C.A.T.S.Crunchy Automated Tactical System

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Build Brief: C.A.T.S. — Crunchy Automated Tactical System

Source specification. This is the founding design brief, preserved as written. It states intent, not finished rules text. Where analysis has since contradicted it, the contradiction is recorded in 01-open-questions.md rather than by silently editing this document. Amend this file only by deliberate decision, and log the amendment in CHANGELOG.md.

Purpose

Design an original tabletop RPG combat engine for military space science fiction. It must support infantry, powered armor, cybernetics, ground vehicles, mechs, aerospace craft, dropships, and capital ships within one coherent rules framework.

The desired experience is detailed mechanical degradation: armor is stripped from particular locations, internal systems can be disabled, weapons can be lost, mobility can deteriorate, heat and power matter, and damaged units remain playable instead of functioning perfectly until their final hit point disappears.

Create original terminology, tables, formulas, examples, and prose.

Do not copy protected text, setting material, names, diagrams, equipment lists, or trade dress from any proprietary game.

Mechanics may be informed by general concepts found across tabletop games:

If open-license text is incorporated later, document its exact source and license before adding it. Do not mix ORC, OGL, Creative Commons, or custom-license material without a compatibility review.

Design Goals

GoalRequirement
Unified resolutionCharacters and machines use the same basic attack and defense procedure.
Localized degradationHits affect a facing and physical location rather than only a global health pool.
Layered protectionProtection has an outer penetration threshold, ablative capacity, and internal structure.
Meaningful weapon choiceWeapon properties interact differently with armor, shields, structure, components, and scale.
Persistent consequencesDamage, ammunition, repairs, replacement parts, and salvage matter after combat.
Playable damageA damaged unit loses capabilities progressively but retains meaningful choices.
Cross-scale encountersInfantry, vehicles, mechs, aircraft, and ships can participate without nonsensical damage.
Configurable machinesChassis, armor, weapons, sensors, mobility, reactors, and utilities can be modified.
Bounded bookkeepingDetail should create decisions, not require constant arithmetic or excessive lookup.
No overt magicExtraordinary effects are technology, biology, cybernetics, electronic warfare, or poorly understood science.

Core Architecture

A 2d10 roll-under resolution system. Ratings normally range from 4 to 18, giving predictable probabilities while leaving room for opposed quality and environmental modifiers.

Action Check

  1. Choose a relevant Skill and linked Attribute.
  2. Calculate the Target Number:

Target Number = Skill + Attribute + Equipment + Situation - Difficulty

  1. Roll 2d10 and total the dice.
  2. The action succeeds if the total is equal to or below the Target Number.
  3. Calculate Margin:

Margin = Target Number - Roll

  1. Every full 5 points of positive Margin grants one Edge.
  2. Matching dice on a successful roll produce a Critical Edge.
  3. Matching dice on a failed roll produce a Complication.

Measured behaviour of this engine is in analysis/2d10-probability.md. Several assumptions in this section did not survive that analysis — see OQ-06, OQ-07, OQ-08.

Two architectural assumptions were established after this brief was written and constrain everything below: a Player Assistant at every seat (03-player-assistant.md) and one standard seven-piece dice set per player (04-dice.md). The 2d10 check survives the dice constraint — it is the only doubled-die roll a standard set can produce — but multi-die damage does not.

Why This Resolution

BenefitEffect
Bell curveOrdinary competence is reliable while extreme results remain possible.
Roll-under readabilityPlayers immediately understand their chance of success.
MarginAccuracy can influence location control, penetration, damage, or secondary effects.
EdgesTactical effects do not require a separate feat for every maneuver.
Shared enginePiloting, gunnery, hacking, repair, medicine, and social actions use one procedure.

