Starship House Rules

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    Starship House Rules

    This is a revision to the starship rules for the Star Wars RPG. Much of the system is left intact, asthe rules are fairly good, but this revision makes them just right.

    Starship Systems

    Sensors:

    Sensors can be used in one of four modes, each with its own bonuses and limitations. Sensorrolls are made using the Computer Use skill.

    Mode Range Bonus to Roll Action Required

    Passive Short (5) +0 Free Action

    Scan Medium (10) +2 Move ActionSearch Long (20), 1 arc only +4 Attack Action

    Focus Extreme (40), 1 arc only +6 Full-Round

    Starship Sensor Detection:

    Size DC Size DC Size DC

    Colossal 4 Large 10 Tiny 16

    Gargantuan 6 Medium 12 Diminutive 18

    Huge 8 Small 14 Fine 20

    Sensor Range Modifiers:

    Range to Target Distance in Hexes DC Modifier

    Point-Blank 0-1 -4

    Short 2-5 0

    Medium 6-10 +2

    Long 11-20 +4

    Extreme 21-40 +8

    Out of Range 41+ Impossible

    Sensor Situation Modifiers:

    Situation DC Modifier

    Target is using scan, search, or focus mode -4

    Target is powered down +4

    Target is using sensor mask Varies

    Target is concealed behind an object +10

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    3 sizes better than itself

    Starship Combat

    Starship Combat Actions:Each crewman on a starship has 1 move action, 1 attack action, and at least 1 free action (if not

    more). What can be done with each action depends on what job a character has.

    Commander:

    Commanders direct action on-board their ship.

    Action

    Required DescriptionRoll

    Required Effect

    Free Action Issue Simple

    commands

    None The crew carries out your orders (unless they don't

    want to)Move

    Action

    Countermand

    orders

    None The commander clarifies the order for the

    crewman, so it is executed closer to what the

    commander wanted (unless the crewman doesn'tlisten)

    Move

    Action

    Guide a

    crewman

    Charisma

    roll DC 10

    The crewman gains a +2 morale bonus to their roll

    Full-Round

    Action

    Issue a complex

    order

    None The crew coordinates their efforts into a complex

    action (unless they don't follow the order)

    Pilot:The pilot determines where the ship moves. Before taking any action, they must declare what

    speed the ship is operating at: Stationary, Docking, Cruising, Attack, or Ramming. Pilots who

    execute Full-Round Actions (because they are operating another ship system which requires afull-round action) place a -4 penalty on their ship's Defense until their next action, but may still

    move the ship as normal. Pilots who make attacks using non-front facing weapons suffer a -4

    penalty to their attack rolls. Finally, a pilot may give up their next attack action to make a pilotroll at any time one is required.

    Action

    Required Description Roll Required Effect

    Free Action Fly Defensively None Gain a +2 dodge bonus to defense, but all

    rolls made by anyone on-board have a -4penalty; attack rolls have a -2 penalty

    Free Action Make an attackrun

    None Gain a +2 bonus to attacks, but take a -2penalty to defense

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    Move

    Action

    Move the ship None Move the ship up to a number of hexes

    equal to the ship's current speed

    Attack

    Action

    Movement Boost Pilot roll Increase the number of hexes the ship

    may move by up to 4

    AttackAction Landing orDocking Varies See Page 220-221

    Attack

    Action

    Avoid Missiles Pilot roll of varying

    DC

    Keep a missile from hitting your ship

    Attack

    Action

    Establish pursuit Opposed Pilot roll

    against a ship in

    point-blank range

    Pursue a target

    AttackAction

    Escape pursuit Opposed Pilot rollagainst a ship

    pursuing you

    Lose your pursuer

    AttackAction

    Avoid hazards Pilot roll of varyingDC

    Keep something from coming into contactwith your ship

    Attack

    Action

    Avoid point-

    defense systems

    Pilot roll of varying

    DC

    Reduce the effectiveness of point-defense

    systems

    AttackAction

    Resist/escapetractor beam

    Pilot roll of varyingDC

    Either keep a tractor beam from movingyou, or escape it entirely if you succeed

    your roll by 10 or more

    Gunner:

    Though technically the title of gunner refers to characters who only operate a weapon station, therules for gunners can apply to anyone using a weapon.

