Combat
There are two types of Combat. Ground Combat and Space Combat. You can skip to Space Combat by clicking here. Space Combat is built on a foundation of rules setup in Ground Combat. So it is best to first review Ground Combat.
Ground Combat is played out in rounds, and in each round everybody acts in turn in a regular cycle. Rounds have 5 phases too them. The 5 phases are listed below:
- Initiative: Characters and opponents (usually controlled by the GM) all determine the play order with Team Initiative. Initiative determines the order that different teams of players take turns.
- Surprise: It is determined if a surprise round is necessary by asking the question: "Are all combatants aware of their opponents?". If there are combatants that not aware of their opponent then they cannot act in this round. It is a surprise to them.
- Advantages/Disadvantages: The first round of combat officially starts. The question is raised of advantages and disadvantages there may currently be available because of the environment.
- Combat: Combatants act in Team Initiative order and attempt to defeat the opponents while taking into account any advantages and disadvantages.
- Counters: Once all combatants have finished the turn is over and it starts over at step 3 again. If there are any round counters such as a fire burning, or poison effects you would move the counter now unless it has yet to effect anyone. This cycle continues until combat is declared over.
Below are the phases in more detail. After an example combat encounter.
Example Start of Combat Encounter
The GM: "The fog clears and before you is your worst nightmare! Four of the meanest looking Space Bears where awoken by the sound of the explosion. They stare with both anger and surprise at the unexpected guests. You have woken up a din of Space Bears! Prepare to battle!" (The group is made up of 4 people. But only 3 are there at the time. Brandon(Tracer), James(Electo-Mancer), and Art(Xenophile). The forth isn't there yet, Katie(Helix Warrior) she is in the other room and just heard the explosion. Brandon being a sneaky bastard had declared that he went into stealth before the group entered the room. His stealth roll was an 18.) Katie: "Do I hear the explosion?" The GM: "Yes! But you are in a different room. You cannot act in the first round." Katie: "I yell! 'I am coming! What the devil did you guys do! Don't forget this is a possible crime scene! DUH!'" The GM: "You are all 'Shaken' by the explosion but just for one round. As a reminder that means all three of you take disadvantage on attack rolls, saving throws, and skill checks. However, the explosion has 'Stunned' one of the bears." Brandon: "What about me? I was in stealth?" The GM: "Your stealth didn't protect you from the explosive trap." The GM: "The bears initiative is lower than your group thanks to Katie not being part of the group. Her lower initiative would have knocked the average down below them. You guys go first!" The GM: "But before you go! Brandon, you are in stealth the bears do not know you exist yet. You get to act in the surprise round." Brandon: "Buwahahahaha... I will attack the closest bear with my silenced pistol." (Brandon Rolls dice for an accuracy check. He rolls a d20 and one 1d2. The extra 1d2 is because he is shacked and is the disadvantage he has to subtract the result from his total. His shot misses) The GM: "Ok! Now the normal round starts. You guys group goes first. Katie is still on her way." (Brandon and Art and James all decide their plan of action and roll the appropriate dice. Brandon chooses to hide again, Art uses a ranged attack on one of the Space Bears. James uses a Technique to shock one of the other bears.) The GM: "Now one of the space bears is wounded but still in the fight and they all retaliate with there claws." (Space bears attack the 2 in the room that they can see. The one stunned bear, however, cannot move because of the Condition of being 'Stunned ') The GM: "Alright round one coming to a close!. Moving the stunned counter down from 1 to 0 on the first stunned bear it is now no longer stunned! However James the bear you stunned with your Techinque is still stunned. Moving his counter down from 2 to 1. Katie, you have entered the room and see a sight you never thought you would behold. Giant angry Space Bears are clawing there way through your friends! What do you do?" Katie: "I join the fight!'" The GM: "Alright, even though Katie would have brought the init down below the bears she is joining late, so the groups init doesn't change for this combat." (The next battle starts now Katie is in the fight. The whole team attacks the Space Bears. Next the bear's attack and finally the round is over.) The GM: "That bear is no longer stunned James! You notice that he can move again." James: "No so fast!" (The next round starts the group finishes off the space bears before the bears can go. The battle is concluded)
The Initiative Phase (Step 1)
The initiative is a representation of a players reflexes and mental focus in combat. It is a score that is: DEX + WIS + MISC. It can also be a check when necessary. d20 + DEX + WIS + MISC. The Team Initiative is simply the average Initiative score round up. In a battle scenario the Team with the higher Initiative score goes first. If there is a tie, the Team that has a Character with the higher Dex score goes first. If that is still a tie, then an Initiative check is rolled on between the Characters on opposing teams who have the highest Initiative until the tie is resolved
If the battle is between just 2 people, then the same rules apply it's just a Team of One.
