This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Starship Combat House Rules ====== <WRAP center round important 60%> === House Rules === These are the standard starship combat rules combined with Emperor Norton's house rules, available from [[https://community.fantasyflightgames.com/topic/182940-starship-house-rules/|this thread]]. Emperor Norton's rules have been tweaked further here.</WRAP> ===== PDF Version ===== A condensed & print-friendly version of these rules (including Spending & Crit Result tables) is available from [[https://www.dropbox.com/s/97ulupsad6ezz9k/Starship%20Combat%20cheat%20sheet%20%28house%20rules%29.pdf?dl=0|this link]]. ===== Summary ===== ^Maneuvers^^^ |[[rules:starship_houserule_combat#fly|Fly]]|[[rules:starship_houserule_combat#evasivemaneuvers|Evasive Maneuvers]]|[[rules:starship_houserule_combat#stayontarget|Stay on Target]]| |[[rules:starship_houserule_combat#rammingspeed|Ramming Speed]]|[[rules:starship_houserule_combat#aim|Aim]]|[[rules:starship_houserule_combat#angledeflector|Angle Deflector Shields]]| |[[rules:starship_houserule_combat#assist|Assist]]|[[rules:starship_houserule_combat#increasepower|Increase Power]]| | ^Actions^^^ |[[rules:starship_houserule_combat#gaintheadvantage|Gain the Advantage]]|[[rules:starship_houserule_combat#fireweapon|Fire Weapon]]|[[rules:starship_houserule_combat#damagecontrol|Damage Control]]| |[[rules:starship_houserule_combat#activetargeting|Active Targeting]]|[[rules:starship_houserule_combat#plotcourse|Plot Course]]|[[rules:starship_houserule_combat#copilot|Copilot]]| |[[rules:starship_houserule_combat#jamming|Jamming]]|[[rules:starship_houserule_combat#boostshields|Boost Shields]]|[[rules:starship_houserule_combat#manualrepairs|Manual Repairs]]| |[[rules:starship_houserule_combat#firediscipline|Fire Discipline]]|[[rules:starship_houserule_combat#scanenemy|Scan the Enemy]]|[[rules:starship_houserule_combat#slicesystems|Slice Enemy's Systems]]| |[[rules:starship_houserule_combat#spoofmissiles|Spoof Missiles]]|[[rules:starship_houserule_combat#watchyourback|Watch Your Back]]|[[rules:starship_houserule_combat#targetlock|Target Lock]]| |[[rules:starship_houserule_combat#blanketbarrage|Blanket Barrage]]|[[rules:starship_houserule_combat#concentratedbarrage|Concentrated Barrage]]|[[rules:starship_houserule_combat#overwhelmingbarrage|Overwhelming Barrage]]| ===== Maneuvers ===== ^Pilot Only Maneuvers^^ |{{anchor:fly}}Fly/Drive|Speed cannot be below 0 or higher than max speed rating| |:::|∓ speed by 1| |:::|∓2 if speed rating ⋝ 5| |:::|∓ speed by any amount, then suffer S.Strain equal to Silhouette| |:::|Also, may change [[range bands]], depending on speed| |{{anchor:evasivemaneuvers}}Evasive Maneuvers|Requires Silhouette 1-4 and Speed 3+| |:::|Upgrade `di` to `ch` for attacks against your ship| |:::|Upgrade `di` to `ch` for attacks you make| |:::|Active until the end of the pilot's next round| |{{anchor:stayontarget}}Stay on Target|Requires Silhouette 1-4 and Speed 3+| |:::|Upgrade `ab` to `pr` for all attacks against your ship| |:::|Upgrade `ab` to `pr` **once** for all combat checks from your ship| |:::|Active until the end of the pilot's next round| |{{anchor:rammingspeed}}Ramming Speed|Requires speed 4+| |:::|Make an opposed ''Piloting'' check.| |:::|Add `se` (instead of `di`) **minus 1** using the speed difficulties in the Gain the Advantage action. On success, suffer a major collision| ^Other Maneuvers^^ |{{anchor:aim}}Aim|Gain `bo` to your next combat check| |:::|Spending 2 consecutive maneuvers aiming gives `bo``bo`| |{{anchor:angledeflector}}Angle Deflector Shields|A crewmember with access to the shield controls can reassign up to 2 points of Defense from one zone to another.