TEXT: Omega Vector: Space Combat 
   
   
  Battles between spacecraft in role-playing games have traditionally been modeled 
  after wargames, with pieces being maneuvered on a hex grid under the influence of 
  complex rules involving minute details of distance, thrust vectors, and sensor 
  operation.  A few systems have gone in the opposite direction and reduced the level of 
  detail down to a series of generic numbers for movement, attack, and defense.  Omega 
  Vector is somewhere between the two extremes. 
   
  The heart of the system is the Range Table, used for both movement and weapons 
  fire.  Movement is simulated by increasing or decreasing the distance between ships on 
  the table, simplifying the complexities of maneuvering in three dimensions by 
  establishing the ships involved as the only necessary points of reference.  As range 
  decreases it becomes easier to hit a target as sensors and computer systems are able to 
  more accurately judge it's present position and predict it's future location.  
   
  The physics of weaponry is likewise simplified. Beam weapons are extremely 
  accurate because they strike at the speed of light, but rapidly dissipate in strength as 
  range increases.  Self-guiding missiles are the weapon of choice for long range combat; 
  able to deliver devastating damage while the launching ship stays well out of range of 
  the opponents close combat weapons.  Direct fire kinetic weapons can shred a ship in a 
  single burst, but lack long range accuracy because of the time it takes the projectiles 
  to cover the immense distances to a target. 
   
  Setup 
   
  Players will need a completed record sheet for each of their ships.  Make sure 
  the sheets are filled out correctly and that the ships were built within the rules of 
  the ship construction system.   One additional number has to be calculated for each 
  ship: it's Targeting rating.  This is the base number used to determine if the ship's 
  weapons hit a target in combat and is equal to the sum of it's Sensor and Computer 
  ratings divided by two (Sensor + Computer/2) and rounded up.  Both players will also be 
  sharing a copy of the Range Table. 
   
  At the start of battle a marker, either a pencil slash, coin, or counter, is 
  placed on the Range Table for each player.  The marker for one arbitrarily chosen player 
  is placed in the "Point Blank" range band while the other player's marker is placed in 
  the "Extreme" range band.  This represents the distance between the ships at the 
  beginning of the encounter and determines the To Hit Number and Beam Strength for both 
  players.  
   
  Example-  Jeff and Jane are in the middle of a scenario involving some corporate 
  skullduggery in the asteroid belt.  Jeff will be controlling an up-gunned freighter 
  sprinting for the inner system with a cargo of lethal bioweapons in the hold.  Jane 
  takes the helm of a FedCom light cruiser that has to stop him. 
   
  Each player gets a completed record sheet for their ship and looks it over to 
  make sure all the information they need is there.  Jeff's freighter has a Sensor rating 
  of 12 and Computer rating of 18.  He adds them up, divides by two, and writes 15 down as 
  his Targeting rating.  Jane's ship is a little better off; it has a Sensor rating of 15 
  and a computer rating of 25.  That gives her a Targeting number of 20. 
   
  Once the record sheets are finished they get out a copy of the Range Table.  
  Jeff takes the starting position at the "Point Blank" band and pencils in an "X" for his 
  ship.  Jane draws an "O" in the Extreme band for her ship.  With all that done it's time 
  to start blowing things up. 
   
  Combat Procedure  
  Combat in Omega Vector takes place in rounds divided into seven phases during which 
  players alternate performing specific actions based on initiative.  Combat continues 
  through succeeding rounds until one combatant is destroyed, surrenders, or performs a 
  breakaway.   
    
  Phase 1: Initiative 
   
  Both combatants roll 1D10 and add it to their ship's Sensor rating and the 
  Spacecraft Piloting skill of its captain or computer.  Whoever has the highest total 
  wins initiative for this round.   The losing side must declare all it's actions first 
  
  during each phase, giving the winner the advantage of knowing his opponents actions 
  before declaring his own. 
   
