Space Combat Guide

Space Combat Guide: When the Keiran’s Guile engages an enemy ship, what can I do?

Flight Control

Summary: “Air traffic control” for the boat bay and the two starfighters.
NPC at this station: Kyle Keithel
Combat actions:

  • Open or close the boat bay doors
    • Type Full-round action
  • Communicate with the fighter pilots via secure com channel
    • Type Free
  • Transmit selected tactical data from the ship to the fighters’ screens, improving their situational awareness and granting a bonus to their Pilot checks for the purposes of executing Starship Maneuvers
    • Type Full-round action
    • Checks
      • Knowledge (tactics) DC 20 to determine what to send, or use the tac officer’s result (see Tactical, below)
      • Use Computer DC 15 to link with the fighter’s computers and send it. If you succeed, the pilots get a +2 bonus on their rolls for their next maneuver.
  • Use the boat bay tractor to assist in recovering a small craft while the ship is maneuvering
    • Type Ranged attack +9 vs. one target fighter’s Reflex Defense. (Your HLAF-500 starfighters’ Reflex Defense is 18.)

Communications

Summary: Listen to communications being broadcast in local space, including hails, beacons, distress signals, etc.; send out hails and fleet messages; coordinate with traffic control when landing or taking off from a spaceport or docking with another ship or space station.
NPC at this station: Crysenia Solari
Combat actions:

  • Scan for local communications
    • Type Standard action
    • Check Use Computer. The result determines what you are able to pick up on at the GM’s discretion.
  • Hail another ship or respond to a hail
    • Type Swift action
  • Open a channel for broadcast (you can choose to broadcast to everyone, to your allies only, etc.)
    • Type Swift action
  • Hack the encryption on a scanned transmission
    • Type Full-round action or multi-round skill challenge
    • Check Use Computer, DCs and number of required successes set by the GM

Astrogation

Summary: Plot courses for the ship, both through normal space and hyperspace.
NPC at this station: Kalla Kolbrun
Combat actions:

  • Plot a course
    • Type Full-round action
    • Check Knowledge (Physical science). The result determines how efficient of a course you are able to plot, based on the quickest normally possible travel time for your engine output/hyperdrive class. 1-10, +25%; 11-20, +10%; 21-30, +0%. If you get over 30, you manage to compute a route within the thin margins between your drive’s stated maximum power and the amount it can exceed that and not fail. -5%. Note that you can always choose one of the slower categories if you wish, and you can always choose one of the faster categories but each category above your result that you push the engine or hyperdrive adds a +5% chance of Bad Stuff happening. If you follow an established hyperspace lane or trade route for a majority of your route (consult the galaxy map), no roll is required to travel at +0% travel time because astrogational calculations along these routes are performed and cross-checked frequently by third parties and published on the HoloNet. A roll is still required to safely travel at -5% travel time along one of these routes.

Tactical

Summary: Using data provided by the sensor operator (see below), maintain an operating picture of the battlespace and work with fellow crewmembers to enhance combat effectiveness.
NPC at this station: Phex Garamonde
Combat actions:

  • Assist Flight Control in tactical coordination with the starfighters
    • Type Standard action
    • Check Knowledge (tactics). The next time Flight Control sends data to the fighters, they may use your result instead of their own. (They still must roll the Computer Use check.)
  • Assist Astrogation in plotting a normal-space course through nearby obstacles (such as an asteroid field)
    • Type Full-round action
    • Check Knowledge (tactics) DC 10. If you succeed, the astrogater gains a +2 bonus on her roll.
  • Raise or lower shields
    • Type Swift action
    • Engineering can do this also, but it’s normally the tac officer’s responsibility.
  • Recharge shields
    • Type Swift action x3
    • Check Mechanics DC20 to increase SR by 5, up to the maximum (25). This can only occur once per round (so if Engineering did it already, you can’t).
  • Open or close weapons concealment hatches and power up or down weapons systems
    • Type Swift action
  • Compute/optimize a firing solution
    • Type Standard action
    • Check Knowledge (tactics) DC 10 to grant a +2 bonus on the next attack made with one weapon system of your choice—turbolaser broadside, missile broadside, point defense, fore cannon, or after cannon.

