Starship Combat steps

Steps for Starship Combat: (All skill use in Starship Combat assumes the participants have the Starship Operations Edge).
1. Detect:
Base Skill = Notice
Modifications to Base:
Assist Skill = Computers
Size of Target Ship
(Small -2, Medium -1, Large 0, Huge +2, Giant +3, Larger than giant +4)
Stealth Shielding on Target Ship (-1 or -2 (TL15) depend on EMS tech level)
Range/Type of Sensors (-2 or -1(TL 15) for Passive, +1 or +2(TL15) for active depending on tech level)
Discussion: Starship Combat is not line of sight and relies on sensors to provide starship crews accurate information about what else is out there. There are two basic types of sensors: Passive and Active. Passive Sensors emit no energy and rely on feedback created by distortions in space. They allow the user to see the size/mass and energy output of an object which he must interpreted into the correct object. A user of a passive sensor greatly increases his own chance of not being detected. Active sensors put out active energy and greatly increase the amount of information available about an object at the expense of one’s own stealth. If a ship is using a transponder i.e. actively squawking information about himself then a detection step is not necessarily needed. Transponders can be forged however so detection may be used to determine if the sensor data correlates with the transponder information i.e. the transponder tells you it is a merchant ship but your sensors indicated it is 1000 tons, has power output of a jump 4 engine and has 20 weapon turret bays.

2. Target Lock:
Base Skill = Computer
Modifications to Base:
Assist Skill = Pilot (+ 1 or + 2 (raise))
Size of Target Ship
(Small -2, Medium -1, Large 0, Huge + 2, Giant + 3, Larger than giant + 4)
Ship Computer Software (+ 1 or + 2 (TL15))
Opposed Pilot Skill + Opposing computer assisted Evade (+ 1 or + 2)
Discussion: Ship must be detected before it can be locked. Once locked, the ship remains locked. It would only need to be relocked if the starship incurs an out of control condition.

Evasive Maneuvers use the chase rules:
Chase Rules Steps:
1. Make the appropriate maneuvering role for initiative i.e. Pilot, Driving, agility
a. Add plus 2 if higher top speed, plus 4 if more than double top Speed
b. Add plus 1 for each point of greater agility
c. A passenger could make an assist role if appropriate and has the appropriate skills.
2. Draw card for each success and raise.
a. Card values: Two = out of range. 3-10 = long range (attack at -4). Jack, Queen = medium range (attack at -2), King, Ace = short range
b. For missiles: the range when fired determines how many rounds until they hit their target. Long (3 rounds), Medium (2 rounds), short (1 round).
3. The opponent with the higher card has the “advantage” and can attack if so chooses.
a. Attack is at -2 from a moving vehicle (doesn’t affect starships)
4. Damage greater than the vehicle toughness causes the driver to make a maneuvering roll or go out of control.
a. Each raise to damage causes a wound to the vehicle and -1 penalty to the maneuvering trait roll until repaired.
b. Each wound also causes a roll on the critical hit table.
c. Four wounds and the vehicle is wrecked and won’t run. (weapons can still fire if not tied to vehicle power)
5. The opponent with the higher card can also “force” the adversary (i.e. distract, ram if appropriate and short range)
a. Opposed maneuvering trait roll (success is -2 for next maneuvering trait roll), Raise is a roll on the complication table.
b. Damage from hitting an obstacle is 1d6 for every 5” of relative speed.
c. Failing a driving roll during maneuvers incurs an out of control roll on that table
6. Roll to repair damage for each wound, each attempt takes 2 hours
a. A wrecked vehicle can be repaired at 1d6x10 hours per wound level repaired.
3. Attack
Base Skill = Shooting
Modifications to Base:
Size of Target Ship
(Small – 2, Medium – 1, Large 0, Huge + 2, Giant +3, Larger than giant +4)
No modification combination can be greater than +/-4
Ship Computer Software +1 or +2 (TL15)
Countermeasures (depends on weapon type)
Discussion: Most larger starships require gunners to manage the gun turrets. Pilots can manage fixed weapons in smaller starships and vehicles.

Starship Combat steps

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