Unit Scales

ScaleExamples
0Unarmored people, small creatures, handheld tools
1Combat armor, powered armor, heavy weapons, light drones
2Cars, APCs, tanks, walkers, light mechs
3Heavy mechs, gunships, aerospace fighters, small spacecraft
4Dropships, corvettes, large atmospheric craft
5Frigates, destroyers, cruisers
6Battleships, carriers, stations, megastructures

Cross-Scale Rule

For every scale step the attacker is below the target:

For every scale step the attacker is above the target:

Scale should determine plausibility without making small units irrelevant. Infantry can still designate targets, board ships, sabotage components, attack exposed systems, capture objectives, and use dedicated anti-vehicle weapons.

These modifiers are unanchored until scale numerology exists. See OQ-03 — this is the project's blocking dependency.

Unit Record

CategoryValues
IdentityName, model, scale, role, manufacturer or culture
MobilityMovement mode, Speed, Handling, stability
DefenseEvasion, electronic defense, signature
ProtectionShields, Threshold, Armor Capacity, Structure by location
LocationsPhysical sections and facings
ComponentsSystems installed in each location
ResourcesHeat, Power, ammunition, fuel, repair capacity
CrewRequired stations, crew quality, casualties
WeaponsAccuracy, damage, penetration, heat, ammunition, range, properties
TraitsChassis advantages, flaws, species interfaces, cybernetic links

Location Templates

Humanoid and Powered Armor

RollLocation
2Head
3-5Right arm
6-8Right leg
9-13Torso
14-16Left leg
17-19Left arm
20Attacker chooses exposed location

Mech

RollLocation
2Cockpit/head
3-4Right arm or weapon mount
5-6Right leg or motive assembly
7-9Right torso
10-12Core torso
13-15Left torso
16-17Left leg or motive assembly
18-19Left arm or weapon mount
20Attacker chooses exposed location

Both tables inherit the 2d10 bell curve, which concentrates hits centrally. See OQ-05.

Ground Vehicle

Attack directionCommon locations
FrontGlacis, weapon mount, sensors, motive system
SideHull side, track/wheel, turret, crew compartment
RearEngine, power system, fuel, cargo, rear weapon
TopTurret, sensors, hatches, cooling, crew

Aerospace Craft

LocationCommon components
NoseSensors, cockpit, forward weapons
FuselageCrew, cargo, fuel, avionics
Left wingLift/control surfaces, pylons, weapons
Right wingLift/control surfaces, pylons, weapons
Port engineThrust, cooling, fuel feed
Starboard engineThrust, cooling, fuel feed
TailControl surfaces, countermeasures, rear weapons

Spacecraft

Mission-oriented sections rather than anatomical locations:

Each ship also has Fore, Aft, Port, Starboard, Dorsal, and Ventral facings. A facing is armor; a section contains structure and components.

Attack Procedure

StepProcedure
1Declare weapon, target, firing mode, and optional called location.
2Pay ammunition, Power, and Heat costs.
3Resolve the attack check.
4Apply electronic warfare, cover, range, movement, and scale modifiers.
5On a hit, determine facing and location.
6Spend Edges on location control, penetration, extra damage, suppression, system targeting, or reduced Heat.
7Resolve shields.
8Compare effective Penetration with Threshold.
9Apply damage to localized Armor Capacity.
10Apply overflow to Structure.
11If Structure was damaged, make a Component Check.
12Apply conditions, crew effects, heat spikes, decompression, fire, or ammunition effects.

Layered Protection

LayerFunction
EvasionPrevents a hit through maneuver, concealment, tracking disruption, or pilot skill.
ShieldA rechargeable pool that absorbs eligible energy before armor.
ThresholdFixed resistance that must be exceeded to penetrate efficiently.
Armor CapacityLocalized ablative protection depleted by penetrating attacks.
StructureInternal integrity of the location after armor is breached.

Penetration Result

Penetration Margin = Weapon Penetration + Attack Edges + Ammunition Modifier - Threshold

Penetration MarginResult
-4 or lowerDeflected: no Armor loss unless the weapon has Ablative or Concussive properties
-3 to -1Glancing: lose 1 Armor Capacity
0 to 3Penetrating: apply normal Armor Damage
4 to 7Deep penetration: +1 Structural Damage after armor
8+Breach: +2 Structural Damage and improve Component Check severity

This step contains no die roll and double-counts Edges against step 6. See OQ-01 and OQ-02.

