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.mdrather than by silently editing this document. Amend this file only by deliberate decision, and log the amendment inCHANGELOG.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.
Legal and Creative Boundary
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:
- localized armor and internal damage;
- component disablement;
- differentiated weapon and defense properties;
- heat, ammunition, power, and repair;
- mass- and slot-limited construction;
- combat across multiple physical scales.
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
| Goal | Requirement |
|---|---|
| Unified resolution | Characters and machines use the same basic attack and defense procedure. |
| Localized degradation | Hits affect a facing and physical location rather than only a global health pool. |
| Layered protection | Protection has an outer penetration threshold, ablative capacity, and internal structure. |
| Meaningful weapon choice | Weapon properties interact differently with armor, shields, structure, components, and scale. |
| Persistent consequences | Damage, ammunition, repairs, replacement parts, and salvage matter after combat. |
| Playable damage | A damaged unit loses capabilities progressively but retains meaningful choices. |
| Cross-scale encounters | Infantry, vehicles, mechs, aircraft, and ships can participate without nonsensical damage. |
| Configurable machines | Chassis, armor, weapons, sensors, mobility, reactors, and utilities can be modified. |
| Bounded bookkeeping | Detail should create decisions, not require constant arithmetic or excessive lookup. |
| No overt magic | Extraordinary 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
- Choose a relevant Skill and linked Attribute.
- Calculate the Target Number:
Target Number = Skill + Attribute + Equipment + Situation - Difficulty
- Roll
2d10and total the dice. - The action succeeds if the total is equal to or below the Target Number.
- Calculate Margin:
Margin = Target Number - Roll
- Every full 5 points of positive Margin grants one Edge.
- Matching dice on a successful roll produce a Critical Edge.
- 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
| Benefit | Effect |
|---|---|
| Bell curve | Ordinary competence is reliable while extreme results remain possible. |
| Roll-under readability | Players immediately understand their chance of success. |
| Margin | Accuracy can influence location control, penetration, damage, or secondary effects. |
| Edges | Tactical effects do not require a separate feat for every maneuver. |
| Shared engine | Piloting, gunnery, hacking, repair, medicine, and social actions use one procedure. |
Unit Scales
| Scale | Examples |
|---|---|
| 0 | Unarmored people, small creatures, handheld tools |
| 1 | Combat armor, powered armor, heavy weapons, light drones |
| 2 | Cars, APCs, tanks, walkers, light mechs |
| 3 | Heavy mechs, gunships, aerospace fighters, small spacecraft |
| 4 | Dropships, corvettes, large atmospheric craft |
| 5 | Frigates, destroyers, cruisers |
| 6 | Battleships, carriers, stations, megastructures |
Cross-Scale Rule
For every scale step the attacker is below the target:
- reduce Penetration by 2;
- reduce Structural Damage by 1, minimum zero;
- the attacker must identify a vulnerable subsystem, exposed crew, opening, joint, sensor, weapon, or mission-specific weakness to cause component damage when three or more scales smaller.
For every scale step the attacker is above the target:
- increase Penetration by 2;
- increase Structural Damage by 1;
- reduce accuracy by 1 unless the weapon has Tracking, Point Defense, or Area.
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
| Category | Values |
|---|---|
| Identity | Name, model, scale, role, manufacturer or culture |
| Mobility | Movement mode, Speed, Handling, stability |
| Defense | Evasion, electronic defense, signature |
| Protection | Shields, Threshold, Armor Capacity, Structure by location |
| Locations | Physical sections and facings |
| Components | Systems installed in each location |
| Resources | Heat, Power, ammunition, fuel, repair capacity |
| Crew | Required stations, crew quality, casualties |
| Weapons | Accuracy, damage, penetration, heat, ammunition, range, properties |
| Traits | Chassis advantages, flaws, species interfaces, cybernetic links |
Location Templates
Humanoid and Powered Armor
| Roll | Location |
|---|---|
| 2 | Head |
| 3-5 | Right arm |
| 6-8 | Right leg |
| 9-13 | Torso |
| 14-16 | Left leg |
| 17-19 | Left arm |
| 20 | Attacker chooses exposed location |
Mech
| Roll | Location |
|---|---|
| 2 | Cockpit/head |
| 3-4 | Right arm or weapon mount |
| 5-6 | Right leg or motive assembly |
| 7-9 | Right torso |
| 10-12 | Core torso |
| 13-15 | Left torso |
| 16-17 | Left leg or motive assembly |
| 18-19 | Left arm or weapon mount |
| 20 | Attacker chooses exposed location |
Both tables inherit the 2d10 bell curve, which concentrates hits centrally. See OQ-05.
