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These combat rules are 2 pages (1 rules page, 1 actions page). Rather than taking separate
roles and fighting over who gets to be captain and who gets stuck as the science officer, players
work together to decide on the actions of their ship. Hits are intentionally powerful, tactical
movement is rewarded, shields are assumed to be calculated into the existing AC and never
need rebalancing, and combat is ideally resolved in just a few rounds.
This also reduces the need for understanding or caring about the systems and features of any
given ship. Your players no longer have to worry whether their power unit is strong enough, nor
whether they have a turret or a cannon, and so on. The sheer size of a ship is enough to clue
them in on whether they would be wiser to fight or take flight.
For some, this may be too simple. For others, this is a quick and fun way to have starship combat
in their space game without also learning a complex new system of rules, and building and
optimizing starships piece by piece in order to stay alive out in the far reaches of space.
Better [Star]ship Combat
Crew roles Roll for damage
Players work as a team to decide what actions to Roll for damage immediately after a successful hit.
take. There are no specific crew roles, so it isn't Damage depends on the weapon used, so refer to
necessary to maintain a one-to-one relationship to your ship's stats as listed in its origin rulebook or
dice rolls and player characters. For instance, if source book.
your party wants to attempt a single Piloting check
more than once, then you have as many attempts When a ship reaches half its HP, its systems are
as you have players. Of course, expending all glitching. All of its attacks have 50% chance to fail,
players on one Piloting check leaves no room for and all damage done to it has 50% chance of doing
anything else that round, but such are the choices double damage. It's very likely that a glitching ship
players must make. would flee from combat, or attempt to parlay.
Tier:
If less than 1, enter 1
Standard DC:
15+(2 × Tier)
Speed Maneuverability AC HP
Your shield Damage you
strength can take
Movement: Computer:
(Speed - Maneuverability) (or other ship bonus)
Weapons
List the number and type of dice for each
weapon on your ship
Spaceship stats
Enter these values from your spaceship stats (found in the Core Rulebook, Pact Worlds source book, or other
game supplement. Most of the information in the book isn't used in this system, so this sheet helps you focus on
the values that matter.
Tier:
If less than 1, enter 1
Standard DC:
15+(2 × Tier)
Speed Maneuverability AC HP
Your shield Damage you
strength can take
Movement: Computer:
(Speed - Maneuverability) (or other ship bonus)
Weapons
List the number and type of dice for each
weapon on your ship