| |{{anchor:assist}}Assist|Give a `bo` to fellow crewmember| |{{anchor:increasepower}}Increase Power|Requires Silhouette 0-3 and access to an engineering station| |:::|Take 2 S.Strain| |:::|Increase ship's top speed by number of rounds equal to the mechanic's Intellect| |:::|Reduce ship's handling by 2| |:::|Cannot perform **Boost Shields** action in the same turn| ===== Actions ===== ^Pilot Only Actions^^^ |{{anchor:gaintheadvantage}}Gain the Advantage|Requires Silhouette 1-4 and targets Silhouette 4 and lower only|| |:::|Make a ''Piloting'' check with the following difficulty:|| |:::|Targets one other ship within range|| |:::|Speed ≥ 2 of target|`di`| |:::|Speed ∓ 1 of target|`di``di`| |:::|Speed < 2 of target|`di``di``di`| |:::|Speed < 3 of target|`di``di``di``di`| |:::|On Success|Ignore all penalties associated with Evasive Maneuvers| |:::|:::|Choose which defense zone to hit| |:::|:::|Active until the end of the following round| |:::|:::|Can be cancelled if the target makes a Gain the Advantage on your ship| |:::|Spend `ad``ad`|Choose a target's fire arc. Target can only fire on you with weapons that can use that firing arc and you may only attack this firing arc.| |:::|Spend `ad``ad`|If the target's pilot attacks any other target but you, upgrade `di` by 1. Stackable. If the target's combat check generates `th``th`/`de` they suffer 1 automatic hit dealing the base damage of one of your weapons without the Limited Ammo quality.| |:::|Spend `tr`|Target immediately suffers 1 automatic hit dealing base damage of one of your weapons without the Limited Ammo quality. Not stackable.| ^Other Actions^^^ |{{anchor:fireweapon}}Fire Weapon|One weapon can only fire once per round, unless otherwise indicated|| |:::|When target is Silhouette ≤ 4 the target chooses the defense zone. Silhouette ≥ 5 defense zone is determined by ship position.|| |:::|For each range band beyond Short, consider the target to have a Silhouette one smaller, to a minimum of 0.|| |:::|If target is in Close range and has Speed ≥ 4, increase difficulty by 1. If difficulty is above Formidable it becomes Impossible.|| |:::|If the target is moving at Speed 3 or greater add it's Handling in `se`.|| |:::|Silhouette ∓ 1 of target|`di``di`| |:::|Silhouette ≤ 2 of target|`di`| |:::|Silhouette ≥ 2 of target|`di``di``di`| |:::|Silhouette ≥ 3 of target|`di``di``di``di`| |:::|Silhouette ≥ 4 of target|`di``di``di``di``di`| |:::|Silhouette ≥ 5 of target|Impossible| |{{anchor:damagecontrol}}Damage Control|Make a ''Mechanics'' check to attempt to recover S.Strain, Hull Trauma or repair [[health#critical_hit|Critical Hits]]|| |:::|Recover 1 point of S.Strain or 1 point of Hull Trauma or 1 [[health#critical_hit|Critical Hit]]|| |:::|Repairing Hull Trauma can only be attempted **once** per encounter|| |:::|S.Strain/Hull Trauma < half threshold|`di`| |:::|S.Strain/Hull Trauma ≥ half threshold|`di``di`| |:::|S.Strain/Hull Trauma > threshold|`di``di``di`| |:::|Critical Hit|[[health#critical_hit|Critical Hit]] difficulty| |{{anchor:activetargeting}}Active Targeting|`di``di` ''Computers''|On success, can attack a target outside it's Sensor Range (but within weapon's range) on all attacks. Active until the end of your next turn.| |{{anchor:plotcourse}}Plot Course|`di``di` ''Astrogation'' or `di``di``di` ''Perception''|Each success reduces `se` for difficult terrain| |{{anchor:copilot}}Copilot|`di``di` ''Piloting''|Each success downgrades difficulty of pilot's next check| |{{anchor:jamming}}Jamming|`di``di` ''Computers''|On success, the target must make a `di``di` ''Computers'' check to use their comms. Difficulty increases by 1 for each additional `su``su` and jamming affects an additional target for each `ad` spent.| |{{anchor:boostshields}}Boost Shields|`di``di``di` ''Mechanics''|Must have a defense rating. On success suffer 1 S.Strain and increase one defense zone by 1 until the beginning of your next turn. Additional `su` increases round duration per `su`.| |{{anchor:manualrepairs}}Manual Repairs|`di``di``di` ''Athletics''|Requires proper tools. Allows you to use **Damage Control** action with ''Athletics''. Can only attempt once per encounter. On success repair 1 point of hull trauma. Each `su``su` recovers an additional point.