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CHAPTER THREE: COMBAT CHEAT SHEET

TRACTOR BEAM GRAPPLING MODIFIERS

RANGE MODIFIERS

Span TN Penalty

1 0

2 -2

3 -4

SPEED MODIFIER
The absolute difference between the Move values of the two ships is
subtracted from the TN for the Test. For example, one ship has a Move
value of three and the other has a Move value of five; a Pilot making a
Grapple Test would be subject to a TN-2 penalty. Conversely, a pilot
seeking to evade the grapple would get a TN+2 bonus.
SHIP SIZE MODIFIER
A ship going for a grapple on a smaller vessel gets a TN+2 if that ship is
one level smaller or a TN+4 if it is two levels smaller. Attempts to grapple
a ship one level larger earn a TN-2 penalty. The categories of ship size are:
• Ultralight
• Light
• Medium
• Heavy
• Very Heavy
• Capital
Each degree of success from the Grapple Test may be used to reduce the
Move value of the ship that has been grappled. The number of successes it
costs to nullify one Move is:
• One at a distance of 1 Span
• Two at a distance of 2 Spans
• Three at a distance of 3 Spans
Any fractional successes remaining are lost.
SENSOR RANGES AT FIGHTING RANGE

Sensor/Application Range in Spans

Passive EM/detect 12

Passive EM/identify 4

Radar/detect 4

Radar/identify 3

Ladar/detect 5

Ladar/identify 4

Mass detector 4

Mass detector/ID drive signature 6

Quantum Trap 12

Range Modifiers:

Short 0

Medium -2

Long -4

Other Modifiers:

Ladar

Attempts to use ladar for detection, a “blind” search, suffer a TN-4


penalty -2

Long -4
Mass Detector

Target is within one Span of a terrestrial world: TN-2

Target is within three Spans of a gas giant: TN-2

Target is within one Span of a gas giant: TN-4

*Target is operating a gravity drive with a Move Rating TN+1


of between 3 and 6:

Target is operating a gravity drive with a Move Rating TN+2


of between 7 and 8:

Target is a very heavy or capital category ship: TN+2

Target is operating a gravity mask and is at medium TN-2


range:

Target is operating a gravity mask and is at long range: TN-4


* Operating a gravity mask at the same time as a gravity drive at these Move Ratings nullifies this
penalty.

Quantum Trap
All Tests within Fighting Range are made at TN-4; range modifiers do not
apply.

1. Each doubling of range constitutes a range category; short, medium or


long.

2. All sensors except quantum traps are blocked by terrestrial worlds and
gas giants positioned between the sensor and the target ship
EW AND COUNTERMEASURES

Sensor EW System

Radar EM Jammer or Smart Jammer

Ladar EM Smart Jammer

Mass Detector Gravity Mask

Sensor Countermeasures

Ladar “Smoke”

Radar “Smoke”/Decoys

Passive EM “Smoke”/Decoys

Quantum Trap Decoy

EW System Ranges:

EW System Range in Spans

EM jammer 5

EM smart jammer 4

Gravity Mask N/A (See below)

Range Modifiers:

Short 0

Medium -2

Long -4

Notes:
1. Each doubling of range constitutes a range category; short, medium or
long.

2. A gravity mask only works in proximity to the ship it is on and therefore


has no range value.
OPPOSED COMMUNICATIONS JAMMING TEST RESULTS

Comms Jammer Results

Fail Fail No communications possible this Round.

Pass Fail Ship can communicate this Round.

Pass Pass Winner is the one with the most degrees of


success; tie goes to the defender

Fail Pass No communications possible this Round.


