??? | big | orbital city, O’Neill colony, large asteroid, moon |
Armor to Body
To determine Body dice, use the Armor category.
Unarmored | Armored | Heavily Armored |
---|---|---|
4D | 8D | 12D |
Agility to Move and MNV
In space, Agility defines both the ship’s “full burn” speed and the ease with wich it maneuverers.
Agility | Move | MNV |
---|---|---|
-2 | 1D | 0D |
-1 | 2D | 1D |
0 | 4D | 2D |
+1 | 6D | 3D |
+2 | 8D | 4D |
+3 | 10D | 5D |
Weapons
Direct Weapons
Except for Exo-Beam weapons and missile launchers, only half a ship’s conventional weapons can fire at any one target.
Code | Direct Weapon | TL | Scale | Damage | Depletion |
---|---|---|---|---|---|
EB | Exo-Beam | 6+ | varies | varies | |
GV | Grav Beam | 4+ | ship | special | |
HP | Heavy Particle Beam | 5+ | +20 | 12D | |
LL | Pulse Laser | 4+ | +15 | 5D | |
ML | Missile Launcher | 3+ | +10 | varies | varies |
PP | Particle Beam | 5+ | +20 | 8D | |
RG | Rail Gun | 3+ | +20 | 8D | 2D6 |
Exo-Beams
Exo-Beam depends on how many arrays or fractions of an array are firing at the target:
Beams | Classification | Scale | Damage |
---|---|---|---|
2 | Super-Heavy | +20 | 12D |
1 | Heavy | +20 | 8D |
½ | Light | +10 | 6D |
¼ | Super-Light | +0 | 6D |
More than 2 beams can fire on the same target, but only two arrays can coordinate their attacks to hit the same exact spot for penetrating damage.
Missiles
Treat missiles like tiny ships that ram their targets, then explode.
Missile Type | Scale | Warp | Agility | ECCM | Damage (scale) |
---|---|---|---|---|---|
Mine, non-warp | +10 | - | 18 | 18 | 8D (+20) |
Missile, non-warp | +5 | - | 21 | 18 | 8D (+20) |
Warp Decoy | +0 | 1 | 18 | - | special1 |
Warp Drone | +0 | 0 | 27 | 27 | special2 |
Warp Drone w/ explosive | +0 | 0 | 27 | 27 | 4D (+20) |
Warp Mine | +5 | 1 | 18 | 18 | 8D (+20) |
Warp Torpedo | +0 | 10 | 24 | 21 | 8D (+20) |
Warp Torpedo, Draconian | +0 | 10 | 21 | 24 | 12D (+20) |
The missile types are as follows:
- Warp Decoy
- Anti-missile defense that creates a Warp Field to mislead homing missiles. Remains in location where launched. Can be activated remotely or on a timer.
- Warp Drone
- Warp 0 autonomous probe and explosive delivery platform.
- Warp Mine
- Warp 1 homing missile activated by proximity to a Warp 0 or Warp 1 field of sufficient size to indicate a ship, not another missile. When “launched”, missile remains dormant at launcher’s location.
- Warp Torpedo
- Homing missile capable of up to Warp 10 set to lock onto and pursue a target. Matches Warp Factor to target, enters warp bubble, locks onto hull, then detonates.
Decoys and ECM
When a Decoy is activated, the Gunner must make a check against Gunnery. All missiles within range with a lower ECCM than that roll lock onto the Decoy instead of their designated targets and converge to destroy it. All missiles with an ECCM at or above the roll remain locked on their targets.
A sensor operator may attempt ECM[^ecm] under the same rules, but subsituting Computer for Gunnery.
Weapons in Warp
Firing Weapons
For each target the Gunner makes a skill check against the Pilot’s static Defense:
Gunner rolls … | vs. Pilot’s Defense from … | |
---|---|---|
Evasive Manuevers | Gunnery + Target Scale - Weapon Scale | Pilot + MNV |
No Evasive Maneuvers | Gunnery + Target Scale - Weapon Scale | 20 |
If the Gunner hits, they roll damage.
If the target is a missile, the Gunner rolls against the missile’s defense:
Gunner rolls … | vs. … |
---|---|
Gunnery + Target Scale - Weapon Scale | Agility |
If the weapon hits the missile, the missile is destroyed. Otherwise the missile strikes the ship and does its stated damage.
Damage to Warp Vessels
To use the Mini-Six Vehicle system instead of the Quantum Warp Ship system, replace the “Damage to Warp Vessels” rules with the following.
Damage vs. Body
If a Gunner or missile hits, the weapon inflicts damage, which the stricken ship’s engineer or technical staff compare to a Body roll.
Gunner rolls … | Engineer rolls … |
---|---|
Weapon Damage + Weapon Scale - Ship Scale | Body |
The engineer then looks up the results on the Vehicle Damage Table, reproduced here for convenience:
Damage Rolled ≥ | Effect |
---|---|
Body Roll | Temporary (one round) |
2 × Body Roll | Permanent (repair required) |
3 × Body Roll | Permanent (part destroyed) |
Warp Ship Damage
The engineer or GM roll on the following table to see the effects of damage, also reproduced here.
Roll 1D | Effect |
---|---|
1 | Lose 1D from Maneuverability (MNV) |
2, 3 | Random System Damaged (see next table) |
4 - 6 | Structural Damage (go to next level) |
Random System Table:
Roll 2D6 | System | Effect |
---|---|---|
2 | Coffee Maker | No fresh coffee |
3 | Food Fabricators | No food |
4 | Communications | Cannot communicate with outside world |
5 | Sensors | Cannot get sensor locks or long-range data |
6 | Weapon | Lose one weapon or Exo-Beam array, determined randomly. |
7 | Control Systems | -1 to all skill rolls, cumulative: -1, -2, -1D, -1D-1, etc. |
8 | Missile Launcher | Jammed, cannot fire missiles |
9 | Main Life support | Only 3D6 hours of air left unless Aux gone |
10 | Aux. Life support | Only 1D6 hours of air left if Main gone |
11 | Warp Generators3 | No warp bubble or warp drive, thrusters only |
12 | Zero Point Reactors | No power of any kind, all systems dead |
Structural Damage Levels:
Structural Damage | Effect |
---|---|
Damaged | Hull needs major repairs |
Badly Damaged | Hull and superstructure need overhaul |
Critically Damaged | Ship barely holding together |
Fatally Damaged | Ship inoperable, time to abandon ship |
Destroyed | Ship breaks apart or explodes |
Once the engineer assesses damage, they can make one skill check to fix one damaged system. The GM will set the difficulty. Use the Repair skill for all repairs.
If a starship’s Warp drive breaks, the ship will have to call for a Warp Tug, since maneuver thrusters will take forever even to make the next planet in the system.