Post by cassusaevum on Jan 6, 2020 19:02:14 GMT -5
This is a work in progress. More will be posted here. In addition, we may revise these rules as we play if we find that they are not working. The hope is to engender exciting space combat scenes where no one is ever lacking for something to do.
These rules are based on (but deviate fairly extensively from) the Daring Tales of the Space Lanes supplement from Triple Ace Games.
Crewing the Ship
Ship Stations
A ship has a number of stations. The exact number varies by ship type and size. Some of these stations may not exist on some ships. Other ships might have multiples of these stations. Crew requirements for these stations also varies by ship type. A Starfigher (for example) might have a crew of 1 splitting their attention between multiple stations. Likewise, a Star Destroyer might have hundreds of people dedicated to a single station.
Station Default
Each class of ship has certain default configurations "out of the box." A light freighter, for example, comes equipped with:
Redundant systems can be purchased (prices tbd) and installed. There are limits based on the locations available on board the ship.
Locations
We're going to be using a scale model and our miniatures to indicate where players are aboard the ship. Movement between stations will be done with standard movement on your turn. Different classes of ships have different locations available, but in general, anything bigger than a Starfighter will have at least:
There may be other areas as well (Medical Bays, Cargo Holds, Hangars, and so forth).
Your starting ship will have an initial configuration (how it came when you acquired it). There will be the ability to modify it as you go. This will require a fair amount of credits, of course.
Shipboard Actions
Every action on the ship has an attached station requirement. The player taking the action must be at the station. You can abandon a station as a free action, but it takes an action to "mount" a new station (and you have to physically move there, of course). If a location has multiple stations, you can mount and dismount as free actions. For example, the Cockpit or a Star Fighter would likely have a Pilot, Weapons, and Engineering station. A star fighter pilot could shoot one round and then make a pilot check the next without having to take an action to switch to the "pilot" station.
Damage Control Actions
Engineering Station Actions
Pilot Station Actions
Shields Station Actions
Weapons Station Actions
These rules are based on (but deviate fairly extensively from) the Daring Tales of the Space Lanes supplement from Triple Ace Games.
Crewing the Ship
Ship Stations
A ship has a number of stations. The exact number varies by ship type and size. Some of these stations may not exist on some ships. Other ships might have multiples of these stations. Crew requirements for these stations also varies by ship type. A Starfigher (for example) might have a crew of 1 splitting their attention between multiple stations. Likewise, a Star Destroyer might have hundreds of people dedicated to a single station.
- Pilot Station. A character in the Pilot Station drives the ship. On some ships, the Pilot may also have access to some weapons, sensor, and shield operations. Primarily uses Pilot skill.
- Weapons Station. A character assigned to a weapon station can fire that weapon. Primarily uses Shooting skill.
- Engineering Station. A character assigned to the Engineering station is responsible for all Electronic Warfare, Sensors, and similar tasks. Uses Slicing for actions to attack the enemy ship and Electronics for other actions. Note: because of the nature of the Slicing attacks, Data Spikes do not apply.
- Shields Station. A character in charge of the Shields may attempt to use the shields. See rules below. Primarily uses the Electronics skill.
- Damage Control. A character in charge of damage control can attempt physical repairs on a ship. Primarily uses the Repair skill.
Station Default
Each class of ship has certain default configurations "out of the box." A light freighter, for example, comes equipped with:
- 2 Pilot Stations (pilot and co-pilot)
- 1 Engineering Station
- 1 Shield Station
- 1 Damage Control Station
- 0 Weapons Stations
Redundant systems can be purchased (prices tbd) and installed. There are limits based on the locations available on board the ship.
Locations
We're going to be using a scale model and our miniatures to indicate where players are aboard the ship. Movement between stations will be done with standard movement on your turn. Different classes of ships have different locations available, but in general, anything bigger than a Starfighter will have at least:
- Bridge / Cockpit
- Engineering
- Damage Control
- Specific Weapon Bays (e.g. a turreted quad laser)
There may be other areas as well (Medical Bays, Cargo Holds, Hangars, and so forth).
Your starting ship will have an initial configuration (how it came when you acquired it). There will be the ability to modify it as you go. This will require a fair amount of credits, of course.