Ground Vehicle
| Attack direction | Common locations |
|---|---|
| Front | Glacis, weapon mount, sensors, motive system |
| Side | Hull side, track/wheel, turret, crew compartment |
| Rear | Engine, power system, fuel, cargo, rear weapon |
| Top | Turret, sensors, hatches, cooling, crew |
Aerospace Craft
| Location | Common components |
|---|---|
| Nose | Sensors, cockpit, forward weapons |
| Fuselage | Crew, cargo, fuel, avionics |
| Left wing | Lift/control surfaces, pylons, weapons |
| Right wing | Lift/control surfaces, pylons, weapons |
| Port engine | Thrust, cooling, fuel feed |
| Starboard engine | Thrust, cooling, fuel feed |
| Tail | Control surfaces, countermeasures, rear weapons |
Spacecraft
Mission-oriented sections rather than anatomical locations:
- command;
- engineering;
- port weapons;
- starboard weapons;
- propulsion;
- sensors and communications;
- hangar or cargo;
- habitat;
- power distribution.
Each ship also has Fore, Aft, Port, Starboard, Dorsal, and Ventral facings. A facing is armor; a section contains structure and components.
Attack Procedure
| Step | Procedure |
|---|---|
| 1 | Declare weapon, target, firing mode, and optional called location. |
| 2 | Pay ammunition, Power, and Heat costs. |
| 3 | Resolve the attack check. |
| 4 | Apply electronic warfare, cover, range, movement, and scale modifiers. |
| 5 | On a hit, determine facing and location. |
| 6 | Spend Edges on location control, penetration, extra damage, suppression, system targeting, or reduced Heat. |
| 7 | Resolve shields. |
| 8 | Compare effective Penetration with Threshold. |
| 9 | Apply damage to localized Armor Capacity. |
| 10 | Apply overflow to Structure. |
| 11 | If Structure was damaged, make a Component Check. |
| 12 | Apply conditions, crew effects, heat spikes, decompression, fire, or ammunition effects. |
Layered Protection
| Layer | Function |
|---|---|
| Evasion | Prevents a hit through maneuver, concealment, tracking disruption, or pilot skill. |
| Shield | A rechargeable pool that absorbs eligible energy before armor. |
| Threshold | Fixed resistance that must be exceeded to penetrate efficiently. |
| Armor Capacity | Localized ablative protection depleted by penetrating attacks. |
| Structure | Internal integrity of the location after armor is breached. |
Penetration Result
Penetration Margin = Weapon Penetration + Attack Edges + Ammunition Modifier - Threshold
| Penetration Margin | Result |
|---|---|
| -4 or lower | Deflected: no Armor loss unless the weapon has Ablative or Concussive properties |
| -3 to -1 | Glancing: lose 1 Armor Capacity |
| 0 to 3 | Penetrating: apply normal Armor Damage |
| 4 to 7 | Deep 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
| Property | Mechanical identity |
|---|---|
| Kinetic | Reliable against exposed structure; ordinary shield interaction |
| Energy | Accurate and low-ammunition; creates Heat; effective against some armor coatings |
| Explosive | Damages Armor Capacity and adjacent components; reduced by spaced defenses |
| Shaped | High Penetration against a single location; weaker after reactive defense triggers |
| Plasma | High Heat and Armor damage; conspicuous and power intensive |
| EMP | Low structure damage; attacks electronics, shields, sensors, and cybernetics |
| Corrosive | Low immediate damage; degrades Threshold and Armor Capacity over time |
| Concussive | Can injure crew or destabilize a unit without full penetration |
| Fragmentation | Strong against personnel and exposed systems; poor against heavy Threshold |
| Radiation | Attacks crew, electronics, and biological systems through insufficient shielding |
| Disruptor | Specialized against shields and Power systems |
| Breaching | Improved component damage after Structure is exposed |
| Area | Attacks a zone or multiple exposed locations |
| Tracking | Reduces penalties against smaller or faster targets |
Armor and Defense Profiles
| Armor property | Mechanical effect |
|---|---|
| Composite | General-purpose protection with balanced Threshold and Capacity |
| Ablative | High Capacity; loses Threshold as Capacity is depleted |
| Reactive | Cancels or reduces the first Shaped or Explosive penetration per location |
| Reflective | Increases Threshold against Energy but is vulnerable to Kinetic and Corrosive attacks |
| Ceramic | Strong against Kinetic and thermal attacks; difficult to repair in the field |
| Dispersive | Reduces Plasma and Energy damage but occupies more volume |
| Hardened | High Threshold and mass; penalizes Handling or Speed |
| Stealth | Reduces signature and targeting; lower raw protection |
| Regenerative | Slowly restores Capacity when supplied with Power and repair material |
| Shielded | Improves 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
| Result | Effect |
|---|---|
| 2-8 | Shock: component suffers a temporary penalty |
| 9-12 | Impaired: component operates at reduced performance |
| 13-16 | Disabled: component stops until repaired or bypassed |
| 17-19 | Destroyed: 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:
- the attacker spent two Edges to target a visible component;
- the hit used Breaching or EMP properties appropriate to the target;
- only one functioning component remains;
- the fiction clearly exposes a particular component.
