Combat in Gilgamesh has been designed to be as streamlined and simple as possible, so as not to distract from the larger LARP aspect of the game.
Attacking Another Ship
In order to attack another ship, a ship’s Weapons station must take an action to fire one or more weapons systems at a target, following the rules for taking actions as set out in the “Turns and Phases” section of the rules.
Once an attack is declared, it is resolved in two steps:
- Determining if the attack hit its target.
- Applying damage.
Determining if you hit
The difficulty to hit a target depends on how far away it is – short-range fire is usually more accurate than long-range fire. To determine if you hit a target, use the following calculation:
(Attack Action value + Attacking Ship bonus/penalty + 1d6) – (Target’s Defence rating + Defending Ship bonus/penalty)
- The Attack Action value is the total value of all cards played by the attacking player for this action.
- The Attacking Ship bonus/penalty is the total value of all bonuses or penalties which may apply to the attack, such as bonuses applied from other actions taken by crewmembers this turn, or improved equipment.
- The Target’s Defence rating is the target vessel’s Defence rating.
- The Defending Ship bonus/penalty is the total value of all bonuses or penalties which may apply to the defence, such as bonuses applied from other actions taken by crewmembers this turn, or improved equipment.
If your final score meets or exceeds the range value as set out on the following table, the attack has hit its target.
|Point Blank||1||1 – 2|
|Close||2||3 – 4|
|Medium||3||4 – 5|
|Long||5||6 – 8|
Certain weapons systems will have greater or lesser maximum range values than other weapons systems. If a target vessel is further away than the maximum range of a weapon system, than that attack automatically misses.
If an attack successfully hits, then the damage value of the Weapon System being used is applied to the target ship’s shields and hull (or crew station).
When a ship takes damage, the damage is assigned to the ship’s health track, and at certain intervals, the crewmembers’ hand sizes are reduced. Hand sizes can only be restored through the actions of the Engineering/Damage Control crewmember, and the Engineering/Damage Control crewmember is also the one who nominates which system gets damaged in the first place.
An attacker can target a specific system – the method for this is the attacker nominates which ship system they want to attack. If their attack successfully damages the target, then half of the damage inflicted by their attack is applied to the target station. The remainder of the damage is applied to the target ship’s hull.
Defending Against an Attack
Each ship will have a Defence rating listed on its information sheet. A ship’s Defence rating is normally automatically applied against any incoming attacks.
However, there may be circumstances when a ship’s defence will suffer a penalty which may render the ship temporarily defenceless (e.g.: engine failure or sabotage). These circumstances will be adjudicated by the GM.
There are a number of factors which contribute to a ship’s overall health. These are explained below.
Every ship has a number of health points, which determine the overall condition of the ship. This is known as the ship’s Hull score. Unless otherwise specified, all attacks damage a ship’s Hull score. The Hull score is recorded using the Hull score track (see example below). Each point of damage suffered by a ship fills a box on the track.
If the Hull score is reduced to zero, the ship is destroyed. This may result in the deaths of anyone unfortunate enough to be on board at the time.
Certain ships may have shields. Shields are special defensive systems which provide additional health points to a ship’s hull so long as they are active. Damage taken by a ship with active shields is applied to the Shields track first. If a shield system’s health points are reduced to zero, damage is applied to the ship’s Hull as per normal.
If a shield generator system is active, all other ship stations may not be targeted by attacking ships. If there are no health points remaining on the Shield track, then the shields may not be activated.
For the purposes of repairing stations, a shield generator system is considered to be an unmanned ship station, which can be repaired as normal by the Engineering station. However, in order for a shield to be repaired, it must be deactivated. Attempting to repair a shield generator automatically deactivates it.
Shields can also be deactivated as a normal action by a ship’s Engineering crew station.
Each ship station has a given number of health points, the exact number depending on the size and/or type of ship. The number of health points a station has is the maximum hand size that a player manning that station may have.
A player’s hand is made up of 3 cards from their Skill deck and a number of “Station” cards. The number of Station cards received by a player depends on the total health points of their station.
For each point of damage a ship station receives, the maximum hand size of the player manning that station is reduced by one. If they have more cards in hand than their new maximum hand size, they must immediately discard cards from their hand until they are at their new maximum hand size, with Station cards being discarded first, then Skill cards. Until that crew station is repaired, the maximum hand size will be reduced accordingly, no matter who mans the station.
If a ship station’s health points are reduced to zero, that station is no longer operational, and the player manning that station may not play any cards until their station has been repaired.
The only exception to this rule is the Engineering station. The player manning the Engineering station always has a minimum hand size of 1. If the Engineering station station’s health is reduced to zero, the player manning that station may still draw a card on their turn and take an action to attempt to repair it. They may not take any other action other than repairing the Engineering station for so long as the Engineering station is at zero health.
There are a number of ways a crew station may receive damage:
- Skilled characters may attack a specific crew station by using certain cards. If their attack is successful, the damage from their attack is applied directly against that station’s health points.
- At certain points on a ship’s Hull score track, there may be red-coloured boxes. If one of these boxes is filled, each ship station takes 1 point of damage automatically.
- If the ship’s Hull takes damage, and the Engineering station is manned, the player manning the Engineering station may choose to divert some of the damage to a crew station of their choice. At least one point of damage must be taken by the Hull in this instance.
Crew Member Health
If a ship or crew station takes sufficient damage then crew members may suffer damage themselves.
At certain points on a crew station’s health track, there may be red-coloured boxes. If one of these boxes is filled (either due to overall damage to the ship, or to that station being specifically targeted), the character manning that station takes 1 point of damage as per the normal combat rules, and suffers all effects of taking damage under normal circumstances. This damage may be blocked by armour.
Damage suffered in this manner may be healed in the normal manner as per the First Aid/Medic rules (but not by characters manning a ship station.)
Repairing Damage to Crew Stations
If a ship station suffers damage, the Engineering station may attempt to repair the damage as a regular action during combat. To repair damage, the Engineering station must take the following steps:
- Nominate station to be repaired.
- The amount of damage repaired is determined by the following formula:
((Repair Action value + Repair bonus/penalty) – (3+ amount of damage suffered by station to date))
If a Repair attempt restores enough health points that the targeted station’s hand size would be increased, then the player manning that station immediately draws a new Action card or Skill card, as appropriate.
Note: If the station being repaired is attacked at the same time that the repair attempt is being made (i.e.: a fresh Attack action is revealed at the same time that the Repair action is revealed), the repair attempt is calculated first. Any damage suffered due to the new attack is not included in the repair calculation, and is not repaired by this repair attempt.
Repairing Damage to Hull and/or Engines
Damage to the Hull and engines of a ship can only be repaired in Downtime.