Damage Profiles

PropertyMechanical identity
KineticReliable against exposed structure; ordinary shield interaction
EnergyAccurate and low-ammunition; creates Heat; effective against some armor coatings
ExplosiveDamages Armor Capacity and adjacent components; reduced by spaced defenses
ShapedHigh Penetration against a single location; weaker after reactive defense triggers
PlasmaHigh Heat and Armor damage; conspicuous and power intensive
EMPLow structure damage; attacks electronics, shields, sensors, and cybernetics
CorrosiveLow immediate damage; degrades Threshold and Armor Capacity over time
ConcussiveCan injure crew or destabilize a unit without full penetration
FragmentationStrong against personnel and exposed systems; poor against heavy Threshold
RadiationAttacks crew, electronics, and biological systems through insufficient shielding
DisruptorSpecialized against shields and Power systems
BreachingImproved component damage after Structure is exposed
AreaAttacks a zone or multiple exposed locations
TrackingReduces penalties against smaller or faster targets

Armor and Defense Profiles

Armor propertyMechanical effect
CompositeGeneral-purpose protection with balanced Threshold and Capacity
AblativeHigh Capacity; loses Threshold as Capacity is depleted
ReactiveCancels or reduces the first Shaped or Explosive penetration per location
ReflectiveIncreases Threshold against Energy but is vulnerable to Kinetic and Corrosive attacks
CeramicStrong against Kinetic and thermal attacks; difficult to repair in the field
DispersiveReduces Plasma and Energy damage but occupies more volume
HardenedHigh Threshold and mass; penalizes Handling or Speed
StealthReduces signature and targeting; lower raw protection
RegenerativeSlowly restores Capacity when supplied with Power and repair material
ShieldedImproves EMP and Radiation resistance

Armor properties should alter decisions without creating mandatory hard counters. Most weapons should remain useful, while specialized equipment gains efficiency in its intended role.

Structure and Component Damage

Every location has a small Structure track, normally 2 to 8 boxes. Components are installed in that location.

When an attack removes at least one Structure box, roll a Component Check:

2d10 + Breach Severity

ResultEffect
2-8Shock: component suffers a temporary penalty
9-12Impaired: component operates at reduced performance
13-16Disabled: component stops until repaired or bypassed
17-19Destroyed: component must be replaced
20+Catastrophic: destruction plus fire, explosion, decompression, crew hit, or cascading failure

Measured outcome rates and a direction-of-roll conflict are recorded in OQ-04.

Determine the affected component randomly among systems in the location unless:

Location Destruction

When all Structure boxes in a location are lost:

Component Conditions

ComponentImpairedDisabledCatastrophic
WeaponAccuracy or damage penaltyCannot fireExplodes or damages mount
EngineReduced SpeedNo powered movementExplosion or fire
Motive systemReduced HandlingImmobilizedRollover, fall, or severed limb
ReactorReduced PowerEmergency reserves onlyCore breach countdown
SensorsReduced detection and accuracyBlind except local/manual systemsFeedback harms crew or network
CommunicationsReduced coordinationNo external communicationNetwork intrusion or data loss
Shield generatorReduced rechargeShields collapseFeedback damages Power system
CoolingReduced Heat dissipationNo dissipationHeat spike and fire
AmmunitionFeed jamsWeapon cannot reloadAmmunition explosion
Cockpit/commandCrew penaltiesCommand lostCrew casualties or unit loss
Cybernetic interfaceIncreased action costManual control onlyNeural injury

Heat and Power

Heat

Heat bandEffect
0-3 StableNo penalty
4-6 WarmSignature increases
7-9 Hot-1 to affected attack, piloting, and repair checks
10-12 Critical-2 checks; ammunition and reactor checks on Complications
13+ OverloadAutomatic shutdown, damage, or emergency venting

At the end of each round:

Heat = Current Heat + Generated Heat - Cooling

Power

Units receive a small number of Power tokens each round, assignable to movement, shields, energy weapons, sensors and electronic warfare, cooling, repair systems, or special modules. This creates meaningful choices without tracking exact megawatts.

