CV: Basic System

Start at the Beginning

As the introduction stated, Earth and the solar system are gone. Humans have spread to semi-nearby systems to survive. THIS IS WHERE THE STARTING-POINT EQUIPMENT AND MONEY DETAILS SHOULD GO

The Three Types of Rolls

Within this system, there are three basic types of rolls you will be making: target-number-based rolls, opposed rolls, and summative rolls.
We will first discuss the most common type of roll, the target-number-based roll. Put simply, the GM assigns a target number for a specific action, and you roll a D20 and add or subtract any appropriate modifiers. Appropriate modifiers will be listed in the roll’s description. Should your total be greater than or equal to the assigned target number, you have passed the roll and succeeded; in some cases, succeeding by more than 5, 10, 15, etc. points will grant greater benefits than a small success would.
The second type of roll is the opposed roll; quite simply, this is a dynamically assigned target number roll. Two players who are rolling opposed checks both roll a D20 plus appropriate modifiers, as described above; the only difference here is that the TN is the opponent’s modified roll. Ties always go to the defender when that applies; if there is no clear “defender,” then re-roll.
The third and final type of roll is the summative roll. This roll is most often used for damage rolls, though it will sometimes crop up elsewhere. Simply roll the designated number of dice and add the results together. For damage rolls, this total is usually deducted from the target’s HP.

Turns Outside of Combat

Outside of combat, calculate a turn as being equivalent to one Galactic Standard Month (25 days). Assume a rough extension of Earth time, however days have been extended slightly so that 12 25-day months equal approximately one Earth year. There are still 60 seconds to the minute and 60 minutes to the hour, but these times are no longer exactly the same as they were on Earth. Every month, salaries for all government-contracted laborers must be paid; to balance this, however, the government takes its slice quarterly. Upkeep costs also must be paid on an annual basis.
Some non-fiscal activities are also best handled in fiscal turns. For instance, terraforming, research projects, large-scale construction projects, manufacturing line outputs (in most cases), and long-distance travel and exploration are often best handled using fiscal turns rather than a more detailed timescale. If there are no pressing concerns such as imminent battles, I recommend fudging timescales for various projects to end at the end of a fiscal turn.

The Basics of Combat

Before combat can begin, at least one side in the combat needs to be aware of the other side. Whenever a unit comes within sensor/detection range of another unit, the GM should roll a detection roll (1D20 + sensor rating – range modifiers – terrain/obscurity modifiers) versus a TN equal to the stealth rating of the opposing unit, modified by scale differences.
The second step in any combat is to roll initiative. To calculate initiative, a player first rolls 1D20 for each type of unit he controls in the combat. The player then adds the initiative bonus of that type of unit to its D20 roll to calculate that unit’s total initiative. The unit with the highest initiative goes first. The unit with the lowest initiative declares its actions first.
For instance, assume Bob and Jim are in combat. Bob has 10 members of a foot patrol squad with a +5 initiative bonus, whereas Jim has 2 foot soldiers (+5 initiative bonus) scouting for his light infantry vehicle (+2 initiative bonus). Bob rolls 1D20, achieving a 15; his initiative is 20 (15 + 5), and all 10 of his foot soldiers act at the same time. Jim rolls 2D20, getting a 7 and a 16, in that order; his foot soldiers thus have an overall initiative of 7 + 5 = 12, while his light infantry vehicle has an initiative value of 16 + 2 = 18. Some scouts Jim’s foot patrol turned out to be!
Since Jim’s foot patrol is slowest on the pickup, Jim first declares that they will open fire on Bob’s foot patrol. Jim’s infantry vehicle is also slower than Bob’s foot patrol, so Jim next declares that it will also open fire on Bob’s soldiers. Thus, Bob knows what Jim’s soldiers plan to do thanks to his team’s quick reaction. If Bob suspects his lightly armed squad could take down Jim’s troops, he may open fire first, attempting to destroy the infantry vehicle right off the bat. However, if Bob suspects that he is outmatched, he could instead declare that he will evade and attempt to flee.

Scale Classes - IN WORK

Unit HP DR Evasion Mod Scale
Person
Beast of Burden
Truck
Fighter aircraft/spacecraft
Attack aircraft/spacecraft
Armored Personnel Carrier
Bomber aircraft/spacecraft
Tank
Military boat
Small Military Ship (ie frigate, destroyer)
Medium Military Ship (ie battleship, sub)
Large Military Ship (ie aircraft carrier)
Space Personnel Carrier/Dropship
Small Military Spaceship (ie frigate, destroyer)
Medium Military Spaceship (ie battleship, cruiser)
Large Military Ship (ie space carrier, colony ship)
Spacedock
Shipyards (oceanic or space)
Bunker
City
Largish asteroid
Moon
Terrestrial planet

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