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==STARSHIP CREW COMBAT ACTIONS== '''''Please Note'''''- I got most of this idea from the '''Stars Without Numbers''' Revised RPG. I expanded these rules to work for SWADE but just wanted to be upfront about this. These rules are about giving players more options in a starship battle. Every PC can take one or more actions per ship round (some actions can only be taken once. Penalties for more the one action are listed on the Departments Action types). PCs who are department heads (or acting heads) can pick actions from their department. Any PC can pick from the general actions. All skill checks suffer a Wound Penalty if the ship has suffered any up to a maximum of -3 (with 3 or more wounds).</br> Usually, PCs choose to '''''Do Your Duty''''' or go '''''Above and Beyond''''' to generate Command Points, while others then spend them on actions for their department. All unspent Command Points are lost at the round’s end. NPC ships usually have a base number of Command Points they can spend each round, and may pick actions freely to spend them. NPC vessels don’t generate additional points.</br> The Captain or commanding draws the starships Initiative Card (other players do not), and determines the order in which the various crew actions, and distributes Command Points. The other player characters take their actions, generating or spending Command Points or dealing with crisis.</br> [[File:SWADE.STPD.tarBattle.jpg | 700px]] <u>CAPTAIN/COMMAND ACTIONS</u></br> '''''Into the Fire''''' (0 CP): Accept a ''Superstructure Damaged'' Crisis and gain ½ your ''Battle'' skill die in Command Points. You can do this once per round.</br> '''''Keep It Together''''' (0 CP): Nullify a successful enemy hit and damage, rolling a Crisis instead. You can use this action in Instant response to an enemy hit. You can do this once per round.</br> '''''Support Department''''' (0 CP): Choose a department. One action that department takes will require 2 fewer Command Points (minimum 0). You can do this once per round.</br> <u>COMMUNICATION ACTIONS</u></br> '''''Confuse Systems''''' (2 CP): Make an opposed ''Hacking'' skill check against a targeted ship ''Electronics'' or ''Hacking''. On a success, it starts its next turn with a penalty to its Command Points equal to ½ your ''Hacking'' skill die. You can do this once per round.</br> '''''Coordinate Crew''''' (1 CP): Make an ''Electronic'' skill check. On a success you grant one crew action a +2 bonus to their skill check if taken before the next round.</br> '''''Defeat ECM''''' (2 CP): Make an opposed ''Hacking'' skill check against a targeted ship's ''Electronics'' or ''Hacking''. On a success, all tactical actions this round gain a +2 bonus (+4 with a raise). You can take this action more than once, but it must be against a separate enemy each time.</br> '''''Jam Comms!''''' (2 C): Make Make an opposed ''Electronics'' or ''Hacking'' skill check against a targeted ship's ''Electronics'' or ''Hacking''. On a success, you block that vessel's sub-space radio such that they cannot send out emergecy messages. etc. This lasts until the end of your next turn.</br> '''''Sensor Ghost''''' (2 CP): Make a ''Hacking'' check at -2. On a success, impose a -2 penalty the next enemy’s first attacks against your vessel (only one attack). You can take this action more than once, but it time it must be against a seperate attack.</br> <u>ENGINEERING ACTIONS</u></br> '''''Damage Control''''' (4 CP or 3 with the Mr. Fix It edge): Make a ''Repair'' skill check. With a success you repair a Wound suffered by the ship, with an additional Wound repaired with any raises on the check. Each attempt of this action after the first in a combat has a cumulative -1 ''Repair'' penalty. These repairs least until the end of the scene and require a more ermanent fix with one day per Wound with a seperate successful check.</br> '''''Emergency Repairs''''' (4 CP or 3 with the Mr. Fix It edge): Make a ''Repair'' check at a base -2. With a success a disabled system is restored or a degraded drive has its Speed increases by 1. Raises can increase the degraded drive by an additional 1 with each raise. Destroyed systems cannot be fixed this way.