Helm

Summary: Fly the ship in normal space. Execute starship maneuvers. (Pilot training required to sit here.)
NPC at this station: Arten Sallin
Combat actions:

  • Move the ship’s speed (1 square @ starship scale)
    • Type Move action
  • Evasive Maneuvers
    • Type Standard action
    • The ship gains a +5 dodge bonus to its Reflex Defense, and the gunners take a -5 penalty on attack rolls. If the gunners hold their fire for this round, the ship gains a +10 bonus to Reflex Defense instead.
  • Full Stop
    • Type Swift action
    • If you haven’t already used a move or full-round action to move the ship, and you didn’t use All-Out Movement last turn, you can use this to stop the ship completely.
  • Increase Speed
    • Type Swift action
    • Check Pilot DC 20 to increase the ship’s speed until your next turn by 1 square plus 1 additional square for every 5 points by which you exceed the DC. If you fail, the ship moves -1 step on the condition track.
  • All-Out Movement
    • Type Full-round action
    • If you moved on your last turn, move up to 4x the ship’s speed in a straight line only. Avoiding collisions is impossible, the ship loses its Dexterity bonus to Reflex Defense, and the gunners can’t attack until your next turn.
  • Ram
    • Type Full-round action
    • Check Pilot at a -10 penalty vs. the target’s Reflex Defense. If you succeed, the ship, the target, and all passengers involved take damage per Table 10-3 on p173 of the core rulebook. If you fail, the collision deals half damage. If the target is moving all-out/max velocity, double the damage.
  • Avoid Collision
    • Type Reaction
    • Check Pilot DC 15. (You can’t do this if you are the one deliberately causing a collision, or if you are moving all-out.)

Engineering

Summary: Manage the ship’s engines, defenses, and technical systems. Give orders to the crew on the engineering deck.
NPC at this station: Maryna Jarrde
Combat actions:

  • Increase engine performance
    • Type Standard actions
    • Check DC 10 Mechanics check to give the helm a little more power to work with, granting him a +2 bonus on his next Pilot check.
  • Raise or lower shields
    • Type Swift action
    • Normally the tac officer handles this, but the engineering station can do it also.
  • Recharge shields
    • Type Swift action x3
    • Check Mechanics DC20 to increase SR by 5, up to the maximum (25). This can only occur once per round (so if Tactical did it already, you can’t).
  • Damage Control Procedures
    • Type Swift action x3
    • Check Mechanics DC 20 to move the ship +1 step on the condition track

Electronic Warfare

Summary: Jam enemy sensors and fire control.
NPC at this station: Garr Halos
Combat actions:

  • Jam another ship
    • Type Swift action
    • Check Use Computer. If the target resists, your check sets the opposed DC. Otherwise, any non-botch succeeds and imposes a penalty on Use Computer checks of -4 for starfighters and -2 for space transports. Cannot target capital ships or space stations.
  • Break through jamming by the enemy
    • Type Swift action
    • Check Use Computer (with the jamming penalty) to oppose the enemy’s roll.

Weapons (2 stations)

Summary: Fire the ship’s weapons.
NPCs at these stations: Kasari Tachi & Cregan Green
Combat actions:

  • Fire heavy turbolaser broadside
    • Type Ranged attack +9
    • 24d10x5 damage. Due to so many heavy turbolasers being packed in so tightly in your small ship, they must take a round to cool down after being fired before they can be used again. The port side of the ship must be facing the target (within a 180-degree firing arc).
  • Fire heavy concussion missile broadside
    • Type Ranged attack +9
    • 20d10x5 damage. Missile tubes must be in fire-linked mode. No facing requirement—missiles can seek their targets. Each missile tube has 30 missiles in its magazine. Each missile costs 2,000 credits.
  • Fire single heavy concussion missile
    • Type Ranged attack +9
    • 9d10x5 damage. Fire-linked mode must be disabled.
  • Toggle fire-linking on missile tubes
    • Type Swift action
  • Fire point-defense lasers against a single target
    • Type Ranged attack +9
    • 13d10x2 damage
  • Fire point-defense solution vs. incoming missiles
    • Type Ranged attack +9 opposed roll vs. the enemy’s attack
    • If you succeed, prevent the damage. If you fail, prevent half the damage. (Note that to respond to a missile attack in this way you must have held an attack action.)
  • Fire fore heavy laser cannon
    • Type Ranged attack +9
    • 5d10x2 damage. The target must be in the ship’s forward firing arc.
  • Fire after heavy laser cannon
    • Type Ranged attack +9
    • 5d10x2 damage. The target must be in the ship’s rear firing arc.
  • Aim
    • Aiming works identically to character-scale combat.
  • Full Attack
    • If you are capable of making multiple attacks at character scale, you can also do so as a ship’s gunner.

Sensors

Summary: Operate the ship’s sensors.
NPC at this station: Larana Cole
Combat actions:

  • Active sensor scan
    • Type Standard action
    • Check This functions as a Perception check. Only the person at the sensor console can make such a check. Add a +5 bonus to your Perception roll.
  • Refine sensor data
    • Type Standard action
    • Check Perception or Use Computer DC 10. If you succeed, Tactical gains a +2 bonus on all actions at his console on his next turn.

Space Combat Guide

Galactic Procurements, Inc. ErikaSorensen ErikaSorensen