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The Rough Guide to Starship Combat

 
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antiwiggle



Joined: 02 Oct 2003
Posts: 522
Location: Frankenstein's other lab

PostPosted: Sat May 05, 2012 4:26 pm    Post subject: The Rough Guide to Starship Combat Reply with quote

Each round lasts approximately 30 minutes.

Each ship must make one Manoeuvre Action and may make one Shooting Action.
Players may also make Extended Actions.

Only one Action per player.

Actions may occur in any order.

Ship Initiative: 1D10 + Detection Bonus (rolled by captain).

Manoeuvre Actions
Code:

Default                   No test.      Move Speed or half Speed and
                                        may turn at end of manoeuvre.
                           
Adjust Bearing            Pilot +       Turn earlier.
                          Manoeuvre

Adjust Speed              Pilot +       Move faster or slower.
                          Manoeuvre

Adjust Speed & Bearing    -20 Pilot +   Turn earlier while changing
                          Manoeuvre     speed.

Come to New Heading       -10 Pilot +   Two turns in one round.
                          Manoeuvre   

Disengage                 Pilot +       Escape Combat.
                          Manoeuvre

Evasive Manoeuvres        -10 Pilot +   Penalty on enemy fire.
                          Manoeuvre


Smaller ships (transports, raiders and frigates) can turn up to 90 degrees at a time. Other ships can turn up to 45 degrees.

Shooting Actions
Code:

Half Range                +10 BS        Shooting

Range                     BS            Shooting

Double Range              -10 BS        Shooting


One character can direct the fire of all the guns.

Extended Actions
Code:

Active Augury             Scrutiny +    Scan the area.
                          Detection

Aid the Machine Spirit    Tech-Use      Bonus to Detection or
                                        Manoeuvrability.

Disinformation            Deceive or    Raises Moral.
                          Blather

Emergency Repairs         Tech-Use      Repair Component.

Flank Speed               Tech-Use      Additional movement.

Focused Augury            Scrutiny +    Detailed scan of target.
                          Detection

Hail the Enemy            Interaction   Communicate with enemy ship.
                          skill

Hit and Run               Pilot,        Board enemy ship.
                          Command

Hold Fast!                Willpower     Reduce Morale damage.

Jam Communications        Tech-Use      Block vox signals.

Lock on Target            Scrutiny +    Bonus to BS with one weapon
                          Detection     system.

Prepare to Repel          Command       Bonus to Command test vs enemy
Boarders!                               boarders.

Put Your Backs Into It!   Charm or      Bonus to various actions.
                          Intimidate
                         
Triage                    Medicae       Reduce Crew Population loss.


Astropath Actions
Code:

The Ties That Bind        WP Focus      Bonus to bridge crew/nearby crew.

Telepathic Jamming        Psyniscience  Block enemy astro-telepathy.

Divining the Way          -20           Aid a Manoeuvre. Requires Divination
                          Psyniscience  Discipline.
                         
Taking the Shot           -30           Bonus to Shooting Action. Requires
                          Psyniscience  Divination.
                         
Inspiring Presence        Psyniscience  Bonus to Hit and Run. Requires
                                        Inspiration.


Navigator Actions
Code:

Tactical Positioning      -10           Add success to BS or Evasive
                          Psyniscience  Manoeuvre.
                         
Tactical Retreat          -10           Aid escaping combat.
                          Navigation
                                       
Relentless Pursuit        -10           Aid catching enemy.
                          Navigation



The Astropath and Navigator actions are Extended Actions.
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