Shipboard Actions
Every action on the ship has an attached station requirement. The player taking the action must be at the station. You can abandon a station as a free action, but it takes an action to "mount" a new station (and you have to physically move there, of course). If a location has multiple stations, you can mount and dismount as free actions. For example, the Cockpit or a Star Fighter would likely have a Pilot, Weapons, and Engineering station. A star fighter pilot could shoot one round and then make a pilot check the next without having to take an action to switch to the "pilot" station.
Damage Control Actions
- Jury Rig. As an action, a character at the Damage Control Station can spend a Bennie and attempt to make a Repair roll to remove wounds to the ship. Because this is a hasty repair, penalties from the ship’s damage are doubled (so 1 wound would add a -2 penalty to the roll). On a success, 1 wound is temporarily repaired. With a raise, a second wound is temporarily repaired.
These are field repairs and will not permanently fix the vessel. In fact, each use of Jury Rig doubles the amount of time that it will take to permanently repair the ship. - Negate Condition. As an action, a character at the Damage Control Station can make a Repair roll. If successful, the character can remove 1 condition the ship is suffering. With a raise, 2 conditions can be removed. If the condition is effecting the entire crew (from an Out of Control roll for example) it resolves for everyone on board.
Engineering Station Actions
- Electronic Warfare. Make a Slicing test vs. the target's Electronics. If successful, inflict the Distracted or Vulnerable condition. With a raise, the enemy must make an Out of Control roll.
- Establish Target Lock. Pick a single target and make a Slicing test. If successful, all attack rolls made against that target gain a +2 bonus to hit. With a raise, increase the bonus to +4. This bonus CAN stack with the Aim action (see Weapons Station). This lasts for one round.
- Increase Power. Make an Electronics roll. On a success, add a +2 bonus to one of the following: the next Pilot Roll; the next damage roll from a particular weapons system; the next Shields-related task roll. Alternatively, increase the speed of the ship by 2 for 1 round. On a raise, pick any 2 (including increasing the damage to 2 separate weapons systems).
Pilot Station Actions
- Additional Movement. See starship movement and combat. A pilot can spend their action to make a Pilot check. Success means they can move ad additional distance equal to half their pace (rounded up). A raise allows the ship to move it's full pace a second time (not in addition to the success). Even if a ship is equipped with a co-pilot station, it can only move once per round (not once per player action).
- Additional Turn. See starship movement and combat. As an action, a pilot may attempt a maneuver (or multiple maneuvers with appropriate penalties). A success grants an additional 45 degrees worth of turning. A raise also grants an additional 45 degrees worth of turning (for a total possible of 180 degrees of turning during a movement in which the pilot takes a single maneuver action).
- Evasive Action. As an action, the Pilot zigzags through terrain, maximizes cover, or otherwise concentrates on not getting hit. On a successful Pilot check, melee and ranged attacks against him, his vehicle, or anyone on it suffer a −2 penalty until the start of that vehicle’s next turn. The character and any occupants on his mount or in his vehicle also take the penalty to their attacks as the erratic movement or obstacles affect their targeting and aim as well. With a raise, the penalty increases to −4 (in both directions).
- Ram. A Pilot can attempt to Ram another ship. The ramming pilot must first move into contact with the other ship. Opposed Pilot checks are made. If the ramming ship wins, hijinks ensue (details to follow).
- Co-Pilot. Many ships are equipped with 2 Pilot stations. A co-pilot may make a check to aid the Pilot per the standard Support rules.
Shields Station Actions
- Absorption. As long as the Shields Station is manned, the ship can reflexively spend a shield point to make a Soak roll. The Soak roll uses the Electronics ability of whomever is manning the shields. Reduce the Shield Points by 1. If a ship has no Shield Points, it cannot attempt to Soak damage (unless the Pilot has the Ace edge of course).
- Armor. A character manning the Shields Station can attempt to tune the shields to enhance the Armor value of the vessel. This requires an Electronics roll and works as per the Protection Power. Each use consumes 1 Shield Point but lasts for 5 rounds.
- Deflection. Shields can be angled to deflect incoming projectiles and beam weapons. This requires an Electronics roll and works as per the Deflection Power. Each use consumes 1 Shield Point but lasts for 5 rounds.
- Fire! Fire! Fire! A character manning a weapons station can fire that weapon as an action.
- Stay on Target. A Character manning a ranged weapon may take the Aim action as per normal ranged combat.