   
  Example-  Jeff's ship captain has a Spacecraft Piloting skill of 8 while the 
  ship has a Sensor rating of 12.  He rolls a 4 on a ten-sided die, adds it together with 
  the other numbers, and comes up with a total of 24. 
   
  Jane's ship has a Sensor rating of 15, but her captain only has Spacecraft 
  Piloting 5.  Even worse, she rolls a 3.  That gives her a total of 23 on her initiative 
  roll.  Jeff's 24 beats her out and he gets initiative this round. 
   
  Phase 2: Launch and Recovery 
   
  Each side declares if secondary craft are being launched or recovered and which 
  ships are involved.  Launched craft are immediately active and capable of moving and 
  firing during the appropriate phase. 
   
   
  Example- Since Jeff has the initiative this round Jane has to declare if she's 
  launching any small craft first.  She decides to keep her shuttle in the launch bay for 
  now. 
   
  After taking a look at his ship record sheet Jeff decides he could use a little 
  extra firepower.  He launches his transfer vehicle to take advantage of it's laser-5 in 
  the upcoming battle.   
   
   
  Phase 3: Movement 
   
  The side with initiative can choose to increase or decrease the range of the 
  battle by one band.  If the combatants are at Extreme range the side with initiative can 
  breakaway and end the battle if he has a higher G-rating than his opponent. Breakaway 
  can only be performed after the first full round of combat is completed. 
   
   
  Example- Jeff decides to leave the range of the battle where it is.  He could 
  close the distance to "Long" so his direct fire weapons would be more effective against 
  Jane's cruiser, but that would mean committing to a fight he wants to avoid.  Instead he 
  decides to keep the range at Extreme.  If he can get initiative next round he'll be able 
  to commit a breakaway and escape. 
   
  Phase 4: Declare Defenses 
   
  Each side declares which defenses are being deployed and what weapons are 
  assigned to point defense for this round. Weapons dedicated to point defense are the 
  only ones that can fire upon incoming missiles during the "Missile Attacks" phase, but 
  can take no other action. 
   
  Each anti-laser aerosol canister expended cuts the damage rating of any laser 
  weapon fired upon the target in half.  Each chaff/flare cluster fired increases the 
  attackers to hit number by +5.  Both defenses last for only one round. 
   
  Decoys are indistinguishable from the launching ship unless sensors can spot the 
  difference.  When a decoy is launched the opposing player rolls to "hit" on the Range 
  Table using the sum of his Targeting, Sensor Operation skill, and 1D10.  On a successful 
  hit the decoy is revealed.  If the roll fails the launching ship and decoy are 
  designated as "ship 1" and "ship 2", forcing the attacker to choose between the targets 
  each round until the decoy is revealed.  The attacker may make a sensor attempt against 
  each decoy during each succeeding "Declare Defenses" phase.   Any hits on the decoy will 
  reveal it. 
   
   
  Example-  Since Jeff has initiative Jane must declare her defenses first.  Her 
  light cruiser mounts 10 medium missiles, 2 swarmgun-10's, 2 particle beam-20's, 4 anti-
  laser aerosol canisters and 2 chaff/flare dispensers.  She fires off two chaff/flare 
  clusters, increasing the to hit number for attacks against her cruiser by +10 and 
  leaving her with 8 chaff/flare rounds, and dedicates the two swarmguns to point defense.  
  They're the only weapons she'll be able to use against incoming missiles. 
   
  Jeff's freighter mounts 4 light missiles, a swarmgun-5, a laser-10, and 1 
  chaff/flare dispenser.  He fires off a chaff/flare cluster, increasing Jane's to hit 
  number against his ship by +5, and dedicates his ship's swarmgun and laser, a long with 
  the laser on the transfer vehicle, to point defense.  He knows Jane has a slew of 
  missiles and wants to be able to stop any that get close. 
  