Characters may have taken certain feats or talents that improve initiative by adding additional bonuses. This is considered the 'MISC' bonuses.
Editing Character Sheet: At the top of the first page next to Affinity Die there is a box for 'Initiative'. You can record your character's current Initiative here.
Joining a Battle: If characters enter a battle after it has begun. If they are a third party and not part of any Team his or hers Initiative is compared to the other Teams. The same goes for multi people joining combat as a new Team. Their group Initiative is compared to the other groups to determine what the turn order is. If you are joining a group, then you simply slip into the groups turn order as noted by the rules above. However, this does not change the groups current Initiative score. The score that is at the start of combat is what is used until combat is done unless a Feat or Technique or some other action states otherwise. Joining a Team doesn't change that Team initiative while in combat.
Opposing Initiative Checks: In different situations inside and outside of combat a Player may wish to perform an action before another or stop another Character or NPC from acting. Whenever this sort of conflict occurs, an Opposing Initiative check between the Characters is used to see who goes first. If there is a particular action that is being contested between multiple people there can only be one winner. So if there is a tie then simply roll again.
The Surprise Phase (Step 2)
When a combat starts, if a character was not aware of his or her enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they know of the character.
The Surprise Round If some but not all of the combatants are aware of each other, a surprise round may happen before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round. They act in the order that the Initiative states from step 1 just skipping the surprised combatants. They can also choose not to act and instead remain hidden. Before combat starts make sure that characters have an opportunity not to be surprised if there is the possibility to spot/see the trap/hidden combatants. For example, if an enemy is in stealth the combatants should be able to use Passive Perception against the enemies stealth to not be surprised. If they are actively looking for targets or are 'on the alert,' then they can roll a normal Perception skill check against the enemies stealth. However, there also can be situations where it is impossible for a character to see the coming combat and in that situation, the GM should not feel obligated to have them roll.
Unaware Combatants: Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are considered Flat-Footed because they have not acted yet. Because of this, they lose any Dexterity bonus to AC.
Actions that can be done in the Surprise round and advantages and disadvantages that can be applied are explained in below sections.
Advantages and Disadvantages Phase (Step 3)
This is based on the rules for Advantages, and Disadvantages noted here. However, not all Advantages or Disadvantages in combat are directly calculated using the Advantage system. Some things can negatively or positively affect a target person without effecting their dice roll. Such as doing an action that puts a target into a condition like a trip or grapple. Advances or Disadvantages can be placed on a Character even if that Character isn't the one making the roll. Instead, it affects anyone else having to roll to interact with that character.
At the start of each team's turn the Advantages and Disadvantages for that Team as well as each person individually. The Team should be aware of what bonuses and subtractions they have before deciding on what action to take. This Phase is here to both explain Advantages but also as a placeholder and reminder to check what Advantages and Disadvantages exist in the round.
In the start of combat, ALL combatants (unless noted otherwise) have the disadvantage "Flat-Footed." More about what "Flat-Footed" means down below. Once a combatant's turn starts they are no longer considered flat-footed unless told otherwise.
Here are all the different things that can provide Advantages or Disadvantages:
- 1) Character positions relative to the enemy can provide bonuses. An example might be Flanking. Or if a Character has the High Ground.
