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Starship Combat

Posted by DesnaFor group 0
Desna
GM, 9 posts
Thu 4 Oct 2018
at 16:58
  • msg #1

Starship Combat

Roles: The actions crew members on a starship can take depend upon their roles. For most roles, multiple people can perform actions each round, but for other roles, only one person can fill that role and only one action for that role can be performed each round. Your role also determines when you act in combat. Starship combat uses the five roles below. You should declare your role when you board a ship (if you declare yourself a passenger, however, you take no special actions in combat unless you assume a role), though you can change your role in the heat of combat (see page 322). See Building Starships on page 292 for information on starship terminology, systems, and stat blocks

Beginning – Battle Stations!

When the crew of a starship has hostile intentions toward another vessel, they go to their battle stations and activate their starship’s targeting systems. This is clearly obvious to all other starships in the vicinity with working sensors, though there could still be a chance a hostile vessel can be talked down, if the GM allows it.


ROUNDS AND PHASES
Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship.

1. Engineering

The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.

2. Helm

Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have  moved. This check is repeated each round during the helm phase, so the order of  movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.

As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.

Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.

3. Gunnery
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.

Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.


MOVING
The pilot of a starship has a variety of actions (see page 324) that allow her to guide her starship through the cold vastness of space. Unlike in battles between characters, starships face a specific direction, and this determines their firing arcs and shield quadrants, as well as their direction of movement.

SPEED
A starship’s speed is the number of hexes it typically moves in a round. It can instead move fewer hexes than this amount, as determined by the pilot. This movement is in a straight line in the direction the starship is facing, though a starship’s facing can be altered while it moves by making turns. A starship’s maximum speed modifies Piloting checks for that starship.

SPEED                  PILOTING CHECK MODIFIER
4 or less              +2
6                      +1
8–10                   —
12                     –1
14 or more             –2


TURNS
Turns While moving, a starship can make turns, altering its forward movement direction, firing arcs, and shield quadrants. One turn changes a starship’s forward facing by 60 degrees, or one side of a hex. Every round in which a starship turns, it must move a certain number of hexes before each turn, determined by its maneuverability (see the table below). For example, a ship with average maneuverability making two turns in a round must move at least 2 hexes before its first turn, and at least 2 more hexes before its second turn. If a starship has perfect maneuverability (the distance between turns is 0), the ship can make two turns for each hex that it moves (allowing it to turn around a single point). The number of turns per round a starship can take is limited only by its speed and maneuverability. Turns don’t count against a starship’s movement speed. If a ship with average maneuverability has a speed of 8, it can usually turn a total of four times during a single round. A ship’s maneuverability also modifies Piloting checks for it.

                           DISTANCE BETWEEN        PILOTING CHECK
MANEUVERABILITY              TURNS                 MODIFIER
Clumsy                       4                     –2
Poor                         3                     –1
Average                      2                      0
Good                         1                     +1
Perfect                      0 (see above)         +2

Moving through Other Starships
Since the hexes in starship combat aren’t representative of three-dimensional distance, starships can move through hexes containing other starships, but they can’t end their movement there


Stunts Instead of ordinary movement, pilots can attempt stunts with their starships (see Stunt on page 324), pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship’s Armor Class (AC) and Target Lock (TL).

Back Off The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.

Barrel Roll The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, your starship must be Large or smaller and you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.

Evade The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.

Flip and Burn The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate.

Flyby The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting check (DC = 20 + 2 × the tier of the enemy starship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal.

Slide The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your ship’s tier). If you fail this check, the ship moves forward up to half its speed and can’t make any turns.

Turn in Place The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check.

ATTACKING Whenever one starship fires a weapon at another starship, that action is resolved with a gunnery check. Attacks are made during the gunnery phase of combat, in the order determined during the helm phase, but the damage and critical damage effects (see page 321) are applied after all of the attacks have been made (meaning every starship gets to attack, even if it would be destroyed or crippled by an attack that happened during the same gunnery phase). With only very rare exceptions, each of a starship’s weapons can be fired only once per round. You make an attack using the following procedure.

Range and Arc First, determine the range between the two starships (counted in hexes) and the arc of attack. For every range increment beyond the first, the gunnery check takes a cumulative –2 penalty. The attacking starship can fire a weapon against only ships in the same arc as that weapon; see the diagram on page 318. If the targeted starship is in a hex that lies in two arcs (the shaded hexes in the diagram), the gunner decides which arc’s weapons target it; it can’t be targeted by weapons in two arcs.

Gunnery Check
Attempt a gunnery check for each weapon fired against a target (except for linked weapons, which are resolved using one action and a single gunnery check; see the sidebar on page 301).

Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in
the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer
systems + bonuses from the captain and science officers + range penalty


Determining the Outcome
Compare the result of the gunnery check to the target’s Armor Class (AC) or Target Lock (TL), depending on the weapon used. If you attack with a direct-fire weapon (see page 303) and the result of the gunnery check equals or exceeds the target’s AC, you hit the target and damage is determined as normal (see Damage below). A target’s AC is determined using the following formula.

AC = 10 + the pilot’s ranks in the Piloting skill + the ship’s armor
bonus + modifier based on the ship’s size + bonuses and penalties
from successful or failed stunts and actions

If the attack is made with a tracking weapon such as a missile launcher (see page 303) and the result of the gunnery check equals or exceeds the target’s TL, the tracking weapon’s projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect maneuverability). If it intercepts the target before it reaches the end of its movement, it explodes and deals damage as normal (see Damage below). If not, attempt a new gunnery check at the start of the next gunnery phase to determine whether the projectile continues to move toward the target; you don’t receive any bonuses from computer systems or actions by your fellow crew members from previous rounds or the current round, but you can take penalties, such as from an enemy science officer’s improve countermeasures action (see page 325). If the result of a gunnery check for a tracking weapon is ever less than the target’s TL, the weapon’s projectile is destroyed and removed from play.

A target’s TL is determined using the following formula.

TL = 10 + the pilot’s ranks in the Piloting skill + the ship’s bonus
from defensive countermeasures + modifier based on the ship’s
size + bonuses and penalties from successful or failed stunts
and actions


DAMAGE

Combat in space can be highly dangerous to the vessel and its crew. Once a starship has been damaged, critical systems might malfunction or shut down altogether, leaving its passengers without electricity, gravity, or even air. Such damage might also cause a starship to lose its sensors, propulsion, or weapons systems, which could spell defeat during an active engagement. When a gunner hits with an attack, she rolls the damage dealt by the weapon she is using and determines which quadrant of the targeted starship she hits. A starship’s shield quadrants are the same as its firing arcs (see the diagram on page 318). Damage is first applied to any shields the target starship has in the quadrant hit by the attack, depleting a number of Shield Points equal to the amount of damage dealt. If that quadrant’s Shield Points reach 0, that shield is entirely depleted and any excess damage is applied to the target starship’s Hull Points.

If the ship doesn’t have shields or if its shields in that quadrant have already been depleted, apply all damage directly to the target’s Hull Points. If a starship has a Damage Threshold (see page 292), any attack that would deal damage to its Hull Points equal to or less than this Damage Threshold fails to damage the ship’s Hull Points. If the damage is greater than the Damage Threshold, the full amount of damage is dealt to the ship’s Hull Points. If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed. Crew members
This message was last edited by the GM at 20:24, Mon 15 Oct 2018.
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