Appearance
Ship Combat
Spaceship Stats
- Silhouette: The ships size and mass.
- Speed: The ships maximum "speed" in space.
- Handling: The ships ability to maneuver.
- Defense: The ships ability to defend against attacks.
- Armor: The ships armor rating. Akin to soak.
- Hull Trauma: The ships wound threshold.
- System Strain: The ships strain threshold.
Speed and Steering
Each round, a spaceship moves a certain distance based on its current speed, it does so at the start or end of the pilots turn. The pilot’s job, in theory, is to control this momentum so as to keep the occupants alive. A ship’s handling characteristic dictates the number of j or j added to your PC’s dice pool when making Piloting checks. Pilots add j equal to a ship’s negative handling value or j equal to a ship’s positive handling value.
Relative Speed and Acceleration
The "speed" of a ship is not an absolute measure of how fast it can move. Instead, it is a measure of how quickly it can accelerate and decelerate. A ship with a speed of 3 can accelerate and decelerate more quickly than a ship with a speed of 2.
Keep in mind higher acceleration affects the crew and passengers.
Movement and Effects
Speed | Forced Move | Other Effects |
---|---|---|
0 | None | None |
1 -2 | 2 range bands | None |
3 -4 | 3 range bands | Upgrade the difficulty of all Piloting checks once. Add +20 to the result of any Critical Hit suffered as a result of a collision |
5 -6 | 4 range bands | Upgrade the difficulty of combat checks targeting the ship once. Upgrade the difficulty of all Piloting checks twice. Add +40 to the result of any Critical Hit suffered as a result of a collision |
Collisions
Type | Effect |
---|---|
Minor (Glancing Hit) | Roll on the critical hit table and subtract 10 x Defense |
Major (Direct Hit) | Roll on the critical hit table and subtract 5 x Defense |
Actions
Blanket Barrage
- Required: Silhouette 5+; Speed: 0-3
- Check: Gunnery (kk)
- Details: Select all weapons of single type that share a firing arc (Minimum 2). Make a combat check.
- Success: Until next turn, ships with a Silhouette 1-4 upgrade attacks on any combat checks plus an additional upgrade per aa. If the attacker rolls hh,they suffer one automatic hit at half base damage. If attacker rolls d, they suffer one automatic hit dealing the full base damage instead.
Boost Defenses
- Required: Defense of 1 or greater
- Check: Mechanics (kkk)
- Success: Ship suffers 1 system strain. Increases Defense +1 until the beginning of the character’s next turn. Each additional s increases the duration by one round.
Concentrated Barrage
- Required: Silhouette 5 or greater; Speed 0-3
- Check: Gunnery (Varies)
- Details: Select all weapons of a single type that share a firing arc (Minimum 2). Make a combat check.
- Success: May spend a once to add damage equal to the number of weapons involved. Only effective against ships with Silhouette of 5 or greater.
Combat Check (Spaceship)
- Required: Speed any, Silhouette any
- Check: Gunnery (By Range)
- Details: Weapon on Ship: Fired a maximum of once per round. The target must be in the firing arc.
- Success: Weapon's base damage +1 point of damage per each uncancelled s. Reduce damage by Armor. Difficulty is based on the range from the attacker to the target as in normal combat.
Range Difficulty Short Easy (k) Medium Average (kk) Long Hard (kkk) Extreme Daunting (kkkk) Strategic Formidable (kkkkk)
Co-Pilot
- Check: Piloting/Operating (kk)
- Success: Each s downgrades the difficulty of the next piloting check by 1.
Damage Control
Check: Mechanics (k)
Details: Choose Hull Trauma or System Strain. Add k if Damage ≥ ½ Threshold and kk if damage exceeds the threshold.
Success: Restore 1 point of the chosen type per s. If Hull Trauma, only perform once per combat.
