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starship_mechanics [2025/09/25 21:07] – created adminstarship_mechanics [2025/09/25 22:10] (current) – [Starship Comms Officer] admin
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 The choices are yours, and the stars await. The choices are yours, and the stars await.
 +
 +====== Starship Operations: Departments & Combat Flow ======
 +
 +Every starship is a **living machine**, its efficiency and firepower divided across **five critical departments**. Each department can be led by a player character (PC), unlocking unique actions and tactical possibilities. If a department lacks a PC at the helm, it defaults to the **"Do Your Duty"** action—reliable, but predictable.
 +
 +==== Departments & Leadership ====
 +  - **Command:** Direct the ship’s strategy and coordinate the crew.
 +  - **Engineering:** Keep systems online, reroute power, and pull off miracles under fire.
 +  - **Comms:** Manage intelligence, electronic warfare, and fleet coordination.
 +  - **Gunnery:** Control the ship’s weapons, from broadsides to precision strikes.
 +  - **Bridge:** Navigate the void, evade threats, and execute daring maneuvers.
 +
 +//**Note:** Only PC-led departments can take specialized actions—otherwise, they operate on autopilot.//
 +
 +==== Combat Mechanics ====
 +===== Initiative =====
 +  - Determined by a **Piloting (Bridge)** or **Computers (Comms)** roll at the start of combat.
 +  - Ships act in initiative order. When your ship’s turn arrives, the **Captain decides the sequence** in which departments activate.
 +
 +===== Command Points =====
 +  - Generated and spent each turn, fueling advanced tactics, emergency repairs, or devastating volleys.
 +  - Main ways to generate command points are through **Command** actions or the **Above and Beyond** action
 +
 +===== Movement =====
 +  - Every ship receives a **free Stride action** per round.
 +  - **Turning:** To execute a 90° turn, a ship must move at least its own length before pivoting—no sharp cuts in the void!
 +
 +===== Escape =====
 +  - **Freedom is earned:** Accumulate **3 Escape Tokens** to disengage and jump to safety.
 +
 +====== Specialized Actions ======
 +
 +===== Captain =====
 +//**Command Skill:** Choose one (Diplomacy, Intimidation, Deception)//
 +
 +- **Into the Fire** (0 CP, 1/turn)
 +Accept a **Crew Loss Crisis** to gain Command Points (CP) based on skill level:
 +
 +^ Skill Level      ^ CP Gained     ^
 +| Untrained        | 1             |
 +| Trained          | 2             |
 +| Expert           | 3             |
 +| Master           | 4             |
 +| Legendary        | 5             |
 +
 +- **Keep It Together** (Reaction, 0 CP, 1/round)
 +**Command Skill Check** vs. attacking ship's DC:
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | Nullify hit                                   |
 +| Success           | Nullify hit **and** roll a Crisis             |
 +| Failure           | No effect                                     |
 +| Critical Failure  | Roll a Crisis                                 |
 +
 +- **Support Department** (0 actions, 1/turn)
 +One action by a department costs **-2 CP** this turn.
 +
 +----
 +===== Comms =====
 +
 +- **Crash Systems** (1 CP)
 +**Computers Check** vs. enemy Computer DC:
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | Enemy starts with **-2 CP**                   |
 +| Success           | Enemy starts with **-1 CP**                   |
 +| Failure           | No effect                                     |
 +| Critical Failure  | No effect, **Haywire Systems Crisis**         |
 +
 +- **Defeat ECM** (2 CP)
 +**Computers Check** vs. enemy Computer DC:
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | **+2 circumstance bonus** to attacks (1 round)|
 +| Success           | **+1 circumstance bonus** to attacks (1 round)|
 +| Failure           | No effect                                     |
 +| Critical Failure  | **-1 circumstance penalty** to attacks, **Haywire Systems Crisis** |
 +
 +- **Sensor Ghost** (2 CP)
 +**Computers Check** vs. enemy Computer DC:
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | **+2 circumstance AC** (1 round)              |
 +| Success           | **+1 circumstance AC** (1 round)              |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **+1 circumstance AC**, **Haywire Systems Crisis** |
 +
 +----
 +===== Gunnery =====
 +//**All Critical Failures:** Trigger **Target Decalibration Crisis**//
 +
 +- **Fire All Guns** (3 CP)
 +Fire all weapons, designating targets freely. Standard rules apply (MAP, Agile, etc.).
 +
 +- **Fire One Weapon** (1 CP)
 +Fire a single weapon of choice.   
 +
 +- **Charge Weapons** (1 CP)
 +You can increase the damage of starship weapons by using **Boost**. If the weapon has the trait,you can use it as is. Weapons that don't have the trait, gain **"Boost 1d6"**.                     
 +
 +----
 +===== Bridge =====
 +
 +- **Escape Combat** (4 CP)
 +**Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride twice**.
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | **+2 Escape Points**                          |
 +| Success           | **+1 Escape Point**                           |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **Engine Lock Crisis**                        |
 +
 +- **Evasive Maneuvers** (2 CP)
 +**Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride once**.
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | **+2 circumstance AC** (1 round)              |
 +| Success           | **+1 circumstance AC** (1 round)              |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **Engine Lock Crisis**                        |
 +
 +- **Pursue Target** (3 CP)
 +**Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride once**.
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | **-2 enemy Escape Points**                    |
 +| Success           | **-1 enemy Escape Point**                     |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **Engine Lock Crisis**                        |
 +
 +- **Maneuver** (1 CP)
 +**Stride once**.