- 2) There are also Conditions a player may be in. Some conditions simply affect what a Character can do. For example, the condition of Paralyzed causes the Character to be unable to act. Obviously being Paralyzed would be considered a Disadvantage although it doesn't directly effect rolling. However other conditions use the Advantage rules such as "Sickened."
- 3) Certain Feats or Class Talents can provide bonuses again based on the environment and situation the Character is in.
- 4) Items are another provider of Advantages. An example would be the medkit which a Masterworked version of the item can provide an Advantage equipment bonus to a Character attempting to heal another player with the Treat Injury Skill.
- 5) A GM can also for some creative reason within the game declare that a Player has the advantage or disadvantage. This doesn't mean that you can simply throw out anything willy-nilly as an Advantage. The advantage/disadvantage can affect anything that requires a roll. The GM can bypass the Advantage rules and simply declare a +/- to a particular roll or attribute for a single turn.
Actions done by a player may change the conditions in the round. It is up to the GM to confirm and keep track of all conditions and to ensure that players are aware of there own Conditions. It is a good idea for a Player to be wise to the different Advantages and Disadvantages a combatant can have. Much of the strategy of combat in this game is about providing Advantages to your team while giving Disadvantages to the enemy team thus weakening them while avoiding the same fate.
The Combat Phase (Step 4)
Step 4 is repeated multi times until combat is finished. Usually the longest part of combat because each player has to figure out what to do and roll for their action. What action a combatant can do and how it effects himself and others are laid out here. This is also the largest section as it attempts to explain all that can be done.
Combatants Actions
The fundamental actions of moving and attacking cover most of what a character wants to do in a battle. They’re described here. Other, more specialized options are touched on later.
Each Combat Round represents roughly 3 seconds in the game world. A Round is an opportunity for each character involved in the combat to take action. Anything a person could reasonably do in 3 seconds, a character can do in 1 round. Each round begins with the Team who has the highest initiative and then proceeds, in order, from there. Each round of combat uses the same initiative order. When a character’s Team's turn comes up in the initiative sequence, the characters in the Team deiced on what actions they should do either as individuals or perform actions that affect each other. The Player's in a Team decide what they are going to do and then roll there dice to see if they were successful. If the action requires the success of another Player's action, then they wait to see if their teammate was successful, if the other Player wasn't successful then there turn ends without action.
Attack Standard Actions |
---|
Attack (Melee Weapon) |
Attack (Combat Technique) |
Attack (Ranged) |
Attack an object |
Move Standard Actions |
Move your speed |
Climb, Crawl, Swim (Half Speed) |
Switch Weapons |
Full-Round Actions |
Combat Techniques |
Full attack(Extra Attack/Damage) |
Sprint |
Withdraw |
Make a dying character stable |
Simple Actions |
Drop to prone, sitting, or kneeling |
5-foot step |
Draw/Holster Weapon |
Free Actions |
Drop an object |
Speak |
Action Type Varies |
Reload a Firearm |
Use a Skill/Feat/Talent |
Remember that each round represents 3 seconds of in-game time. The below table may help explain.
---- Time (3 seconds) ---- | ||||
---|---|---|---|---|
ACTIONS | ||||
Standard Action (Move Action or Attack Action) |
Simple Action |
Free Action | ||
Full Round Action | - |
To the right is a full list table of all the actions that can be done in combat.
Move Actions
- Move your speed
- During combat all combatants are expected to be running or at least jogging from location to location. You can claim that your character causes not to run from the massive firy explosion from behind but instead walk away from it. In this case you take 1/2 of the speed of your normal movement. Most movement is 30 feet. So 15 is your walk speed in combat. Remember that is how much you can walk is roughly 2-3 seconds.
- Sprint/Full movement (Full round move action)
- Although sprint is considered a Full Round Action we mention it here because it is indeed a movement. Sprint is the ability to increase your run speed but requires a full round to preform. Instead of going twice your move distance you can now go tree times. If a characters normal move distance is 30 and the player decides to have that character sprint it can move 90 feet or 18 squares.
