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==== Vehicle Actions ==== '''Attack'''. As an action a vehicle operator can fire one fixed forward vehicle weapon system. Crew can fire weapons that are manning. For example within the turret or fixed gun point on the vehicle. '''Attack Run''' (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a '''DC18''' Wisdom (Insight) check then target’s saves are at disadvantage instead. '''Computer/A.I. Control'''. Many vehicles employ A.I. automation control. It can act as or aid the Vehicle or System Operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat A.I. can also perform the following tasks independently – Attack, Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan. '''Dogfight''' (Vehicle Operator Only). Only aircraft or starcraft may engage in Dogfights. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage they can be ‘forced’ with a contested vehicle maneuver check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is initiated and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat. * ''Dogfighting'': At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed IF the craft are of equal size or smaller. * ''Disengage from a Dogfight'': When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight. If the target fails it can still leave but all enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Behemoth ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so. * ''Firing into a Dogfight'': for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Behemoth size or larger. '''Hide''' (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system. '''Maneuver''' (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to the vehicle’s Mods +1. This damage is not reduced by Resistance or Hardness. * ''Dash'': The operator can use its’ action to move the vehicle its Base speed movement again. This is a '''DC12''' maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. * ''Dodge'': As its action the operator may take the Dodge action with a vehicle it controls. This is a '''DC15''' maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. * ''Fighter Wings''': For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a '''DC12''' operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks plus +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice. * ''Increase Speed'': As a bonus action, the operator can try and increase the speed of its vehicle. Make a '''DC15''' operator check. Success increase the ship’s speed by +50% this round. A '''DC20'''+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round. * ''Tight Turns'': Atmospheric vehicle operators can attempt to turn with only 20% of the total movement that turn with a '''DC15''' maneuver check. To do a bootleg turn – 180⁰ with only 20% of the total movement that turn – requires a '''DC20''' maneuver check. In either case if the vehicle moves more than 90ft that turn all passengers and crew require a save against high-g. '''Missile Lock'''. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (with base attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it exceeds the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves). * ''Avoid Missiles and Torpedoes'': As a reaction, the vehicle operator can attempt to avoid a missile or torpedo that has just successfully struck his vessel. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage. '''Move''' (Vehicle Operator Only). As vehicle can move up to its base Speed in the round. '''Raise''' or '''Lower Shields'''. As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems. '''Ram''' (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.</br> If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). </br> As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”. '''Repair'''. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a '''DC15''' Intelligence (Mechanics) check. A success repairs 1d8 + proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check. * ''Jury-Rig'': To jury-rig damage of a non-disable vehicle requires a '''DC20''' Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers. : * You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a '''DC15''' Intelligence (Mechanic) check for most situations (GM’s call). : * To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a '''DC20''' Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Partially Disable for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation. Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore additional points (see Restore Force Fields). This is a '''DC15''' Intelligence (Mechanics) check to restore 5 points to a depilated Force Field. This takes a number of rounds equal to twice vehicle’s size mod, min 1 (i.e. a large vehicle takes two round, while a colossal vehicle takes twelve rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the '''DC''' increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies). '''Reroute Power'''. If a vehicle still has at least 1 HP a crew can make a '''DC15''' Intelligence (Mechanics) check to remove the Partially Disabled or the Disable effects from a vehicle (note that the Disabled must first be fixed before the crew can attempt to fix the Disabled). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the '''DC''' increases to 20. Failure at jury-rigging causes a Partially Disabled vehicle to suffer the Disabled effects for one round (then returns to Partially Disabled at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Disabled vehicle to suffer a number of 1d6 damage equal to vehicle’s size Mod +1 (ignores Resistant and Hardness) and the vehicle is still Disabled. '''Restore Force Fields'''. A crew can attempt a '''DC15''' Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the '''DC''' the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating. '''Sensor Scans'''. Scanning the area has slightly different rules for planet side and in space...</br> In space other starships and objects are not automatically seen or detected. At the maximum range this is a '''DC20''' Intelligence (Computer Use) check. At optimal range this drops to '''DC15'''. Sensor Operators can make this check every hour using passive sensors as a free action. All full round actions, can switch to active sensors to make a check every 30 minutes but then others have advantage on detecting them when doing so. Automated Computer A.I. can fulfil this function but it uses the automations Notice check instead of Computer Use.</br> The activation of a StarCaster teleportation ‘fissure’ grants advantage on be detected within the range at the base DCs and a normal '''DC''' out to double these ranges.</br> Active weapons fire lowers the '''DC''' of being detected by 5. Ships traveling at full speed lower the DC by others by 5 while ships moving at ¼ maximum speed increase the '''DC''' of being detected by 5. Ships that are powered down and ‘gone quite’ increase this '''DC''' by 10.</br> No matter the factors the '''DC''' cannot be lower the 10.</br> Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances.
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