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 - Boarding - Dog Fight(Pursuit)/Strafing range/Point Blank - Close/Fighter combat range - Medium/Fighter long range/Capitol Bombardment range - Long range/Capitol Bombardment range - Capitol Bombardment Long range - Primary Sensor Range - Edge of Sensor Range - Out of 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 ```plantUML @startuml start :Roll initiative **For each ship** Pilot rolls Pilot check (+ ship size modifier) - or - Commander rolls Command Check (+ ship size modifier) //Sense Motive, Sense or Tactics// **For each crew member** Flat 1d20; repeat :Ship with highest initiative goes first; repeat :Crew member with highest initiative goes first; !pragma useVerticalIf on 'switch (Station?) 'case (Pilot) if (Pilot?) :**Free** - Fly Casually/Maintain wing formation **Move** - Attack with Forward Firing weapons - Break wing formation **Standard** - Activate Hyperdrive with currently loaded trip - Pilot the ship // Evasive maneuvers, Set Speed, choose to change range// - Maneuver in dogfight - Enter wing formation **Full** - Ram - Strafing Run; elseif (Gunner) :**Move** - Scan target DC 20 Computer Use //+2 to attack or damage vs target// **Standard** - Attack with single weapon **Full** - Attack with set of Firelinked weapons //-2 to hit per weapon system beyond the first// - Reload weapon; elseif (Commander) :**Move** - Issue order - Coordinate?? //Change turn order (swap 2 or shift)// **Standard** - Direct/Aid another - Coordinate Attack //All gunners attacking Commander's target may substitute his attack roll// **Varies** - Motivate Crew //+2 to any CHA check made to influence the crew.//; elseif (Computer) :Choose Computer Action:; switch (Station?) case (Sensor) :**Move** - Scan target DC 20 Computer Use //+2 to attack or damage vs target// - Defensive Scan DC 20 Computer Use //+2 to Defense// **Standard** - Database Research DC 20 Knowledge //+2 Aid another bonus// ; case (Shields) :**Move** - Angle Shields?? - Restore Shields DC 10 Computer Use **Standard** - Database Research DC 20 Knowledge //+2 Aid another bonus// ; case (Communications) :**Standard** - Coordinate - Jam Communications - Counter Measures - Database Research DC 20 Knowledge //+2 Aid another bonus// **Full** - Intercept Communications ; case (Navigation) :**Move** - Load Trip in to hyperdrive DC 10 Computer Use **Standard** - Calculate Hyperspace trip DC ?? Astrogation //Must succeed on check 3 out of 5 consecutive rounds// - Database Research DC 20 Knowledge //+2 Aid another bonus// ; endswitch elseif (Engineer) :Choose Engineer Action:; switch (Station?) case (Damage Control) :**Full** - Jury-Rig a damaged system DC ?? Repair ; case (Power Control) :**Move** - Reduce power to system DC ?? Repair - Route power to another system DC ?? Repair ; endswitch endif repeat while (Any remaining crew?) repeat while (Any remaining ships?) : **Resolve Ship movement**; end @enduml ``` ### 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 - Move - Attack with Forward Firing weapons - Break wing formation - Standard - Close in on another ship - Maintain distance - Back off of another ship - Maneuver in dogfight - Evasive Maneuvers - Enter wing formation - Full - Ram - Strafing Run ####Gunner - Standard - Attack with single weapon - Full - Attack with set of Firelinked weapons (-2 to hit per weapon system beyond the first) - Reload weapon ####Sensors - Standard - Astrogation (must succeed on check 3 out of 5 consecutive rounds) - Database Access/Aid another - Move - Jump to Hyperspace - Comm System ?? - Scan target DC 20 Computer Use (+2 to attack or damage vs target) - Defensive Scan DC 20 Computer Use (+2 to Defense) ####Engineering ####Repair ####Energy ####Shields - Full - Fix Hull (+ xdx to hull Max XX%) - Reload weapon - Standard - Divert energy to shields (+X shield regen) - Divert energy to engines (+X Pilot check) ####Commander - Standard - Direct/Aid another - Coordinate Attack (When instructing multiple gunners to attack the same target the Commander may substitute his attack roll) - +2 to any CHA check made to influence the crew. ### 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 - Go Offensive (Pilot Check: if defender wins treat as Maintain Pursuit, Loser-> Defender may immediately take Mild Evasive Maneuvers) - Evasive Maneuvers (Chooses direction dogfight moves.) - Force Overshoot (Pilot Check: if defender wins treat as Maintain Pursuit, Loser-> Defender may immediately take Mild Evasive Maneuvers) - Fly Recklessly (Choose DC, Roll if you survive, attacker can either break attack or must follow suit) - Other Action (Attack another target, Just fly toward another target, Engage Hyperdrive, etc) #### Attacker Actions - Lead Pursuit (+4 to hit, -8 vs overshoot, +4 vs Go Offensive, -6 to other pilot checks) - Maintain Pursuit (-2 to hit, +2 Maintain Pursuit, -2 to other pilot checks ) - Lag Pursuit (depends on Defender action) - Go Offensive - Can't attack +0 to Pilot Checks - Evasive Maneuvers - Can't attack, +0 Pilot Check: if defender wins Break Attack - Force Overshoot - Overshoot fails, Attack +4 to hit - Fly Recklessly - attack +0 to hit or if break attack can immediately roll pilot contest to regain attack - Other Action - Attack -2 to hit - Break attack/Evasive Maneuvers - Defender Go offensive -> Lead Pursuit or Force Overshoot -> Maintain Pursuit ### 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 - pmw -> per man week - pm -> per man |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