- This also can provoke attacks of opportunity just like moving can.
- Climb, Crawl, Swim (Half Speed)
- This is fairly simple. These are other move actions that require additional skill or simply hinder the speed at which you can move. If you wish to move at twice the speed of a normal climb/crawl/swim you must take a full round action. Attacks of opportunity still apply.
- Draw/Holster a weapon
- Again fairly simple. If a player doesn't declare that her character already has a weapon drawn then one of the first move actions in combat may be to do so. The player can still do another move action if they are willing to sacrifice there attack action. But drawing a weapon without any feats that modify this requires a standard move action. The same for holstering a weapon.
- Move a object
- Moving any object requires strength. If a character has no strength they are unable to even move themselves. Strength can determine how much a character and left over there head,to there waste, and drag on the ground. It also tells how much weight a character can pack and carry during a journey/adventure and not become encumbered. The below tables explain both.
- Moving any object starts out at 1/2 speed. If you wish to increase the speed you would have to take a full round action and it would only double it. Attacks of Opportunity apply the same way regular movement do except now Dexterity is removed from a players defense.
- Open a door slowly
- This is simply an example of other generic move actions that can be done. Most any action that will take move then a split second to preform is considered a move action while in combat. Remember that each turn is roughly 2 seconds of time.
- Stand up from prone, sitting, or kneeling
- Hitting the dirt or going prone is considered a free action as long as you are not in low or zero gravity. But the opposite is not. Getting up is a standard move action.
- Load a weapon
- There are special feats that help with this but normally reloading a weapon is considered a move action.
Full Round Actions
- Combat Techniques
- Some combat Techniques are considered full round actions instead of simply an attack action. The list is: Charge, Overrun, Bull Rush.
- Coup de grace
- Pronounced "coo day grahs". The change to fully finish off an opponent. This is only possibly if the opponent is completely helpless and unable to move. Being knocked unconscious, having a strength of 0, or having a HP score of 0 or below. The character doing the Coup de Grace does not need to do an Attack roll they automatically hit and score a critical hit. If the defender survives the damage, (there HP doesn't go below the negative there Constitution Score) the opponent must make a Constitution save (DC 10 + damage dealt) or die.
- A Coup de grace provokes attacks of opportunity.
- Full Attack
- If a combatant wants to take advantage of there "Extra Attacks" ability granted to characters at certain levels they must take a full round and will be unable to move, even 5-foot steps. The only other free action available to them is to Speak.
- Sprint
- Mentioned earlier in the "Movement" section this is considered a full round action is you move x3 your normal combat speed.
- Make a dying Character Stable
- Characters can die once there health goes below negative their Constitution Score. So if their score is 16 then -16 or 16 points below 0 would me that character is dead. A field medic can do no more for the character. However if the Character is between 0 and 15 there is still hope. If a Character hits 0 they start to bleed out. Each turn they loose another point of health, not also counting other factors that could reduce health points as well. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Treat Injury skill. If successful the character gains a single point of HP and any ill effects that may cause the person to instantly go back to 0 has been removed.
- Total defense
- Total defense is a representation of holding action and focusing on being aware of your surrounding and on your over all defense. The default stance of any no combatant NPC in a combat zone that may unwilling become a target getting in total defense increases a characters dexterity bonus by +4 associated with defense.
Simple Actions
- Drop to prone, sitting, or kneeling
- A simple action similar to drop an object except you cannot preform this more then once a turn without it being considered multi free actions. Also with the exception of low/zero gravity. This action cannot be considered a free move while in low/zero gravity. It is considered a standard action.
- 5-foot step
- Much like Speaking this is not so simple. 5-foot step also has a lot of stipulation around it. 5-foot step can only be done once. The 5-foot step adds on top of any other free action except Speak. The 5-foot step is considered a turn ended move. It also cannot be done if any standard move action is done.
- 5-ft steps are a way to temporarily escape the reach of a melee attack. Or to move behind cover after an attack.
