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Star Trek Voyager RPG d20 System

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Stern Chases<br />

This is a common feature of space combat. A ship flees and another gives chase. Now, if the fleeing<br />

ship is faster then they get away. If the following ship is faster then it is a stern chase.<br />

The pursuer needs to get into weapon range, which it can do at warp (See Fighting at Warp Speed)<br />

below. Or they both drop out of warp and regular space combat occurs.<br />

The fleeing ship may opt to drop in and out of warp. When the fleeing ship drops out of warp<br />

unexpectedly the pursuer has a chance to react if they wish to stick to the fleeing ship like glue.<br />

Under normal circumstances it is a DC 10 Pilot skill roll to stay within whatever range the pursuer<br />

desires with the following modifiers.<br />

Modifier<br />

Add to DC<br />

+1 Warp Speed beyond 2 +1<br />

Fleeing vessel is Shuttle sized +2<br />

Perusing vessel is Shuttle sized -2<br />

Failure means that the pursuer either over or undershoots, then must either use a Plot Course to go<br />

into warp again or use Impulse to close the gap.<br />

The over/under shoot is 1 minute away (1 space turn) at Full Impulse per point that the roll failed.

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