From Game in the Brain Wiki
Chapter 8: Definitions and Tables
Space Combat Definitions
- Ranges are Relative to PC's Ship
- All range measurements based on player vessel position
- Encounter Ranges
- Distances at which ships detect and engage each other
Table: Space Combat Attack Difficulties by Weapon Type
Attack Difficulties by Range
| Weapon |
Adjacent <1km |
Close 1km |
Short 10km |
Medium 1,250km |
Long 10K km |
Very Long 25K km
|
| Pulse Laser (T) |
DM+2/6+ |
DM-0/8+ |
DM-2/10+ |
-- |
-- |
--
|
| Beam Laser (T) |
DM+2/6+ |
DM+2/6+ |
DM+2/6+ |
DM-0/8+ |
DM-2/10+ |
--
|
| Particle Beam |
DM+2/6+ |
DM+2/6+ |
DM+2/6+ |
DM+2/6+ |
DM-0/8+ |
DM-2/10+
|
| Fusion Gun |
DM+2/6+ |
DM+2/6+ |
DM+2/6+ |
DM-0/8+ |
DM-2/10+ |
--
|
| Meson Gun |
DM+2/6+ |
DM+2/6+ |
DM+2/6+ |
DM+2/6+ |
DM-0/8+ |
DM-2/10+
|
| Sandcaster |
DM+2/6+ |
DM-0/8+ |
DM-2/10+ |
-- |
-- |
--
|
- Note
- DM+2 when used closer than noted range
- DM-2 when used 1 band further
- Cannot use beyond one band more than noted range
Table: Space Combat Hit Location
Hit Location (2D6 Roll)
| Roll |
External Hit |
Internal Hit (Hull Breached)
|
| 2 |
Structure |
Hull
|
| 3 |
Power Plant |
Power Plant
|
| 4 |
J-Drive |
Hold/Vehicle bay
|
| 5 |
Bay |
Fuel
|
| 6 |
Structure |
Hull
|
| 7 |
Crew |
Armor
|
| 8 |
Structure |
Hull
|
| 9 |
Hold/Vehicle Bay |
Turret
|
| 10 |
J-Drive |
M-Drive
|
| 11 |
Power Plant |
Crew
|
| 12 |
Bridge |
Bridge
|
- Special
- Small Craft use only first column
- Internal column used after Hull breached
Damaged Section Table
Component Damage Effects
| Module/Comp |
Damaged (50%) |
Disabled (100%) |
Destroyed (Excess)
|
| Hull |
Breached, leaking 1 man-day/turn/dmg |
Only pods have atmosphere |
Excess → Structure, use Internal table
|
| Structure |
DM-2 to Piloting |
1D6 dmg/turn to Hull & Structure |
Ship destroyed
|
| Armor |
Reduce by % of damage |
Negligible, excess → Hull |
Remaining negligible
|
| Turret |
Attacks DM-2 |
Turret & weapons disabled |
Destroyed, excess → Hull
|
| Bay |
Attacks DM-2 |
Weapon disabled |
Destroyed, excess → Hull
|
| J-Drive |
Jump DM-2 |
Disabled |
Destroyed, excess → Structure
|
| M-Drive |
Thrust -1 |
Thrust -50% |
Disabled, excess → Structure
|
| Power Plant |
Crew radiation hit |
Emergency power only (turns = Dtons) |
Destroyed, disabled, excess → Structure
|
| Sensors |
DM-2 Comms checks |
Cannot target beyond Adjacent |
Destroyed, blind, excess → Hull
|
| Bridge |
Crew normal hit |
No Pilot/Sensor actions, attacks DM-2 |
Destroyed, excess → Structure
|
| Fuel |
Leak 1D6 tons/hour |
Destroy 1D6x10%, leak 1D6/turn |
Destroyed, excess → Structure
|
| Hold/Bay |
Destroy 1D6x10% cargo |
Destroy 1D6x10% cargo |
Destroyed with contents
|
- Note
- Bridge Sensors have DT of bridge as HP (toughest sensors)
- Multiple bridges/sensors: Roll D6 and count down list