Dangerous Driving (Pilot Only)
- Required: Speed 1+
- Check: Piloting/Operating (k x Silhouette)
- Details: Attempt to control the ship as the character chooses or is forced to perform dangerous maneuvers. Make a steering check using the appropriate skill for the ship. Upgrade difficulty once if Speed 3-4, and twice if Speed 5 or greater.
Fire Discipline
- Check: Leadership or Discipline (kkk)
- Success: +j to the next attack made from the ship/ship. Affect an extra attack per pair of ss. Spend aaa to allow every hit from shipboard weapons to inflict 1 system strain on targets and regular damage until the beginning of the character’s next turn.
Gain the Advantage (Pilot Only)
- Required: Speed 4+; Silhouette 4 or less
- Check: Piloting/Operating (See Table Below)
- Success: Gain the advantage over the target. While a pilot has the advantage, upgrade the ability of all combat checks made from the pilot’s ship against the target ship twice, and upgrade the difficulty of all combat checks made by the target ship against the pilot’s ship twice. Target may attempt to cancel the advantage by attempting a Gain the Advantage action of their own with +1 difficulty.
Difference in Speed Difficulty Same as target Average (kk) 1 or more higher than target Easy (k) 1 lower than target Hard (kkk) 2 or more lower than target Daunting (kkkk)
Hack Enemy’s Systems
- Check: Computers (kkk)
- Success: Reduce the target's defence for one round per s. Spend t to compromise one enemy weapon. Spend aa to inflict 1 system strain on the target ship.
Intercept Projectiles
- Check: Computers/Gunnery (kkk) or Vigilance (kk)
- Success: Any attacks against their ship using weapons with Guided quality upgrade their difficulty once (+1 upgrade per additional ss) until the start of the character's next turn.
Jamming
- Check: Computers (kk)
- Success: One enemy ship/ship has jammed communications. They must pass an Average (kk) Computers check to use. +k per ss. Affect one additional target per a.
Manual Repairs
- Required: right tools for the job
- Check: Athletics (kkk)
- Success: If successful, the character removes one point of hull trauma from the ship, plus one additional point for each additional ss. Limits as per Damage Control action.
Plot Course
- Check: Piloting/Operating (kk) or Perception (kkk)
- Success: Each uncanceled s reduces the j suffered for difficult terrain by one.
Scan the Enemy
- Check: Perception (kkk)
- Success: Learns what weapons the targeted ship has, its modifications, system strain and hull trauma thresholds. Spend aa to learn its current system strain and hull trauma levels.
Maneuvers
Aim
- Details: Add j to the character's next combat check, or jj if the character spends two consecutive maneuvers. Damage taken that exceeds the character’s soak negates the benefit of aiming.
Assist
- Details: Add j to another character's next action. The number of PCs able to assist a character in this manner is determined by the GM.
Accelerate (Pilot Only)
- Details: Increase the ship’s current speed by one or more (max. ship's Speed). ship suffers System Strain = Speed Increase - 1 (min. 0).
Brace for Impact (Pilot Only)
- Details: May use once per round. Until the beginning of the pilot’s next turn, when ship is dealt damage, the pilot may have the ship suffer system strain up to its silhouette to reduce the damage it suffers by that amount (to a minimum of 0). Additionally, when the ship suffers a Critical Hit, the pilot may have the ship suffer system strain up to its silhouette to reduce the Critical Hit result by ten per point of strain it gains this way (to a minimum of 0). If the result is reduced to 0, the Critical Hit is canceled.
Decelerate (Pilot Only)
- Required: Current speed 1 or greater
- Action: Decrease the ship’s current speed by one or more. ship suffers System Strain = Speed Decrease - 1 (min. 0).
Evade (Pilot Only)
- Required: Speed 3 or greater; Silhouette 0-4
- Action: Once per round, may perform this maneuver. Until the beginning of the pilot’s next turn, upgrade the difficulty of all attacks made against the ship and by characters in the ship once.
Reposition (Pilot Only)
- Required: Speed 1 or greater
- Action: The pilot may move the ship one range band, including moving to Engaged range or moving within Short range.