Starship Rules

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Starship Equipment

New Edges

Shipwright
Rank: Novice
Prereqs: Repair: d8
Effect: You may buy this edge multiple times. Each time you do, your ship gains 1 SPACE point. You can only apply this bonus to one ship at a time, and changing from ship to ship takes 40 hours of work (1 full work week).

Chase / Dogfight Rules

All starship combat will take place using the new chase rules. This will provide one mechanism for combats & chases, and will make the entire thing quick.

Determine Length

The GM will determine the length of the chase.

• Standard: Five rounds, used for most chases and usually simulates less than a minute of action per turn.
• Extended: 10 rounds, used for long pursuits such as those that take place between ships, and may be measured in minutes, hours, or even days.
• Dogfight: The “chase” is actually a battle with highly mobile participants. It ends only when one side or the other withdraws or accomplishes its objectives.

At the end of the last round, any prey who haven’t been otherwise stopped or captured escape and the pursuit ends.

Chase Cards

Roll the appropriate “maneuvering Trait” as listed below:
• Agility: Foot chase
• Boating: Watercraft
• Driving: Vehicular chase
• Piloting: Air or spacecraft
• Riding: Mounted animals

Participants draw a card for each success and raise on the maneuvering Trait roll, and keep one (usually the highest) as their Action Card. This determines not only their initiative but
how well they managed to “maneuver” that particular round.
Characters who don’t score at least a single success remain in the chase but get no Action Card that round.
Making a maneuvering Trait roll does not count as an action.

►►Advantage: A character with a higher card than a foe is said to have “advantage” over him. This is abstract so it may mean the character is ahead, behind, or even parallel to his foe. The important thing is that he has somehow maneuvered in such a way as to gain a superior position, and can bring his weapons to bear (if he has any and is inclined to use them).
See Attacks for further information on using the Advantage.

►►Boarding (Opposed Piloting): A pilot at short range and with the advantage (see above), may attempt a boarding maneuver as their action.
Success = you deposit 1 squad of marines (with or without PC’s) onto the enemy ship (this is the SQUAD’s action). Then, you can choose to immediately break away or remain “attached”.
Attached: Either side may deposit 1 squad of marines onto the enemy ship on their turn (max: 1 squad per turn, this is the SQUAD’s action). As an action, either side may attempt an opposed piloting to break away (marines are still on board).

►►Speed: A character may add +2 to his roll if he or his vehicle has a higher acceleration than the fastest opponent; or +4 if his acceleration is twice as fast as his opponent’s.

►►Edges: Level Headed and the Quick Edge don’t apply to maneuvering Trait rolls in Chases.

►►Terrain: If the Chase takes place primarily over difficult terrain, the GM should inflict a –2 penalty to all participants’ Trait rolls.

►►Passengers: Those riding in a vehicle have a choice. If they want to help the pilot or driver maneuver, and it makes sense in the context of the situation, they may make a cooperative maneuvering Trait roll (Computers to use the sensors or perform EWar). They draw no cards themselves but may add to the driver’s total as usual.

A passenger who makes a cooperative roll and wants to act would suffer the usual multi-action penalty. Passengers act on the driver’s Action Card.

Attacks

Characters act on their Action Card as usual. Since distance is abstract, the value of their Action Card determines any penalties to the roll due to Range.
A character must have Advantage (an equal or higher Action Card) than his target to attack it. A character with an Action Card of 7, for example, can only attack targets with Action Cards of 7 or lower. A target with a higher card has outmaneuvered the attacker this round and cannot be targeted.

►►Groups: Extras roll as distinct groups and act on the same Action Card as usual.. Divide each group’s attacks up proportionately among the opposition, losing attacks against heroes who have Advantage over them. For example, nine wolves act on Seven and there are five player characters, so each hero is assigned two wolves. Any heroes who have higher cards than the wolves aren’t attacked that round. (This keeps characters with low cards from getting attacked by every enemy in the chase.) The opposite is not true. The player characters may always attack any foe or group of foes they have Advantage over.

