Ship Combat

  • Pilot skill -2 functions as dodge when defending.
  • See Ship Hit Location Chart for use when firing on a ship.

Ship Hit Location Chart

  • 3d6 for hit location
    1. N/A
    2. N/A
    3. Aft – engine port right or enging port if single engine.
    4. Aft – engine port left or Aft if single engine.
    5. Aft
    6. Port
    7. Port – Electronics Array
    8. Port
    9. Center
    10. Center Cargo Bay or Center if no Cargo Bay.
    11. Center
    12. Starboard
    13. Starboard – Electronics Array
    14. Starboard
    15. Fore
    16. Fore – Lower Deck/Fore Cargo Bay, or Fore if Lower Desk/Fore Cargo Bay do not exist.
    17. Fore – Electronics Array
    18. Fore – Cockpit/Bridge

Ship Weapon Damage Statistics

  • Different weapons (missiles, canons, lasers) have different damage capacities.
  • Turret Guns (1d3-1)
  • Small Missiles (1d3)—
  • Shipboard Canons (1d3) – 2 shots/ round
  • Medium Missiles (1d6)—
  • Large Missiles (2d6)—
  • Nuclear Warheads (6d6)—

—Can be guided, doubling pilot modifier to dodge, after 1 round weapons lock (aim).

Ship DR and Hit points.

  • Ship hulls by default have 3 HP.
  • DR works as a HP buffer. Once shielding or hull plates are damaged, it reduces the protection of the overall hull. The exception to this would be with a force field, which draws power to maintain DR.

Weapon Damage Descriptions.

1 Point
  • Ship rocks violently, no actual damage to ship systems unless ship’s hull is breached from damage.
2-3 Points
  • Players must make new checks on any DEX or INT based skills being utilized when hit occurs.
  • Ship takes a heavy blow and sparks fly on minor systems from short circuits and power overloads caused by the destruction of computerized equipment or wiring.
  • Minor Ship Systems Chart (1d6)
    1. Automatic Hyperdrive controls (Ship mechanics/electronic repair DC 20 to repair in 4d6 minutes)
    2. Air Lock/Hatch controls (Ship mechanics/electronic repair DC 15 to repair in 1d6 minutes)
    3. Communications (Electronic Repair DC15 to repair in 1d6+3 minutes)
    4. No systems affected.
    5. Intra-ship comms (Ship mechanics/electronic repair DC 15 to repair in 1d6 minutes)
    6. No systems affected.

NOTE: Critical success converts repair times from minutes to seconds. NOTE2: Critical failure converts repair times from minutes to hours. Roll of 3 means that it can’t be repaired without additional parts, that you do not have.

4-6 Points
  • Players aboard ship make DEX Check to avoid falling down.
  • If still standing, players using any DEX or INT based skills must recheck at -2
  • Ship rocks violently. (1d6 – On roll of 6, ship hull becomes structurally unsound. All hull HP is reduced by 1.)
  • Minor Ship Systems Chart (1d6)
    1. Automatic Hyperdrive controls (Ship mechanics/electronic repair DC 20 to repair in 4d6 minutes)
    2. Air Lock/Hatch controls (Ship mechanics/electronic repair DC 15 to repair in 1d6 minutes)
    3. Communications (Electronic Repair DC15 to repair in 1d6+3 minutes)
    4. Communications (Electronic Repair DC15 to repair in 1d6+3 minutes)
    5. Intra-ship comms (Ship mechanics/electronic repair DC 15 to repair in 1d6 minutes)
    6. Backup Power is disabled. (Ship mechanics DC 15 to repair in 1d6 minutes)

NOTE: Critical success converts repair times from minutes to seconds. NOTE2: Critical failure converts repair times from minutes to hours. Roll of 3 means that it can’t be repaired without additional parts, that you do not have.

7-11 Points
  • Players aboard ship make DEX Check -2 to avoid falling down.
  • Players using any DEX or INT based skills fail from either distraction or having to grab ahold of something to remain standing.
  • Ship rocks violently. (1d6 – On roll of 5-6, ship hull becomes structurally unsound. All hull HP is reduced by 2.)
  • Major Ship Systems Chart (1d6)
    1. Main Power goes offline. (Ship mechanics DC 15 to repair in 2d6 minutes)
    2. Life Support is disabled. Ship contains 30 minutes of livable air. (Ship mechanics/electronic repair DC 15 to repair in 3d6 minutes)
    3. Hyperdrive disabled. (Electronic Repair DC25 to repair in 2d6+3 minutes)
    4. Hyperdrive disabled. (Electronic Repair DC15 to repair in 2d6+3 minutes)
    5. Missile Weapon systems disabled.(Ship mechanics/electronic repair DC 20 to repair in 1d6 minutes)
    6. Navigation systems disabled. (Ship mechanics/electronic repair DC 20 to repair in 4d6 minutes)

NOTE: Critical success converts repair times from minutes to seconds. NOTE2: Critical failure converts repair times from minutes to hours. Roll of 3 means that it can’t be repaired without additional parts, that you do not have.

12+ Points

Same as 7-11 points, plus ship is unable to support Hyperjump until hull repairs (ship yard) can be completed.

Hull Breach

  • If hull is breached, Hyperdrive safeguards prevent HyperJump, due to lack of radiation shielding, which hull provides.
  • Hull breaches drain air from the ship. If airlocks are not closed, or do not exist on ship, then ship areas deplete of air within 15 seconds per section, starting with the section that has the hull breach. Without accomodating life support, Players will die in 2d6 rounds from oxyen deprivation, or 2d6 minutes from exposure to freezing temperatures.

Jump Info

  • Ship must be stopped to ‘Jump’ (Only at the actual jump round, Can be moving until then).
  • It takes 2 seconds to program Jump coordinates.
  • It takes 3 seconds for Hyperdrive to power up, then Jump next round (5 seconds for total jump prep).

Ship Combat

Starpathia lomythica lomythica