Editing
D6 Simple Rules Overview for Empire Ascendant
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Vehicle & Starship Combat== ===Chases=== #Vehicles start at Short, Medium, or Long range. #Roll piloting skill + the vehicle's speed dice (Sublight Speed for spacecraft). #High roll gets to choose whether the range is increased or decreased by 1 position (or stays the same). #*A tied roll means they stay at the same range. #*If the pursuer wins while at Long range, he may choose to escape, and the chase ends. #*If they are at Short range, the winner (whether it is the pursuer or the person being chased) may choose to make the other vehicle crash (but this counts as multiple actions; see ''Crashes'' below). ===Crashes=== #The "attacker" makes a piloting roll at -1D for multiple actions. #The "defender" makes an opposing roll with the same penalty. #If the defender fails, he crashes. See the ''Falling and Collision'' table. ===Initiative=== # '''Declaration Phase:''' The crew of each ship declares their actions, including closing or increasing range, attacks, and so on. # '''Speed Segment:''' Combat begins at Short, Medium, or Long range, and the pilots jockey for better positioning. # '''First Fire Segment:''' Gunners attack, pilots evade, shields deployed, and damage rolls made. # '''Second and subsequent Fire Segments:''' Rinse and repeat. ===Speed Segment=== # Range is set at Long, Medium, or Short range. # Pilots declare if they wish to close the range or increase it (or nothing). #*If both choose to increase range, the range goes up one. If they are already at Long range, combat is broken. #*If one pilot wants to flee and the other close, both pilots roll Speed Dice. #**Plus Piloting, if the pilot choose to use an action for fancy maneuvers. #**High roll chooses whether to increase or decrease range by one; ties mean no change. #*A ship that does nothing -- the pilot doesn't or can't act, the ship doesn't have a pilot, or the controls are ionized -- stays still; the opponent chooses whether to increase or decrease the range or hold the same distance. ===First Fire Segment=== # The attacker rolls Gunnery + Fire Control dice vs. a TN based on the range. # The target can choose to evade as a reaction (normal multiple action penalties apply), rolling Piloting + Maneuverability and adding this roll to the TN of all attacks aimed at the ship in this segment. # Shields can be deployed as a reaction if the ship is hit (normal multiple action penalties). Roll shield Operation skill vs. a TN based on the range. If successful, add Shield dice to the Soak roll. #*Long Range - Easy #*Medium Range - Moderate #*Short Range - Difficult # Damage dice are modified by the range: Medium -1D, Long -2D. # The Soak roll is the ship's Hull + Shields (if they were successfully deployed). ===Crew and Multiple Skill Use=== The pilot may: *Make Speed rolls *Evade any number of times *Fire one weapon system *Operate the shields Each of these is a separate action, incurring the standard penalties. Remember that Evade rolls last for the entire round, and both Evade and Shield rolls are reactions. If the ship has room for two crew, the copilot may: *Make Speed rolls, but only if the pilot did not (or cannot) *Evade any number of times, but this is a separate skill use from the pilot's if they both roll *Fire one weapon system *Operate the shields If there is a gunner (or multiple gunners), they may: *Each gunner can fire only the weapon he is operating *A gunner can fire the weapon any number of times at the normal multi-action penalties If there is a dedicated shield operator, that person may: *Operate the shields any number of times (doing so is always a reaction) Multiple action penalties reduce Attribute and Skill codes, but never the starship's dice codes. ===Torpedoes and Missiles=== *Can only be used at Short range. *The target adds its Speed dice roll to the TN for missiles and torpedoes to hit it. *They are completely dissipated by shields; if shields are successfully deployed, no damage roll is necessary. ===Multi-Ship Combat=== ====One Ship Against Many Opponents==== *The lone ship may choose to run away from all opponents or close with one opponent. Resolve this as in the normal Speed Segment. *All other ships that choose to flee increase their range by one, and any that wish to close do so. *If the PC's ship attempts to flee, and any enemy ships pursue, the PC's ship makes a single Speed roll that is compared to individual rolls for each of the pursuing ships. ====Many Ships Against Many Opponents==== *Separate the ships into several dogfights. *Once a ship's dogfight opponent either successfully flees or is destroyed, it may then choose to join a different dogfight (starting at Long range). *A ship can't fire upon or pursue a ship in a separate dogfight as long as it has opponents. *A ship that successfully flees cannot attack any other ship.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information