starship_mechanics
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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" | ||
| + | |||
| + | ==== Departments & Leadership ==== | ||
| + | - **Command: | ||
| + | - **Engineering: | ||
| + | - **Comms:** Manage intelligence, | ||
| + | - **Gunnery: | ||
| + | - **Bridge:** Navigate the void, evade threats, and execute daring maneuvers. | ||
| + | |||
| + | //**Note:** Only PC-led departments can take specialized actions—otherwise, | ||
| + | |||
| + | ==== 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: | ||
| + | |||
| + | ===== Escape ===== | ||
| + | - **Freedom is earned:** Accumulate **3 Escape Tokens** to disengage and jump to safety. | ||
| + | |||
| + | ====== Specialized Actions ====== | ||
| + | |||
| + | ===== Captain ===== | ||
| + | //**Command Skill:** Choose one (Diplomacy, Intimidation, | ||
| + | |||
| + | - **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 | ||
| + | | Trained | ||
| + | | Expert | ||
| + | | Master | ||
| + | | Legendary | ||
| + | |||
| + | - **Keep It Together** (Reaction, 0 CP, 1/round) | ||
| + | **Command Skill Check** vs. attacking ship's DC: | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **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 | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Defeat ECM** (2 CP) | ||
| + | **Computers Check** vs. enemy Computer DC: | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Sensor Ghost** (2 CP) | ||
| + | **Computers Check** vs. enemy Computer DC: | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | ---- | ||
| + | ===== 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 **" | ||
| + | |||
| + | ---- | ||
| + | ===== Bridge ===== | ||
| + | |||
| + | - **Escape Combat** (4 CP) | ||
| + | **Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride twice**. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Evasive Maneuvers** (2 CP) | ||
| + | **Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride once**. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Pursue Target** (3 CP) | ||
| + | **Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride once**. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Maneuver** (1 CP) | ||
| + | **Stride once**. | ||
| + | |||
| + | ---- | ||
| + | ===== Engineering ===== | ||
| + | |||
| + | - **Boost Engines** (2 CP) | ||
| + | **Crafting/ | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Damage Control** (3 CP) | ||
| + | Repair action. DC increases by +1 for each repeat use in combat. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Emergency Repairs** (3 CP) | ||
| + | **Crafting/ | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | ---- | ||
| + | ===== Generic Actions ===== | ||
| + | |||
| + | - **Above and Beyond** (0 CP) | ||
| + | Push yourself to help. Pick a skill, explain your action, and roll vs. standard DC. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | - **Deal with a Crisis** (0 CP) | ||
| + | Explain your action, roll relevant check vs. standard DC (±2 GM adjustment). | ||
| + | // | ||
| + | |||
| + | - **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 **" | ||
| + | |||
| + | Gain training in one of the **Starship Operation Skills**: Diplomacy, Deception, Intimidation, | ||
| + | |||
| + | Gain the **" | ||
| + | **Trigger: | ||
| + | **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** (2 CP) | ||
| + | **Crafting/ | ||
| + | //Each additional **Polarize Hull** action in a fight after the 1st one has increased DCs by 1.// | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | ---- | ||
| + | ==== Starship Commander ==== | ||
| + | **Level 4**\\ | ||
| + | A steady hand at coordination, | ||
| + | |||
| + | **Steady as She Goes** | ||
| + | At the start of the turn, roll a **Command Skill Check** vs. a standard DC of your level. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | ---- | ||
| + | ==== Starship Comms Officer ==== | ||
| + | **Level 4**\\ | ||
| + | Specialized in disrupting enemy communications, | ||
| + | |||
| + | **Echo Protocol** | ||
| + | Roll a **Computers Skill Check** vs. a Computers DC of the enemy. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | ---- | ||
| + | ==== Starship Pilot ==== | ||
| + | **Level 4**\\ | ||
| + | Skilled in precise maneuvering, | ||
| + | |||
| + | **Flip and Burn** (1 CP) | ||
| + | **Piloting Check** vs. standard DC for ship hull. | ||
| + | |||
| + | ^ Result | ||
| + | | Critical Success | ||
| + | | Success | ||
| + | | Failure | ||
| + | | Critical Failure | ||
| + | |||
| + | ---- | ||
| + | ==== Starship Gunner ==== | ||
| + | **Level 4**\\ | ||
| + | A precision-focused action for disabling key enemy systems. **" | ||
| + | |||
| + | **Target Systems** (1 CP) | ||
| + | Attack a vulnerable system (weapons/ | ||
| + | |||
| + | ^ Result | ||
| + | | Hit | System **broken** (half functionality for engines) | ||
| + | | Hit Again | System **destroyed** | ||
| + | |||
| + | ---- | ||
| + | |||
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