There is no reliable means to jam laser communications by opposing ships. A ship that has deployed Smoke
cannot send or receive messages via laser.
HITTING A TARGET
In order to hit a target, a gunner performs a Gunnery Test as follows:
1. The gunner’s Gunnery Target Number, modified by the
weapon range modifier plus,
2. The firing ship’s Offensive Modifier plus,
3. Any degrees of success from the earlier Tactics and sensor
Tests allocated by the CO plus
4. Any successes from the attacking pilot’s Piloting Test (see
below) plus
5. Any additional modifiers imposed by the GM minus
6. The defending ship’s Defensive Modifier minus
7. Any successes from the defending pilot’s Piloting Test.
Or in other words:
TN – weapon range modifiers + ship’s OM + Tactics/sensor degrees of
success + Piloting Test successes +/- any other modifiers – the DM of the
defending ship and the defending pilot’s Piloting Test successes.
Final Target Numbers for the Test, after all modifiers are applied, which
are higher than 23 are treated as a 23. A roll of 24 remains a Critical
Failure. In the unlikely event that a TN is reduced to 2, a result of 2 is still
treated as a Critical Success. A TN of 1 or less means the ship cannot be
hit.

WEAPON RANGE MODIFIERS

Range Modifier

Short +0

Medium -1

Long -2
CALLED SHOTS
Sometimes it is more desirable to hit a specific part of a ship instead of
simply trying to destroy it outright, for example knocking out its engines
as a prelude to boarding. To do so requires a called shot and incurs a
penalty to the Gunnery Test based on the range to the target; the penalty is
TN-4 at short range and TN-6 at medium range. They are not possible at
long range. A success indicates that the desired target has been taken out
of action; a normal failure is a clean miss. A critical success results in an
unexpected benefit, such as the boarding party being able to repair the
damage incurred in half the time normally required. The critical failure of
a called shot Test will inflict 1d12 times the base Damage Value of the
weapon being used on a randomly determined part of the ship.

Energy lances and spinal mounts are not capable of making called shots.

The GM has a lot of latitude in establishing what can be a valid target for
a called shot. A D-Drive buried deep within the structure of a ship would
probably be off limits, but elements of the gravity drive would be
acceptable. Also, a single called shot to the gravity drive of a dreadnought
might not take it out all together just because of its sheer bulk.

The number of successes from a called shot should be recorded for


damage repair purposes. The more successes that are earned, the more
complex the repair effort is. One success might be repairable during the
current Round, three means the system can only be fixed once combat is
over and five successes requires that the ship needs to put into port for
extensive work.
STARSHIP WEAPONS
Type Damage Value Range ROF

Fusion Beam 4 (60) 3 S

Gauss Gun 3 (50) 4 S

Gravity Ram 7 (80) 1 S

Laser 2 (40) 3 S

Laser, Heavy 4 (40) 4 S

Maser Cannon 5 (75) 6 S

Maser Cannon, Heavy 8 (100) 8 S

Mass Cannon 3 (50) 5 S

Mass Cannon, Heavy 5 (75) 6 S

Missile, Submunition 2 (40) N/A S

Missile, Nuclear 5 (60) N/A S

Missile, Plasma 6 (90) N/A S

Needle Driver 2 (45) 4 A

Particle Beam 4 (60) 4 S

Particle Beam, Heavy 6 (75) 5 S

Particle Lance 18 (300) 6 S

Particle Lance, Heavy 20 (325) 5 S

Particle Spinal Mount 100 (1100) 6 S

Particle Spinal Mount, Heavy 200 (2100) 5 S

Plasma Cannon 5 (60) 3 S

Plasma Cannon, Heavy 6 (75) 4 S

Plasma Lance 12 (245) 6 S

Plasma Lance, Heavy 15 (275) 5 S

Rail Cannon 3 (50) 3 S

Damage Value = the number in parentheses is the weapon’s maximum damage.