</br> '''''Reroute Power''''' (2 CP): Make a ''Repair'' check. With a success you can boost one of the following systems as you route additional power into the system – (1) Restore lost Force Field overall points up to the ship’s Size; (2) Increase the shield Threshold rating for one arch area by ½ the ship’s Size until your next round; (3) Increase the ship’s space Speed by 2 until your next turn; (4) Increase a single weapon’s damage by +2d weapon die for one attack; (5) Grant a +2 skill bonus to any one Comms, Helms, Navigation or Science action due to enhanced power to their sensors/systems.</br> <u>HELM ACTION</u></br> '''''Bring Weapons to Bare''''' (2 CP): Make an opposed ''Piloting'' skill check. With a win, you can bring to bare one arch of fixed weapons against an enemy ship. You can take this action more than once in a round but all furture Helm actions are at a cumulative -2 that round.</br> '''''Emergency Warp''''' (4 CP): This very dangerous maneuver requires a ''Piloting'' -4 skill check. With a success you vessel breaks to warp speed and out of combat. Failure disables the Warp Drive and it cannot be used until ''Deal with a Crisis'' is used for fix it. After a successful jump Navigation must make an ''Science'' -2 skill to plot a course or the ship suffers a ''Hull Breach Crisis''. And Engineering must make a ''Repair'' -2 skill or suffer the results of ''Emergency Warp Speed'' (see Starship Mods).</br> '''''Escape Combat''''' (4 CP): Make an opposed ''Piloting'' skill check plus your ship’s space scale Speed against the fastest opponent’s skill check plus their ship’s space scale Speed. On a win, your ship gains one point of Escape. If your ship gets three points, after three uses of this maneuver, your ship gets away from them and are no longer in combat with that ship.</br> '''''Evasive Maneuvers''''' (2 CP): Make an opposed ''Piloting'' skill check. On a success, you impose -2 penalty (-4 with a raise) against one enemy’s attacks against your ship until your next turn. You can take this action more than once, but it must be against a separate enemy each time.</br> '''''Pursue Target''''' (3 CP): Make an opposed ''Piloting'' skill check plus your ship’s Speed against the enemy against a fleeing enemy vessel ''Politing'' and ship's Speed.. One a win, you shed one point of Escape rating the target ship may have on you. </br> <u>NAVIGATIONAL ACTIONS</u></br> '''''Focus Shields''''' (3 CP): Make an ''Electronics'' skill check. Witj a success you focus the shields in to either forward, aft, port (left) or starboard (right). Increase the threshold of shields in that area by ½ the ship’s Size and lower then at the other areas threshold by ½ the ship’s Size until your next turn.</br> '''''Plot Best Course''''' (2 CP): Make an ''Science'' skill check. With a success you plot the best maneuvering course for the ship granting a +2 bonus to all Helm operator’s actions until your next round.</br> <u>SCIENCE ACTIONS</u></br> '''''Analysis Foe''''' (2 CP): Make a opposed ''Science'' skill vs. the target's ''Electionics'' or ''Hacking'' skill. With a success you can determine any weakness in an enemy ship’s defenses. Until next turn any attacks by Tactical can either lower the Command Points cost to ''Target Systems'' to 1 point or lower the target's Shield Threshold by ½ your ''Science'' skill die.</br> '''''Detect Hidden Threats''''' (1 CP): Make an ''Electronics'' skill. With a success your sensors can detected any possible hidden threats within the systems range IF it is there. This could include a cloaked vessel or mine, etc. but it does not pinpoint that item. That requires a seperate opposed check against the threat (i.e. a cloaked ship it’s opposed by the target you are minuses the vessel's stealth plenty vs. their ''Electronics'' or ''Hacking'' skill).</br> '''''Sensor Scans''''' (2 CP): Make an opposed ''Electronics'' skill check against a target ship's ''Electronics'' or ''Hacking'' skill. On a success, you learn one of the following details about it – (1) current Shield strength and Threshold level; (2) current Toughness and Armor rating; (3) base Speed of vessel; (4) Weapon systems and types totals; (5) current Wounds taken.