SIDCORS EXTRACT

COMBAT IN ROUNDS


Combat is resolved in rounds. Each round consists of:
Combat continues until one or both sides retreat or are destroyed.

BATTLE INTENSITY


In some cases, the fleet commanders have instructions to take greater risks in order to increase enemy losses. In other cases, they might minimize their own losses, even if this also reduces enemy losses. This is reflected by the Battle Intensity System.
DETERMINING BATTLE INTENSITY
In this step of the Combat System, each player selects a Battle Intensity Factor (BIF), which can be no less than 1 and no more than 4. The two factors are then added, the result being the Battle Intensity Rating.
A new Battle intensity Rating is required for each round of combat. In some cases (of prolonged but important battles), players may find it more convenient to simply agree to a given intensity rating and use it until one player announces that he wants to change his rating. This will, however, reveal that the player plans to change his rating.
USE OF THE BATTLE INTENSITY RATING
The Advanced Combat Coefficient Table is used instead of the Standard Combat Coefficient Table if the players are using the Battle Intensity System. The Advanced Combat Coefficient Table provides several lines of results, each of which correspond to a different Battle intensity rating.
Note that the selection system given for Battle Intensity Ratings cannot produce a BIR less than 2 or greater than 8. The chart goes from 0 to 10 for purposes of the optional system below.
COMBAT COEFFICIENT TABLE
DIE ROLL123456
BIR:215%15%20%20%25%25%
BIR:315%20%20%25%25%30%
BIR:420%20%25%25%30%30%
BIR:520%25%25%30%30%35%
BIR:625%25%30%30%35%35%
BIR:725%30%30%35%35%40%
BIR:830%30%35%35%40%40%

INTENSITY AGAINST NON-MOBILE DEFENSES
If one player has only units that cannot retreat (for example: a base, planet, FRD, convoy, or some combination of these), the other player selects both of the numbers (1-4) for the Battle Intensity Rating. Variable intensity can still be used.
TACTICS: SELECTING BATTLE INTENSITY
The art of selecting a Battle Intensity Factor is more involved than simply wanting to cause more damage or to receive less. Examine the conditions carefully. If you are trying to destroy a battle station with a typical 83-point Klingon fleet and Directed Damage, you will need a 30% Combat Coefficient to score the required 24 points of damage. There is a 50% chance of this happening at a BIR of 5, which results from your selection of a 4 and the Defender's selection of a 1. On the other hand, a typical 103-point Kzinti carrier strike fleet needs only a 25% rating, which is a 5/6 probability. The defender might also select a 4, hoping to get enough points to crack a carrier group.

DAMAGE DETERMINATION


This step is performed simultaneously by both players. Each player calculates the total attack factors of all units within his Battle Force; this is the Combat Potential. The MSIT PDF files for each race describe the 'factors' for each ship. Not all ships are in the MSITs, but enough are that the moderator should be able to reasonably extrapolate where needed.
Following this, each player rolls one die and determines from the Combat Coefficient Table the Damage Coefficient. Then, each player multiplies the Combat Potential by the Damage Coefficient to produce the Combat Damage Result, which is expressed in a number of Damage Points. (Drop fractions of 0.49 or less, round fractions of 0.50 or more to the next higher number.) Note that as this step is simultaneous; units damaged or destroyed in a round still count toward scoring damage on enemy units. Players may use a calculator or the table below to speed these calculations.

COMBAT DAMAGE RESULTS TABLE
(Click to show/remove)

