Starship Chunk Ideas and Scaled Damage (TinyD6 - Tiny Frontiers)


#1

Scale
It’s hard to talk about Starship/Vehicle Chunks without talking about Scale.

I have looked at Scale within the Master Edition regarding time but thought the Chunk concept was important enough to warrant it’s own post. It has been discussed before and I wanted to ensure I got the idea right while also adding some cool ideas using Tiny Frontiers by Alan Bahr as a foundation.

My summery of the rules above is this:

  1. Player Scale (Hearts)
  2. Ship/Vehicle Scale (Chunks)
  3. Carrier Scale (Blocs)

Player -> Player: Roll Effort Die (ED), Enemy takes equivalent effort damage (Ex. 5 = 5 to Player)
Player -> Chunk: Roll ED and Divide by 2 rounding up (or Roll D3) (Ex. 3 = 1 Effort to Chunk)
Chunk -> Player: Roll ED and Multiply by 10 (Ex. 3 = 30 Effort to Player)
Player -> Bloc: Roll ED and Divide by 10 (Ex 4 = No Effort)
Block -> Player: Roll ED and Multiply by 10 (Ex. 5 = 50 Effort)
Chunk -> Player: Roll ED and Multiply by 2 (Ex. 6 = 12 Effort)
Chunk -> Block: Roll ED and Divide by 2 (Ex. 2 = 1 Effort)

I’m not sure I like this because memorizing or referencing charts isn’t what I’m really into. If I create a rule I want my 6 year old kid to be able to intuitively remember it. I’m still mulling over it and will hit up the old post and see if anyone has any thoughts. I just need step by step examples to understand sometimes so I wrote it out.

Chassis Types
10 HP per Chunk per Master Edition rules for all Chassis.

Striker: Chunks (3) Fuel (10), Crew (2-12)
Scout: Chunks (5) Fuel (8), Crew (24)
Cruiser: Chunks (10), Fuel (6), Crew (100)

Different Scale?
Carrier: Chunks (5), Fuel (4), Crew (1000)

Fuel
It’s another thing to track I know…but it allows for a similar economy to Stun Points from Vigilante City. Reference the Systems below.

Chunk Ideas
The real reason I am making this post. I wanted to use the Ship System concept from Tiny Frontiers as a basis for Chunk ideas. Here are the 5 main categories.

Damage = Effort at Ship Scale by default

D4 Basic (small area weapons)
D6 Weapon (standard lasers)
D8 Gun (missiles, energy pulses)
D10 Energy (charge canons)
D12 Ultimate (ultimate attacks, abilities, and explosions)

  1. Basic
  2. Sensor (INT)
  3. Weapon (DEX)
  4. Defense (CON)
  5. Movement (DEX)

Basic (anyone can “activate” these Systems on their Turn)

  • Weapons (DEX): (Near) Standard Weapon Damage Effort (D6) for Chunk Scale damage
  • Scanners (INT): (Near) Hits on 1x Enemy Ship are EASY for TIMER
  • Thrusters (DEX): Test to Evade Next Attack (auto-miss)
  • Shields (CON): +5 DEF for TIMER
  • Life Support (CON): Repair CON+1 HP, if destroyed entire Ship is disabled
  • Reactor (STR): Pick a System, next Test is EASY
  • [Docking Bay]: All Terrain Vehicles cannot deploy if destroyed

Sensor Systems

  1. Long Range Scanners: Scanners work at (Distant) Range
  2. Jamming Array: Spend 3 Fuel to Disable enemy Sensors for TIMER
  3. Holographic Emitters: Disguise as another starship for TIMER
  4. Interior Scanners: (Near) disable enemy System (Chunk) for TIMER

Weapon Systems

  1. Anti-Matter Systems: Spend 2 Fuel to attack with D10
  2. Armor Piercing Multi-canon: (Far) Attack with D4, ignore Shields
  3. Plasma Canon: (Far) Attack twice
  4. EMP Mines: (Near) Proximity mine, all Systems disabled for TIMER
  5. Charge Canon: (Distant) Spend 2 Fuel skip turn, next turn deal 10 damage
  6. Devastation Canon: (Far) Spend 1 Fuel to deal 6 damage
  7. Rapid Fire Lasers: (Near) Attack HARD, if Hit attack again
  8. Main Canon: (Far) D6x2 on immovable objects, D8 otherwise
  9. Automatic Canon: (Far) auto attack for HARD at the end of Round, doesn’t take Turn
  10. Armor Piercing Shots: (Far) Does 2x damage against Shields
  11. Swarm Missiles: (Far) 5D6 attack at separate targets
  12. Gravity Canon: (Far) D8 and push enemy
  13. Warforged: Gain 2 more Weapon Systems but lose 1 Defense

Defense Systems

  1. Mining Shields: Multiple enemy hits only hit once
  2. Multiphase Shield: Evade lasts TIMER instead of next attack
  3. Cloaking: Hide for TIMER
  4. Reinforced Materials: +20 HP
  5. Repair Drones: Spend 3 Fuel to Repair 10 HP
  6. Armor Plating: +10 HP, reduce incoming (Near) damage by 1
  7. Titanium Shield: Costs Weapon and Defense System Slot, Reduce incoming damage by DEF, if hit DEF -1 each hit

Movement Systems

  1. Stealth Engines: Spend 2 Fuel to Hide without testing (DEX)
  2. Fuel Tanks: Increase Fuel by 4
  3. Gravity Engines: Move up to (Distant) and still Attack
  4. Microfusion Reactor: Attack all Starships in Range D6
  5. Emergency Power: When reduced to 0 HP, Spend 3 Fuel to return to 1 HP
  6. Power Core: Spend Fuel to roll that many D10, explode and Disables ship (0 HP)
  7. Bodyguard Protocol: Take damage for Ally, spend Fuel per attack to ignore

Crew Positions
Captain (CHA): Allow someone else to take their turn with EASY
Helm (DEX): Reroll Movement System test once
Communications (INT): Auto-succeed previously failed System test
Doctor (CON): CON+2 Player HP
Engineer (INT): Restore 1 HP including from a Damaged Chunk
Tactical (WIS): When using Weapon System Roll Ultimate

As per usual I will adjust and edit this as I think through it better but I wanted to get it down before I forgot.

I am really trying to develop Chunk options for a Starship focused Sci-Fi (Warp Shell style) game. All of the stuff is the Master Edition is so great because its simple and straightforward and that’s what concerns me the most when coming up with new mechanics and things to track.

Appreciate any input!