Location Destruction
When all Structure boxes in a location are lost:
- every component there becomes Disabled;
- limbs, wings, external mounts, or tracks may be severed or destroyed;
- remaining damage transfers inward only when the template defines a connected location;
- volatile components check for a Catastrophic result;
- destruction of the core, cockpit, command, or primary reactor can defeat the unit.
Component Conditions
| Component | Impaired | Disabled | Catastrophic |
|---|---|---|---|
| Weapon | Accuracy or damage penalty | Cannot fire | Explodes or damages mount |
| Engine | Reduced Speed | No powered movement | Explosion or fire |
| Motive system | Reduced Handling | Immobilized | Rollover, fall, or severed limb |
| Reactor | Reduced Power | Emergency reserves only | Core breach countdown |
| Sensors | Reduced detection and accuracy | Blind except local/manual systems | Feedback harms crew or network |
| Communications | Reduced coordination | No external communication | Network intrusion or data loss |
| Shield generator | Reduced recharge | Shields collapse | Feedback damages Power system |
| Cooling | Reduced Heat dissipation | No dissipation | Heat spike and fire |
| Ammunition | Feed jams | Weapon cannot reload | Ammunition explosion |
| Cockpit/command | Crew penalties | Command lost | Crew casualties or unit loss |
| Cybernetic interface | Increased action cost | Manual control only | Neural injury |
Heat and Power
Heat
| Heat band | Effect |
|---|---|
| 0-3 Stable | No penalty |
| 4-6 Warm | Signature increases |
| 7-9 Hot | -1 to affected attack, piloting, and repair checks |
| 10-12 Critical | -2 checks; ammunition and reactor checks on Complications |
| 13+ Overload | Automatic 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
| State | Meaning |
|---|---|
| Full | No restriction |
| Ready | Normal operation |
| Low | Complication can empty the magazine |
| Empty | Reload required |
Missiles, torpedoes, rare payloads, and signature heavy weapons may track individual shots.
Actions During Combat
| Action | Effect |
|---|---|
| Attack | Fire or strike with a weapon |
| Maneuver | Change position, facing, range, altitude, orbit, or cover |
| Brace | Improve Threshold or stability until next activation |
| Scan | Reveal components, weaknesses, stealth, or targeting data |
| Lock | Create targeting advantage for self or allies |
| Jam | Reduce enemy sensors, locks, communications, or guided attacks |
| Vent | Remove Heat while increasing signature or reducing defense |
| Reroute | Move Power or bypass an Impaired system |
| Repair | Temporarily restore a component or prevent deterioration |
| Guard | Intercept attacks, provide point defense, or protect another unit |
| Board | Cross into a larger unit and begin an internal encounter |
| Command | Coordinate allies, transfer Edges, or change initiative |
Pilot and Crew Relevance
Machine statistics must not replace character abilities.
| Station | Relevant decisions |
|---|---|
| Pilot/helm | Maneuver, evasion, facing, collision, landing |
| Gunner | Targeting, called components, firing modes, ammunition |
| Engineer | Power, Heat, repair, rerouting, reactor safety |
| Sensor officer | Detection, locks, electronic warfare, communication |
| Commander | Initiative, coordination, morale, objectives |
| Marine/boarding team | Internal 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
| Element | Combat implementation |
|---|---|
| Neural interface | Reduces control latency but exposes the pilot to feedback injuries |
| Reflex augmentation | Improves initiative or reaction actions at Heat/strain cost |
| Targeting implant | Improves called shots or sensor integration |
| Synthetic limb | Provides armor and mount capacity but is vulnerable to EMP |
| Biological adaptation | Grants environmental resistance, alternate senses, or unusual movement |
| Nonhuman anatomy | Uses a species-specific location template |
| Distributed cognition | Reduces penalties from command or sensor loss |
| Redundant organs | Reduces catastrophic personal injuries |
| Machine intelligence | Ignores crew injury but is vulnerable to intrusion and disruption |
Species traits should change available strategies rather than provide flat numerical superiority.
Construction Framework
| Budget | Used for |
|---|---|
| Mass | Armor, weapons, engines, ammunition, cargo |
| Space | Component slots and crew volume |
| Power | Energy weapons, shields, sensors, mobility, utilities |
| Heat | Sustainable output before tactical overheating |
Construction Sequence
- Select scale and chassis role.
- Select mobility system.
- Select reactor and Power output.
- Allocate locations and component slots.
