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Starship Combat

You may take 2 move actions, 1 move and 1 attack action, or 1 full-round
action
During a move action you may perform 1 stunt.

Your Turn

Firing into a Dogfight (pg 214)


Apply a -4 penalty to attack when firing at a ship within point blank range
of an ally ship.

1. Declare Speed Category


2. Apply Modifiers based on Speed
3. Make all movements (including stunts) and attacks
Starship Speed Modifiers (pg 218)
Category
Squares
D Mod
Stationary
0
-4
Docking
1
-2
Cruising
2-4
+0
Attack
5-8
+2
Ramming
9+
+4

Ion Damage (pg 216)


If a ship receives hull damage from an ion weapon, it cannot move, fire
weapons, or perform stunts until the damage is repaired (based on the
following table).
Damage
Repair DC
11-20
10
21-40
15
41-60
20
61-80
25
81+
30

Check Mod
+0
+0
-1
-2
-4

Range Modifiers (pg 214)


Your Maximum range is determined by the weapon.
Range
Squares
Point Blank
0-1
Short
2-5
Medium
6-10
Long
11-20

Angling Shields (pg 215)


Used to double the shield points against damage from one direction.
But do not protect against other directions. When redistributing shield
points back to normal, half the remaining shield points.

Modifier
+0
-2
-4
-6

Point Blank Range (pg 214)


At point blank range, a capital ship can target no more than 1/4 of their
weapons at a medium or small size ship and no more than 1/10 their
weapons at a Tiny, Diminutive, or Fine size ship.including point defense
weapons. Round Down to a minium of 1 weapon.
Missile Weapons (pg 214)
Attacker Designates a Target
Missile moves 9 squares toward target
Missile moves on the initiative it was fired and acts as soon as it is fired
When the Missile enters the targets square, it makes an attack roll based
on its quality (+5 to +20)
If the missile fails it moves past the target. And may attempt to attack the
target again next round. May not attempt Stunts.
A missile has enough fuel for 6 rounds.
A missile may be shot down. It has a defense of 22 and 30 hull points.
Distracting a missile (pg 215)
Fly into a square occupied by other objects and ships.
Everyone in that square makes a pilot check
Lowest pilot check is the missiles new target.
Unpiloted obstacles have a check of 10
If the new target is an unpiloted obstacle, the missile hits and detonates.
Point Defense Weapons (214)
May only fire at point blank range (0-1).
Fire as if they were part of a medium size ship (+0 size mod).
Flying Defensively (pg 212)
Flying Defensively grants +2 dodge bonus and -4 to attack If you have 6
plus ranks in pilot this increases to a +3 dodge bonus
Full Defense grants a +4 dodge bonus but does not allow the pilot to
attack. Gunners may attack at a -8. If you have 6 plus ranks in pilot,
this increases to a +6 dodge bonus.
Cover (pg 213)
Any interceding object provides a cover bonus to the target. Only the
largest objects cover bonus counts.
Cover
Defense Bonus
Colossal/Gargantuan
+4
Huge/Large
+2
Medium/Small
+1
Tiny/Dimin/Fine
+0

Starship Maneuvers
Simple Manuevers (pg 219 to 220)
Require no pilot check
Move: Forward up to speed.
Diagonal Movement: (Every 2 squares of diagonal movement counts for
3 squares of movement)
Reverse: A ship traveling in reverse moves at docking speed.
Simple Slip: A simple slip moves the ship one square forward and to the
right or left. Costs 3 squares of movement
Side Slip: For Every square the ship moves forward it may move 2
squares left or right. Costs 5 squares of movement.
45 Degree Turn: Any ship may make a 45 degree turn by expending 1
square of movement. Before a ship may turn it must move forward at
least 1 square. Turning around completely costs 8 squares of movement.
4 for the turns and 4 moves forward.
Loop: 360 degree Loop costs 16 squares of movement and the ship winds
up behind its original position.
Attack Run: As part of a full attack option, the ship moves directly at its
target and gains a +2 to its attack and a -2 to defense.
Ram Attack: Fly your ship directly at the target, make an attack roll with a
+2 bonus, and ignore the targets armor bonus to defense. If the attack
succeeds, resolve as a collision. If the attack fails your ship moves in a
direct line completing its normal movement.

Stunts
If a stunt check fails by 10 or more, there is a chance the pilot loses
control.
Quick Turns (pg 220)
Turn your ship without first moving forward 1 space.
Turn in Degrees
DC
15
5
90
10
135
15
180
20
Landing (pg 220)
DC = 25 +/- per size category smaller/larger than medium
Docking (pg 220)
The two ships must occupy the same square. Pilot Check of 13
Strafing Run (pg 221)
Enter the targets square and make a Pilot Check DC 10 (if failed a
collision occurs)
Make a Pilot check DC based on Targets size
Size
DC
Size
DC
Colossal
17
Huge
23
Gargantuan
21
Large
24
If successful the pilot flies too close & only point defense weapons may
fire.
During a strafing run a ship of small size or lesser disappears off the
sensors of a ship Huge size or larger. You could attempt to Dock with
the larger ship DC 25, and disappear completely.