Range = each doubling of the stated range defines the range category (short, medium, etc.)
ROF = “S” indicates single shot capability, while “A” represents automatic fire capability.
MASSED FIRE HIT PROBABILITIES

Target Number Probability Multiplier

2 No Hits

3 0.02

4 0.04

5 0.07

6 0.10

7 0.14

8 0.19

9 0.25

10 0.31

11 0.38

12 0.46

13 0.54

14 0.62

15 0.69

16 0.75

17 0.80

18 0.85

19 0.89

20 0.93

21+ 0.96
DETAILED HIT TABLE
Detailed Hit Results
Table: Detailed Hit Results
1d12 Effects
1 Roll on Special Hit Table
2-7 Normal hull hit
8-9 Weapon mount hit
10 Sensor hit
11 Communications hit
12 EW/Countermeasure hit

SPECIAL HIT TABLE


Special Hit Results
Table: Detailed Hit Results
1d12 Effects
1-2 Power plant hit
3-4 Gravity drive hit
5-6 Artificial gravity hit
7-8 Cockpit/bridge hit
9 Quarters hit
10 Hangar hit
11-12 D-Drive hit

Hit Results
Normal hull: Damage is deducted from the Hull Rating as normal.
Weapon mount: A single weapon mount is disabled.
Sensor: A single sensor array is disabled.
Communications: A single communications array is disabled.
EW/Countermeasures: A single EW array is disabled or a single use of
a countermeasure is destroyed.
Power Plant: The power plant is knocked out for one Round.
Gravity drive: The gravity drive is offline for one Round; the ship
continues to move in a straight line at its current Move value.
Artificial gravity: Partial failure of he ship’s internal gravity/inertial
compensation causes the crew to suffer a penalty of TN-2 to all Tests
for one Round.
Cockpit/bridge: All Piloting and Tactics Tests incur a TN-2 penalty for
one Round.
Quarters: Quarters or facilities of the GM’s choice are disabled and
unusable.
Hangar: Craft carried externally have their Hull Rating reduced by the
amount of damage inflicted. Craft in recessed hangars take damage in
proportion to the amount of hull that is exposed. Any remaining
damage in either case is a normal hull hit for the carrying ship.
Damage done to open hangars is applied to either carried craft or the
hangar facility itself, reducing its total capacity.
D-Drive: The Dillingham Drive is disabled.
A hit on anything other than the hull results in a ship’s system
being disabled. If the ship is not equipped with the system rolled or all of
the available components of that system have been disabled, apply the next
lowest result on the table or consider the system destroyed, whichever
seems more appropriate. Where multiple types of the same system exist,
such as with sensors, pick one of the systems at random. Systems that are
disabled can be returned to service as per the rules below for damage
repair.
Critical Hits
A Dramatic Success on a Gunnery Test inflicts maximum damage
for the weapon type used on the target. If there is any damage remaining
after deductions are made for energy shields and armor, the GM has the
option of consulting the critical hit table and applying the results found
there. Otherwise simply apply all remaining damage to the Hull Rating.
Optional Critical Hit Results
Table: Optional Critical Hit Results
2d12 Effect(s)
2-7 Normal critical hit
8-9 Normal critical hit, crew casualties
10 Severe critical hit, gravity/life support
11 Severe critical hit, crew casualties
12 Damaged system: comm system
13 Damaged system: sensors
14 Damaged system: quarters/hangar
15 Damaged system: defenses
16 Damaged system: EW/countermeasures
17 Damaged system: computers
18 Damaged system: cockpit/bridge
19 Damaged system: life support
20 Damaged system: D-Drive
21 Damaged system: gravity drive
22 Damaged system: power plant
23 Damaged system: weapon
24 Destroyed weapon
Note: Any result listed as “damaged” means that component has stopped working until it is
repaired.
Normal Critical Hit Results:
Normal Critical Hit: The weapon does maximum damage to the Hull
Rating.
Crew Casualties: Crewmembers and passengers are severely injured or
killed. Roll 1d12 to determine the percentage of the crew effected. If
the ship carries passengers, also roll 1d12 to determine the percentage
of passenger casualties. This result affects only NPCs, unless the GM
states otherwise.
A starship with less than one-half of its normal crew complement
takes a –2 penalty to the TN of all attacks.
A starship with less than one-quarter of its normal crew complement
takes a –4 penalty the TN of all attacks.
A starship with no crew continues to fly in its current direction at its
