Space Combat in Star Wars Galaxy | World Anvil
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Space Combat

Space combat works very similar to normal personal scale combat with a few differences, mostly that being what sort of manuvers and actions you have available.  

Combat

  1. Determine Initiative   2. Assign Initiative Slots for the Round   3. Take Turns   4. Round Ends   5. Encounter Ends  

A Combat Round

  In a combat turn each player may perform one action and one maneuver during their turn.   They may also be able to perform a second maneuver by either suffering strain or spending Advantage, although each player may never take more than two maneuvers during his turn.
 

Maneuvers

Accelerate/Decelerate

  Pilot Only   The pilot may increase or decrease the ship or vehicle's current speed by one, to a minimum of zero or a maximum of the ship's maximum speed rating.  

Fly/Drive

  Pilot Only   the simple act of moving the ship or vehicle closer or further away from something at its current speed.   The number of starship maneuvers required for a ship or vehicle to move through a given number of range bands is dependent on its speed.  

Evasive Maneuvers

  Pilot Only Speed: 3+   Avoid incoming fire, collision, or other calamity.   Executing Evasive Maneuvers upgrades the difficulty of the dice pool once for all attacks made against the ship until the end of the pilot's next turn.   Executing Evasive Maneuvers likewise upgrades the difficulty of the dice pool once for all attacks made by the ship until the end of the pilot's next turn.  

Stay On Target

  Pilot Only Speed: 3+   This reflects a pilot's concentration and his ability to shut out combat-related stresses and distractions to make sure a target is hit or an adversary destroyed.   Until the end of the pilot's next turn, all combat checks from the vehicle or vessel executing this maneuver upgrade the Ability dice in their pool once.   Any combat checks made targeting a ship executing this starship maneuver upgrades the Ability dice in their pool once until the end of the pilot's next round.  

Punch It

  Pilot Only   This maneuver allows a ship or vehicle to go immediately to its maximum speed rating from any other speed.   When executing this starship maneuver, the ship or vehicle suffers one point of system strain for every point of speed between the ship's current speed and its maximum speed.  

Angle Deflector Shields

  Pilot or Co-Pilot   A crewmember with access to the shield controls can reassign up to one point of Defense from one defense zone to another.  

Flip Control

  Current Pilot Only   Flip piloting controls to Co-Pilot or vice versa  

Hail Ship

  Pilot or Co-Pilot   Use comms to try and message or intercept a message on a open frequency
   

Actions

Gain the Advantage

  Pilot Only Speed: 4+   It allows a pilot to gain the upper hand on a single opponent so that he positions himself for a better attack during the following round.   To execute this starship action, the pilot makes a Piloting check, the difficulty of which is determined by the relative speeds of the ships or vehicles involved in the attack.    

Damage Control

  Any Player Character who makes a successful Mechanics check recovers one point of system strain.   The difficulty of the Mechanics check is determined by the strain the ship is currently suffering. Damage Control can be attempted as many times as needed to reduce a ship's system strain to zero.  

Repair Hull Trauma

  In general, PCs can only attempt one Damage Control check to reduce hull trauma per encounter.   Characters can also use this action to repair Critical Hits the ship is suffering from. Checks to repair Critical Hits can be attempted multiple times, until the Critical Hit is repaired.   In addition, the GM is the final arbitrator as to whether a Player Character can attempt repairs of hull trauma at all (a snubfighter pilot could not climbout of his cockpit during a dogfight to patch his wing for example)  

Vehicle Combat Check

  Perform a combat skill check using the ships weapon. Declare a target and assemble a dice pool.  

Plot Course

  Pilot or Co-Pilot or Astrogator   The crewmember studies the terrain ahead and plots a course that should take the vehicle safely through it.   Make an Average Astrogation check and a Hard Perception check.   On a successful check, each success reduces the setback die suffered for difficult terrain by 1  

Co-Pilot Assistance

  The crewmember serves as the vehicle's copilot, managing systems and auxiliary equipment to allow the pilot to focus on flying or driving.   Make an average Piloting check. On a successful check, each success downgrades the difficulty of the pilot's next piloting check by 1.  

Jamming

  Requires: Advanced Comm System   The crewmember uses the vehicle's systems to jam the communications of enemy vehicles.   Make an Average Computer's check, On a successful check, the enemy must make a Average Computers check to use their communication systems.   The difficulty increases by one for each additional Success and the jamming affects an additional target for each Advantage spent.  

Boost Shields

  Requires: Shield Generator   The crewmember re-routes power from other systems to boost the defensive systems of a vehicle.   Make a Hard Mechanics check, On a successful check, the vehicle suffers 1 system strain, and increases the defense of one defense zone by one until the beginning of his next turn. Additional Successes increase the duration by one round per Success.  

Manual Repairs

  Once Per Encounter   In some cases, repairs can be as simple as a sturdy metal plate welded over a damaged system. If the GM allows and the crewmember has the proper tools for the job they can attempt to use the Damage Control action with Athletics rather than Mechanics.   Make a Hard Athletics check, If successful, they may remove one point of hull trauma from the ship, plus one additional point for each additional Success.   Remember, this follows the limitations to Damage Control, and thus may only be attempted once per encounter.  

Fire Discipline

  The crewmember forgoes fighting to analyze the opponents' tactics and direct his fellows to greater accuracy with their weapons fire.   Make a Hard Leadership or Discipline check, If successful, the next crewmember firing a weapon aboard the ship can add a Boost die to his check.   Each additional Success grants this to an additional crewmember.   In addition, the crewmember may spend three Advantage to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage until the beginning of his next turn as the carefully timed shots pummel shields and overload systems.  

Scan the Enemy

  The crewmember uses the ship's scanners to study the enemy   Make a hard Perception check, If successful, he learns what weapons the ship has, any modifications, and their system strain and hull trauma thresholds.   If he spends two Advantage he can also learn their current system strain and hull trauma levels.  

Slice Enemy's Systems

  Requires: Advanced Computer   The crewmember uses powerful shipboard computers to attempt to disrupt the systems of an enemy vehicle.   Make a Hard Computer's Check, plus challenge die if they have additional security.   If successful, he reduces the defense of one zone on the target vehicle for one round per Success.   A Triumph may be spent to disable a weapon system for one round, and two Advantage may be spent to inflict one system strain on the target vehicle.  

"Spoofing" Missiles

  Requires: Advanced Computer   The crewmember tracks incoming attacks and uses vehicle computer systems to disrupt their tracking systems, or times flares and chaff at the opportune moment.   Make an Average Computers check or Hard Vigilance check, If successful, any attacks against the crewmember's ship or vehicle using weapons with the Guided quality upgrade their difficulty by one (plus an additional upgrade for every additional Advantage) until the start of the crewmember's next turn.

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