   
  Phase 5:  Missile Attacks 
   
  Each side declares how many missiles it's launching and determines if they hit.  
  Attacks are resolved by adding the ship's Targeting rating, the operator's Spacecraft 
  Weapons skill, and the result of a 1D10 roll (Targeting + Spacecraft Weapons + 1D10) for 
  each missile; if the result is equal to or greater than the to hit number for the 
  current range the missile hits.  The to hit roll is modified by any relevant defenses 
  deployed by the target. 
   
  If a hit is rolled the defender may attempt to destroy the incoming missile 
  using point defense weapons.  Only weapons dedicated to point defense during the 
  "Declare Defenses" phase may fire and they cannot be used for any other purpose this 
  round.  Each point defense weapon may fire only once during the phase, but any number of 
  weapons can fire at an incoming missile. 
   
  All point defense attacks against missiles are carried out as a normal attack 
  (Targeting + Spacecraft Weapons + 1D10) with a to hit number of 25.  The missile is 
  destroyed if it takes damage equal or greater than it's tonnage.  Missiles that are only 
  partially damaged strike as normal with their full damage rating. 
  When the missile attacks and point defense attempts for both sides have been completed 
  make a note of how many missiles successfully hit and their damage rating. 
   
   
  Example- Jane decides to launch 6 of her medium missiles at Jeff's freighter.  
  Her cruiser has a Targeting number of 20 and her weapon's officer has Spacecraft 
  Weapons-6.  At Extreme range she has a to hit number of 30, but Jeff fired off a 
  chaff/flare cluster during the "Declare Defenses" phase that increases that to 35, so 
  she needs to roll a 9 or 10 to hit.  She rolls for each missile and determines that four 
  missed and two hit.  It's her lucky day. 
   
  Things aren't quite so rosy for Jeff.  He has three weapons dedicated to point 
  defense: the swarmgun-5 and laser-10 on his ship and the laser-5 on the transfer 
  vehicle.  With his ship's Targeting rating of 15 and his captain's Spacecraft Weapons 
  skill of 5 he'd normally need to roll a 5 or better to hit the missiles, but his 
  weapon's have some targeting modifiers: both the lasers are +2 to hit while the swarmgun 
  is -2 to hit.  He rolls for the swarmgun first and gets a 6, a near miss.  His luck 
  isn't much better with the lasers:  he rolls a 9 and 1 and only gets a hit with the 
  laser-10.  Since medium missiles mass five tons he blows one incoming missile to 
  smithereens, but the other one gets through. 
   
  He briefly thinks about launching a spread of missiles in retaliation, but 
  realizes it wouldn't do any good.  With a Targeting rating of 15 and Spacecraft Weapons 
  skill of 5, not to mention Jane's two chaff/flare clusters and their -10 modifier, 
  there's no way for him to hit her.   
   
  Phase 6:  Direct Fire Attacks 
   
  During this phase both sides attack their opponent with ship mounted beam and 
  kinetic weapons.  The side that lost initiative declares and determines the success of 
  all it's direct fire attacks first, followed by the side that has initiative doing the 
  same.  All fire is resolved with a standard attack roll (Targeting + Spacecraft Weapons 
  + 1D10) with a to hit number derived from the current range, modified by any defenses 
  the target may have deployed.  Make a note of the damage ratings of any weapons that 
  successfully hit. 
   
   
  Example- At this range Jane's only effective weapons are her particle beam-20's.  
  Once again she needs a 9 or 10 to hit.  She rolls a 2 and a 9, scoring a hit with one 
  particle beam.  After looking at the range table she sees that her attack will be at 
  1/16 strength, rounded down to 1.  Not much, but it's better than nothing.   
   
  Jeff's unable to attack her in return because he dedicated all his direct fire 
  weapons to point defense.  Even if he was able to fire he'd be facing the same dismal to 
  hit chances he encountered during the "Missile Attacks" phase.  Things are not looking 
  good. 
   