current Move value. If this result is rolled again and the ship has no
living crew or passengers, ignore this result and reroll.
Severe Critical Hit Results:
Crew Casualties: As per the crew casualties result above except that a
roll of 2d12 is used instead of 1d12. In addition, the crew is so shaken
by this damage that the entire vessel is unable to act during the next
Round.
Gravity/Life Support: The starship’s artificial gravity and acceleration
compensation is disabled for 1d12 Rounds. During this time, the ship
cannot turn or alter speed and anyone without Ranks in the skill
Acrobatics suffers a –4 penalty on all Tests while coping with the zero
gravity conditions. Those possessing the skill are unaffected. If this
result is rolled a second time and gravity has not been restored, the life
support system also fails for 1d12 Rounds. Anyone without access to
some form of breathing gear must pass a Body Test to remain
conscious and be able to act during the current Round; failure at the
Test results in suffocation.
Damaged System Results:
Comm System: One communications system of the attacker’s choice is
damaged. If this result is rolled again and the ship has no undamaged
comm systems, ignore it and go to the Sensors result below.
Sensors: One type of sensor system, for example the EM sensor suite
or radar, of the attacker’s choice is damaged. If this result is rolled
again and there are no undamaged sensors, ignore it and go to
quarters/hangar below.
Quarters/hangar: A number of Tons of quarters, facilities and cargo or
hangar space equal to the number of hits inflicted is damaged. The
attacker gets to choose what exactly is affected. Hangar related
damage is treated in the same manner as for the Special Hit Table
above.
Defenses: The armor value of the ship’s energy shield is reduced by
2d12 percent, rounded down. If there are no shields remaining, the
ship’s hull armor is reduced by 2d12 percent. If the hull armor value
falls below zero, apply damage to the Hull Rating. The attacker has
the option of declaring one point defense weapon destroyed instead.
Electronic Warfare/Countermeasures: One type of EW system or
countermeasure of the attacker’s choice is damaged and unusable until
repaired. If this result is rolled again and there are no undamaged
systems, ignore it and go to the computers result below.
Computers: The ship suffers a failure of its central information system;
all subsequent Tests aboard ship are made at TN-2. Further receipt of
this result reduces the Target Number by two again. The attacker has
the option of declaring any one tactical computer to be damaged
instead.
Cockpit/bridge: The ship can take no action in the following Round
and suffers a TN-4 penalty to all Piloting and Tactics Tests until the
damage is repaired. If this result is rolled a second time, the cockpit or
bridge is destroyed and the vessel is rendered uncontrollable without
hope of repair. Ships that have a fully operational auxiliary bridge can
ignore the effects of this critical hit.
Life support: The results are the same as in the listing for a severe
gravity/life support hit except that the damage persists until it is
repaired.
D-Drive: The Dillingham Drive is knocked offline until it is repaired.
Gravity Drive: The starship’s Move decreases by 1 until the engines
are repaired. If this result is rolled again, the effect is cumulative. If
the ship’s Move has already been reduced to 0 due to engine damage,
ignore this result and reroll. The ship continues along its current flight
path at its current Move value.
Power Plant: A random system of the GM’s choosing losses power and
goes offline until the damage is repaired (reroll on this table for
purposes of determining location only).
Weapon: One of the starship’s weapon mounts (attacker’s choice)
ceases to function. The weapon remains inoperable until it is repaired.
If this result is rolled again and the ship has no functional weapons,
ignore this result and reroll.
Destroyed System Result:
Weapon: One of the starship’s weapon mounts (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. If the destroyed weapon was linked or part of a
battery, the other weapons to which it was linked continue to function
normally, but must be fired individually.
NUMBER OF JURY RIGS THAT CAN BE ATTEMPTED PER ROUND

Category # of jury rigs

Ultralight and light 1

Medium 2

Heavy 3

Very Heavy 4

Capital 5

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