Surprise Rounds
When engaging a ship that is fully surprised, eg. no hands on deck or unsuspecting of hostile action. Perform one full turn with 5CP, as if it was your first. Before moving on to normal initiative. - For example after pulling up to a vessel on standby and going ‘full broadsides’.
When engaging a ship that is unaware, but ready for combat. Perform a turn with 2CP, as if it was your first. Then proceed to initiative. - For example to take a potshot after outmaneuvering a vessel already on lookout for hostiles.
Initiative
For each vessel, roll 1d8 + ship speed. Go from highest to lowest. Break ties in the players favor, or reroll.
Distance
Ships that are in combat are assumed to be within firing distance of one another until they disengage. You are either in range to be a threat. Or too far away for anything but remote scanners to pick each other up.
If a vessel breaks distance, eg. it escapes using the corresponding action, then combat ends and it can no longer be attacked. And pursuers can no longer attempt to catch up. Unless the vessel specifically decides to stop moving and effectively allows them to. This then starts a new initiative cycle.
Cover
Space installations and objects may act as cover, providing a penalty to hit. Generally, assume a -2 penalty for an asteroid field or debris cloud, and -4 when in tight quarters where both combatants are weaving around hard cover. Eg. Ducking behind another space craft.
Departments
There are five departments. A PC can be in charge of as many departments as is required so that all departments are manned. Multiple PCs can man the same department together. Eg. One directs, the other executes. The departments are: Captain, Bridge/Pilot, Gunnery, Comms, and Engineering.
Command Points
Every turn begins with 5 command points. Command points are lost at the end of the turn.
Time
Turns represent between 5-10 minutes in most cases. A close quarters dogfight between fighters, might take place in 2 minute intervals instead.
Actions
PCs can take as many station actions per turn as they want. But each Action consumes CP while doing so. Some actions are limited to once per turn, for the entire ship. Performing an action in one station, means that they can not perform an action in a different station that turn. Eg. A gunner must stay a gunner until their next turn. General Actions are special, and always prevent a PC from taking additional actions that turn.
General Actions
- Go Above and Beyond (0CP)
- Explain how you help the situation. Then roll a relevant skill against 9. On a success, gain skill level + 1 CP. On a failure, lose 1 CP.
- Deal with a Crisis (0CP)
- Explain how you resolve a crisis. Then roll a relevant skill against 10 +- 2 depending on the effectiveness of the approach. On a success, the crisis is resolved.
- Set them Up (0CP)
- Explain how you help a PC with their task. Then roll a relevant skill against 9. On a success, they gain +1 to their roll.
- Eg. “I turn the ship to help align our weapons.”
Bridge Actions
- Escape Combat (4CP)
- Roll opposed Int or Dex/Pilot plus speed against the fastest enemy vessel. On a success, mark 1 escape point against all enemy vessels. At 3 points, a vessel is too far away to continue combat. See ‘distance’.
- Pursue Target (3CP)
- Roll opposed Int or Dex/Pilot plus speed against the target enemy vessel. On a success, remove 1 escape point from yourself against that vessel.
- Evasive Maneuvers (2CP)
- Roll Int or Dex/Pilot vs 9. On a success, add your Pilot skill to your vessels AC. Until the next turn. This can not stack.
Captain Actions
- Into the Fire (0CP)
- Accept a ‘Crew Lost’ Crisis and gain your Lead skill + 1 CP. - Once per round.
- Keep it Together (0CP)
- Nullify an enemy attack and roll a crisis. - Once per enemy round.
- Support Department (0CP)
- Reduce the CP cost of one departments next action by 2. - Once per round.
Comms Actions
- Crash Systems (2CP)
- Roll opposed Int/Program against a target vessel. On a success, the target loses CP equal to your program skill next turn.
- Defeat ECM (2CP)
- Roll opposed Int/Program against a target vessel. On a success, all attacks against the target get your Program * 2 bonus to hit.
- Sensor Ghost (2CP)
- Roll Int/Program vs 9. On a success, add your Program to your vessels AC until the next turn. This can not stack.
Engineering Actions
- Boost Engines (2CP)
- Roll Int/Fix vs 8. On a success, gain +2 speed until the next turn.
- Damage Control (3CP)
- Roll Int/Fix vs 7. On a success, repair HP equal to your Fix * the ships class. (Fighter 2, Frigate 3, Cruiser 4, Capital 6) Add +1 to the difficulty on every repetition.
- Emergency Repair (3CP)
- Roll Int/Fix vs 8. Repair a damaged system, or restore 1 drive level. You can not repair destroyed systems.
Gunnery Actions
- Fire All Guns (3CP)
- Fire all weapons once, designate targets are desired. No more than 2 times a turn.
- Fire One Weapon (2)
- Fire one weapon against one target. No more than 3 times a turn.
- Target Systems (1CP)
- Your next Fire One Weapon action has -4 to hit and deals half damage. If it does at least 1 point of damage, disable one system or reduce drive level by one. A second hit to a system destroys it.