</br> Each raise over the target’s allow you to learn an additional detail.</br> <u>TACTICAL ACTIONS</u></br> '''''Fire All Guns''''' (5 CP): You fire all weapons mounted on the ship as a separate attack, designating targets as you wish. Turrets fire in all directions, fixed only in one direction.</br> '''''Fire One Weapon''''' (2 CP): You fires a single ship’s weapon of your choice. Turrets and linked weapons count as one weapon fired. You can take this action more than once. This can include Tractor Beams.</br> '''''Target Systems''''' (+2 CP): With a ''Fire One Weapon'' action you may target a ship’s weapon, engine, force field, or system. The targeted attack suffers a -4 penalty. With a success, roll damage. If this would cause a Wound, you cause the enemy vessel one of the following Crisis - (1) ''Communications Disabled'', (2), ''Fuel Bleed'', (3) ''Haywire Systems'', (4) ''Helm Lock'', (5) ''Impulse Engines Damaged'', (6) ''Life Support Breach'', (7) ''Navigational Array Disabled'' (8) ''Sensors Damaged'', (9) ''System Damaged'', (10) ''Targeting Decalibration'', (11) ''Warp Core Damaged'', (12) ''Weapon System Damaged''</br> These attacks deals no Wounds. Systems can be restored as normal.</br> <u>GENERAL ACTIONS</u></br> '''''Above and Beyond''''' (0 CP): Pushing yourself to help the ship or Life Support Breach its crew. Pick skill and explain how you’re using it to help the ship. If the GM agrees, roll it with a -2 penalty. On a success, gain your ½ skill level in Command Points. When you take this action you can do nothing else in the round, including actions for department heads, etc.</br> On a failure, the ship suffers -1 Command Point.</br> '''''Deal With a Crisis''''' (2 CP): Explain what you are doing to solve a secific ''Crisis'' and roll the relevant skill check. The difficulty is -4, plus or minus 0 to 4 depending on the situation and the effectiveness of your action (GM’s call). On a success, the ''Crisis'' is resolved. You may also use this action to aid another PC in resolving a Crisis, working like a Support check (SWADE pg. 106). As normal the maximum bonus that can be granted through Support is +4 no matter how many people aid. Normally when you take this Action you can do nothing else in that round (including those making a Support roll).</br> '''''Do Your Duty''''' (0 CP): The ship gains 1 Command Point with no skill check required. PCs who head more than one department can only grant 1 CP; NPC department heads automatically take this action. PC can also take a different action, but they can only take Do Your Duty once a round. ===SHIP CRISIS=== Once per round, any PC may choose to accept a ''Crisis'' instead of taking an enemy hit and Wound damage. They must choose to do so immediately after damage is rolled, and only one player needs to request the ''Crisis'' to get it even if the rest of the party doesn’t want it. Once the ''Crisis'' is accepted, the hit is negated and the GM rolls on the table. This can only happen once a round for the non-Captain players (see below)</br> The captain may also choose to voluntarily accept a Crisis through their '''''Keep It Together''''' or '''''Into the Fire''''' department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.</br> Some ''Crisis'' are '''''Continuing'''''. They will apply a penalty to the ship that continues until a crewmember successfully performs a ''Deal With a Crisis'' action.</br> Other ''Crisis'' are '''''Acute'''''. They inflict no immediate negative consequence, but if the PCs don’t resolve it by the end of the next combat round, an unpleasant consequence will ensue.</br> A final ''Crisis'' has an '''''Immediate'''''. The aftermath of these effects must be dealt with by the crew (i.e. figure out how they will survive because of this).</br> The same ''Crisis'' rolled more than once will stack on the ship, though hits to a destroyed section or dry fuel tanks may not be much of a problem to the ship.