Space Combat Cheat Sheet

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Vehicle Combat Cheat Sheet Ranges Point Blank Short Medium Long Very Long Out Pursuit: The faster ship gains one range category per three rounds. Each Round 1. Declare crew actions 2. Determine Defensive Total with a Piloting test (Skill + Piloting + modifiers + 1 for the faster ship); if the ship can’t move, just roll 2D6 without modification Combat Options Defensive Weaving: -2 Gunnery test, +2 Defensive Total Focussed Attack: -2 Defensive Total, +1 damage roll Fast Shot: Take a penalty to accuracy to shoot first Full Evasion: no attacks possible, add double the Combat Rating to Defensive Total Coordinated Attacks: -2 Gunnery test, +1 damage roll Weapon Attacks 1. Must be in range 2. A single gunner may fire one or more weapons at a single target 3. To hit roll 2D6 + Skill + Gunnery + ship Combat Rating; target is the defender’s Defensive Total Environmental Hazards Minor Visibility mostly good: Light asteroid belt, a sandstorm, remote buildings or trees  -1 Piloting  Defensive Total must be 12+ to avoid 1D3 Hull damage (armour is allowed)  -1 for laser/blaster fire  -2 other weapon fire  Range limited to Long

Major Desert mesas, City building, normal asteroid belt      

-2 Piloting Maximum Combat Rating +2 Defensive Total must be 14+ to avoid 1D6 Hull damage (armour is allowed) -2 for laser/blaster fire -3 other weapon fire Range limited to Medium

Severe Dense obstacles, poor visibility: Jungle, narrow streets, strong sandstorm, derelict giant starship  -3 Piloting  Maximum Combat Rating +2  Defensive Total must be 16+ to avoid 2D6 Hull damage (armour is allowed)  -3 for laser/blaster fire  -4 other weapon fire  Range limited to Short

Damage Resolution 1. Critical Hit: roll 1D6 on the Vehicle Critical Effect chart (pg. 73) 2. Gunner Fumble: roll 1D6 on the table (pg. 72) 3. Roll 1D6 for damage by weapon type 4. Account for the target’s armour or shields, reduce Hull by the balance 5. If Hull zero or less at the end of a round, roll 1D6, adding the negative Hull value on the Critical Hit table (pg. 73) Damage Definitions Offline: Inactive until restarted with Computers or Engineering test Damaged: Must be repaired Destroyed: Must be replaced Component Life Support Cockpit/Bridge Controller Systems Supplies/Armoury Crew Quarters Sensors Engines Power Plant

Damaged 24 hours life support remaining -1 to all ship tests; 1D6 damage -1 to all Piloting and Gunnery tests 50% supplies and/or cargo lost Only recover 1 Stamina from sleeping -2 to all Sensors tests Combat Rating and Speed reduced by 2 -2 to all ship tests

Destroyed 1 hour of life support -3 to all ship tests; 1D6 damage -3 to all Piloting and Gunnery tests 100% supplies and/or cargo lost No Stamina recovery from sleeping No Sensors tests possible Cannot move Cannot move

Repairs  Space: Make an Engineering test (+1 for skilled assistants) if the test fails no repairs or movement can be conducted that day (a fumble causes 1 Hull point of damage). Otherwise, 1 Hull point can be repaired per day; a damaged requires 2 days; modules take 2 days per slot.  Auto-Repair Unit: Repair 1 Hull point, 1 module slot or subsystem per day.  Facility: Repair 3 Hull points, 1 module slot or subsystem per day.  House rule costs: Per day Cr 100 multiplied by size factor (Tiny x ½, Small x 1, Medium x 4, Large x 8, Huge x 16) Roll 1. 2. 3.

Vehicle Critical Effect

Random Component

Crew shaken -1 for next round Crew badly shaken -1 for D3 rounds 1 random component offline

Life Support Cockpit/Bridge

4.

2 random components offline

Controller Systems

5.

1 random component damaged

Supplies/Armoury

6.

1 random component destroyed All crew and passengers take D3 damage, armour not applicable Entire ship offline 3 random components damaged 2 random components destroyed Entire ship offline, explodes D6 rounds later Craft destroyed in the following round, Skill test to escape!

Module or Weapon

7. 8. 9. 10. 11. 12.

Gunnery Fumble Software failure, weapon offline for next round Power dip, -1 for 1D6 rounds Seized mounting, -1 for rest of battle Overheating shut down (roll 4-6 each round to get the weapon back online) Weapon offline requires one round and a Computers test to reboot Weapon damaged and inoperable until repaired

Module or Weapon Module or Weapon Crew Quarters Sensors Engines Power Plant

Starship Piloting Fumble Table (pg. 60) 2D6 2 3 4 5 6 7 8 9 10 11 12

Result Collision; D6 hull points of damage, armour does not apply Control failure; Computers or Engineering test each round to restart; ship is out of control Collision; damage to thrusters, manoeuvre at -1 until repaired Propulsion feedback; -3 (-2 with successful Engineering test) for the next 5-minutes of flight Uncontrolled spin displaces unsecured objects; crew at -1 for the next minute of flight Bad alignment; may make a second or subsequent attempt at the action Stores and cargo damaged in turbulence Major collision; crew and ship take D6 damage Damaged thrusters; -2 combat rating until repaired Sideswipe something solid! D3 hull points of damage, armour does not apply Major damage to thrusters; Combat Rating reduced by -5, to a maximum of -5, until repaired
Space Combat Cheat Sheet

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