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The Slot System

Univer6 uses the Slot System to run SpaceCraft Combat. The Slot system uses a grid to represent the percentage of a vehicle that is occupied by critical systems. The Layout Grid is then used to determine random critical system hits with 2d10. The slot system is robust enough to use on it's own for simple tabletop wargaming, so feel free to use this system for whatever. As with all Pulp RPG material, we take no offense to you warping and wefting the system to fit your game needs. It works the best with a hex sheet and miniatures, but in the lack of such, the GM should just let the players know what constitutes an allowable movement during the move phase.

You need the following to use the slot system in Univer6: A SpaceSheet (Zipped .PDF) to track your spacecraft, and 2 10-sided dice. Below is a diagram of the SpaceSheet, the section lettered in purple and explained below it.

A (Layout Grid)
The layout grid has 100 cells, each representing 10% of the ship's space or capacity. This space is filled with the Engine, Weapons Systems, LifeSupport space, or is Cargo storage (empty space). You'll notice the Legend below (C) has patterned boxes next to these four critical systems. The ship is shown as having 50% of its space filled with Engines by hatching in 50 of the cells on the layout grid with the pattern for engine from the legend. Note: the cells for each particular type (with the exception of Cargo) must all connect by at least one face of their cell, in other words, you cannot hatch 1 cell for engine all by itself when the other 49 are at the other end of the grid.

B (Dice Guides X and Y)
The Dice guides help to determine the cell on the layout grid hit by a random critical systems hit roll. The one with numbers going up the side is the Y Axis, while the one with numbers across is the X Axis.

C (Legend)
The legend has four boxes with different hatching themes. These represent the four different critical systems that the ship can have. See A for more information.

D (Cargo Log)
When a cell on the Layout grid is marked as cargo, it should be assigned a letter. This letter corresponds to a listing of what that cell contains as cargo here. In the case of that containing cargo cell be destroyed, any cargo logged in the log as being contained in that cell is considered gone.

E (Reinforcing)
THis is the armor that surrounds the ship. This value is deducted with successful hits from an attacker until it is at zero.

F (Various References)
The Max Move is equal to the amount of forward movement/turns the ship can make on its movement phase
The Fire Per Turn is equal to the amount of shots the ship gets on its Firing phase.
The Pilot Ace Ability: To fly a spaceship, the pilot must have the Ace ability. This is simply a quick reference to the rating of that ability.

The slot combat system

Once combat has been declared, play is broken up into Combat Rounds. Combat is declared by the GM, and is usually begun by an attack.

In a combat round, the ship can move up to its max move and fire its weapons once for each five weapons slots filled .There are two phases in a combat round: the Movement phase and the Firing phase.

The moving phase
Each move the ship makes counts against its max move for the moving phase. Moving includes going forward 1 hex in the ship's facing direction and making a 45 degree turn in facing direction (or 1 hex face). For example, if a ship's max move is five, it can move five hexes forward in it's facing direction, or it can turn five hex faces, or it can do a combination of turning and moving in the new facing direction, so long as the combination of turns and forward movements do not exceed its max move of five.

In the moving phase, each ship involved in the melee takes a turn moving their ship.

Num Engine Slots vs. Move Per Turn

The firing phase
The range that a ship can fire is equal to 1 hex per five weapons slots filled. In the firing phase, each ship involved in the melee takes a turn firing, if they choose to do so, at any ship within their range. To determine whether a shot fired has hit, the attacker (person firing) rolls against the weapon operator's eye attribute (this is the designated ego operating the weapon systems). If the attacker rolls under the operator's eye attribute, the shot will hit the defender (person being attacked). For each shot in a turn, the attacker must roll to see if they hit.

When an attacker's shot will be successful, the defender has an opportunity to dodge by rolling under their piloting ego's Ace ability. If this roll is successful, the shot does not hit. If the defender fails their dodge roll, damage is allocated.

Allocating damage
On the spacesheet, you'll notice a box for Reinforcing (E). Most ships have reinforcing plating on their hulls to protect their critical systems (such as engine and life support) from damage such as burning (entering atmospheres) and meteorite strikes. This reinforcing receives the damage from weapons fire until has been destroyed.

When a ship has been hit by a successful shot, the damage done is equal to the number of weapons slots filled (if the ship has 50 weapons slots filled, the successful hit does 50 damage). This value is subtracted from the defender's reinforcing value until it is at zero. Once this reinforcing is at zero, the ship no longer has any worthy scrap of shielding on its hull, and any further allocated damage will hit the critical systems of the ship.

Determining Critical System hit location
The attacker rolls 2d10, the first die being the hit position on the Y axis of the layout grid (#B in the diagram), the second die being the hit position on the X axis. Where the column and row cross on the grid is where the hit has landed. This square is destroyed, marked as such by an X through the cell. The stats of the ship are adjusted to match its current number of cells for each type. For instance, if a ship had a move equivalent to its 26 Engine slots (3/turn) and one is destroyed, giving it a new engine value of 25, it now has a 2/turn max move. Psend kept free because of these great sponsors.a..

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