Professional Documents
Culture Documents
Space Combat
Space Combat
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CAPTAIN ACTIONS Target Systems: Computer/EDU 10+, modi ed by the ship’s Anyone with the Pilot skill can perform the Plot Jump ac on,
Electronics DM. If successful, a single gunner may choose to freeing up the pilot for other ac ons.
Lead Crew: Leadership/INT 8+. If successful, gain a pool of target a speci c system on the enemy ship with one a ack. If
posi ve DM points equal to the E ect (min 1) to be that gunner’s next a ack is successful and does damage, Emergency Jump: Pilo ng/INT 6+ to ini ate emergency
distributed for the next round. they may select which system the a ack has hit. jump; on success, the engineer throws Engineering/INT 8+.
May be re-rolled next round. Requires a jump plot. Anyone
Outmaneuver: Tac cs/INT 10+. If successful, apply a DM+2 Sensor Lock: Computer/INT 8+, modi ed by the ship’s with the Pilot skill can do an Emergency Jump, in addi on to
to the ship's next round's Posi on throw. Electronics DM. As well, apply a nega ve DM equal to the what the pilot does that round.
target ship’s Electronics DM (DM+0 and lower do not count).
ENGINEER ACTIONS If successful, all a acks against the locked ship gain a DM+1. GUNNER ACTIONS
The sensor lock lasts un l the ship a empts to lock onto
Damage Control: Engineering/INT 8+ to repair a damaged another target, or it is broken by the target. A gunner can re all weapons in a turret using di erent
system. Anyone with Engineering skill can perform this ac ons, once per round. Fixed mount weapons can only be
ac on. Mul ple characters with this skill may perform Break Sensor Lock: Computer/INT 10+, modi ed by the used if the ship has Posi on.
damage control at the same me, each on a di erent system, ship’s Electronics DM. As well, apply a nega ve DM equal to
in addi on to another character performing other Engineer the a acker’s ship Electronics DM (DM+0 and lower do not Fire Energy Weapons: Gunnery/DEX 8+. For bays and main
ac ons in the round. Success temporarily repairs one hit on count). If successful, the exis ng Sensor Lock is broken. guns, the Chief Gunner of each such weapon makes a
the system for 1D h. Destroyed systems can’t be repaired Gunnery/INT 8+ throw to hit the target. Mul ple energy
during combat. Characters with Repair skill may assist an PILOT ACTIONS weapons in the same turret may only a ack the same target.
engineer in damage control, using the Aid Other rules. Repair
drones can make one damage control check per round. A ack Vector: Pilo ng/DEX 8+ If successful, gain a pool of Launch Missiles: Gunnery/INT 8+ to lock the missiles on their
posi ve or nega ve DM points equal to the E ect (min 1 on target (if there is no sensor lock already). If missiles are
Overcharge Weapon: Engineering/EDU 8+ to boost a single success) to various weapons. Alterna vely, if the ship does locked the gunner can launch one missile per rack (5 for
energy turret’s Hits ra ng by +1, including all energy not have Posi on, this ac on allows ring xed weapons or missile cluster, 12 for missile bank) in the turret at a single
weapons mounted on said turret. Main Guns at the enemy, albeit at DM-3 to hit. In this case, target. Missiles ignore Posi on modi ers to hit but are
no posi ve DMs can be distributed to xed guns. vulnerable to point-defense re and electronic warfare
Redline Engines: the ship’s chief engineer throws spoo ng. Missiles will hit their target at the end of the next
Engineering/EDU 8+. On success, the ship’s thrust ra ng Dock: Only possible with a friendly ship, or with enemy ship round. On the round that the missiles reach their target,
increases by 1 for next round (including the Posi on throw). without a func onal maneuver drive. You may not dock with throw 4+ (no skill) to hit the target. Evasive Maneuvers Pilot
an ac vely maneuvering enemy ship. ac on a ects this missile a ack throw. Smart missiles that
SENSOR OPERATOR ACTIONS miss may retry this throw once in the following round.
Disengage: Oppeded Pilo ng/DEX vs. the pursuer, add ship’s
Spoof Missiles: Computer/INT 8+ to spoof an incoming Point Defense: Gunnery/DEX 10+ to destroy an incoming thrust. Posi on gives Advantage. Om success escape
missile due to impact that round, or the next round. The missile using an energy weapon, DM+2 if using a pulse laser. immediatly. If mul ple ships, use Pilot skill and thrust from
sensor operator must roll to successfully spoof each missile. The gunner may make mul ple point defense a acks with fastest ship of pursuers against the lowest thrust of targets.
Mul ple missiles may be spoofed each round up to the the same turret weapon in the same ac on, but each a ack
Sensor Operators Computer skill (min of 1 a empt). Evasive Maneuvers: Pilo ng/DEX 12+, modi ed by thrust. a er the rst su ers from a cumula ve DM-1. If a turret has
On success, apply a nega ve DM equal to the Pilot’s skill (to mul ple energy weapons in a turret being used for Point
Jam Sensors: Opposed Computer + ships’ Computer DM/ a maximum of DM-3) to all incoming a acks. Does not Defense, each weapon is rolled for separately – nega ve
EDU against one enemy vessel. If successful, the target of the require Posi on, and lasts un l the start of ship’s next turn. DMs for mul ple a acks do not transfer between weapons.
Jamming su ers a nega ve DM to any a ack roll made All weapons in a turret must be used for point defense, and
against the jamming ship. The nega ve DM is equal to the Plot Jump: Plo ng a jump requires the pilot's a en on for 6 against missiles coming from the same enemy ship.
skill level of the Sensor Operator. This ac on is cumula ve – (Pilot Skill) space combat rounds. As well, the pilot must
with a pilot's Evasive Maneuver ac on. succeed at a Pilo ng/EDU 6+, with a nega ve DM equal to Launch Sand: Gunner/DEX 6+ to apply DM-1 to all weapons
the distance in parsecs. It is also possible to plot a jump in and sensor locks from a single ship for one round. Mul ple
Scan: Computer/EDU 8+ to detect vessels and objects; one round, but this raises the di culty to Pilo ng/EDU 10+. canisters stack to a max of DM-3. Canisters last for one
modi ed by ship’s sensor DM and by target’s stealth, if any. A failed throw means that the jump must be plo ed again. round, un l the ship’s next turn.
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