    Action

    Required Description Roll Required Effect

    Move

    Action

    Switch fire-link

    modes

    None Change a fire-linked weapon

    from firing for increased damageto increased accuracy, or vice-

    versa

    Attack

    Action

    Fire a weapon Attack roll Fire a single weapon at a single

    target

    Full-Round

    Action

    Fire multiple

    weapons

    Multiple Attack rolls with a

    -2 penalty to each roll for

    each weapon being used

    Fire multiple weapons at a single

    target

    Full-Round

    Action

    Fire a weapon in

    multi-fire mode

    2 attack rolls with a -4

    penalty to each roll

    Fire multiple shots at a single

    target

    Full-Round Fire a weapon in 3 attack rolls with a -4 Fire multiple shots at a single

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    Action auto-fire mode penalty to each roll target

    Full-RoundAction

    Fire a missile Attack roll Fire a single missile at a singletarget

    Full-Round

    Action

    Make an Aimed

    Attack

    Attack roll with a +2 bonus Make a single attack with a +2

    bonus, as per Aimed Attacks

    Sensor Operator:

    Sensor Operators keep track of what's happening on the battlefield so the crew can properlyrespond to threats.

    Action

    Required Description Roll Required Effect

    Free Action Scan using passivemode

    Computer Use roll Identify objects within short range

    Move Action Scan using scan

    mode

    Computer Use roll

    with +2 bonus

    Identify objects within medium

    range

    Attack Action Scan using search

    mode

    Computer Use roll

    with +4 bonus

    Identify objects within long range

    Full-RoundAction

    Scan using focusmode

    Computer Use rollwith +6 bonus

    Identify objects within extremerange

    Attack Action Aid Attack Computer Use DC 20 Give one gunner a +2 to attack on

    their attack for the round

    Attack Action Aid Defense Computer Use DC 20 Give the ship a +2 to Defense until

    its next action

    Attack Action Help avoid hazards Assist roll using

    Computer Use

    Assist the pilot in avoiding hazards

    Engineer:

    It is the job of the engineer to keep the ship together during combat, and put it back togetherafterwards.

    Action

    Required Description Roll Required Effect

    MoveAction

    ReroutePower

    Repair roll ofvarying DC

    Take power from one system, or give more powerto another system

    Full-Round

    Action

    Jury-Rig Repair roll of

    varying DC

    Restore battle damage done to your ship for the

    duration of the encounter; destroyed systems maynot be restored in this manner

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    Shield Operator:

    The shield operator is in charge of keeping a ship's shields working.

    Action

    Required Description Roll Required Effect

    Move Action AngleShields

    None Double shield points for one arc by takingthem away from all other arcs

    Attack Action Restore

    shields

    Computer Use roll of

    varying DC

    Restore a random amount of shield points

    Starfighters and other ships with very small crews must prioritize what needs to be done in a

    round more, as they cannot do everything at once, while larger ships have the advantage of morepeople to fill out the roles and handle what needs to be done.

    Crew Quality:

    Crews have the following statistics for starship combat based on their quality:

    s

    Quality Level Attack Initative Skill Rolls Cost per Week per Crewman

    Untrained 0 -2 -1 -4

    Poor 1-2 +0 +0 +5

    Normal 3-4 +1 +0 +8

    Skilled 5-6 +2 +1 +11

    Expert 7-8 +3 +2 +14

    Veteran 9-10 +5 +3 +17

    Ace 11+ +7 +4 +20

    Making Attack Rolls:Attacks with starship weapons are calculated differently than normal attacks. First determine the

    character's normal ranged attack modifier without any modifiers specific to starship combat, suchas starship Familiarity or Fire Control Systems. Divide this number in half, rounded down, and

    then apply any applicable starship bonuses or penalties.

    The penalty for not being proficient with starship weaponry is only -2 instead of the typical -4.

    Piloting rolls still have a -4 penalty, however. Feats such as Rapid Shot and Far Shot may not beused to enhance starship combat.

    Example: Chon Gui Muy has a base attack bonus of +8 and a Dexterity of 20, giving her another

    +5 to ranged attacks for a total of +13. By dividing this in half, rounded down, you have anattack bonus of +6. Since Chon Gui Muy has Starship Operations: Starfighter, she does not take

    the -2 penalty for using starfighter weapons. Additionally, since Chon Gui Muy has starship

    Familiarity of +1, she gains an additional +1 to attack when behind the guns of a ship she is used

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    to using, for a total ranged attack modifier of +7. Were she to use the weaponry on a space

    transport (which she is not proficient in an