Space combat

These are our rules for space combat.

Space combat is turn based and resembles normal action scenes only that players do not act individually but have to find a common sense to define their ships actions. Each ship has at least one action per turn where one action is composed of several activities of the crew members or rather the ship departments. There are five departments that need to be manned:

At the beginning of each round the captain rolls COM/Leadership vs. TN 11. On success they create 1+SP command points. On failure you start with 0 command points.

The captain then determines the order in which the departments act. The departments then spend or create command points with their actions. A character can only be active in one department per round. Unspent command points are lost at the end of the round.

Move CP who roll description
Support 0 C - choose a department that can do an action for -2 CP (once per round)
Into the fire 0 C - Comm+Lead CPs, one Crew Loss (once per round)
Do your duty +1 * - Just do your normal tasks, implying the department cannot perform anything else
Stabilize +X * COM/something Calm, inflame or focus your colleagues, add one CP per SP or loose 1CP on failure (once per round)
Escape 3 P DEX/Pilot Increase distance to SP following ships by one
Chase 2 P DEX/Pilot Decrease distance to SP ships by one
Evade 2 P DEX/Pilot Increase ship’s defence by SP
Fire a weapon 2 G ACC/Gunnery
Fire all weapons 3 G ACC/Gunnery
Defensive fire 1 G ACC/Gunnery Automatic PDc fire reduce the accuracy of all incoming torpedos in close range
Aim / Target Assistance 2 G/B PER/Intuition or PER/Searching or PER/Seeing or PER/Tracking
Adaptice ECM 2 B INT/Technology
Rearrange energy flow 1 E DEX/Crafting or INT/Technology
Energy Boost 1 E DEX/Crafting or INT/Technology

Succes on rolls yields one point for task evaluation. Stunt points are added and can additionaly be used for normal stunts.

Initiative

At the beginning of combat each ship rolls for initiative:

INI = 3d6 + sensors + (pilot skill) +- tags

Roll 3d6, add the ships sensor value. Add the pilot’s dexterity skill plus an additional 2 points if the pilot actually has the focus Piloting. Other ship’s tags might help or hinder: Maneuverable acts as a bonus while Faulty systems is a malus. Highest initiative acts first. Perform one crew action per turn. A combat round is finished if no ship cannot spend any more CPs.

Weaponry

Defense

A ship has a defense value (similar to characters) as high as 18 minus its minimum required crew.

DEF = 18 - minimum crew

Torpedos

Torpedos are launched with drama die + SP accuracy points. Each round the approach their target by one distance class. Until impact the targeted ship can use counter measures. You can reduce the torpedo’s accuracy by

If a torpedo is in close range to a ship and has more than 0 accuracy left it hits the target.

Point defense cannons and railguns

The attack roll has the targeted ships’ defense as TN. Determin damage immediately if in close range or after your gunnery’s next turn if in medium range.