Free Actions
Lets first talk about Free actions in combat. A free action is anything that can be easily done in less then a second if necessary or be done while preforming other actions. So the table isn't a truly complete list. For example dropping an object merely requires that a combatant lets go of the object this can be done in a split second even if the object takes much longer to hit the floor. Or talking which can be done in the middle of preforming other actions.
Free actions can add up. You can only preform one free action a round without it taking up a standard action slot. If you preform multiple free actions you have to either choose the standard attack action or standard move action to sacrifice for that round. 4 or move free actions are considered to take a full round and both standard actions are taken.
Below is the actions mentioned in the table show previously explained in more detail.
- Drop an object
- This is simple. Simply let go of whatever the Player is having his character hold onto. Anything that is not connected in any other way except by a single directly accessible way of release. Wither that is simply releasing your hold on the item or its on an easily release clip. A player can preform this free action more then once in a turn without it being considered more then a single free action. However that only works if the character is able to let go of all the objects simultaneously.
- This also implies even in low or zero gravity. As long as the character do not care the direction that the object is sent or the lack of motion from the object. For example you may be very concerned about a grenade as it would simply float around you. You would require to throw the object as you care about the direction. However if you simply wanted to leave the grenade there and flee the area then letting go of the grenade becomes a free action.
- Speak
- This may seam like a simple action and indeed it is however there is a lot of stipulation around this. It can be done as a free action during your turn and over laps all other free and standard actions meaning it never counts as an additional free action. Speaking is truly a free action. It can even be done when preforming a full round action which normally removes the ability to do a free action. The one rule is your words are limited to only a few seconds worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more then ~2 seconds per round. Thus your conversation during the combat must be quick and is likely to take multi turns to make convey any complex ideas. This is a roll-playing game and combat is suppose to be fast and intense. At least it should seam that way too your characters. Pausing for out of game player conversation is always a nice feature of a strategy game but also can be abused. GM's should make sure that the players are not being information from "beyond the 4th wall (oooooohaaaaah)" into there characters knowledge. In other words knowledge gained from player communication that is considered outside of the actual game play should never mix with ingame character knowledge and characters should not act on ideas players discussed without having there characters also discuss them.
- If you have your characters rollplay a complex discussion in battle it will either have to be around roll dice for attacks and defense or the players active in conversation must take full round actions dedicated to the conversation. Like to people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them but they are not having to directly react unless they are actually hit which breaks the conversation.
- Of course how much this rule is followed is dependent on how well the GM enforces it and how much fun the group would fine that enforcement to be. Just remember that roll-playing is fun because it is a game of the imagination and having to overcome these imagined barriers can be challenging and interesting.
- One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be done at the same time someone moves, talks, attacks with a single handed weapon. You can rollplay the hand singles or simply speak what you intend without it taking away from the amount of words you can say. However communication via hand gestures are limited to one gesture per round.
Varies Action Types
- Reload a firearm
- This task can very depending on the type of firearm and certain feats. The details for a weapon should inform the player what action is require for reloading it.
- Use a skill
- In combat some skill checks are useful or necessary. They require time to preform and the skill details will explain what action it requires. If it doesn't it takes a standard action.
- Use a feat
- The same as using a skill. Feats normally do not require any type of check. And normally they require either a free action or standard action.
- Delay/Ready
- To delay an action or ready an action allows a player to strategist his characters movements and attacks and coordinate with other players. A player can declare that his Character will delay an attack action or move action until another event has occurred. Such as another combatant's attack or death. An example may be that one Character readies and melee attack action with an improvised weapon, a hard cover book, next too the door awaiting for her assailant to open the door. When the assailant busts through the door the Character can automatically attack even if it still isn't her turn.
- In order to Delay/Ready an action a Player must declare it to the GM and sacrifice that action in there current turn. They must be able to sacrifice that action and they do not get it back if it isn't used.
- Player's can also choose to coordinate actions with other players. The Player has to announce that they will coordinate all actions with another friendly players. The turn order of players in combat now changes and the two players get the lowest Initiative between the players which was obtained in step 1. When it becomes there turn the players get too choose who goes before the other sense they are working as a team. Players cannot coordinate actions with other players that cannot interact with and/or communicate with.