ComPot10%15%20%25%30%35%40%45%50%
1000000001
2000111111
3001111112
4011111222
5111122223
6111222233
7111222334
8112223344
9112233445
10122334455
11122334456
12122344556
13123345567
14123445667
15223455678
16223456678
17233456789
18234556789
192345678910
202345678910
212345678911
2223467891011
2323567891012
24245678101112
25345689101113
ComPot10%15%20%25%30%35%40%45%50%
26345789101213
27345789111214
283467810111314
293467910121315
303568911121415
313568911121416
3235681011131416
3335781012131517
3435791012141517
3545791112141618
3645791113141618
3746791113151719
38468101113151719
39468101214161820
40468101214161820
41468101214161821
42468111315171921
43469111315171922
44479111315182022
45579111416182023
46579121416182123
47579121416192124
485710121417192224
495710121517202225
505810131518202325
ComPot10%15%20%25%30%35%40%45%50%
515810131518202326
525810131618212326
535811131619212427
545811141619222427
556811141719222528
566811141720222528
576911141720232629
586912151720232629
596912151821242730
606912151821242730
616912151821242731
626912161922252831
636913161922252832
6461013161922262932
6571013162023262933
6671013172023263033
6771013172023273034
6871014172024273134
6971014172124283135
7071114182125283235
7171114182125283236
7271114182225293236
7371115182226293337
7471115192226303337
7581115192326303438
ComPot10%15%20%25%30%35%40%45%50%
7681115192327303438
7781215192327313539
7881216202327313539
7981216202428323640
8081216202428323640
8181216202428323641
8281216212529333741
8381217212529333742
8481317212529343842
8591317212630343843
8691317222630343943
8791317222630353944
8891318222631354044
8991318222731364045
9091418232732364145
9191418232732364146
9291418232832374146
9391419232833374247
9491419242833384247
95101419242933384348
96101419242934384348
97101519242934394449
98101520252934394449
99101520253035404550
100101520253035404550
ComPot10%15%20%25%30%35%40%45%50%

EXAMPLE: The Klingon has a D7C (9 attack factors), three D7s (each 8 attack factors), and an F5 (5 attack factors). This is a total of 38 attack factors, giving a Combat Potential of 38. The die roll is (for this example) a 2, giving a Damage Coefficient of 25% with a BIR of 5. Multiplying 38 by 25% produces a Combat Casualty Result of 9.50 (rounded up to 10).
The Combat Damage Result indicates the number of enemy units (expressed in terms of their Defense Factors) which have been damaged or destroyed.
READING THE SHIP FACTORS
Ship factors are in the form A-D(F)/CA-CD(CF). These numbers are:
A - Attack Factor
D - Defense Factor, if this is missing then use the Attack Factor number
F - Fighter Factors, if this is missing, then it is zero. This value does not have a 1:1 relationship with the number of fighters
CA - Attack Factor when crippled
CD - Defense Factor when crippled
CF - Fighter Factors when crippled

DIRECTED DAMAGE


Directed Damage represents a decision by the Battle Force commander to select a specific enemy unit as a priority target. This will usually be a scout, planet, flagship, PF tender, or some other key unit, rather than just a randomly selected cruiser. A player is not required to use this procedure in every battle or any battle.
The Attacking Player may, at his option, select one unit from the Defender Player's Battle Force. Note that by definition he must select a unit which he has sufficient Damage Points to damage by the procedure below.
The Attacking Player then deducts from his Damage Points a number equal to double the Defense Factor of the selected unit. The selected unit is crippled. It the unit was already crippled, then it is considered destroyed.
If the targeted unit was crippled by the Directed Damage, the Attacking Player can repeat the procedure to destroy the crippled target unit, using a number of Damage Points equal to double the Defense Factor of the crippled unit. He cannot, however, switch to a second target unit.
The player using Directed Damage must have the full number of points required (i.e. double the Defense Factor), not simply half as many.
The Defending Player can then repeat the procedure with one unit from the Attacking Battle Force.
A player using Directed Damage against a unit is not required to destroy its fighters or PFs. However, any fighters or PFs remaining when their support unit was destroyed or crippled can be transferred to other units able to carry them, or can be used to satisfy further damage requirements in that combat round. In effect, it is '"transfer or die." A player designating Directed Damage against fighters or PFs may do so against any or all such units in the opposing Battle Force, not merely against one such factor or "ship-equivalent" group of factors.