►►Force: A driver with advantage may attempt to distract or even ram another vehicle in the chase as a normal action. The “trappings” may vary, but it is treated as an opposed maneuvering Trait roll modified by range. (Cooperative rolls may be allowed as usual.) On a success, the target suffers a –2 to his next maneuvering Trait roll. On a raise, the target is affected as if they hit an obstacle (see Complications, treat their card as a Club. If they already dealt with a complication, or they are going to, this counts as an extra complication they must immediately deal with).

►►Shaken Characters: If a character driving or piloting a vehicle is Shaken, he must make an Out of Control roll (see page 100). If the vehicle suffers damage, calculate it at half the vehicle’s Top Speed (see page 58). Characters who are Shaken at the start of a turn make
their maneuvering Trait roll at –2. They attempt to become un-Shaken on their Action Card as usual.

Complications

If a character’s Action Card is a Club, he faces some sort of Complication on his action. Check the Complications Table.
Players who rolled high enough to get multiple cards may choose to take a lower card to avoid a Complication. After the Complication is dealt with, the character may continue his action as usual—assuming he survived.

Range & Complication Table

Card Range Complication
Two Out of Range. The enemy is out of range or blocked and no attack is possible this round Disaster: Make a Trait roll at –4. If the roll is failed, the character suffers a disaster of some sort—a car hits a solid obstacle at its top speed, a runner falls off a ledge, etc. Where this isn’t possible, the runner gives out, the vehicle stops, etc. In any event, this participant is out of the chase.
3-10 Long Range (-4) Major Obstacle: Objects of some sort get in the way. Make a Trait roll at –2 to avoid them or suffer damage (passengers too): 2d8 +1d8 per size class beyond Small. Or, some other appropriate damage – like nebulae/gasses/etc.
Jack-Queen Medium Range (-2) Major Obstacle: Objects of some sort get in the way. Make a Trait roll to avoid them or suffer damage (passengers too): 2d8 +1d8 per size class beyond Small. Or, some other appropriate damage – like nebulae/gasses/etc.
King-Joker Short Range (no penalty) Distraction: You cannot attack this round.

Repairing Ships

Characters may repair ships given sufficient time and at least some basic tools. This requires a Repair roll that takes 8 hours per wound the vehicle has (regardless of how many are actually repaired). Attempting to fix up a ship that has suffered two wounds, for example, takes 16 hours regardless of the result of the Repair roll.
Field work requires at least a toolbox and basic supplies, and subtracts 2 from the Repair roll. An average garage negates this penalty, and an excellent or dedicated facility adds +2.
Each success and raise on the Repair roll fixes one of the vehicle’s wounds. With an additional raise above and beyond that required to fix all its wounds, the repair time is halved.
►►Wrecks: Listing Ships can also be repaired, but it takes much more time and decent spare parts. The time is equal to 1d6 x 10 hours per wound level repaired.

Travel Times

These times are simplified and don’t take into acount where the body is in orbit — why add that much math?? If the GM wants to simulate this, they can roll a d4: 1=2x longer, 2-3=normal, 4=half time.

Orbit < – > Surface: Typically 1 hour. This includes waiting for a clear traffic pattern, landing, climbing, etc.

Planet < – > Moon: 8 hours

Mercury < – > Venus: 2 days

Earth < – > Venus: 2 days

Mars < – > Earth: 2 days

Mars < – > Asteroid Belt: 2 Days

Asteroid Belt < – > Asteroid Belt: 1d4 Days

Asteroid Belt < – > Jupiter: 3 Days

Saturn < – > Jupiter: 4 Days

Saturn < – > Uranus: 5 Days

Uranus < – > Neptune: 6 Days

Pluto < – > Neptune: 8 Days

Pluto < – > ???: 10 Days

Contact

Finding other ships in the black is always difficult. This requires a Ship-based “Notice” roll using Knowledge (Computers). Someone on the bridge/cockpit must do it.

Extreme ranges can add a -2 penalty to the roll.
Hazards such as asteroids/nebulae may also add a -2 penalty.

Contact is one-way. Just because you notice a pirate vessel doesn’t mena they notice you. Once weapons are in long range (enough to start a “Chase”), both ships notice each other automatically.

Surprise: If you remained hidden when the chase/dogfight begins, you gain a +4 bonus to your first piloting roll for the chase/dogfight.

Starship Rules

On the Maelstrom's Edge oldbone