Starship Combat

Combat
- Roll Sensors for Initiative.
- Determine range
- Moving may count as an action.
- Roll Starship Gunnery + Fire Control
- Opposing starship can dodge using Piloting + Maneuverability
- A ‘hit’ ship rolls Hull + Shields to withstand the damage.

In space combat there are basic firing arcs to make position and movement more relevant. But this can still be played abstractly or, at the most, on a basic map. Shields need to be placed in the appropriate arcs to be useful against incoming attacks. They can be reactively placed in the correct arc on a successful moderate Shields roll.

Regular TIE Fighters always explode in a fireball when Severely Damaged and above.

Damage Chart
0-3 Shields Blown/Controls Ionized.
4-8 Lightly Damaged. Roll a D6 for results.
9-12 Heavily Damaged. Roll a D6 for results. If Heavily Damaged again, ship is Severely damaged.
13-15 Severely Damaged. Roll a D6 for results. If Heavily Damaged or greater, ship explodes in 1D rounds.
16+ Destroyed.

Shields hit. -1D from shields for rest of round and next round. If no dice in shields, Controls ionized.

Controls ionized. -1D penalty to Piloting and Gunnery rolls and from shields for rest of round and next round.

Lightly damaged. -1D from shields. If no dice in shields, roll 1D:
1. Thrusters hit. -1D Maneuverability (If no dice left, subtract from Piloting)
2. On-board weapon hit. -1D Fire Control (If no dice left, subtract from Gunnery)
3. Engine hit. Speed -1. -1D to Piloting rolls
4. Generator fluctuation. -1D to weapon damage and sensors. Doubled time and +5 Astrogation DCs.
5. Structural damage. -2 to Hull rolls.
6. Structural damage. -1D to Hull (if Hull reaches 0, disintegrates in 1D rounds).

Heavily damaged. -2D from shields. If no dice in shields, roll 1D:
1. Thrusters hit. -2D Maneuverability (If no dice left, subtract from Piloting)
2. Two on-board weapons hit. -2D Fire Control. Gunners takes 3D damage. (If no dice left, subtract from Gunnery)
3. Engine hit. Speed -2. -2D Piloting rolls
4. Generator failure. -2D to weapon damage and sensors. Hyperdrive disabled.
5. Structural damage. -4 to Hull rolls, Pilot/passengers take 3D damage.
6. Structural damage. -1D to Hull, Pilot/passengers take 3D damage. (if Hull reaches 0, disintegrates in 1D rounds).

Severely damaged. -3D from shields. If no dice in shields, roll 1D:
1. Thrusters hit. -3D Maneuverability. (If no dice left, subtract from Piloting)
2. All on-board weapons destroyed. Gunners take 5D damage.
3. Engine disabled. Cannot move.
4. Generator overloaded. Explodes in 1D rounds (DC 25 jury rig), destroying ship.
5. Structural damage. -6 to Hull rolls, Pilot/passengers take 5D damage
6. Structural damage. -2D to Hull, Pilot/passengers take 5D damage (if Hull reaches 0, disintegrates in 1D rounds).

Destroyed. Crew has 1 round to make a DC 12 Dexterity check to eject from a starfighter, or a DC 12 Running Check to make it to an escape pod. Crew always takes 5D damage in the process.

Ship Speeds
4-All-Out: Full action to get somewhere fast. Requires a Piloting check.
3-High: Dogfight Maneuvers must be performed at High Speed or higher.
2-Cruising: Advanced Maneuvers must be performed at Cruising Speed or higher.
1-Cautious: Slower than combat. -1D to all combat rolls.
0-Dead: Engine Disabled

Starship Combat

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