Free Actions:
These actions can happen before, after or between the actions of PC's.
Ships can move between half and their maximum Speed and perform one turn at any point. Turn distance is 90 degrees for raiders, frigates and light transports, and 45 degrees for light cruisers, cruisers and heavy transports.
Torpedoes move, and attack any ship they come into contact with.
Attack Craft move and attack any eligible targets they come into contact with (see below).
The officers of a ship can make one action each, in any order they choose.
Disruptive actions impose a -2 penalty on the rolls of any other actions that round, and no more than one Disruptive action can be performed per round.
Attack Actions:
Fire Weapons (Shooting): The ship shoots at a single target with any number of eligible Lance / Battery weapons. This can be done multiple times, but no weapon can fire more than once.
Hit & Run (Pilot): The character leads a commando team in a small craft, to board and sabotage an enemy ship before fleeing. Make a Pilot check. On a success, roll on the Hit & Run damage table, adding +1 to the roll for each raise. On a failure, the character is forced to return to their ship. On a critical failure, the attack craft is crippled or destroyed.
Launch Attack Craft (None): Up to 2 Squadrons of attack craft per launch bay on the ship are readied and launched. The character may choose to personally lead any squadron.
Command Attack Craft (Battle): Any rolls made by friendly NPC attack craft within this Strategic Round will use the Battle skill of the PC.
Fire Torpedoes (None): At the end of movement, the ship will fire a salvo of torpedoes with a strength determined by the component launching them.
Load Torpedoes (no roll): The torpedo tubes of the ship are all reloaded.
Command Actions:
Brace For Impact (Pilot, Disruptive): Until the start of the ship’s next Strategic Round, they ignore the first Wound lost, and the first point of Crew and Morale damage they suffer.
Lock On (Computer): Grant +2 to attacks against a single target within this Strategic Round.
Repel Boarders (Battle): Deduct 2 (or 4 with a raise) from the damage results of any Hit and Run attacks made against the ship in the next round. Add +2 to the opposed Battle check of any boarding actions within the next round.
Boarding Action (opposed Piloting & Battle, Disruptive): Make an opposed Piloting check to draw close enough to the enemy ship, then refer to the system below if successful.
Piloting Actions:
The Maneuvere modifier of a ship applies to all these rolls.
Burn Retros (Pilot, Disruptive): The minimum Speed of the ship becomes 0.
Disengage (Pilot, Disruptive): The ship attempts to break off from combat. This roll is opposed by a Computer check from each major enemy or group of enemies within 10", with the Detection modifier. If successful, they leave the combat.
Come To New Heading (Pilot, Disruptive): Can make one additional turn this round before movement.
Enter Warp (Pilot, Disruptive): This also requires a Repair check from another character in the same round, to bring the warp engines online. If successful, the ship will enter warp at the end of their next Strategic Turn, and cannot attack until then. If the ship is rammed, crippled or subject to a boarding action, this is cancelled.
Full Speed Ahead (Pilot, Disruptive): Cannot turn. Increase Speed by 1 + 1 per raise, to a maximum of 3 (Raiders, Frigates), 2 (Light Cruisers, Light Transports) or 1 (Heavy Transports, Cruisers)
Escape Boarders (opposed Piloting, Disruptive): If successful, the ship can perform an immediate turn and then move half its speed. Any ongoing Boarding Actions being made by or against the ship immediately end.
Ramming Speed (opposed Piloting, Disruptive): If the opposed Piloting roll is won by the attacker, and the attacker's ship contacts the ship they are aiming for, they perform a Ram. The checks each gain +2 for a raider or frigate, or take a -2 penalty for a cruiser or heavy transport.
Social Actions:
Rally (Persuasion or Intimidate): Reduce Morale damage taken in the last Strategic Round by 1 for a success and 2 for a raise, to a minimum of 1.
Hail The Enemy (Persuasion or Intimidate): Interact with the crew of an enemy ship, allowing for a Test of Wills, etc.
Motivate (Special): The character takes any action other than Psychic and Navigator actions, using the Crew Rating of the ship as their die roll.
Support (Persuasion or Intimidate): The character makes a Persuasion or Intimidate check to galvanise the crew, Supporting another action on the ship as normal.
Support Actions:
Active Augury (Computer): Learn the remaining Wounds & Crew of another ship within 10”, and identify one random component per success or raise.
Damage Control (Repair): On a success, repair one Critical Damage result that can be repaired.
Triage (Heal): Reduce Crew damage taken in the last Strategic Round by 1 for a success and 2 for a raise, to a minimum of 1.
Astropath Actions:
Arson (Psi -2, requires any Pyrokinesis power): If passed, an enemy ship within 6" suffers a Fire critical hit.
Chill The Flames (Psi, requires any Voidfrost power): If passed, repair one Fire critical damage result on the ship.
Quell Unease (Psi, requires Relief or Empathy): If passed, restore 1 point of Morale that has been lost since the Astropath’s last action.
Telekinetic Seal (Psi, requires Deflection or Barrier): If passed, repair one Depressurised critical damage result on the ship.
Traitor’s Hand (Psi -2, requires Puppet or Confusion): Opposed vs Spirit of an enemy ship within 6”. If successful, one weapon on that ship that has not already fired in this Strategic Round shoots at a target of the Astropath’s choice.
Navigator Actions:
Foresight (Warpcraft): If the check succeeds, the Navigator gains one additional Benny, which they can spend to reroll any dice roll in this Strategic Round, even one made by another character or an enemy.
Occultate (Warpcraft): If passed, attempts to detect the ship or attack it with a Psi or Warpcraft ability take a -2 penalty for one Strategic Round.
Smooth Sailing (Warpcraft): If passed, the ship gains +1 Speed for the remainder of this Strategic Round.
Tactical Awareness (Warpcraft): If passed, the ship gains +1 Handling for the remainder of this Strategic Round.
Vision of the Void (Warpcraft): If passed, as Active Augury.
This message was last edited by the GM at 21:59, Thu 20 Jan 2022.