Whether Heat and Power both earn their bookkeeping is OQ-11.

Ammunition

StateMeaning
FullNo restriction
ReadyNormal operation
LowComplication can empty the magazine
EmptyReload required

Missiles, torpedoes, rare payloads, and signature heavy weapons may track individual shots.

Actions During Combat

ActionEffect
AttackFire or strike with a weapon
ManeuverChange position, facing, range, altitude, orbit, or cover
BraceImprove Threshold or stability until next activation
ScanReveal components, weaknesses, stealth, or targeting data
LockCreate targeting advantage for self or allies
JamReduce enemy sensors, locks, communications, or guided attacks
VentRemove Heat while increasing signature or reducing defense
RerouteMove Power or bypass an Impaired system
RepairTemporarily restore a component or prevent deterioration
GuardIntercept attacks, provide point defense, or protect another unit
BoardCross into a larger unit and begin an internal encounter
CommandCoordinate allies, transfer Edges, or change initiative

Pilot and Crew Relevance

Machine statistics must not replace character abilities.

StationRelevant decisions
Pilot/helmManeuver, evasion, facing, collision, landing
GunnerTargeting, called components, firing modes, ammunition
EngineerPower, Heat, repair, rerouting, reactor safety
Sensor officerDetection, locks, electronic warfare, communication
CommanderInitiative, coordination, morale, objectives
Marine/boarding teamInternal security, sabotage, capture, counterboarding

Small craft and mechs may combine several stations in one pilot. Larger ships should reward multiple crew characters without requiring every player to wait for the helm's turn.

Cybernetics and Species

ElementCombat implementation
Neural interfaceReduces control latency but exposes the pilot to feedback injuries
Reflex augmentationImproves initiative or reaction actions at Heat/strain cost
Targeting implantImproves called shots or sensor integration
Synthetic limbProvides armor and mount capacity but is vulnerable to EMP
Biological adaptationGrants environmental resistance, alternate senses, or unusual movement
Nonhuman anatomyUses a species-specific location template
Distributed cognitionReduces penalties from command or sensor loss
Redundant organsReduces catastrophic personal injuries
Machine intelligenceIgnores crew injury but is vulnerable to intrusion and disruption

Species traits should change available strategies rather than provide flat numerical superiority.

Construction Framework

BudgetUsed for
MassArmor, weapons, engines, ammunition, cargo
SpaceComponent slots and crew volume
PowerEnergy weapons, shields, sensors, mobility, utilities
HeatSustainable output before tactical overheating

Construction Sequence

  1. Select scale and chassis role.
  2. Select mobility system.
  3. Select reactor and Power output.
  4. Allocate locations and component slots.
  5. Allocate Threshold and Armor Capacity by facing/location.
  6. Install weapons, sensors, communications, cooling, ammunition, and utilities.
  7. Add crew, cockpit, habitat, cargo, and life support.
  8. Calculate Speed, Handling, Evasion, signature, Heat capacity, and cost.
  9. Calculate Combat Rating.
  10. Validate mandatory systems and budget limits.

Combat Rating

An intentionally transparent first estimate:

Combat Rating = Durability + Mobility + Offense + Systems + Crew Efficiency

Use simulation and playtest data to replace initial weights. Do not pretend the first formula will balance every build.

Repair, Salvage, and Persistence

Damage stateField actionFull repair
ShockClear with an action and successful Engineering checkAutomatic after encounter
ImpairedBypass or jury-rig temporarilySpare parts and maintenance interval
DisabledRestore one limited function with difficult repairWorkshop and replacement parts
DestroyedCannot field-repair normallyReplace component
CatastrophicStabilize fire, breach, reactor, or crew dangerMajor reconstruction or salvage

After combat, record depleted armor sections, structure damage, component conditions, ammunition states, crew injuries, cybernetic strain, salvage recovered, and repair time, parts, and cost.