</br> For a Crisis, roll a d20 {| class="wikitable" border="0" |- | '''D20''' || '''Criss''' || '''Type''' |- | 1-2 || Brace for Impact! || Immediate |- | 3 || Communications Disabled || Continuing |- | 4 || Crew Lost || Acute |- | 5 || Fuel Bleed || Acute |- | 6 || Haywire Systems || Continuing |- | 7 || Helm Lock || Continuing |- | 8-9 || Hull Breach || Acute |- | 10 || Impulse Engines Damaged || Continuing |- | 11 || Life Support Breach || Acute |- | 12 || Navigational Array Disabled || Continuing |- | 13 || Sensors Damaged || Continuing |- | 13 || Shield Loss || Continuing |- | 15 || Superstructure Damaged || Continuing |- | 16 || System Damaged || Continuing |- | 17 || Targeting Decalibration || Continuing |- | 18 || Warp Core Damaged || Continuing |- | 19 || Weapon System Damaged || Continuing |- | 20 || VIP Imperiled || Acute |- |} <u>CRISIS DESCRIPTION</u></br> '''''Brace for Impact!''''': The ship suffers a hit in just the right location that is more than the gravity compensators can handle, throwing unbraces objects (and crew) around like dolls. If the commander makes a successful ''Battle'' check all PC can brace themselves with a basic Agility check. Failure and everyone suffers a -2 to their Agility check. Failure on this check and they are thrown away from their station and knocked prone and are automatically Shaken (or suffer 1 Wound if you critical failed). 10% of the crew (20% if the commander failed the Battle check) are also Shaken until the end of the next round and can be disabled if they suffer another impact or similar crew loss (which disables these crew members and an additional 10% from Crew Lost). The ship is considered an Unstable Platform (SWA pg. 109, but also -2 for all ship actions) for all action for the team’s next round. '''''Communications Disrupted''''': The communication array is damage. Until resolve all comm actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Crew Lost''''': Brave crew risk their lives to keep damaged systems operating. Describe the danger they face. If the Crisis is not resolved by the end of the next round, 10% of the ship’s maximum crew are incapacitated. Half these crewmen are dead or permanently disabled, and the other half return to duty in a week. A successful ''Healing'' check at -2 by the Medicine head halves the number of dead and crippled and to lower the loss to none with at least two raises! If the ship has run out of NPC crew when it takes this Crisis, a random PC suffers. The PC must make an Agility or Vigor -2 check (player’s choice) or suffer a Wound (two Wounds with a Critical Failure). Incapacitated heroes require the Medical head to stabilize them as normal or they will die the following round. '''''Fuel Bleed''''': The ship’s Energy fuel reserves have been damaged or emergency vents have been force-triggered by battle damage. If not resolved by the end of the next round, the ship will jettison 20% of its overall Energy points (round up). If reduced to 0 Energy the ship ceases to function and only emergency life support is even operational. '''''Haywire Systems''''': Critical command links have been damaged or disordered by the hit. Until resolved, the ship starts each round at -2 Command Points. Multiple such Crisis can stack this penalty, crippling a ship until the Crises are resolved. '''''Helm Lock''''': The ship’s helm system has been damage. Until resolve all helm actions suffer a -2 penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Hull Breach''''': The hull has been damaged in a way that is currently non-critical but is about to tear open an important compartment or crumple on vital systems. If not resolved by the end of the next round the ship suffers a 1d4 Wounds automatically. '''''Impulse Engines Damaged''''': The vessel’s main impulse engines have been damaged reducing the ship’s Speed by 1. If reduced to 0 the system is destroyed and cannot be repaired in combat. The ship can only to stationary maneuvering reducing Helm Action to ''Bring Weapons to Bare'' only. '''''Life Support Breach''''': The hit has penetrated into life support. If not resolved by the end of the next round the ship suffers a loss of 1d6x10% of its overall remaining life support ‘days’. If knocked to 0 then the ship is on emergency life support and all actions suffer a -2 penalty and -2 Command Points. '''''Navigational Array