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Space Combat
Air/Space to Ground Combat
Humans being hit by a Starship weapon are vaporized, unless they save against death, in which case they are merely mortally wounded and will die without assistance.
Starship weapons deal 10x damage against vehicles.
In the atmosphere starship weapons have an effective range of 10 kilometers. Attacks are resolved via attack rolls. Beyond that they are treated as artillery.
Spotting things without appropriate sensor fitting is hard. Ground targets have a +2 to avoid being spotted by starships, unless they have significant sensor profiles due to heat, energy or size.
Spotted targets can attempt to hide again if at all possible.
Crisis Table
Ships must roll on the crisis table when:
- When the roll to hit is 30 or higher
- When the roll is a natural 20
- The first time the ship takes damage
- Whenever the ship loses 25%, 50% and 75% percent of its hull points
| Roll | Critical Hit Effect |
|---|---|
| 00-09 | Cargo destroyed. d10 units of cargo are destroyed. |
| 10-14 | Reduce the ship’s Life-Support capacity by one “module” (one week for max crew). |
| 15-19 | Massive hull damage. Crew takes body saves or takes 1d10 damage. |
| 20-24 | Armor Breach. Armor rating counts as half until repaired. |
| 25-29 | Data storage wiped. All navigation and research data contained on the ship has been destroyed. The crew no longer knows where they are in space. |
| 30-34 | Thrusters. Reduce speed by 1. |
| 35-39 | Random stateroom or other nonessential room destroyed. Anyone inside makes a Luck save or takes 2d6 damage and is trapped. |
| 40-44 | Random weapon disabled. Weapons can’t function until repaired. |
| 45-49 | Spike Drive. If power stays on, roll 1d6 each round—on a 1 the drive goes critical and the ship will explode in 3 rounds unless a Tech/Astro 10 succeeds. |
| 50-54 | Engines. Lose 20 percent Power until repaired; if available Power < fittings’ demand, choose systems to shut down. |
| 55-59 | System overload. Computer and jump drives cease to work for 1d10 rounds unless repaired. -2 to Combat. |
| 60-64 | Artificial gravity. The artificial gravity in the ship ceases to work and everyone/everything starts floating. Body saves or take 1d10 damage from the jolt. |
| 65-69 | EMP. All powered fittings (except life-support) shut down for 1 round. |
| 70-74 | Crew deck. d10 crew berths depressurize; anyone inside makes Luck save or is spaced (treat as vacuum exposure) |
| 75-79 | Hull breach. Begin vacuum leak in random section. Each round until sealed, all adjacent compartments lose pressure. Anyone entering/leaving needs a suit; those staying make Evasion saves or are sucked out. |
| 80-84 | Navigation controls. Ship can’t change direction without repair checks. |
| 85-89 | Internal fire. Starts in a random room, spreads one room per turn. Destroys room in 1d10 rounds. |
| 90-94 | System reboot. Everything—including life support—drops for 1d10 combat rounds while reactors hard-cycle. Gunners and pilots are blind; ship drifts. |
| 95-98 | Cockpit or bridge destroyed. Body saves to escape the room before it’s destroyed. |
| 99 | Fuel line. Unless a Tech/Astro 10 succeeds within one combat round, the ship detonates in 1d6 rounds, doing 10d6 to everything within 5 hexes. A success instead inflicts 1d10 HP to the ship as engineers vent the tanks. |
Related
- Combat Rules
- Ships
- Stress and Panic