Rules-STS

[ DATACRON ] : SHIP-TO-SHIP ACTIONS

ship.gif

BASICS
  • On a Pilot roll, add speed or maneuverability rating of the ship
  • On a Blast roll, add accuracy rating of the weapon
  • Initiative: ship’s Pilot’s skill + speed or maneuverability, whichever is lower
CREW AND ROLES
POSITION DESCRIPTION
Captain Overcome, Create Advantage (Notice to determine what the enemy ship is about to do, Rapport or Provoke to bolster crew morale or prepare them). On smaller ships, this role is often combined with another
Pilot Overcome, Create Advantage, Attack with his Pilot skill (if stunt allows). Also Extra Movement1 and Full Defence2
Gunners Overcome, Create Advantage (suppressing fire), Attack with Blaster skill. Opposing ship defends with Pilot’s skill + Maneuverability
Engineer Overcome, Create Advantage with his MechTech skill (“Punch it, R2!”). Ensures the ship’s power, life support, shields1 continue to work correctly
NOTES ON CREW AND ROLES

1. Extra Movement

  • As an overcome for extra movement, the ship can move a number of zones = shifts generated
  • Gunners take a penalty = number of zones moved

2. Full Defence

  • Pilot gets a +2 bonus on reactions and defences during that exchange
  • BUT gunners cannot attack
STARSHIP CHASE & COMBAT

We are going to use the “complicated” starship conflict system because it makes more sense to me and is less abstract (if that’s possible in FATE)

  • See crew and roles table
  • Each role on the ship decides what they are doing
  • Everyone on the ship acts at the same time during that turn
  • COMMUNICATION IS KEY!

If there is a chase going on as combat takes place

  • GM sets up a chase track
  • Starts the chase with a marker in the middle of the track
    • Average-length scene: ~10 stress
    • Major event in the session: ~14 stress
    • Main focus of the entire play: 18-20 stress
  • Pilot has two more actions available – pursue or escape
  • Escaping pilot describes action
  • Sets a difficulty
  • Rolls against that difficulty
  • Pursuing pilot also rolls against the same difficulty
  • If the escaping pilot fails, move the marker 1 closer to the top of the chase track
  • If the escaping pilot succeeds, move the market 1 closer to zero
  • If the escaping pilot succeeds with style, move the marker 2 closer to zero
  • If there is a tie, the marker does not move, and now there is a twist!
  • At the end of the turn, if the marker is at zero, they have escaped. If the marker hits the top, the pursuers have caught up

The rest of the crew has opportunity to create advantages by putting situation aspects which the Pilot can invoke – their target difficulty is also the difficulty set by the pilot

The pursuing crew can also create advantages the same way as the escaping vessel

FIGHTERS!

If the pursuers are a swarm of fighters, use minion rules

NPC Pilot

  • Average +1 (Pilot +1, 1 stress box each)
  • Speed Good +3
  • Manueverability Good +3

NPC Ace
The last fighter may be an ace

  • Good +3 (Pilot +3 or +4, 3 stress boxes)
  • Speed Good +3
  • Manueverability Good +3

Rules-STS

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