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

A unified combat engine

One set of maths for infantry, mechs, vehicles and capital ships — built on real physics.

A weathered bipedal armoured walking machine standing at rest in an ash-grey basin under overcast sky, seen from behind.
3d6
exploding

Every 6 re-rolls and adds. Results are unbounded.

11
median roll

The anchor for every modifier in the game.

1 roll
per situation

The player rolls. No opposed rolls, ever.

2.31%
critical hits

You cannot reach a vital system without exploding.

What this system is

A combat engine for military space science fiction that runs infantry, powered armour, vehicles, mechs, aerospace craft and capital ships on one set of maths. Not three rules layers stitched together — one.

It is built on real physics. Hit chances come from angular size and weapon dispersion, wind drift comes from ballistic lag time, and space combat obeys light-lag and the rocket equation. Where the physics produces something unplayable, the rules say so out loud rather than quietly fudging it.

The resolution engine

Roll 3d6. Any 6 explodes — re-roll it and add. Meet or beat the Target Number. Everything downstream reads the Margin: how much you beat it by.

0%2%5%7%10%3: 0.46%34: 1.39%5: 2.78%6: 4.63%67: 6.94%8: 8.33%9: 9.03%910: 9.03%11: 8.33%12: 6.94%1213: 6.25%14: 5.56%15: 4.94%1516: 4.40%17: 3.94%18: 3.09%1819: 2.55%20: 2.08%21: 1.72%2122: 1.45%23: 1.29%24: 0.99%2425: 0.78%26: 0.62%27: 0.49%2728: 0.40%29: 0.35%30: 0.27%30chance of rolling exactly this total

The gaps at 6, 12, 18 and 24 are real: those totals are impossible on a single die, because a 6 always explodes. That quirk is load-bearing — it is what creates the hit-location tiers.

Hit location by depth

Location is rolled on an exploding d6, and a critical system cannot be reached without an explosion. The die partitions itself into exact tiers of five.

Tier 10 explosionsTier 1: results 1-5, 83.33% of hits83.33%External structure — limbs, hullTier 21 explosionTier 2: results 7-11, 13.89% of hits13.89%Internal systemsTier 32 explosionsTier 3: results 13-17, 2.31% of hits2.31%Critical systemsTier 43 explosionsTier 4: results 19-23, 0.39% of hits0.39%Catastrophic

Outer hits are common because outer surfaces are what gets shot. Reaching something vital means punching through. The dice mechanic and the layered-armour premise are the same statement.

Where it stands

SettledStill open
3d6 exploding, roll-overHow skill enters the roll
One roll per situation, player-facingWhat a player rolls when attacked
Margin drives damage and progressRebuilding bounded bands for an unbounded roll
Logarithmic cross-scale damageArmour, disablement and repair detail
Angular size as the to-hit spineAction economy and initiative

Tell us what is wrong with it

This is an early prototype and the numbers have not been playtested. Use the Feedback button in the corner — every note lands in a triage queue and gets read.