The Combat Ending Phase (Step 5)
Round Counters: Here is where the GM can subtract from any round counters. Any effects/conditions that last longer then one round need to have a counter to keep track of how many rounds have happened. Its usually the GMs job to keep track of such things. If the player/s with the effect condition haven't gone yet then the counter shouldn't be moved down. For example if on the last turn a character poisons an enemy that poison has the effect of doing 1d4 CON damage per turn for 4 turns. But sense the person he poisoned hasn't even gone yet the counter is merely setup but not moved down on the first round. However if the player didn't go last but instead went first and before the end of the turn the enemy takes 1d4 CON damage and the end of the turn the GM should move the counter down.
Adding new Combatants: It is at this point that if new players or GM controlled characters want to join the combat they can. The player deiced if they want to join a group or be on there own. The new player to combat may also be a surprise to the enemy. If so this new player starts out in the Surprise phase before moving to step 3. They also determine the advantages and disadvantages that they should have if any now that they are in the combat as well as any advantages or disadvantages they bring to combat.
Back to Step 3: Now its back to Step 3 and the combat continues. Unless of course all the enemies are defeated.
Left over Effects/Conditions: If all enemies are defeated then the combat ends. However people may still be poisoned or have any assortment of effects/conditions. Each round is considered 3 seconds. Characters with these negative effects should immediately deal with these conditions before normal game play starts back up. In the poison example the character still has 2 more rounds to go of poisoned. Now that character will have to take the damage for both rounds. And poison requires CON checks. So the player would also have to roll twice for that character. If a character wishes to heal themselves or has someone that can heal the poison or other lasting effect/condition the character can try do to do. But cannot take 10 or 20 and for each time a character tries and is unsuccessful is a turn for the effected character.
Special situations/attacks/moves
While in combat or even outside of combat there can be countless special situations that can happen where there may be exceptions to the rules orr special/extra rules.
Using Techniques
To learn about Techniques review the Techniques page. This page explains both Combat Techniques which are moves that all Characters can preform and Special Techniques which are specific too certain Advance Classes.
Following the same process for firing a weapon a Character can also attempt a Combat Technique. An example of this would be to 'Trip' an opponent. First the Character will have to roll an Accuracy a check. In this case its called: 'Technique Attempt Check' however its basically the same. This roll is: D20 + CTO (Combat Technique Offense). Each Character has a CTO and CTD. CTO is used to add to the d20 roll for the Attempt Check while the CTD (Combat Technique Defense) is the opposing number the Attempt Check has to beat. The targets CTD takes the place of there AC.
After the Attempt Check the effect of the Combat Technique. In the case of a Trip the opponent is now knocked prone.
Another option is casting a Special Technique. For example the Electro-Mancer has a Technique: "Shocking Grasps". This is actually considered a 'Touch Attack'. So the Character would just roll a d20 + Int Mod against the targets Touch AC. If successful the effect of Shocking Grasps will then play out.
In the end that is all there is too Attacking. A lot of the combat and strategy comes from the set-up of the attack while the luck of the game comes from the attack roll itself. In order to win Players must play smart to insure that they gain the advantage and are thus more likely to have successful rolls then there opponent.
Below is a detailed explanation of the 'Complete List of Actions ' table. (which happens to totally not be complete.. but whatever titles).
Thrown Explosives
Make a ranged attack against a 5ft square area. The accuracy check is against the squares AC. The AC is: 5 + Range Penalties. The Range Penalty is for ever 10ft after the first 10ft add an additional 5 AC. So 1 - 10ft would be +0, 11 - 20ft would be +5 and so on. The Character is able to add there Dex modifier too the ranged attack like normal. And for every 2 points in Str modifier a Character has the Character can extend the starting throwing range by another 10ft. So if a Character with a Str Mod of +2 and a Dex Mod of +2 attempts to through an explosive to a target 40ft away the target AC would be 15 and the Character would get a +2 to the accuracy roll.
