Star Wars: Starship Combat

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Star Wars:
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Starship Combat

Rules are similar to character combat unless noted.

Defense Value Calculations

  • (Wits + Pilot: Starship + Maneuverability) / 2 rounded up

Attacking Dice Pools

  • (Dexterity + Gunnery + Fire Control)

Types of Damage

There are two types of damage: Ionized and Physical (similar to Bashing and Lethal).

  • Ionized - When a ship reaches "destroyed" level with ionization damage, it is temporarily disabled. All electrical systems aboard the ship are frozen. Duration to be determined, but I am thinking something along the lines of 6 ticks per extra level of ionization damage over the Destroyed level.
  • Physical - This is damaged caused by laser fire, proton torpedoes, concussion missiles, collisions, etc.

Shields and Soak

There are 3 types of soak:

  • Base Soak: Ship's Hull rating
  • Energy Soak: Ship's Hull rating + Ray Shield rating
  • Physical Soak: Ship's Hull rating + Particle Shield rating

(up for discussion) For purposes of simplicity shields will always be assumed to be up in the direction of hostile fire as long as shields are up. Another way of phrasing this is that shields protect each side of the ship equally, despite existence of shield arcs and deployment strategies for them. We can come up with more detailed rules on this later if desired.

Piloting and Terrain

Different types of "terrain" and their base difficulty level:

  • Automatic: Open space; clear atmosphere
  • 1 success: Crowded airspace; moderate amounts of debris; air turbulence
  • 2 successes: Starfighter battle scene with lots of ships and debris; asteroid belts; bad atmospheric weather
  • 3+ successes: Heroic maneuvers with near impossible odds (Flying inside the Death Star to the reactor core, the Falcon's escape through the Hoth Asteroid Field, etc.)

Terrain difficulty modifiers based on speed:

  • Automatic success terrain is automatic regardless of speed
  • 0-599 km/h: No modification
  • 600-999 km/h: +1
  • 1,000+ km/h: +2

Piloting, regardless of terrain type, is an "assumed" action. There is no dice penalty if a character wishes to Pilot and take one other action (be it Dodge or Gunnery). For every action beyond the first that the character takes, there is a -1 penalty to the Pilot action. For example, if a character is Piloting and taking 2 shots, Piloting would be at a -1, the first shot would be -2, and the second shot -3.

Consequences for failing a pilot roll are subjective to the storyteller.

Pilots can choose to take a speed 6 Dodge action to roll Wits+Pilot and add the successes to their DV until their DV refreshes.

Dodge DV is subject to the flurry penalty. The "Dodge" action can be done in a flurry.

Hit Boxes

  • Particle shields: Analogous to a -0 hitbox, these are the first to take damage. The number is equal to 2 * particle shield rating. When all of these hitboxes have taken physical damage, the shields are down and no longer provide soak bonuses.
  • Hull: Analogous to -1/-2 hitboxes. Equal to 2 * hull rating of the ship.
  • Disabled: Analogous to -4 hitbox. Roll 1d10 if this level is reached.
    • 1: Structurally destroyed: Roll 3d10 (storyteller can choose to make this a secret roll). The ship will disintegrate in that many ticks.
    • 2-3: Structural damage: Parts of the ship have hull breaches or have been completely detached/destroyed. If sublight or hyperdrive systems are even online, it is not safe to use them. Doing so could result in disintegration of the ship.
    • 4-5: Dead in space: Sublight and hyperspace drives have been completely disabled and the ship is sitting dead in space
    • 6-7: Weapon systems destroyed: All weapon systems aboard have been destroyed.
    • 8-9: Power generator damaged: Roll 3d10 (storyteller can choose to make this a secret roll). The crew has that many ticks to either power down the ship or risk a large explosion.
    • 0: Power generator destroyed: Roll 3d10 (storyteller can choose to make this a secret roll). That's how many ticks before the generator overloads and explodes.
  • Destroyed: 1 box

Calculating Damage

Standard Exalted rules: Extra successes + damage rating - the ship's appropriate soak rating.

(up for discussion) Minimum damage is 2.

For damage, if a 0 is rolled on the wild die, it counts as 2 successes and is re-rolled per normal wild die rules.

If the shields for the type of damage taken are down, use the wild die on the damage roll to determine additional damage:

  • 0: Structural damage
    • Reduce hull rating by 1
  • 9: Hyperdrive damaged (secondary: backup hyperdrive damaged or primary hyperdrive destroyed)
  • 8: Sublight system damaged
    • Reduce speed by 25% (of max) and maneuverability by 1. If a ship reaches negative maneuverability or 0 km/h speed, then its sublight system is destroyed.
  • 7: One weapon system offline
    • Passenger could take damage

Routing Power

Activating backup systems and re-routing power

  • Speed: 6
  • Shield/Sublight systems: Wits + [highest of Computer Use or Pilot (Starship/Capital Ship)]
  • Weapon systems: Wits + [highest of Computer Use or Gunnery]
  • Difficulty 1

Backup systems can only be activated if the primary system is offline. Deactivation of an online primary system is included in the speed 6 action.

Power can be temporarily re-routed between energy shields, sublight engines, and energy-based weapons systems. Power cannot be re-routed from disabled systems. If power has been increased on a system and it then becomes disabled, the power re-routing reverts to normal state (the system supplying the power re-gains it). It is a speed 6 action to channel 2 units of power between systems and it can be done multiple times. The supplying system loses 2 units of power and the receiving system is boosted by 1 unit.

Unit definitions:

  • Shields: Energy hitboxes
  • Sublight drives: 10% increments of max speed
  • Weapon systems: Energy/Ion damage

Examples:

  • Redirecting power from shields to a laser cannon: 2 shield hitboxes becomes +1E damage to the laser cannon. The ship loses 2 shield hitboxes and 2 levels of Energy soak. If the laser cannon becomes disabled, the 2 shield hitboxes are restored to the ship.
  • Redirecting power from laser cannons to sublight drives: -2E/I damage from the laser cannon becomes +10% max speed to the sublight drives.

Power cannot be re-routed to and from physical-based weapons (such as concussion missiles and bombs).

Ranges

Incomplete

Called Shots

Incomplete

Command and Coordination (Capital Ships)

Incomplete