- Allocate Threshold and Armor Capacity by facing/location.
- Install weapons, sensors, communications, cooling, ammunition, and utilities.
- Add crew, cockpit, habitat, cargo, and life support.
- Calculate Speed, Handling, Evasion, signature, Heat capacity, and cost.
- Calculate Combat Rating.
- Validate mandatory systems and budget limits.
Combat Rating
An intentionally transparent first estimate:
Combat Rating = Durability + Mobility + Offense + Systems + Crew Efficiency
- Durability values Threshold, Armor Capacity, Structure, shields, redundancy, defensive traits;
- Mobility values Speed, Handling, flight, jump, stealth, and scale;
- Offense values expected damage, Penetration, range, accuracy, arcs, ammunition, Heat efficiency;
- Systems value sensors, electronic warfare, repair, command, transport, special modules;
- Crew Efficiency values required crew, automation, and action economy.
Use simulation and playtest data to replace initial weights. Do not pretend the first formula will balance every build.
Repair, Salvage, and Persistence
| Damage state | Field action | Full repair |
|---|---|---|
| Shock | Clear with an action and successful Engineering check | Automatic after encounter |
| Impaired | Bypass or jury-rig temporarily | Spare parts and maintenance interval |
| Disabled | Restore one limited function with difficult repair | Workshop and replacement parts |
| Destroyed | Cannot field-repair normally | Replace component |
| Catastrophic | Stabilize fire, breach, reactor, or crew danger | Major 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
| Mode | Rules used |
|---|---|
| Narrative | One durability track, consequences, no component map |
| Standard | Locations, layered armor, Structure, component checks, simplified Heat and ammunition |
| Tactical | Directional armor, installed components, Power allocation, detailed Heat, called shots, persistent repair |
| Engineering | Full 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
| Asset | Quantity |
|---|---|
| Infantry templates | 4 |
| Powered armor suits | 3 |
| Ground vehicles | 4 |
| Mech chassis | 4 |
| Aerospace craft | 3 |
| Dropships | 2 |
| Capital ships | 2 |
| Weapons | 20 |
| Armor profiles | 6 |
| Components | 20 |
| Cybernetics | 10 |
| Species templates | 4 |
| Encounter scenarios | 6 |
Whether this is actually minimal is OQ-12.
Required Prototype Scenarios
- Infantry ambushes powered armor.
- Infantry with anti-armor weapons attacks a vehicle convoy.
- Two mechs duel with different armor and weapon profiles.
- Mechs defend a dropship during loading and launch.
- Fighters attack a capital ship's exposed weapon and sensor sections.
- A boarding team exploits damage caused during the space battle.
Playtest Questions
| Area | Question |
|---|---|
| Speed | Can a standard attack resolve in under 45 seconds? |
| Bookkeeping | Can players update armor, structure, components, ammunition, Heat, and Power without losing situational awareness? |
| Degradation | Do damaged units gain interesting problems rather than simply accumulating penalties? |
| Weapon identity | Do weapon choices lead to different tactics? |
| Armor identity | Is every armor profile useful without becoming a mandatory hard counter? |
| Scale | Can smaller units contribute meaningfully against larger units? |
| Crew | Does every crew role receive consequential actions? |
| Construction | Can players understand why a design is legal and approximately balanced? |
| Persistence | Do repair and salvage decisions matter without overwhelming the campaign? |
| Duration | Does a representative mech duel finish in the target number of rounds? |
Working Instructions
- Preserve the design goals and legal boundary above.
- Do not draft a complete rulebook immediately.
- Settle the probability analysis for the 2d10 resolution system. (Done.)
- Settle scale numerology before anything depending on it. (Blocking — OQ-03.)
- Produce the minimum viable data schema for units, locations, armor, components, and weapons.
- Build one infantry weapon exchange and one mech duel as worked examples.
- Test armor and Penetration values mathematically before expanding the equipment catalog.
- Keep all output in Markdown tables where comparison or structured data is involved.
- Label every untested number as provisional.
- Maintain a changelog of mechanical revisions and their playtest justification.
- Keep rules text original and record the source and license of any incorporated open content.
Remaining Deliverables
| Deliverable | Contents |
|---|---|
| Scale numerology | Anchor Threshold, Armor Capacity, Structure, and Penetration values for scales 0-6 |
| Data schema | Schema for Unit, Location, Facing, Armor, Component, Weapon, Crew Station, and Condition |
| Prototype values | Provisional statistics for one infantry soldier, one powered-armor operator, one tank, and two contrasting mechs |
| Worked combat | Three rounds of a mech duel demonstrating armor loss, structural penetration, component damage, Heat, Power, and repair |
| Balance notes | Dominant strategies, dead options, excessive lookup, bookkeeping risks |
| Revision proposal | The 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.