Table: Multiple Attacks Consolidation
MAC Table
| Number of Attacks |
Attack DM |
Extra Damage
|
| 1 Attack |
DM+0 |
+0 damage
|
| 2 Attacks |
DM+1 |
+1 point of damage
|
| 5 Attacks |
DM+1 |
+1D6 damage
|
| 10 Attacks |
DM+2 |
+2D6 damage
|
| 20 Attacks |
DM+3 |
+3D6 damage
|
| 50 Attacks |
DM+4 |
+4D6 damage
|
| 100 Attacks |
DM+5 |
+5D6 damage
|
| 200 Attacks |
DM+6 |
+6D6 damage
|
| 500+ Attacks |
DM+7 |
+7D6 damage
|
- Doubling Rule
- Double attacks: Increase DM+1
- Double attacks: Increase damage by +1D6
Table: Crew Damage
Crew Damage (2D6 Roll)
| Roll |
Normal Damage |
Radiation Damage
|
| 4 or less |
Lucky escape – no damage |
Lucky escape – no radiation
|
| 5-8 |
One random crew member suffers 2D6 damage |
One random crew member suffers 2D6x10 rads
|
| 9-10 |
One random crew member suffers 4D6 damage |
One random crew member suffers 4D6x10 rads
|
| 11 |
All crew suffer 2D6 damage |
All crew suffer 2D6x10 rads
|
| 12 |
All crew suffer 4D6 damage |
All crew suffer 4D6x10 rads
|
Table: Atmospheric Entry
Atmospheric Entry Difficulty
| World Values |
DM/TN
|
| World Size 9+ |
-2/10+
|
| World Size 4 or less |
+2/6+
|
| World Atmosphere 1 or less |
Auto Success
|
| World Atmosphere 2-5, 14(E) |
+2/6+
|
| World Atmosphere 8-9, 13(D) |
-2/10+
|
- Significant Speed Difference
- Ship vs debris: DM-2 (TN+2)
Table: Collision Avoidance
Collision Avoidance Difficulty
| Situation |
Difficulty
|
| Traffic (5+ vessels within Short range), debris clouds |
Average (+0/8+)
|
| Asteroid field, light density |
Difficult (-2/10+)
|
| Asteroid field, average density |
Very Difficult (-4/12+)
|
| Asteroid field, heavy density |
Formidable (-6/14+)
|
Table: Boarding Modifiers
Boarding Modifiers
| Boarding Circumstances |
Modifier
|
| Per TL difference of Boarders Equipment Superiority |
DM +1 to Superior Party
|
| Superior Force 3 vs 2 or 1.5:1 |
DM+1
|
| Superior Force 1 vs 2 |
DM+2
|
| Superior Force 1 vs 3 |
DM+3
|
| Superior Force 1 vs 5 |
DM+4
|
| Superior Force 1 vs 7 |
DM+5
|
| Superior Force 1 vs 10 |
DM+6
|
- Quality of Troops
- Superior Force has DM bonus equal to difference in troop quality
Table: Morale Roll
Morale States (2D6 Roll)
| Roll |
Disposition |
Means |
Group Morale Effect
|
| 12-11 |
Committed |
Will take risks |
Great: DM+2 in one Function per Turn
|
| 10-9 |
Resolved |
Will follow, within reason |
Good: DM+1 in one Function per Turn
|
| 8-7 |
Indifferent |
Self interest prevails |
Stable: No penalty
|
| 6-5 |
Cowed |
Hesitant and Uncooperative |
Poor: DM-1 to coordination or lose Minor Action
|
| 4-2 |
Panicked |
Will flee or mental break |
Strife: All Minor Actions in conflict or fleeing
|
Table: Electronics Modified (CE SRD page 127)
Sensor Systems by Tech Level
| Sensor |
TL8 DT/Cost |
TL9 DT/Cost |
TL10 DT/Cost |
TL11 DT/Cost |
TL12 DT/Cost
|
| Standard |
0.5DT/25K |
0.5DT/25K |
