The purpose of the Universal Space Combat System is to create an
easy-to-learn, easy-to-play futuristic miniatures-based space
combat system that can work with Role-Playing-Games (RPGs), as a
stand along space skirmish game, as a space campaign game, or for
massive fleet combats. It takes into account a giant variety of
technological levels, and can be used as a stand-alone skirmish,
fleet, or campaign game, or used to replace or augment any already
existing space combat systems in other game systems, specifically
RPGs. Part of the simplicity of the game is that ships are
considered agile or armed enough that ship facings don't have any
bearing on the combat, and momentum is assumed nullified by giant
gyroscopes, inertial dampening fields, or other technology. Another
key aspect of the game is that the ships use dice both to represent
their power level and abilities, as well as their damage, rather
than tracking it as two different numbers and having to erase and
rewrite those numbers as ships take damage and make repairs. At the
same time, ships are afforded a wide variety of weapons, defenses,
miscellaneous systems, and maneuvers. This game specifically splits
up portions of the rules into either a SCIENCE fiction (SCIfi)
setting, such as the game Traveller or the show Firefly, or a
science FICTION (sciFI) type setting, such as Star Trek, Star Wars,
etc - Essentially, space fights that look cool, or space fights
that are based more on realism, with the ability for players to mix
and match aspects of each as they see fit. It allows for space
combat in worlds where ships tow each other by grappling hooks or
by tractor beams, where space marines board by teleporting onto the
other ship or by laser-cutting open holes in the hull, and where
faster-than-light travel happens by a single instantaneous jump, or
by traveling days in a warp bubble that allows ships to chase and
fight each other while moving.
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