Welcome to Gaia! ::

Hydra Dominatus

Back to Guilds

A guild to exchange info for the d20 game. 

Tags: d20 Future, Roleplay, Hydra, Hind, Special Ops 

Reply Universal Database [Guides & Info]
Starship Combat

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

LindL.Tailor
Captain

Sparkly Gekko

PostPosted: Tue Feb 25, 2014 4:23 pm


Starship Combat Basics

Disclamer: All Information here is stolen with some edits from Starship Combat That Doesnt Make Me Cry Myself to Sleep.


Objects in Space

Starship combat takes place on a three-dimensional hex grid, with each hex being 250 feet in diameter. Though the technicality might be disputed in some circles, the universe is sufficiently vast that allowing these dimensions to expand infinitely is a good approximation for such (relatively) small scales. The third dimension, depth, can be modeled with a number next to the ship's token indicating how far above or below the reference plane it is.

The location of the three planes that make up three-dimensional space and where they intersect, as well as their orientation or rotation, is completely arbitrary. Unlike with most character-scale battles, there is no up, down, left or right, nor is there a floor or ceiling; position and rotation are relative. When no other obvious reference point exists, the players' ship is a good origin. Forward and backward are determined by whatever direction the ship was facing when the battle began. Left and right are to the ship's left and right, and up and down are the ship's up and down. Ground level becomes the middle of the ship.

Enemy ships are rotated and placed relative to the players' ship. If the player's ship changes rotation or position, it is easier to simply change the ship itself rather than move the reference plane with it, which would require a reposition and rotation of everything else. The players' ship is good for setting the initial calibration of the battle map, but the grid need not continue to move relative to the ship.

Unlike character-scale combat, where people can twist to face or attack in any direction at the drop of a hat, the facing of a ship is important. Most ships have a rather poor turn radius, so moving to shoot an enemy who slipped behind you to shoot your engines is a trick of maneuverability. Ships have three different kinds of faces: a front, a back, and numerous flanks.

User Image


Front: The front of the ship is the direction it is facing. An attacker attacking the front of a ship gains no special bonuses or penalties. Most ship weapons are designed to be able to fire, if not exclusively pointed, forward. The front face is green in the diagram.

Flank: A ship's side is called the flank. Attackers gain a +2 bonus on their attack rolls to hit a ship's flank. The ship has a flank above it, below it, and to its left and its right. Many weapons can fire into one or more flanks. Ships are not usually designed to fly sideways; if the ship is capable, it costs 2 hexes of movement to move into a flank hex. The flank face is yellow in the diagram.

Back: The ship's back is usually its most vulnerable part, since this is where the engines and mechanical systems are located. Attackers who strike the back of a ship gain a +2 bonus to their attack roll, as well as deal 25% more damage. This increase is factored in before armor. Few weapons are designed to fire backwards. Like with most vehicles, backwards movement is not a design priority for starships. Most ships are capable of flying backwards, but doing so costs 2 hexes of movement per hex. The back is red in the diagram.



Objects in Motion...

There is no appreciable friction in the void of space, and objects in motion will continue to move unless prevented from doing so by virtue of inertia. A ship that moved in a previous round does not stop if its pilot gets up and walks away; it continues to move in the same direction and speed until stopped.

Once the pilot establishes a speed and direction, he need only spend fuel and actions to change the ship's velocity. This is why a two month interplanetary trip and a one-minute space battle consume the same amount of fuel; the journey is usually established at the beginning with a single, big boost in speed. The ship simply coasts the rest of the way, while a ship in battle is constantly burning fuel to change direction and speed.

Unless otherwise prevented, a ship will attempt to move in the same direction, at the same speed, and at the same angle or speed of rotation as it did in the last round. Like a player, the ship has two move actions available to it, or it can take a run action as a full-round action. The pilot need only tell the ship what to do. In fact, piloting only requires an actual action on the pilot's part if the maneuver requires more than one move action. Turning the ship within its normal turn radius as part of its move, for instance, does not consume the pilot's action.


Maneuverability

Ships vary in their ability to move about in space, as is determined by their maneuverability. The maneuverability of a ship is in turn set by the size of the ship and the power and capabilities of its engines.