Disabled''''': The ship’s navigational systems are disrupted and disabled. Until resolve all navigation actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Sensors Damaged''''': The ships main sensors have been disrupted. Until resolve all science actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Shield Loss''''': One of the ship’s shield systems has been damage by the hit. The shields overall hits is reduced by the ship’s Size x2. If reduced to 0 point the system is destroyed and cannot be repaired in combat. '''''Superstructure Damaged''''': The hit melted an important patch of ship’s armor, cracked an internal support, or exposed sensitive systems. Until resolved, the ship’s Armor rating is lowered by 1d6+4 and base Toughness is lowered by 1d6+1. '''''System Damaged''''': One of the ship’s systems has been cooked by the hit. The GM picks a system covered under Notes for other basic systems; that system has been disabled as if hit with a ''Targeted Shot'' action. Disabled system hit by this Crisis again or ''Target Shot'' action are destroyed and cannot be repaired during combat. '''''Targeting Decalibration''''': The gunnery computers are hopelessly confused and cannot lock the ship’s weaponry on a target until this Crisis is resolved. Until resolve all tactical actions suffer a -2 penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 2 additional command points to work (along with the -2 penalty). '''''Warp Core Damaged''''': The vessel’s warp core is damaged and the ship cannot engage the warp engines until fixed. As warp engines provide most of the ship’s power its’ Speed is reduced by 1 and all non-torpedo weapons deal 2d weapon damage less until restored. If the vessel suffers this damage again the engines are is destroyed and cannot be repaired in combat. The ship loses all but a maximum of 1d6 x ½ the ship's Size Engergy points (if lower then it loses an additonal number of Energy Points equal to the ship's Size). The vessel is now running on backup engines/power plants only. '''''Weapon System Damaged''''': One of the ship’s weapon arrays/banks is damage. Pick a random one. If a turret all weapons linked are also damaged. Damage systems deal ½ damage until fixed. If the vessel suffers this damage again this weapon system is destroyed and cannot be easily repaired in combat (''Repair'' checks are at an additional -2 and take twice as many Command Points). Tractor Beams count as Weapons. The first time it is damage they suffer a -4 penalty to use. The second time its is destoryed and cannot be repaired easily in combat (''Repair'' checks are at an additional -2 and take twice as many Command Points) '''''VIP Imperiled''''': Shipboard damage threatens a random PC or important NPC. That victim must immediately roll a Vigor check minus the ship’s wound level (maximum -3), and on a failure they are mortally wounded (4 wounds for Wild Cards). NPC crew can make a free attempt to stabilize the downed VIP using their usual NPC Healing skill check. If the NPC fails, and no PC takes a ''Deal With a Crisis'' action to successfully stabilize them by the end of the ship’s turn, they die. A Medicine PC head can make a normal ''Healing'' check but that is all it can do this round. A success stabilizes the subject while a raise heals one Wound. <u>ADITIONAL NOTES</br></u> At the end of the crisis the GM determines the rate at which crisis and damage is repaired or resolved, depending on how badly damaged the ship is and the crew personal remaining. Regardless a ship reduced to 0 Wounds is fully disabled and reduced to emergency life support only. A ship that suffered x2 its basic Wounds is destroyed and all crew are dead unless they make a Smarts test at -2 to reach an escape pod or emergency transporter in time. Edges that can be used for Starship Actions – the Captain can use various Leadership edges for crew and Quick and Level Headed for Initiative; Communications can use EMP Specialist; Engineering can use McGyver and Mr. Fix It; Helm can use Ace (but cannot soak); Navigation and Science can use Scholar; Tactical can use Trade-Mark Weapon. All can use Steady Hands.
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