 +
 +----
 +===== Engineering =====
 +
 +- **Boost Engines** (2 CP)
 +**Crafting/Engineering Lore Check** vs. ship hull DC (-2 for Lore):
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | **+15 ft speed** (1 round)                    |
 +| Success           | **+10 ft speed** (1 round)                    |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **-10 ft speed**, **Fuel Bleed Crisis**        |
 +
 +- **Damage Control** (3 CP)
 +Repair action. DC increases by +1 for each repeat use in combat.
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Failure  | **Hull Breach Crisis**                        |
 +
 +- **Emergency Repairs** (3 CP)
 +**Crafting/Engineering Lore Check** vs. ship hull DC (-2 for Lore):
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | Repair **2 broken systems**                   |
 +| Success           | Repair **1 broken system**                    |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **Hull Breach Crisis**                        |
 +
 +----
 +===== Generic Actions =====
 +
 +- **Above and Beyond** (0 CP)
 +Push yourself to help. Pick a skill, explain your action, and roll vs. standard DC.
 +
 +^ Result            ^ Effect                                      ^
 +| Critical Success  | As Success and **+1 circumstance bonus** to next department roll |
 +| Success           | Gain CP: **U/T/E/M/L = 1/2/3/4/5**            |
 +| Failure           | No effect                                     |
 +| Critical Failure  | **-1 CP**                                     |
 +
 +- **Deal with a Crisis** (0 CP)
 +Explain your action, roll relevant check vs. standard DC (±2 GM adjustment).
 +//Alternatively, spend 10 minutes of ship-wide actions.//
 +
 +- **Do Your Duty** (0 CP)
 + **+1 CP** for the ship.
 +//PCs must describe their contribution and cannot repeat the same action consecutively.//
 +
 +====== Archetypes ======
 +==== Starship Operator Dedication ====
 +A trained crewmember with foundational skills in ship operations. The **"Ready and Able"** action helps streamline early actions, reducing strain on the ship’s resources.
 +
 +Gain training in one of the **Starship Operation Skills**: Diplomacy, Deception, Intimidation, Crafting, Piloting, or Computers.
 +
 +Gain the **"Ready and Able"** action:\\
 +**Trigger:** You take the first department action during an encounter.\\
 +**Effect:** The CP cost of the action is reduced by 1.
 +
 +At level 4 you will select one of the 5 main branches of Starship Operation and gain feats according to your specialization.
 +----
 +==== Starship Engineer ====
 +**Level 4**\\
 +Focused on protective systems, this role reinforces the ship’s defenses. **"Polarize Hull"** temporarily strengthens the vessel against specific threats, mitigating incoming damage.
 +
 +**Polarize Hull** (2 CP)
 +**Crafting/Engineering Lore Check** vs. standard DC for ship hull (-2 for Lore skill).
 +//Each additional **Polarize Hull** action in a fight after the 1st one has increased DCs by 1.//
 +
 +^ Result               ^ Effect                                                                 ^
 +| Critical Success     | Pick **two damage types**, gain resistance equal to your level against the next attack targeting the ship. |
 +| Success              | Pick a **damage type**, gain resistance equal to your level against the next attack targeting the ship.   |
 +| Failure              | No effect                                                                             |
 +| Critical Failure     | **Hull Breach Crisis**                                                                |
 +
 +----
 +==== Starship Commander ====
 +**Level 4**\\
 +A steady hand at coordination, ensuring the crew operates efficiently. **"Steady as She Goes"** provides a reliable boost to command points, helping maintain control during critical moments.
 +
 +**Steady as She Goes**
 +At the start of the turn, roll a **Command Skill Check** vs. a standard DC of your level.
 +
 +^ Result               ^ Effect       ^
 +| Critical Success     | **+2 CP**     |
 +| Success              | **+1 CP**     |
 +| Failure              | No effect    |
 +| Critical Failure     | **-1 CP**     |
 +
 +----
 +==== Starship Comms Officer ====
 +**Level 4**\\
 +Specialized in disrupting enemy communications, creating small but meaningful advantages. **"Echo Protocol"** introduces minor delays or confusion in opposing operations.
 +
 +**Echo Protocol**
 +Roll a **Computers Skill Check** vs. a Computers DC of the enemy.
 +
 +^ Result               ^ Effect                                                                 ^
 +| Critical Success     | Next enemy roll takes **-2 circumstance penalty**.                                |
 +| Success              | Next enemy roll takes **-1 circumstance penalty**.                                |
 +| Failure              | No effect.                                                                           |
 +| Critical Failure     | Next allied roll takes **-1 circumstance penalty**.                                |
 +
 +----
 +==== Starship Pilot ====
 +**Level 4**\\
 +Skilled in precise maneuvering, capable of executing tight turns under pressure. **"Flip and Burn"** allows for quick repositioning, though pushing too hard risks mechanical stress.
 +
 +**Flip and Burn** (1 CP)
 +**Piloting Check** vs. standard DC for ship hull.
 +
 +^ Result               ^ Effect                                                                 ^
 +| Critical Success     | Move **full Speed**, then turn any direction.                                     |
 +| Success              | Move **half Speed**, then turn any direction.                                     |
 +| Failure              | Move **half Speed**, and the ship takes **1d6 damage**.                            |
 +| Critical Failure     | Move **half Speed**, ship becomes **Clumsy 1**, and **Engine Lock Crisis**.        |
 +
 +----
 +==== Starship Gunner ====
 +**Level 4**\\
 +A precision-focused action for disabling key enemy systems. **"Target Systems"** allows careful strikes against vulnerable components, potentially crippling weapons, engines, or other critical fittings.
 +
 +**Target Systems** (1 CP)
 +Attack a vulnerable system (weapons/engine/fittings). **-4 to hit**, half damage before hardness.
 +
 +^ Result            ^ Effect                                      ^
 +| Hit               | System **broken** (half functionality for engines)        |
 +| Hit Again         | System **destroyed**                          |
 +
 +----
 +
  
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