User Image

Minimum Forward Speed: If a ship fails to maintain its minimum forward speed while in a planet's atmosphere, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 250 feet in the first round of falling. If this distance brings it to the ground, it is destroyed as if in a collision with the planet. If the fall doesn’t bring the ship to the ground, it must spend its next turn recovering from the stall. The helmsman must succeed on a DC 20 Pilot check to recover. Otherwise it falls another 250 feet. If it hits the ground, it is destroyed. Otherwise, it has another chance to recover on its next turn. Minimum Forward Speed has no effect in space.
Hover: The ability to stay in one place while in atmosphere. All ships can hover in space.
Move Backward: The ability to move backward without turning around.
Reverse: A ship must spend some of its movement to begin flying backwards. This only applies when the ship first begins moving backwards; subsequent rounds of backwards movement do not carry this cost.
Turn: How much the ship can turn after covering the stated distance.
Turn in Place: Many ships can spend some of their movement to turn in place without actually moving.
Maximum Turn: How much the ship can turn in any one hex.
Up Angle: The angle at which the ship can climb. This applies only in atmosphere. Treat up and down movement in space just like turning.
Up Speed: How fast the ship can climb. This applies only in atmosphere. Treat up and down movement in space just like turning.
Down Angle: The angle at which the ship can descend. This applies only in atmosphere. Treat up and down movement in space just like turning.
Down Speed: A ship can fly down at twice its normal flying speed. This applies only in atmosphere. Treat up and down movement in space just like turning.
Between Down and Up: An average, poor, or clumsy ship must fly level for a minimum distance after descending and before climbing. Any ship can begin descending after a climb without an intervening distance of level flight. This applies only in atmosphere. Treat up and down movement in space just like turning.
Max Dex: The clumsier a ship is, the harder it will be to make it dodge. This number is the maximum amount of Dexterity bonus that the pilot can apply to the ship's Defense. If the Pilot's Dexterity score is higher than this, it drops to this value for purposes of the ship's Defense.
Class Mod: The pilot's Class bonus to Defense is multiplied by this number before being applied to the ship's Defense. Round down.



Objects In Time

Starship combat is composed of rounds, each merely 6 seconds in length, just like character-scale combat. Similarly, starship battles are composed of turns, each one happening near-simultaneously but slightly staggered. Unlike with character-scale combat, these turns are fluidly arranged, and every ship acts in them.

Ships are largely incapable of taking actions themselves. Each action in a space battle is taken by the characters that crew the vessel. This does not mean that combat is made up of hundreds of turns, one for each crewmember; only the heads of various stations, such as engineering or piloting, actually take actions. The rest of the crew is there to make sure the ship is in running order and possibly aid the heads in tricky maneuvers. Ship combat usually has 6 to 8 turns, depending on how many stations are crewed. In small ships with single-digit crews, this number is likely the number of PCs on the ship.

To begin a space battle, one must first determine awareness, like with any battle in d20 Future. This will usually be Computer Use checks to operate the sensors (if they are attended); Spot checks out the window will be a last resort. If one or more ships are aware of the others but some are not, a surprise round occurs. As one might expect, a surprise round is much like a normal round. Those who are aware act, those who are not aware, do not. At the beginning of the first round in which a ship can act, whether that be the surprise round or the first normal round, or perhaps even later, that ship rolls initiative, using the Captain's Initiative bonus but substituting his or her Wisdom for their Dexterity. Initiative determines the order in which the ships act in a turn, with higher results acting earlier. Additionally, an opposed Knowledge (Tactics) check made by the captains of the ship determine in what order the ship crews must select their actions for a round. Lower results indicate the ship must choose earlier, and later captains in the round are aware of the general tactical relation of the ship.

For instance, if the enemy loses the Knowledge (Tactics) check, the players are aware of the tactical climate of each turn, knowing what turns the enemy will be offensive and which turns the enemy will be vulnerable, though the exact nature of the actions remains concealed. This allows more tactically-minded captains to exploit their enemy's plans but can also introduce tactical conundrums, such as if the enemy is going to be vulnerable but extremely aggressive on the same turn.

Once the checks are rolled and awareness is established, the players and enemies may begin choosing actions. Initiative applies only to the ship itself, the players may act on different turns in different rounds, as their tactics dictate. They cannot, however, ready actions or act simultaneously unless an action specifically states that it extends into other turns. When everyone has chosen their action and the round on which they will perform it, the actions are played out. For each turn, each ship takes its assigned action for that turn in Initiative order, playing through each turn until the round is complete, at which point another round begins and the cycle continues until combat is complete.



