A
starship's choices of actions can be summarized as follows.
Each round's activity begins with the
starship with the highest
initiative result and then proceeds, in order, from there.
A
move action allows a
starship to move its tactical
speed or perform some other action that takes a similar amount of time.
If a
starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its
move actions to move.
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.
As a single
attack action, a
starship can fire one or more of its
ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking
starship and the target. The maximum range for a
beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.
If firing several
weapons, a
starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks
turn out before assigning the later ones.
If a
starship fires a
ranged weapon at a target that occupies a square adjacent to an ally, it takes a -4 penalty on its
attack roll because the gunner must aim carefully to avoid hitting the ally.
Attacking objects follows the same rules for
starships as for characters.
Table: Space Objects lists the
Defense, hardness, and
hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.
Table: Space Objects
|
Object
|
Defense
|
Hardness
|
Hit Points
|
Asteroid, Colossal |
-3
|
8
|
36,000
|
Asteroid, Gargantuan |
1
|
8
|
9,000
|
Asteroid, Huge |
3
|
8
|
4,500
|
Asteroid, Large |
4
|
8
|
1,125
|
Debris cloud, Colossal |
-3
|
0
|
1,600
|
Debris cloud, Gargantuan |
1
|
0
|
400
|
Iceball, Colossal |
-3
|
0
|
7,200
|
Iceball, Gargantuan |
1
|
0
|
1,800
|
Iceball, Huge |
3
|
0
|
900
|
Iceball, Large |
4
|
0
|
225
|
Mine (Medium-size) |
5
|
10
|
50
|
Space hulk, Colossal |
-3
|
10
|
3,600
|
Space hulk, Gargantuan |
1
|
10
|
900
|
Space hulk, Huge |
3
|
10
|
450
|
See the expanded Bluff
skill description for details.
Instead of attacking, a ship can use its
attack action to defend itself by performing complex evasive maneuvers. This is called a
total defense action. A ship that uses the
total defense action doesn't get to attack, but it gains a +4
dodge bonus to its Defense for 1 round. The ship's Defense improves at the start of this action, so it helps against any
attacks of opportunity the ship is subject to during its
move action.
Fighting Defensively: Instead of diverting all of its attention to defending itself, a
starship can choose to fight defensively while taking a regular
attack action. If it does so, it takes a -4 penalty on its attacks in a round to gain a +2
dodge bonus to
Defense during the same round.
Unless otherwise noted,
move actions don't require a Pilot check to perform.
Ramming is considered part of a
move action. A pilot can use her
starship to
ram an object, including another
starship. First, the pilot must enter the target's square or fighting space and declare her attempt to
ram the target. If the target has point-
defense systems, it can make an
attack of opportunity against the ramming
starship. Second, the pilot must make a Pilot check (DC = 5 + the target's
Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the
starship collides with the intended target, dealing
damage both to itself and the target (reduced by hardness, if applicable).
A pilot cannot
ram the same ship or object more than once during a given round. However, a pilot that fails to
ram a target may attempt to
ram a different target if her
starship has sufficient movement left to reach the new target.
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.
Table: Collision Damage
|
Size of Smaller Ship or Object
|
Collision Damage1
|
Colossal |
12d6x10
|
Gargantuan |
6d6x10
|
Huge |
3d6x10
|
Large |
1d6x10
|
Medium-size or smaller |
-
|
1 Damage is applied to the ramming starship and its target. |
SENDING/JAMMING A TRANSMISSION
See the expanded Computer Use
skill description for details.
START/COMPLETE FULL-ROUND ACTION
The "
start/complete full-round action"
move action lets a
starship begin undertaking a full-round action (such as those listed on
Table: Starship Actions) at the end of its
turn, or complete a full-round action by using a
move action at the beginning of its
turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its
turn, the next action it takes must be to complete the full-round action-it can't take another type of action before finishing what it started.
As a
full-round action, a
starship can leave the battlefield by jumping to
cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.
Withdrawing from
combat is a
full-round action. When a
starship withdraws, it can move up to twice its tactical
speed. (It doesn't also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-
defense systems do not get
attacks of opportunity against it when it moves from that square.
If, during the process of withdrawing, the
starship moves through another threatened square (other than the one it started in) without stopping, enemies get
attacks of opportunity as normal.
COMMUNICATE VIA COMM SYSTEM
Starships (and their crews) can communicate and coordinate with each other as a
free action. A GM may rule that a particularly long or complex message cannot be communicated as a
free action.
Starships-even immensely large ones-are highly maneuverable in space. As a
free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on
combat, since its
weapons can be trained to fire in any direction.
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