Starships

Vehicle Access

A Pilot with Vehicle Access will usually start with a used: - Small Transport with 1 weapon system usually a turret - Diminutive Fighter with 4 weapon systems at least 2 front facing. - A Land Speeder

Astrogation

Starship Maintenance

Life Support Shields Hull Weapons Systems Sublight drive Hyper drive

Starship Combat

1 space = ~1km

Size

Size Class Mod
F Fighter +8
D Fighter +4
T Fighter +2
S Transport +1
M Transport 0
L Transport -1
H Capitol -2
G Capitol -4
C Station -8

Distance/Range

Range Fighter Transport Capital
Boarding 0 Limited Limited
Point Blank 0 0 Limited
Close -2 -2 -2
Medium -4 -4 0
Long -6 -6 -2
Bombardment N/A N/A -4
Primary Sensor N/A N/A N/A
Edge of Sensor N/A N/A N/A
Out of Range N/A N/A N/A

Speed

Speed Defense Control
Stationary -4 N/A
Docking -2 +0
Cruising +0 -1
Attack +2 -2
Ramming +4 -4

Evasive Maneuvers

When engaged in Evasive Maneuvers, The pilot cannot attack, all other gunners on the ship take a penalty and the pilot get a penalty to all other pilot checks in the round.

The pilot can choose from which of the levels they want the bonus/penalties from. If they fail the check they get neither the benefits nor the penalties, but they still cannot attack.

Level DC Dodge Attack Pilot
Mild 10 +2 -4 -1
Severe 15 +4 -6 -2
Extreme 20 +6 -8 -3

Starship Combat

Shields

Roll Computer use to repair shields an amount based on ship class.

Roll Fighter Transport Capital
10-14 1d4 1d6 1d10
15-19 1d4 2d6 2d10
20-24 2d4 3d6 4d10
25-29 2d4 4d6 7d10
30+ 3d4 5d6 10d10

Resolve Ship Movement

Default action is hold. If both pilots are trying to hold, it happens.

If both pilots are trying to reduce or increase range, both pilots roll vs DC 13. If either is successful it happens.

If one Pilot is trying to hold while the other is trying to change range, the pilot trying to change range must roll over a 13 and the pilot attempting to Hold's Pilot Check.

If one pilot is trying to reduce range and the other to increase it then a pilot is only successful if they can beat the other pilot's roll by 10. The pilot in the faster moving ship gets +5 per difference in speed class to this roll.

Hyperspace Travel

Actions

Pilot

Gunner

Sensors

Engineering

Repair

Energy

Shields

Commander

Dog Fighting(Pursuit)

Dog fights can only normally take place between fighters and similar sized transports with front firing weapons. Once this size difference gets large enough asymmetric strafing run tactics and rules come into play.

https://en.wikipedia.org/wiki/Basic_fighter_maneuvers

Entering Pursuit

When entering Dog Fight Pursuit range, all pilots start neutral. They can choose to Go Defensive or Go Offensive vs a target. The tabel below shows the outcome of those attempts.

Neutral Party Actions Outcome
Offensive and Defensive Offensive -> Maintain Pursuit, Defensive -> Evasive Maneuvers
Both Defensive Both -> Evasive Maneuvers or Other Action
Both Offensive Pilot check; Winner->Lead Pursuit, Loser->Failed Go Offensive

Defender Actions

Attacker Actions

Strafing Fire

An attack against ground targets or within the shields of a larger ship.

vs Larger ships

Can only be performed against targets at least 3 sizes larger. Must start at Strafing Range will always end turn Close Range DC 33 - 2 for each size category difference. Attacks at +2 and damage bypasses shields going straight to hull. Cannot be attacked by anything other than point defense weapon systems on vehicles 5 sizes larger.

vs Ground Target

Must have line of sight on target. Aligned with a defensive trench for example. Roll a Pilot check and an attack roll. Both rolls must exceed 10 to succeed. Lower roll is the Ref save DC for ground targets in path of attack to take half damage

Design & Construction

Class:
Size:
Tonnage:
Crew:
Life Support:
 People:
 Weeks:

Choose Tonnage(Class, Size)

Size Class Max Tonnage Crew Requirement
F Fighter 6 11
D Fighter 50 11
T Fighter 400 11
S Transport 3000 16
M Transport 20000 21
L Transport 100000 46
H Capitol 800000 551
G Capitol 7000000 3501
C Station 60000000 40001

Engines

Req. Engine Output = Max Speed * Maneuverability Index * Total Tonnage

TBD Available engines Table is missing

Maneuverability Index
Poor(-4 attack, Pilot) 1/4
Poor(-2 attack, Pilot) 1/2
Average 1
Good(+2 attack, Pilot) 2
Excellent(+3) 3
Excellent(+4) 4
Excellent(+6) 8

Hyperdrive

Spd F Cost Ton D Cost Ton T Cost Ton S Cost Ton M Cost Ton L Cost Ton H Cost Ton G Cost Ton C Cost Ton
x12 2,013 2 2,026 3 2,051 4 2,100 8 2,189 14 2,322 24 2,645 47 3,328 96 4,719 196
x10 2,018 2 2,037 3 2,074 5 2,144 8 2,271 14 2,464 24 2,928 47 3,913 97 5,915 197
x8 2,028 2 2,058 3 2,115 5 2,225 8 2,424 15 2,725 24 3,450 48 4,989 97 8,117 197
x6 2,050 2 2,102 3 2,205 5 2,401 9 2,754 15 3,289 25 4,579 48 7,314 97 12,875 197
x5 2,073 3 2,147 4 2,295 5 2,577 9 3,086 15 3,857 25 5,713 48 9,652 97 17,659 198
x4 2,114 3 2,230 4 2,461 6 2,901 9 3,697 16 4,901 25 7,802 49 13,956 98 26,468 198
x3 2,202 4 2,409 5 2,819 7 3,602 10 5,016 17 7,157 26 12,315 49 23,255 99 45,499 199
x2 2,454 5 2,921 6 3,842 8 5,606 12 8,786 18 13,604 28 25,208 51 49,823 100 99,872 200
x1 3,817 10 5,684 11 9,368 13 16,422 16 29,144 23 48,416 32 94,832 55 193,293 105 393,487 205
x3/4 5,230 13 8,549 14 15,099 16 27,640 19 50,256 26 84,517 35 167,034 58 342,077 108 697,976 208
x1/2 9,268 19 16,736 20 31,472 22 59,690 25 110,577 32 187,664 41 373,327 64 767,172 114 1,567,947 214
Miniturized Hyperdrive
x4 Cost, /2 Tonnage

Automate operations

Life support

Life Support Recharge Cost Cost Tonnage
Stored Provisions 1pmw 1000pm .5 + .5pmw
Recyclers .4pmw 150k+400pm 10k + .2pmw
EcoSystem 0 250m 1m + 1pm
Luxury Life support x2 x2 x2

Hull

Shield Generator - Required for Shield projector

Regeneration Rate Cost Tonnage
1/min 1000 0.5
2/min 2000 20
5/min 5000 1000
8/min 8000 10000
10/min 10000 500000
Item Cost Tonnage
Automated Maintenance System(-1 Crew requirement) 500 0.1
Hull(1 Hull Point) 500 0.5
Shield Projector(1 Shield point) - Requires Generator 1500 0(Max ?)
Stowage(1 ton cargo space) 100 1

Weapons

 fire-linked
 fire control
 point defense
 turrets
 concealed

Damage reduction

Communications

Sensors

Sensor masks / Cloaking systems