I'm Givin' 'er All Aye've Got, Cap'n!

Nearly everything on a ship consumes power in some form or another, whether firing missiles, scanning far into space, or simply sitting on standby. A power core can provide weeks or even years of faithful service, but it can only produce a certain amount of energy at any given time. A ship overloaded with activity on all fronts will quickly find itself out of free power, and out of further option. A power core has a Power Rating (PR), indicating the maximum amount of energy it can produce per round. In casual circumstances, a power core will run at a lower speed, and produce only the power necessary to run the systems, no extra. Like living creatures, the heart of a ship beats faster in life-and-death situations, to ensure that all systems have enough power to do what they need to do to protect the crew. A power core produces its maximum amount of energy per round, and any energy left over after all the systems have been fed is placed in a buffer to fuel special actions. A power core's Maximum Capacity (MC) determines how much energy can be buffered at any one time; extra energy is lost.

All systems have a PC, a Power Cost. This number represents the energy a system consumes while running in a low-power mode, such as on standby or while performing routine tasks. Attacking with shipboard weapons or performing special actions with other systems have an additional cost. Ships may have as many systems of any kind installed as they please; the power core's PR is the only limiting factor. Much like shipboard weapons, power cores can be linked in sequence to provide additional power, with only the size of the ship providing a limit to the number of power cores and ultimately all other systems.

An ultralight ship may have 1 power core. A light ship may have 2 power cores, while a mediumweight ship may have 4 power cores and a heavy may have 8 power cores. A superheavy ship may have 16 power cores, but particularly large ships of this size could have more, as the GM determines. Linked cores must be identical, and each doubling adds one-half the base PR to the total generated power. Two linked fission reactors, for instance, generate 60 PC per round. Four would generate 80 PC, eight would generate 100 PC, and sixteen would generate 120 PC.

Shut Down: Anyone can perform this action on their turn. An unused system can be turned off, reducing its PC to 0. The points it would have consumed are instead placed in the buffer. Turning a system on again is a full-round action for the character. The system is not functional until the same turn it was activated on the next round. A cannon re-activated on turn 5 cannot be used until turn 5 of the next round.
PostPosted: Tue Feb 25, 2014 4:59 pm


Battlestations - Roles in Ship Combat


Captain
The captain is the leader and coordinator, who directs the ship's crew and coordinates their efforts. The captain is also responsible for determining the ship's Initiative and sensing the enemy's tactics.

Re-Focus: A captain caught in the confusion of battle can take a moment to simply observe. When a captain uses the re-focus action, an opposed Knowledge (Tactics) check is forced, and the order in which the combatants must choose their actions changes. The captain can do nothing else, and the effect occurs as the beginning of the next turn.
Tactical Orders: A Knowledge (Tactics) check against a DC 15 allows the captain to coordinate the efforts of the gunners and pilots. This ability grants the ship a +1 morale bonus to Defense or attacks, captain's choice. This lasts until the captain acts again (even if that act is nothing).


Pilot
The pilot or helmsman is the individual responsible for actually moving the ship in space. The pilot determines how hard the ship is to hit.

Jink (4 PC): The pilot can move the ship erratically, making it more difficult to hit. To do so, he must make a Pilot check (DC 10). The size of the ship imposes a penalty on the pilot check (Ultralight -0, Light -2, Mediumweight -4, Heavy -8, Superheavy -16). The ship gains a +2 dodge bonus to Defense if the pilot succeeds, with an additional +1 for every 5 points by which the pilot beat the DC. The bonus is doubled and applied as a penalty to any attack rolls that may overlap with the jinking, with the exception of missiles. Jinking applies only to the turn on which the pilot uses this ability.
Sideswipe (6 PC): A sideswipe is a maneuver in which a pilot attacks with the ship directly, causing an indirect collision. The pilot must move the ship into the enemy's space and make an opposed Pilot check. If the attacker wins, both ships take damage as in a collision, with a multiplier of 1/4. The defender may make a Reflex Save (DC 15) to cut the damage both ships take in half.
Ram (8 PC): Like sideswipe, a ram is an intentional collision. Unlike a sideswipe, it is a direct strike. Without the proper equipment a ram is suicidal, as both ships will take massive damage. To ram, the pilot must move the ship into the enemy's space and make an opposed Pilot check. If the attacker succeeds, the ram is head-on, and the collision multiplier is 1. If the defender succeeds, the ram instead degrades into a sideswipe. In either case, the defender may make a Reflex Save (DC 15) to reduce the damage both ships take by half.
Crazy Ivan (16 PC): A difficult and dangerous maneuver, it is effective for shaking off close pursuit. By making a DC 20 Pilot check, along with the engineer's DC 20 Repair check, the pilot spins the ship 180 degrees, passes the ship directly under the pursuing ship, and immediately initiates a full-burn of the engine, causing a concussive force. The enemy ship must make a Reflex Save (DC 15) or be stunned for 1 round. This maneuver can only be performed if the enemy is behind the pilot's ship and within one move action. A failure on the Pilot check causes a sideswipe to occur during the pass, and prevents the concussion blast. If the engineer fails the Repair check, the ship spins around but the engine chokes, stalling the ship in place. If both checks fail, the ship is stunned, negating all ship-related actions until the pilot and engineer act to set things straight.


