Post by Paul on Feb 14, 2010 16:12:59 GMT -6
This is something I found on another site. This isn't offical for us, just something posted here for ideas and stuff.
*Starship combat*
Give more options to crew on board starships (See RCR)
*Commander* (free action to issue orders, aid another on system operators Use Computer checks, aid another on gunners attack Know (tactics) DC 10 check, move action to assist pilot on pilot checks, swift action to aid another on engineers mechanics checks by coordinating the repair efforts),
*Pilot* (must always use a move action to move the ship, perform stunt, fire weapons, use sensors, operate shields, act as commander),
*Co-pilot* (standard action: aid another on pilot checks, fire weapons, use sensors, and operate shields),
*Gunner *(use stationed weapon, has full range of full attack ranged abilities, may also aid another gunner on a battery),
*System Op* (raise lower angle shields, recharge shields, move action to aid gunners attack or +2 to ships Ref Defense), Engineer (reroute power, jury-rigged repairs [full round action Mechanics DC 25 to repair any damaged system to remove any current negatives the ship and its crew is taking or to add xd4, 8, 10 hit points to the vehicle, the vehicle then looses that many hull points at the end of the encounter. If the added hit points would drop the ship below 0 the ship then has 1 remaining hull point].
*introduce facing/fire arcs *– affects capital ships (no rear fire arcs unless turrets), a turreted weapon system adds +1 EP and requires a gunner to operate but may fire in any direction. An added weapon system must have a declared fire arc when the weapon is first mounted to the vehicle.
*Angling shields*
*Pilots* (trained in pilot) gain 1 + Wisdom modifier in Starship maneuvers
*Battle damage and Flaws* a critical hit always does battle damage to a ships systems only if a single hit to the starship exceeded its Damage Threshold. That said I still might alter it. How about this, any damage the ship takes to its hull points that exceeds half the ships DT, the ship takes system hit/battle damage. Flaws develop only if the damage was over the DT. That will make being on board a ship very exciting and have things like stabilizers coming loose and what-not.
Targeting specific ship systems – Individual systems have 10% of a ships total hit points, targeting a system is treated as attacking a held object. A ships shields and DR still apply. A ship may enter a vessels square to bypass the shields, DR still applies. Need a list of systems and the affect they have when disabled.
Again, going for tactical combat but also want to reflect what we see in the movies and EU, ships targeting specific systems. The Shield Generators on the SD in EP VI, and in an episode of Clone Wars they were going to target the tractor beam pulling their ship in. It is a difficult thing to pull off given the size of the object being targeted and that it gets a +10 to Reflex Defense.
*Starship combat*
Give more options to crew on board starships (See RCR)
*Commander* (free action to issue orders, aid another on system operators Use Computer checks, aid another on gunners attack Know (tactics) DC 10 check, move action to assist pilot on pilot checks, swift action to aid another on engineers mechanics checks by coordinating the repair efforts),
*Pilot* (must always use a move action to move the ship, perform stunt, fire weapons, use sensors, operate shields, act as commander),
*Co-pilot* (standard action: aid another on pilot checks, fire weapons, use sensors, and operate shields),
*Gunner *(use stationed weapon, has full range of full attack ranged abilities, may also aid another gunner on a battery),
*System Op* (raise lower angle shields, recharge shields, move action to aid gunners attack or +2 to ships Ref Defense), Engineer (reroute power, jury-rigged repairs [full round action Mechanics DC 25 to repair any damaged system to remove any current negatives the ship and its crew is taking or to add xd4, 8, 10 hit points to the vehicle, the vehicle then looses that many hull points at the end of the encounter. If the added hit points would drop the ship below 0 the ship then has 1 remaining hull point].
*introduce facing/fire arcs *– affects capital ships (no rear fire arcs unless turrets), a turreted weapon system adds +1 EP and requires a gunner to operate but may fire in any direction. An added weapon system must have a declared fire arc when the weapon is first mounted to the vehicle.
*Angling shields*
*Pilots* (trained in pilot) gain 1 + Wisdom modifier in Starship maneuvers
*Battle damage and Flaws* a critical hit always does battle damage to a ships systems only if a single hit to the starship exceeded its Damage Threshold. That said I still might alter it. How about this, any damage the ship takes to its hull points that exceeds half the ships DT, the ship takes system hit/battle damage. Flaws develop only if the damage was over the DT. That will make being on board a ship very exciting and have things like stabilizers coming loose and what-not.
Targeting specific ship systems – Individual systems have 10% of a ships total hit points, targeting a system is treated as attacking a held object. A ships shields and DR still apply. A ship may enter a vessels square to bypass the shields, DR still applies. Need a list of systems and the affect they have when disabled.
Again, going for tactical combat but also want to reflect what we see in the movies and EU, ships targeting specific systems. The Shield Generators on the SD in EP VI, and in an episode of Clone Wars they were going to target the tractor beam pulling their ship in. It is a difficult thing to pull off given the size of the object being targeted and that it gets a +10 to Reflex Defense.