Complexity Modes

ModeRules used
NarrativeOne durability track, consequences, no component map
StandardLocations, layered armor, Structure, component checks, simplified Heat and ammunition
TacticalDirectional armor, installed components, Power allocation, detailed Heat, called shots, persistent repair
EngineeringFull construction budgets, individual ammunition, logistics, salvage, maintenance, Combat Rating validation

The core game targets Standard mode. Tactical and Engineering modules should add depth without rewriting the core procedure.

Minimum Viable Prototype

AssetQuantity
Infantry templates4
Powered armor suits3
Ground vehicles4
Mech chassis4
Aerospace craft3
Dropships2
Capital ships2
Weapons20
Armor profiles6
Components20
Cybernetics10
Species templates4
Encounter scenarios6

Whether this is actually minimal is OQ-12.

Required Prototype Scenarios

  1. Infantry ambushes powered armor.
  2. Infantry with anti-armor weapons attacks a vehicle convoy.
  3. Two mechs duel with different armor and weapon profiles.
  4. Mechs defend a dropship during loading and launch.
  5. Fighters attack a capital ship's exposed weapon and sensor sections.
  6. A boarding team exploits damage caused during the space battle.

Playtest Questions

AreaQuestion
SpeedCan a standard attack resolve in under 45 seconds?
BookkeepingCan players update armor, structure, components, ammunition, Heat, and Power without losing situational awareness?
DegradationDo damaged units gain interesting problems rather than simply accumulating penalties?
Weapon identityDo weapon choices lead to different tactics?
Armor identityIs every armor profile useful without becoming a mandatory hard counter?
ScaleCan smaller units contribute meaningfully against larger units?
CrewDoes every crew role receive consequential actions?
ConstructionCan players understand why a design is legal and approximately balanced?
PersistenceDo repair and salvage decisions matter without overwhelming the campaign?
DurationDoes a representative mech duel finish in the target number of rounds?

Working Instructions

  1. Preserve the design goals and legal boundary above.
  2. Do not draft a complete rulebook immediately.
  3. Settle the probability analysis for the 2d10 resolution system. (Done.)
  4. Settle scale numerology before anything depending on it. (Blocking — OQ-03.)
  5. Produce the minimum viable data schema for units, locations, armor, components, and weapons.
  6. Build one infantry weapon exchange and one mech duel as worked examples.
  7. Test armor and Penetration values mathematically before expanding the equipment catalog.
  8. Keep all output in Markdown tables where comparison or structured data is involved.
  9. Label every untested number as provisional.
  10. Maintain a changelog of mechanical revisions and their playtest justification.
  11. Keep rules text original and record the source and license of any incorporated open content.

Remaining Deliverables

DeliverableContents
Scale numerologyAnchor Threshold, Armor Capacity, Structure, and Penetration values for scales 0-6
Data schemaSchema for Unit, Location, Facing, Armor, Component, Weapon, Crew Station, and Condition
Prototype valuesProvisional statistics for one infantry soldier, one powered-armor operator, one tank, and two contrasting mechs
Worked combatThree rounds of a mech duel demonstrating armor loss, structural penetration, component damage, Heat, Power, and repair
Balance notesDominant strategies, dead options, excessive lookup, bookkeeping risks
Revision proposalThe smallest changes needed before the second prototype

Design Posture

C.A.T.S. is an original engine, not an adaptation of any single existing game. It draws high-level lessons from the broad tabletop tradition — localized injuries and armor, unified ground/vehicle/ship action frameworks, vehicle and spacecraft construction, installed equipment and component targeting, layered localized armor, and persistent machine degradation with heat, ammunition, and construction constraints — and recombines them in new expression, with a unified resolution system and a modular complexity structure of its own.

Source: docs/00-design-brief.md — this page is generated from it.