Engineer
A ship's medic keeps the crew alive and in working order. An engineer is essentially the medic for the ship itself, keeping it in good condition and fixing it when it isn't. Some of an engineer's capabilities are not available if the ship lacks a shield defense system.

Reroute Power: An iconic ability of the engineer, rerouting power increases the effectiveness of one of the ship's systems while hampering or disabling another system. First, the engineer must select a system to deplete...
Defense System: The engineer must completely disable a Defense System. Gain all of its PC to reroute.
Engine: Decrease the ship's tactical speed by 500 feet (2 hexes) and its maneuverability by one step. Gain 1/2 of its PC to reroute.
Minor Systems: Disable the ship's life support and artificial gravity. Gain 4 PC to reroute.
Sensors: Disable a sensor system or the ship's targeting computer. Gain all of its PC for reroute.
Shields: Reduces the shield's strength by half. Gain 1/4 its PC to reroute.
Weapons: Disable one of the ship's weapon systems (weapon batteries count as one weapon, while fire-linked do not.) Gain its base PC to reroute.

Once power has been drained from one system, it can be rerouted to where it needs to go.

Engines: Increase the ship's tactical speed by 500 feet (2 hexes). Requires half of the engine's PC in rerouted PC.
Shields: Increase the shield's power by one-half its remaining power. Requires half of the shield system's PC in rerouted PC.
Weapons: Increase the damage of a weapon system by one-half its base. (weapon batteries count as one weapon, but fire-linked do not. Weapons cannot be used in a fire-linked formation if one is enhanced in this way but the other is not. They must either be used separately or all must be enhanced with subsequent uses of rerouted power.) Requires half the PC of firing the weapon in rerouted PC.
Reverting a reroute is itself an action.
Angle Shields (2 PC): An engineer can tweak the power distribution in the ship's shields, causing one side to become stronger while another side weakens. By making a DC 15 Computer Use check, the engineer can select one side to reinforce (front, back, left, right, top, or bottom), while simultaneously draining the other side. This lasts until the engineer takes steps to reverse it. The reinforced side takes half damage when struck, but the drained side does not benefit from shields at all. Restoring the shields to normal is itself an action.


Sensors Operator
A sensors operator, as the title may suggest, operates the ship's computerized sensors. A sensor operator is the eyes and ears of the ship, and is responsible for keeping the captain and crew informed as to the latest developments in the battle.

Alert (2 PC): A sensors operator may choose to focus on monitoring the enemy, analyzing heat signatures and subtle changes in the ship's energy to help discern what they are planning to do next. Alert grants the user's ship a +1 bonus to Defense if he or she succeeds on a DC 15 Computer Use check. This lasts until the sensor operator acts again.
Assist (2 PC per Gunner): The ships sensors can be synced with the gunner's targeting computer, allowing the two to share data and greatly increasing the targeting computer's effectiveness. An assisting sensor operator grants all gunners a +1 bonus on their attack rolls until he or she acts again.
Jam Transmissions (5 PC): Using the communications system, a sensor operator may send out meaningless data that nevertheless is picked up and processed by a ship's communications array, clogging it and preventing it from sending or receiving data. A Computer Use check (DC 15) is required to jam the signal at all, and the result of a successful check becomes the DC that the enemy ship must beat to overcome the jamming. This lasts for one round. Overcoming the jamming is itself an action.
Jam Sensors (5 PC): You can create an array of strange energy emissions that enemy sensors can detect, with a Computer Use check (DC 15). These false readings are difficult to sort through, and cause the enemy ship to lose the bonus granted by its targeting computer, as well as any assist bonus from its own sensor operator. This lasts for one round. To overcome the jamming, the enemy sensor operator must succeed at a Computer Use check, with a DC of the original check to jam. This requires an action.


