Starship Combat
Posted: Tue Aug 13, 2024 6:33 pm
Starship combat is handled largely like regular combat, but with a few important differences.
When dealing with smaller ships (less than 100 meters in length), the defender gets to make a dodge roll against incoming fire. This will be a PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill Check, and it works exactly the same way as a Dodge in normal combat. Should the dodge fail, assuming the ship has functional shields, the pilot may make a second PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill Check to engage the shields correctly and mitigate the damage. Both of these rolls are made as Opposed Skill Checks compared to the attacking ships's FIGHTERS/SHUTTLES/FREIGHTERS Skill Check. Larger ships are not able to dodge. They are considered Very Easy (5) targets, and must rely entirely on shields to mitigate incoming fire.
Starships may have multiple weapon systems. This allows for the pilot and each gunner to make an attack in a single combat round. In order to fire at a target, that target must be in the weapon's field of fire. For example, a starfighter with weapons that aim only forward cannot fire at a target behind. On a smaller vessel (less than 100 meters in length), the pilot may make an Opposed PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill Check against the target's PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill in order to line up a shot. However, this maneuver incurs a -5 penalty to all others made by people on that ship for the remainder of the round. If the attacking pilot succeeds, then they may take the shot (with the -5 penalty). If the attacking pilot does not succeed, the defending ship remains out of the field of fire. The -5 penalty still applies to all other attack Skill Checks made by other gunners on the attacking ship.
The following applies when NO large (100+ meters in length) ships are involved. Smaller ships are maneuverable and are assumed to be dogfighting when engaged in combat. This means they are constantly coming in and out of range, faster ships make attack runs, break off and loop around for another pass. While this makes for great narrative opportunities in role play, it is something of a nightmare to try and track with range numbers and such. To simplify all of this, the combat round in these types of fights is extended to about 30 seconds in length (16 standard combat rounds). These longer rounds will be referred to as Starship Combat Rounds as opposed to Standard Combat Rounds. This allows for passengers to take additional actions between exchanged volleys. The pilot is generally stuck at the controls, but other passengers may move around, attempting to put out fires, make repairs, apply medpacs and such.
When a ship takes damage, use the difference between the attacker's Skill Check roll and the defender's Pilot Skill Check roll. Note that the target ship must actually take damage. If the shields absorb the full amount, then this does not apply. Consult the following table to determine any additional effects.
When a ship is hit with an Extreme Success, there's a possibility of extra damage. The extent of the damage depends on the shield roll the pilot of the damaged ship made. If there were no shields, use the result of the dodge roll instead.
NOTE: Starship weapons are much more powerful than weapons used is standard combat. When starship weapons are employed against personnel, multiply the damage by 4. When personnel weapons are employed against starships, divide damage in half.
When dealing with smaller ships (less than 100 meters in length), the defender gets to make a dodge roll against incoming fire. This will be a PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill Check, and it works exactly the same way as a Dodge in normal combat. Should the dodge fail, assuming the ship has functional shields, the pilot may make a second PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill Check to engage the shields correctly and mitigate the damage. Both of these rolls are made as Opposed Skill Checks compared to the attacking ships's FIGHTERS/SHUTTLES/FREIGHTERS Skill Check. Larger ships are not able to dodge. They are considered Very Easy (5) targets, and must rely entirely on shields to mitigate incoming fire.
Starships may have multiple weapon systems. This allows for the pilot and each gunner to make an attack in a single combat round. In order to fire at a target, that target must be in the weapon's field of fire. For example, a starfighter with weapons that aim only forward cannot fire at a target behind. On a smaller vessel (less than 100 meters in length), the pilot may make an Opposed PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill Check against the target's PILOT: FIGHTERS/SHUTTLES/FREIGHTERS Skill in order to line up a shot. However, this maneuver incurs a -5 penalty to all others made by people on that ship for the remainder of the round. If the attacking pilot succeeds, then they may take the shot (with the -5 penalty). If the attacking pilot does not succeed, the defending ship remains out of the field of fire. The -5 penalty still applies to all other attack Skill Checks made by other gunners on the attacking ship.
The following applies when NO large (100+ meters in length) ships are involved. Smaller ships are maneuverable and are assumed to be dogfighting when engaged in combat. This means they are constantly coming in and out of range, faster ships make attack runs, break off and loop around for another pass. While this makes for great narrative opportunities in role play, it is something of a nightmare to try and track with range numbers and such. To simplify all of this, the combat round in these types of fights is extended to about 30 seconds in length (16 standard combat rounds). These longer rounds will be referred to as Starship Combat Rounds as opposed to Standard Combat Rounds. This allows for passengers to take additional actions between exchanged volleys. The pilot is generally stuck at the controls, but other passengers may move around, attempting to put out fires, make repairs, apply medpacs and such.
When a ship takes damage, use the difference between the attacker's Skill Check roll and the defender's Pilot Skill Check roll. Note that the target ship must actually take damage. If the shields absorb the full amount, then this does not apply. Consult the following table to determine any additional effects.
When a ship is hit with an Extreme Success, there's a possibility of extra damage. The extent of the damage depends on the shield roll the pilot of the damaged ship made. If there were no shields, use the result of the dodge roll instead.
Defending Pilot Roll | Effect |
Extreme Success | The pilot rolled an Extreme Success, but the roll was still beaten by the attacker. No additional damage. |
Hard Success | Roll 1d8 and consult the damage table below |
Regular Success | Roll 1d12 and consult the damage table below |
Regular Fail | Roll 1d20 and consult the damage table below |
Fumble | Roll 1d20 + 5 and consult the damage table below |
Critical Fail | Roll 1d20 + 10 and consult the damage table below |
0-5 | Sparks fly from non-critical systems. |
6-10 | Small fire. If not extinguished in 1d6 Standard combat rounds, it becomes a large fire. |
11-15 | Large fire. Smoke becomes a hazard. All Skill Checks are at -5 until the fire is extinguished. Characters wearing rebreathers are not affected. Until extinguished, add 10 to the attacker's Skill Check roll for purposes of consulting this table (i.e. this does not increase the attacker's chance to hit). |
16-20 | Weapons offline. Requires 1d4 successful MECHANICAL TECH USE/REPAIR checks to fix. One repair check can be made per mechanic per Standard Combat Round. |
21-25 | Guidance System hit. All PILOT: FIGHTERS/SHUTTLES/FREIGHTERS checks are at -10 penalty. Requires 1d4 successful ELECTRONIC TECH USE/REPAIR checks to fix. One repair check can be made per mechanic per Standard Combat Round. |
26-30 | Shields offline. Requires 1d4 successful MECHANICAL TECH USE/REPAIR checks to fix. One repair check can be made per mechanic per Standard Combat Round. |
31-35 | Hyperdrive offline. Requires 2d6 successful MECHANICAL TECH USE/REPAIR checks to fix. One repair check can be made per mechanic per Standard Combat Round. |
36+ | Reactor offline. Requires 1d6 successful MECHANICAL TECH USE/REPAIR checks to fix. One repair check can be made per mechanic Standard Combat Round. Ship is effectively drifting without life support or artificial gravity. |
NOTE: Starship weapons are much more powerful than weapons used is standard combat. When starship weapons are employed against personnel, multiply the damage by 4. When personnel weapons are employed against starships, divide damage in half.