   
  Phase 6:  Damage Resolution 
   
  Both sides roll on the damage table to determine the outcome of each successful 
  attack.  Most hits result in the elimination of tonnage or rating points equal to the 
  attacking weapon's damage rating from a particular system or location.  Damage is 
  
  assumed to occur to both ships simultaneously and takes effect at the end of the phase.  
  If neither side is destroyed or surrenders the round ends and the next round of combat 
  begins. 
   
   
  Example- Jane has two attacks on Jeff to resolve: a medium missile with a damage 
  rating of 10 and a particle beam hit with a damage rating of 1.  For the missile hit she 
  rolls a 5 and blows 10 points off the ship's computer rating, knocking it down from 18 
  to 8.  The attack from the particle beam gets a +2 modifier to it's damage roll and she 
  rolls an 8, giving her a total of 10 and a Target Destroyed result.  Jeff's ship is 
  turned into a rapidly expanding sphere of debris.  Ouch.  
   
  If the second hit didn't destroy him Jeff would still be in trouble.  The sensor 
  hit would have forced him to recalculate his Targeting number, making it even more 
  difficult for him to hit Jane. 
   
   
  Damage Table 
  D10 roll 
   
  Hit Location 
  1 
   
  Living Space 
  2 
   
  Bay/Hold 
  3 
   
  Fuel 
  4 
   
  Engine 
  5 
   
  Computer 
  6 
   
  Communications 
  7 
   
  Sensor 
  8 
   
  Weapon 
  9 
   
  Critical Hit 
  10 
   
  Target Destroyed 
   
  Effects 
  Living Space- Living space equal to the weapon's Damage Rating in tons is rendered 
  uninhabitable until repaired. 
   
  Bay/Hold- A randomly selected cargo hold or vehicle bay is hit.  In the case of cargo 
  holds, cargo equal to the weapon's Damage Rating in tons is destroyed.  If a vehicle bay 
  is hit treat it as an attack directly upon the vehicle at half the weapon's Damage 
  Rating and roll for hit location. 
   
  Fuel- The hit destroys a volume of fuel equal to the weapon's Damage Rating in tons. 
   
  Engine- The target ships G rating is reduced by an amount equal to the weapon's Damage 
  Rating. 
   
  Computer- The attack strikes some portion of the computer system, reducing it's rating 
  by an amount equal to the weapon's Damage Rating.  The target ship's Targeting number is 
  adjusted to reflect the reduced capacity. 
   
  Communications- The target ship's Communications rating is reduced by an amount equal to 
  the weapon's Damage Rating. 
   
  Sensor- The target ship's Sensor rating is reduced by an amount equal to the weapon's 
  Damage Rating. 
   
  Weapon- One randomly chosen weapon is destroyed. 
   
  Critical Hit- Roll again on the hit location table.  Whatever system is hit has half 
  it's current capability destroyed.  Living space hits render half the ship's 
  accommodations uninhabitable until repaired.  Hold hits destroy half the cargo in a 
  randomly chosen cargo hold.  Bay hits subject the vehicle inside to a full strength 
  attack from the weapon that produced the critical hit.  Fuel hits destroy half the 
  ship's current fuel supply.  Engine hits reduce the ship's current G rating by half.  
  Computer, Communications, and Sensor hits reduce the current rating by half.  Weapon 
  
  hits incapacitate half the ship's weapons until repaired.  If a critical hit or target 
  destroyed result is rolled the ship is destroyed. 
   
  Target Destroyed- The target ship is destroyed. 
   
  Range Table 
  Range Band 
  To Hit Number Beam Weapon Strength 
  Approximate Range  
  Point Blank 
  10 
   
  Full Strength  
  1-100 km 
  Close   
  15 
   
  1/2 
   
   
  101-1000 km 
  Medium  
  20 
   
  1/4 
   
   
  1001-10,000 km 
  Long 
   
  25 
   
  1/8 
   
   
  10,001-100,000 km 
  Extreme  
  30 
   
  1/16 
   
   
  100,001-1,000,000 km 
   
   
   
   
   
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Omega Vector Space Combat By Morninman.pdf