Gunner
The gunner controls one of the weapon systems. Most ships have more than one gunner, one or two for each weapon.

Cover Fire: Instead of acting to damage the enemy, a gunner can instead scare an enemy away with strategic patterns of fire. The ship gains a +2 bonus to Defense against attacks from any direction in which the weapon can fire on the turn or turns on which it fires. Cover fire can only be performed with cannons or guns and consumes as much power as firing the weapon in a normal attack.



Weapon Information - For Gunners and In General
A starship weapon is not simply a point-and-shoot weapon. Like personal weapons, they come in different sizes, powers, and flexibilities, allowing characters to adapt to a wide range of tactics. There are three common types of weapon, with two uncommon types.

Cannons: Cannons are powerful, single-shot weapons that deal massive damage in one strike. Cannons can only fire in one direction.
Guns: Guns are weaker than cannons, but rely on a constant spray of damage rather than a single shot. Guns can fire for multiple turns before needing to cool, allowing several attacks. Guns can typically swivel, allowing them to fire into three different adjacent directions (such as forward, down, and to the right.)
Missiles: Missiles are like cannons in that they are single-shot and deal their total capacity for damage in one strike. Unlike cannons, they suffer no range penalty and can be fired in any direction. More interestingly, they can be programmed to strike on someone else's turn. In fact, they must be; they cannot strike on the same turn they are fired. A missile hits whatever side is facing the attacker on the turn it hits. You use your Wisdom modifier instead of your Dexterity on attack rolls with missiles.
Psi-Cannon: A psi-cannon is a strange device designed to project psychic talents, amplifying a psionic ability with the ships power and firing it as if it were a projectile. The effects of various abilities when fired from a psi-cannon will be explained later. To target your own ship with beneficial psychic talents, you need an electroanimus, also called a "ghost in the machine."
Nova Cannon: Restricted to only the most powerful ships, a nova cannon is a terrifying weapon. Nova cannons, like normal cannons, deal all of their damage in one blast. Unlike normal cannons, novas create an area effect shaped like a line 500 ft. wide and infinite in length. They deal massive damage capable of destroying some ships in a single strike, but they come at a price; activating a nova cannon reroutes all of a ship's energy to the weapon, rendering it completely defenseless as well as unable to adjust its aim. Because of this limitation, nova cannons require particularly serendipitous circumstances and cannot be used with any efficiency in normal combat.


General Attacking Info
The following modifiers apply to ships as a whole, rather than simply to Gunners when operating the ship.

Focused Fire: Hammering a target with a lot of firepower at once is more effective than dealing the same damage over a period of time. If multiple weapons strike a target simultaneously, each of them deal an additional point of damage per die for each weapon beyond the first. For example, the Shenandoah has a gun set to fire for 3 rounds, each time striking for 6d12 damage. On the last round, the neutron cannons also fire, dealing 15d8 damage. Because there is an extra weapon hitting on this round, both weapons deal an additional 1 point of damage per die; the gun deals 6d12+6, and the cannon deals 15d8+15. If a missile was also programmed to hit at that time, all three would instead deal an additional 2 points of damage per die, resulting in a gun that deals 6d12+12, a cannon that deals 15d8+30, and a missile that deals 6d12+12. This extra damage is calculated before the 25% increase for striking the rear of a ship.
Skilled Attackers: Having a high base attack bonus does not grant additional attacks with starship weapons. Instead, every five points of base attack a character has increases the shipboard weapon's damage by one-half its base. A rail gun that deals 6d12 damage, in the hands of a character with a +7 base attack bonus, deals 9d12 damage. In three levels of Strong, he'll deal 12d12 damage. This only applies to a character with the Starship Gunnery feat.

LindL.Tailor
Captain

Sparkly Gekko

Reply
Universal Database [Guides & Info]

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum
//
//

// //

Have an account? Login Now!

//
//