0.5DT/25K |
0.5DT/25K |
0.5DT/25K
|
| Basic Civilian |
3DT/250K |
1DT/50K |
1DT/50K |
1DT/50K |
1DT/50K
|
| Basic Military |
20DT/100M |
6DT/10M |
2DT/1M |
2DT/1M |
2DT/1M
|
| Advanced |
NA |
30DT/200M |
10DT/20M |
3DT/2M |
3DT/2M
|
| Very Advanced |
NA |
NA |
50DT/400M |
15DT/40M |
5DT/4M
|
- Optional
- Sensor Dice Modifiers
- DM+1 to sensor checks for every grade above Standard
- Applies to opposed rolls
Table: Computer Software
Computer Software Costs and Availability
| Software |
TL |
Rating |
Base Cost |
Notes
|
| Interface |
7+ |
1-5 |
200 Cr |
Included with computer
|
| Intrusion |
8+ |
1+ |
1,000+ Cr |
Vulnerability detection
|
| Intelligent Interface |
8+ |
2+ |
1,000+ Cr |
Advanced interaction
|
| Agent Programs |
8+ |
3+ |
5,000+ Cr |
Task performance
|
| Expert Programs |
9+ |
2+ |
1,000+ Cr |
Skill emulation
|
| Translator |
8+ |
1-2 |
200 Cr |
Language translation
|
- Security and Intrusion Costs
- Cost doubles with each rating increase
- Intrusion: Rating 1 = 1,000 Cr, Rating 2 = 5,000 Cr, etc.
Table: Computer Terminals by TL
Computer Terminal Technology
| TL |
Description |
Cost (Cr)
|
| TL7 |
Basic CRT or LCD screen |
50
|
| TL8 |
Touch screen |
100
|
| TL9 |
3D view screen and Augmented Reality Display |
150
|
| TL10+ |
Holographic touch or gesture displays |
200
|
Table: Ship Software (CE SRD page 126)
Ship Software Programs
| Program |
TL |
Rating |
Cost (MCr) |
Notes
|
| Auto-Repair |
9+ |
10/10 |
0.5 |
10 repair attempts per turn
|
| Evade |
9+ |
5+ |
0.1 per DM-1 |
Replicates Pilot evasion
|
| Fire Control |
9+ |
5 |
2 per weapon |
Control weapons, max 5
|
| Jump Control |
9+ |
Jn |
0.1xJn |
Governs Jump drives
|
| Jump Course Tape |
9+ |
Jn |
0.001xJn |
Jump plot specific route
|
- Fire Control Details
- Ship's computer fires one weapon per program
- Each additional weapon: +1 TL required
- Can sacrifice weapon control for DM+1 targeting bonus
- Maximum 5 weapons controlled
- Auto-Repair Details
- Rating 10 = 10 repair attempts per turn
- Cost: 5 MCr per rating of 10
- Requires 1% of ship's Dtons in Repair Drones per program running
- Multiple computers can control separate drone sets
Table: Scaling Damage
Ship Weapons Against Personal-Scale Targets
| Ship Weapon |
Personal Combat Damage
|
| Beam Laser |
1D6x50
|
| Fusion Gun (bay) |
5D6x50
|
| Meson Gun (bay) |
5D6x50, plus 4D6x10 rads
|
| Nuclear Missile |
2D6x50, plus 4D6x10 rads
|
| Particle Beam (bay) |
6D6x50, plus 4D6x10 rads
|
| Particle Beam (turret) |
3D6x50, plus 4D6x10 rads
|
| Pulse Laser |
2D6x50
|
| Sandcaster |
8D6
|
| Smart Missile |
1D6x50
|
| Standard Missile |
1D6x50
|
- To Hit Personal-Scale
- Ship weapons suffer DM-4 to hit specific personal-scale targets
Thrust Points Table
Movement Costs (CE SRD Maneuvering)
| Ranges |
Thrust Cost |
Cumulative Thrust
|
| Adjacent ↔ Close |
0 |
0
