Several fundamental statistics determine how well a
starship performs in
combat. This section summarizes these vital statistics, and the following sections detail how to use them.
1d20 + gunner's ranged attack bonus + range penalty + starship's size modifier + targeting system's equipment bonus
As with character
weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the
attack roll.
A
beam weapon has a maximum range of 10 increments. A
projectile weapon has an unlimited range, since projectiles don't lose inertia in space.
Starship's Size Modifier:
Starships are Huge, Gargantuan, or Colossal in size.
Table: Starship Sizes notes the size modifiers for ships of different sizes.
Targeting System's Equipment Bonus: Most
starships have computerized targeting systems to help gunners train
weapons on targets. A standard targeting system provides an equipment bonus on the gunner's
attack roll depending on the ship's size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see
Starship Sensors) grant higher bonuses.
Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.
A
starship's
Defense is partly determined by the
skill of the pilot or the quality of its automatic pilot system.
10 + starship's size modifier + pilot's class bonus to Defense + pilot's Dexterity modifier
Starship's Size Modifier: The bigger a
starship is, the easier it is to hit in
combat. The smaller it is, the harder it is to hit. Size modifiers are shown on
Table: Starship Sizes.
Pilot's Class Bonus to Defense: The pilot imparts her class bonus to
Defense to the ship's
Defense. This bonus applies even if the
starship is flat-footed or otherwise denied the pilot's Dexterity bonus to its
Defense.
Pilot's Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the
starship's
Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own
Defense for the round.
Every
starship comes equipped with a basic autopilot system that enables it to
dodge enemy fire without need for a pilot. A
starship on autopilot has a
Defense equal to:
10 + starship's size modifier + autopilot system's equipment bonus
Autopilot System's Equipment Bonus: An autopilot system provides an equipment bonus to
Defense depending on the ship's size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see
Starship Defense Systems) gains a higher bonus.
The quality of the
crew determines how well a
starship performs in and out of
combat. Unless otherwise noted, every
starship has a trained
crew of nonheroic characters. However, situations could arise where a
starship must rely on an untrained
crew. Conversely, expert crews and ace crews are also available-for the right price.
Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.
Modifier to Starship's Base Purchase DC: The amount by which the
crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)
Table: Crew Quality
|
Crew Quality
|
Skill Check Modifier1
|
Pilot's Class Bonus to Defense
|
Pilot's Dexterity Modifier
|
Gunner's Modifier to Attack Bonus
|
Starship's Base Purchase DC
|
Untrained |
+0 |
+1 |
+0 |
-4 |
-4 |
Trained |
+4 |
+3 |
+2 |
+2 |
0 |
Expert |
+8 |
+5 |
+4 |
+4 |
+4 |
Ace |
+12 |
+7 |
+6 |
+8/+3 |
+8 |
1 This includes Pilot checks. |
To improve in quality, a
starship's
crew of nonheroic characters must "put in the hours" and gain
combat experience.
Table: Crew Improvement shows the
length of the crew's tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship
combat experience.
Table: Crew Improvement
|
Crew Quality
|
Length of Tour of Duty
|
Starship Battles Survived
|
Untrained |
0-5 months |
0
|
Trained |
6-11 months |
0-3
|
Expert |
12-35 months |
4-11
|
Ace |
3 years or more |
12+
|
Sometimes a
starship weapon multiplies
damage by some factor, such as when it scores a
critical hit. Just as in character
combat, you can either roll the
damage (with all modifiers) multiple times and total the results, or roll the
damage once and multiply the result by the given multiplier.
OPTIONAL CRITICAL HIT RESULTS
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn't
destroyed). Roll 1d10 to determine the number of
crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.
A
starship with no
crew flies on autopilot and cannot attack. If a crewless ship doesn't have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living
crew or passengers, ignore this result and reroll.
Severe Critical Hit: Roll
critical hit damage using a x10 multiplier instead of the
weapon's normal multiplier. In addition, the ship and its
crew are shaken for 1 round.
Artificial Gravity Disabled: The
starship's artificial
gravity is disabled for 1d10 rounds. During this time, an untrained
crew takes a -4 penalty on all
attack rolls and
skill checks while coping with the zero-
gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the
Zero-G Training feat. Ignore this result if it comes up again while the artificial
gravity system is disabled.
Damaged System: A
damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A
starship's
engineer (or engineering team) can perform jury-rig repairs on the system as a
full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the
starship can continue to take actions.
Comm System: One communications system of the attacker's choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.
Defense System: One
defense system of the attacker's choice is disabled. If this result is rolled again and the ship has no undamaged
defense systems, ignore this result and reroll.
Engines: The
starship's tactical
speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship's tactical
speed has already been reduced to 0 feet due to engine
damage, ignore this result and reroll.
Sensors: The
starship is blinded until repaired. All the ship's targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.
Destroyed Defensive System: One of the
starship's defensive systems (determined by the attacker) is
destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.
Destroyed Weapon: One of the
starship's
weapons (determined by the attacker) is
destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no
weapons, ignore this result and reroll.
Starship armor is designed to absorb
damage rather than make a starship harder to hit. Consequently, a starship's armor plating provides hardness instead of an equipment bonus to
Defense.
Subtract a
starship's hardness from the
damage each time it takes a hit. If a ship's hardness is greater than the amount of
damage dealt by the attack, the
starship takes no
damage.
Table: Destruction Threshold
|
Ship Type
|
Destroyed At
|
Ultralight |
-20 hp
|
Light |
-40 hp
|
Mediumweight |
-60 hp
|
Heavy |
-80 hp
|
Superheavy |
-100 hp
|
A disabled
starship is considered helpless. It has a
Defense of 5 + its size modifier.
Repairs that raise a
starship above 0
hit points make it fully functional again, just as if it had never been reduced to 0 or lower.
BREAKING APART (NEGATIVE HIT POINTS)
When a
starship's current
hit points drop below 0, the
starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its
crew can evacuate (see
Starship Evacuation, below).
When a
starship's current
hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of
damage (no save) and are jettisoned into the void of space.
Most
ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the
crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal
crew complement and passenger manifest.
A ship's
crew and passengers can evacuate any time before the ship is
destroyed (see above).
Table: Evacuation Times shows the time required for crews to evacuate, based on the ship's type. While the
crew is evacuating, the
starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is
breaking apart).
Use the statistics for a launch (see below) to represent a typical evacuation pod.
Table: Evacuation Times
|
Ship Type
|
Untrained Crew Evacuation Time
|
Trained Crew Evacuation Time1
|
Ultralight |
1d3 rounds
|
Move action
|
Light |
1d6 rounds
|
Full-round action
|
Mediumweight |
2d6 rounds
|
1d4 rounds
|
Heavy |
3d6 rounds
|
2d4 rounds
|
Superheavy |
4d6 rounds
|
3d4 rounds
|
1 Includes expert and ace crews. |