DAMAGE ALLOCATION


After resolving Directed Damage (if any), each player must resolve the remaining damage against the units of his Battle Force. The Defender does this first.
The Defending Player must give up (by crippling or destroying them) enough of his units to resolve the remaining Damage Points scored by the Attacking Player. This is based on the Defense Factors of the units he selects.
Crippling an uncrippled unit resolves a number of Damage Points equal to the Defense Factor shown on when undamaged. Removing a crippled unit (i.e. destroying it) resolves a number of Damage Points equal to the Defense Factor shown on the crippled side. Destroying an undamaged unit (i.e. crippling it, then destroying the crippled unit) resolves a number of Damage Points equal to the sum of the Defense Factors on both sides. Note that some units (convoys, FRDs) do not have a crippled status and are destroyed when damaged.
The Attacking Player then resolves the Damage Points scored by the Defending Player against the attacking Battle Force by crippling/destroying some of his units.
The owning player selects which of his units will be crippled or destroyed to satisfy the Damage Points scored by his opponent. He may select these units in any order, but selects them one at a time. When the remaining number of unresolved Damage Points is less than half of the smallest Defense Factor of the remaining units in the Battle Force, these Damage Points are ignored. (Note that as each fighter factor is a unit, points cannot be left over as long as the target units have fighters remaining.) If the remaining unresolved Damage Points are equal to half or more of the smallest Defense Factor of the remaining units, the owning player must damage a unit (cripple a unit or destroy a crippled unit) even if in doing so he gives up more Defense Factors than the other player has remaining unresolved Damage Points.
Damage Points scored in one battle cannot be transferred to another battle or used in subsequent battle in the same area.
It all units belonging to one player are destroyed, the battle has been resolved. Proceed to another battle.
PLUS AND MINUS POINTS
In the normal Damage Allocation process, the number of damage points actually scored may not correspond exactly to the number removed. Under this procedure, records are kept of the differences between the actual and required losses, and any discrepancies are resolved on the next combat round IN THE SAME BATTLE during the same turn. It cannot be carried over to another battle or a future battle in the same area.
For example, a player is required to give up 6 damage points and cripples a 7-point war cruiser. He has given up one more point than he was required to, and gets credit for that point, which is deducted from the points scored against him on the next combat round in that battle.
His opponent crippled a 7-point war cruiser to resolve 8 damage points, the one remaining point being too small to damage any other units. This remaining point is recorded and added to the damage scored against him on the next combat round in that battle.
Any adjustments for plus/minus points are made BEFORE Directed Damage is resolved.

RETREAT


Retreats are handled with the rules on Pursuit Battles.

 

SPECIAL UNITS


CLOAKED SHIPS
A player commanding a force consisting entirely of Romulan or Orion ships (which have cloaking devices) may use the device offensively:
Roll two dice. It the result is 5 or less, the enemy player has a -1 shift on the Combat Coefficient Table for the first round only. It the result is 11 or 12, something went wrong (the force was discovered while in a vulnerable position) and the enemy gets a +1 shift for the first round only. Any other result is normal combat.
MAULERS
These are special ships carrying the extremely powerful Mauler Cannon. The weapon fires a directed energy beam so powerful it can pierce shields and wreck ships. More importantly, the damage can be increased by the ship by the proper use of its energy. This is reflected in this game by the following special rules.
It an uncrippled mauler is included in the Battle Force, the owning player can use a number of points equal to the mauler's attack factor (usually 10) at their full value (i.e. not discounted by half) for Directed Damage. Note, this does not mean that the mauler attacks as a separate 10-point battle force, using the 2 or 3 point result. The full attack factor is used, even though other ships contributed much of it.
EXAMPLE: A Battle Force including a mauler needs 12 points to destroy a battle station. The mauler can provide 10 points, which are deducted from the total damage points scored against the target force. The remaining 2 points, being Directed Damage without benefit of a mauler, requires the expenditure of 4 damage points.
Maulers are vulnerable to "excessive shock," that is, the ship's own powerful weapons shaking it apart.
To reflect this, after every combat round in which a mauler is used for Directed Damage, roll one die. It the result is 5-6, the mauler is crippled. Maulers crippled voluntarily or by Directed Damage do not roll.
Maulers are not designed to operate alone.
There must be two non-mauler ships in the Battle Force for each mauler; any mauler not so accompanied has an attack factor of 1/2 of the printed value AND cannot be used for Directed Damage.
No more than one mauler can be used for Directed Damage in a given Battle Force.
SCOUTS
If one Battle Force includes a unit with scout capabilities (scout ship, battle station, mobile base, starbase) and the other does not, the force without the scout must subtract one from its die roll in Step Four of the Combat Procedure. Crippled scouts cannot use their capabilities.
Some units provide more than one die roll shift. These are noted in the SIT as having an EW greater than one (e.g. "EW=2"). These units shift the die roll by the given amount.
DIE ROLL SHIFTS
This rule is required when certain other rules are used. Several conditions (scouts, cloaks, and others) can produce a die roll shift. No die roll shift can increase a die roll of "6" or reduce a die roll of "1". If several shifts are involved, combine them all (a -1 shift cancelling a +1 shift) and apply the final result to the die roll within the restriction given above.