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COMBAT<br />
<strong>Star</strong>ship Combat is handled similarly to regular combat.<br />
One round is six seconds. You get a move action and a combat action.<br />
Initiative = Pilot Skill plus mods + <strong>d20</strong><br />
+2 for Small<br />
+1 for Medium<br />
-1 for Large+<br />
Listed below are the differences and their particulars.<br />
<strong>Star</strong>ship Defense = Ship’s Defense Rating + Pilot’s Dexterity Modifier<br />
A Pilot must make a successful Pilot Check (TN 17 + 1 per enemy ships actively involved in combat<br />
with the pilot’s ship) each round of combat to maintain their Dexterity bonus to their <strong>Star</strong>ship’s<br />
Defense score.<br />
<strong>Star</strong>ship Attack Bonus = Tactical Officer’s Attack Bonus (Base Attack Bonus) + Weapon Skill<br />
<strong>Star</strong>ship Attacks per Round = Tactical Officer’s Attacks per Round<br />
So, if you have multiple weapons and multiple TOs then you can make many attacks. Also, if a TO<br />
has two attacks this is just the same as using any other weapon. A TO ‘mans’ a weapon just as if he<br />
were holding a phaser rifle. Remember that some weapons (Dual Cannons for example) have more<br />
than one attack so potentially a weapon can be fire many times in a single round.<br />
If the <strong>Star</strong>ship has more than one weapon and more than one TO then this counts as a whole<br />
separate attack, just as if this was another PC armed with another phaser.<br />
<strong>Star</strong>ship Movement <strong>Star</strong>ship movement has a ratio of Movement Rate 1 = 1” = 1 square on a grid.<br />
Moving in Combat<br />
If you are space, you may move up to the total movement points for your ship. If you are in<br />
atmosphere then move that amount. As long as it’s a straight line then its fine. Use a grid map if<br />
desired to measure relative distances between combatants.<br />
Turning<br />
Each turn counts as one inch of movement per 45° of the turn. <strong>Star</strong>ships can attack before,<br />
during or after movement.<br />
To make a successful turn during combat a Pilot must make a successful Pilot Check (TN 18 + 1 per<br />
45° turn) to successfully complete the manoeuvre. If the Pilot fails their Pilot Check they only turn 45°.<br />
On a roll of “1” a Pilot stalls his engines for 1d4 rounds.