| |{{anchor:firediscipline}}Fire Discipline|`di``di``di` ''Leadership'' or ''Discipline''|On success, the next crewman to fire a weapon gains `bo`. Each additional `su``su` grants the `bo` to an additional crewman. The crewman can spend `ad``ad``ad` to inflict 1 S.Strain per hit in addition to the normal damage.| |{{anchor:scanenemy}}Scan the Enemy|`di``di``di` ''Perception''|On success reveal the target's weapons, modifications, and S.Strain and hull trauma thresholds. `ad``ad` may be spent to learn current threshold values.| |{{anchor:slicesystems}}Slice the Enemy's Systems|`di``di``di` ''Computers''|On success, decrease the defense zone on the target for 1 round per `su`. `tr` may be spent to disable a weapon for 1 round. `ad``ad` may be spent to inflict 1 S.Strain.| |{{anchor:spoofmissiles}}Spoof Missiles|`di``di` ''Computers'' or `di``di``di` ''Vigilance''|On success, any attacks against your ship with weapons that have Guided upgrade difficulty by 1. Additional upgrades per `su``su`. Active until the start of the crewmember's next turn.| ^Engineer/Astromech Actions^^^ |{{anchor:watchyourback}}Watch Your Back|`di``di` ''Computers''|Each `su` provides the ship with +1 defense to a single zone until the engineer's next turn. More threats in the area add `se`.| |{{anchor:targetlock}}Target Lock|Declare target in range and make a ''Computers'' check using the Silhouette table in [[rules:starship_houserule_combat#fireweapon]]. More threats in the area add `se`.|| |:::|On success, provide `bo` to a gunner's ''Gunnery'' check against the declared target. Each additional `su``su` add 1 `bo`.|| |:::|Active for 1 round plus additional rounds per `ad``ad` generated.|| |:::|Any `th` indicates the number of rounds before another Target Lock can be attempted.|| ^Large Ship Actions^^^ |{{anchor:blanketbarrage}}Blanket Barrage||| |{{anchor:concentratedbarrage}}Concentrated Barrage||| |{{anchor:overwhelmingbarrage}}Overwhelming Barrage||| ===== Shields ===== Defense no longer provides `se`. After a ship suffers a hit the pilot may take a Shields incidental. The ship suffers 3 S.Strain and adds 2 + Defense rating to their Armor for one hit per attack. All ships that have shields start with double the defense then what is indicated in the stats. ===== Sensors ===== Each ship has a designated sensor range. Information about the surrounding area depends on the distance. Active Sensors rule is removed (ie. no Computers check for sensors). ^Range from Ship^Target Information Given^ |Sensor Range + 1|Number of ships and ship details like transponder codes. No stats. Those are accessible via the Scan the Enemy action.| |Sensor Range + 2|Number of ships and silhouette sizes.| |Sensor Range + 3|Existence of ships.| |Sensor Range ≥ 4|Nothing.| ===== Weapon Qualities ===== |Target Lock|Passive|When firing, upgrade the difficulty of the combat check by 2, unless you have used the Aim maneuver or Active Targeting against the target, in which case, upgrade the check by 1.| |:::|Add to Concussion Missile Launcher, Proton Torpedo Launcher.|| |Slow Tracking|Passive|When at Close range and the target is moving at Speed ≥ 4, increase combat check by 2, instead of 1.| |:::|Add to Concussion Missile Launcher, Ion Cannon (Heavy), Ion Cannon (Battleship), Proton Torpedo Launcher, Tractor Beam (Heavy), Turbolaser (All).|| ===== Revised Ships ===== |Alpha-Class XG-1 "Star Wing" Asault Gunboat|Increase Handling to +1| |RZ-1 "A-Wing" Light Interceptor|Increase S.Strain and Hull Thresholds to 8| |TIE-D "Defender" Multi-Role Starfighter|Increase Speed to 6, reduce Hull Threshold to 8| |TIE/LN Starfighter|Reduce Handling to +2| |TIE/IN Interceptor|Increase Hull Threshold to 8| ===== Revised Talents ===== |Full Stop|Active|As an incidental, reduce the Speed of the ship you are piloting to 0. The ship suffers S.Strain equal to its Silhouette.| |Hold Together|Active|As an incidental, after learning the results of a critical hit on a starship you are crewing, you may spend a Destiny Point and suffer 3 S.Strain to cancel the critical hit.| ===== Critical Hits ===== You can view the [[health#critical_hit|Critical Hits chart here]]. Show page