When a Character throws the explosive he/she can either miss or hit.
- Hit: Individuals in the target square and all adjacent squares within the damage area are dealt damage.
- Miss:
- First, roll 1d8 to determine the miss direction of the throw. 1 - Falls short (straight line towards the thrower). 2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
- Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
- Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
Using Traps/Mines
Space Combat
Space ship combat is very similar too normal combat. Please review the rules above before reading the Space Combat rules. Just like normal combat there are 5 phases to space combat. Below are exceptions to the rules noted above.
Initiative Phase
Initiative is now based on the ships Mobility Modifier + any Miscellaneous modifiers as noted on the Space Ship Character sheet. All characters on a ship act in turn on the ship. There actions are interchangeable like a group of players working as a team. Each ship is its own group. Even if players are on the same team if they are in two different ships they do not take there turn as a whole group. Only players on the same ship can interchange there turn order. All ships, including opponents go in turn order of there Initiative.
Surprise Phase
The rules here are still the same. Ships can preform an action in this round only if they are aware of the opponent ships. A Sensor check is now rolled to confirm if the ships are aware of each other.
Advantages and Disadvantages Phase
The rules here are also the same. The Advantages and Disadvantages system still applies. The goes for both the ship itself as well as the players within the ship.
Combat Phase
Here there are a few things different. Ship actions are actually the combined actions of its crew. This doesn't mean that all crew members have something to do every round of the combat phase. It all depends on what the crew wants the ship to do and what position each crew member is fulfilling. Below are some things different about ship combat.
- A ship always moves. Even if the move action is to attempt to stay still relative to another object. All things in space are moving in the perspective of some other object. It takes a skilled pilot to keep a ship on target especially when that target is moving, the ship itself is moving, and there are tons of objects around them also all moving in completely different directions. To each round the ship must make a Pilot check. A failure to pilot correctly has 2 out combs. The position of the ship at the end of this phase is not where the pilot intended. The ship has a -2 AC penalty for the next round. If it is a critical failure it is a -4 penalty as well as any other possible failures the GM is allowed to impose.
- The ship can possibly fire on multi targets. Each hard point weapon can only fire once per turn unless specified otherwise. So this means that the amount of weapons on a ship limits the number of different possible targets that can be hit. Secondly the ship has to target each one. A ship can only target the number of ships equal to its Sensor Modifier. However each additional target gets an additional -2 to the Accuracy check. The 3rd target would be a -4 the 4th target a -6. This can be mitigated by a Crew member on tactical as well as improved Targeting electronics.
- Ships cannot do Combat Maneuvers. The only 'Maneuver' like Special Ability all ships can do is Ram. Ramming is similar in nature to a Charge Combat Maneuver. It does damage based on size. Xd6. X being equal to the size level + Engines Mod. Fine being level 0. Colossal be 8.
- Massive damage for a ship is considered any amount of damage more then 1/4th the ships total Hit Points with a minimum of 50 damage. The ship makes an Armor check with a DC of 15. The DC is 20 if the damage is more then 1/2 the ships Hit Points. If it fails the ship may take on a damage condition.
- Ships can target specific aspects of other ships in an attempt to force a damage condition along with the normal damage. The different systems are identified by the 6 different Attributes of the ship. The ship takes a -4 to the accuracy check. The DR from shields still apply. If damage is successfully dealt after the DR is accounted for the target ship rolls a check to see if the system is too take on a damage condition. The DC is 15 + the number of times that system has been hit per combat. If its a critical hit the DC is 20 + number of hits. Taking on a damage condition usually adds temporary negative effects that can be resolved by repairing the ship. These conditions can be removed while in-combat if the ship has an engineering bay and an appropriately skilled crew member assigned to it. Once a ship takes on 10 or more damage conditions it is considered inoperable. Inoperable is similar to the helpless character condition except that the crew on board can still attempt to fix the ship.
Combat Ending Phase
The rules are the same here.