Rules, 10k
Basic Rules, 10k

The following are all the rules needed to be able to conduct space operations in the world of SF3D. You must have a working knowledge of basic SF3D and Hard Vacuum rules to be able to use these properly.

Rules not needed:

The following is a list of rules from SF3D Original that can be ignored for SF3D Space Combat. Use common sense when applying any variant rules.

  • Movement
  • Artillery
  • Aircraft

Size Classes:

The size of a unit doesn't come into play too much with these space rules, so the size classes are changed slightly. They now become:

  • Size I: Armoured Suits
  • Size II: Small spacecraft (fighters, interceptors)
  • Size III: Large space craft (transports, patrol boats)


Movement:

Movement is a two-step process when using space units. Firstly, all thruster fire has to be declared. This is done by the player placing thrust counters on their units as stated in the Hard Vacuum Demo Rules Page II: Thruster Operation and Page II: Piloting. The unit tables list the amount of thrust that an individual ship or suit may fire in any particular direction, and in addition the table lists the Manoeuvrability of each unit, which is the amount of thrusters a particular unit may fire each turn (although not the amount of thrust points which may be used).

Once all thrust counters have been placed for each unit, then all units are moved, as outlined in the Hard Vacuum Demo Rules Page III: Thruster Fire and Page III: Movement. Unlike in Hard Vacuum movement is not simultaneous - it follows the standard SF3D rules of one side moving and then the other.

Collisions:

Because space is so large, units will not accidentally collide with each other and if units do end up in the same hex as each other then there will no ill effects unless one unit is trying a deliberate ram (see below).

Ramming:

To be able to ram a target, the rammer must declare that they are attempting to ram a target, although the particular need not be specified. This counts as the rammers action this turn and thus they will not be able to fire any weapons unless they have multiple attacks (one is used for the ram). To be able to actually ram a target, the rammer must end up in the same hex as enemy unit. If this is the case, then the rammer needs to see if they hit that target. This is a simple process - each side rolls 1d6 adds the Size class of the unit (1, 2 or 3) and subtracts the Manoeuvre rating. Units that are Immobile may not subtract their Manoeuvre rating.

If the ramming unit rolls the lowest score or a tie, then they have successful rammed the target. If ramming unit rolls higher, then they have missed. If they miss, then no further action is needed, but the ramming unit has now finished their movement.

If a ram occurs, the following happens - damage to both units is worked out and if any unit survives, their new velocity and heading needs to be determined. Note that ramming and damage effects occur at the point of movement, which might have an impact for the rest of the turn.

Damage Effects:
To determine the damage that each unit suffers, multiple the Size Class of each unit by the combined total of all thrust markers of both units. This is then treated as a normal attack and units suffer damage accordingly.

Velocity:
If any unit survive the ram, then they now have the thrust markers of both units.

Stacking:

There are no stacking limits in space, any amount of ships, suits or other units of any side may occupy a single hex. Combat between units in the same hex is considered to be at range 1.

Terrain:

In space there is no real terrain like that found on a planets surface, and as most combats take place between the Earth and Luna, there aren't even things like asteroids to take into consideration. As such, there are no movement modifiers, no blocking terrain and no modifiers which effect combat due to terrain.


Combat:

All normal SF3D combat rules apply. Unlike normal SF3D, vehicles in space do have specific fire arcs where they may target enemy vehicles. See Page III: Targeting for this - all vehicles and space suits have the Forward fire arc for their weapons unless stated in the unit description. If an enemy unit falls outside of this arc, then it may not be fire upon.

Physical Combat:

Physical combat in space is difficult, but not impossible. For physical combat to occur, the two units must be able to conduct physical combat - this means that only Class I units may fight each other, other units may only ram, although Class I units may conduct close combat against other units. To determine if units can engage in physical combat, conduct a ram attack (see above), but don't actually conduct any damage. This is merely to see whether or not the two units have managed to join together and thus are in a position to conduct physical combat.

If the roll to ram is successful, then the two units are now joined together and may conduct physical combat as per the normal physical combat rules, however, units may not evade in combat.

All surviving units then collect the thrust markers of both units.

If both units survive and wish to continue physical combat, then they may automatically be assumed to have succeeded in a ram attempt if both units end up in the same hex at the end of the next turn (they are assumed to have stayed together during the turn).

Damage Effects:

By and large, normal damage effects apply, however the following clarification is made. If a unit suffers and 'M' result, this means that it may no longer use its thrusters. The unit is now drifting on its last previous velocity and heading and can continue to play a part in the game until it has left the map. If it should leave the map through a side that is worth victory conditions, then it doesn't count, after all, it can no longer manoeuvre to its objective.

If a multi-hit vehicle is damaged it doesn't suffer any thruster losses due to the 'M' or 'D' results. This isn't entirely accurate, but greatly simplifies play.

Because space is so big, destroyed units don't leave wreckage behind.

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