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Tight Loop (pg 222)


A complete loop with no movement cost, and your ship ends 1 square
behind its starting location facing the same direction. DC 25.
Tight Half Loop (pg 222)
A half Loop costs on movement, your ship ends 1 square behind its
starting location, and facing the opposite direction. (DC 30)
Pursuit (pg 222)
To establish pursuit a ship must be in the same square as the target, and
traveling within one speed category of the target. You cannot establish
pursuit unless the target has already moved in the round.
Both ships make opposed pilot checks. Target gains +5 bonus unless he
is unaware of his pursuer. If the pilot succeeds he establishes pursuit on
the Target
The pilot now acts on the same initiative count, moves the same speed,
and performs all the same stunts. (If the pursuer cant match the targets
speed, pursuit cannot be maintained.)
After the target has declared his speed category, the pursuer receives a
FREE attack. All gunners with forward firing weapons may fire as well.
The speed modifiers to defense for the target are ignored.
Flanking: Two or more ships who have established pursuit on the same
ship receive +2 attack bonus.
Break Pursuit: The pursuer may break pursuit at any time. The pursuers
initiative drops by 1.
Escape Pursuit (pg 223)
Make an opposed pilot check
The pursuer receives a +5 bonus to his check.
If the pursued ship wins, he escapes, & the pursuers initiative drops by 1.
Starfighter Wing (pg 223)
Joining a Wing is DC 15 for ships of the same type and a DC 20 for ships
of different types. All ships must be in the same square.
No more than 6 starfighters may be in 1 wing.
For purposes of cover a wing is considered 2 category sizes larger than the
largest fighter.
A Wing operates like a single starship: uses the lowest initiative mod, the
worst pilot score.
When firing all ships must fire at the same target.
A ram attack is resolved independently for each ship in the wing
Resist/Escape Tractor Beam (pg 227)
DC 10 to resist and maintain the current distance
DC 20 to escape and act normally.
+/- 4 for each size category difference larger or smaller.

Avoiding Hazards (pg 222)


If your starship flies through a square occupied by another object or
starship, make a check. Does not require an action. If failed, a
collision occurs.
If the other object is a starship then that ship may make a check to avoid.
If that fails, the collision occurs.
Size
DC
Size
DC
Colossal
40
Small
15
Gargantuan
35
Tiny
10
Huge
30
Dimin
5
Large
25
Fine
0
Medium
20
Speed
Stationary
Docking
Cruising
Attack
Ramming
Direction of Movement
Moving Away
Moving Perpendicular
Moving Toward

DC Modifier
-10
-5
+0
+5
+10
DC Modifier
-5
+0
+5

Failed Stunts (pg 226)


If a stunt is failed by 10 or more, you make a new check at the same DC
If that check fails, then the pilot loses control.
An out of control ship may not perform any simple maneuvers or stunts.
To regain control, he must make a pilot check at the same DC modified by
the conditions below:
failed by
Effect
Penalty
Defense Mod
<5
Skew
-2
-1
6-10
Pitch
-4
-2
11-15
Yaw
-6
-3
16-20
Spin
-8
-4
21+
Tumble
-10
-5
Skew: Move in the same direction and speed, spinning slightly
Pitch: Pitches up/down, moves same direction and same speed
Yaw: turns at 45 degree angles each action. Moves same speed and
direction, then changes direction left/right randomly
Spin: Move same direction and same speed, then spins out of control.
Randomly using a d8 to determine direction of facing
Tumble: ship moves same speed and same direction then skews, pitches,
yaws and spins.

Collisions (pg 221)


Highest Speed
Docking
Cruising
Attack
Ramming

Damage Die
d4
d8
d10
d12

Size of the smallest object


Size
# of Dice
Colossal
24
Gargantuan
20
Huge
16
Large
12
Medium
10

Size
Small
Tiny
Dimin
Fine
Smaller

Moving
Toward ramming ship
Perpendicular to ship
Moving Away

# of Dice
8
6
4
2
0

Multiplier
x2
x1
x1/2

Sensors
Type
Passive:
Scan
Search
Focus

Action Cost
free
move
move
full round

Detecting Objects
Size
DC
Colossal
2
Gargantuan
6
Huge
8
Large
9
Medium
10
Range
Point Blank
Short
Medium
Long
Extreme

Bonus
+0
+2
+4
+6

Size
Small
Tiny
Dimin
Fine

Distance (in sq)


0-1
2-5
6-10
11-20
21-40

Situation
Target using scan, search focus
Target powered down
Target concealed

DC
11
12
14
18

Modifier
-4
0
+2
+4
+8
Modifier
-4
+4
+10

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