|
| Close ↔ Short |
1 |
1
|
| Short ↔ Medium |
2 |
3
|
| Medium ↔ Long |
5 |
8
|
| Long ↔ Very Long |
10 |
18
|
| Very Long ↔ Distant |
20 |
38
|
Weapon Damage Summary
Weapon Statistics
| Weapon |
TL |
Range |
Damage |
Cost (MCr) |
Ammo/Dton
|
| Sandcaster |
6 |
Close |
Special |
0.25 |
0.01 MCr
|
| Missile Rack |
6 |
Distant |
1D6 |
0.75 |
Varies
|
| Missile Bank |
6 |
Distant |
1D6 |
12.0 |
Varies (12 missiles)
|
| Standard Missile |
6 |
Distant |
1D6 |
0.00125 |
0.015 (12/dton)
|
| Smart Missile |
8 |
Distant |
1D6 |
0.0025 |
0.03 (12/dton)
|
| Nuclear Missile |
6 |
Distant |
2D6+1 rad |
0.00375 |
0.045
|
| Pulse Laser |
7 |
Close |
2D6 |
0.5 |
--
|
| Beam Laser |
9 |
Medium |
1D6 |
1.0 |
--
|
| Particle Beam (T) |
8 |
Long |
3D6+1 rad |
4.0 |
--
|
| Particle Beam (Bay) |
8 |
Long |
6D6+1 rad |
20.0 |
--
|
| Fusion Gun |
12 |
Medium |
5D6 |
50.0 |
--
|
| Meson Gun |
11 |
Long |
5D6+1 rad |
20.0 |
Ignores armor
|
- Special Rules
- ; Sandcaster : Use MAC to reduce beam damage, can attack at Close for 1 damage
- ; Meson Guns : Ignore armor, roll on Internal table, automatic radiation hit
- ; Fusion/Particle/Nuclear : Bonus radiation hit (reduced by armor DM)
- ; Smart Missiles : DM+1 attack/EW if TL ≥ target electronics
Object Size Modifiers
Size Modifiers for Detection/Targeting
| Size |
DM |
Notes
|
| Man-Sized |
-4 |
Missile/Drone/Probe
|
| 1 DT |
-2 |
Small vehicle or craft
|
| 100 DT |
0 |
A Ship
|
| 100K DT |
+2 |
Capital ship, Space Station, Asteroid ~1km
|
| 100M DT |
+4 |
Asteroid ~10km (Phobos, Deimos)
|
| 100B DT |
+6 |
Asteroid ~100km (Pallas, Vesta, Hygiea)
|
| 100T DT |
+8 |
Planetoid ~1,000km (Moon, Pluto, Ganymede)
|
Initiative Modifiers Summary
Initiative Factors
| Condition |
Modifier
|
| Organization or Confidence of Crews |
Varies
|
| Intelligence/Social + Leadership/Admin |
Combined
|
| Lowest thrust > opponent's lowest thrust |
+1
|
| No accepted leader |
-2
|
| Effect of Encounter Setup |
Effect applied
|
Communication and Sensor Details
Detection Ranges
| Range |
Distance |
Sensor Details |
Weapon Ranges
|
| <1 km |
-- |
Individual neural activity (Very Advanced only) |
Adjacent (DM+6)
|
| 1-9.9 km |
-- |
Individual ship systems, neural activity (Very Advanced) |
--
|
| 10-999 km |
1 Space |
Fine visual, heat sources, internal structure (Advanced+) |
Sand/Pulse max (DM-2), DM+2 to detect
|
| 1,000-9,999 km |
2-9 Space |
EM emissions, external structure (Advanced+) |
DM+0
|
| 10K-24.9K km |
10-24 Space |
Ship config, thermal, external structure (Advanced+) |
Beam/Fusion max (DM-2), Sensors DM-2
|
| 25K-49.9K km |
25-49 Space |
Ship presence, basic silhouette |
--
|
| 50K+ km |
50+ Space |
Transponder/IFF only (automatic but light-speed limited) |
Combat ends
|
Navigation
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Next: Chapter 9 - Sample Ships