Ship-2-Ship and Basic Combat Rules


Rules Questions


Okay so here's a question.

While engaged in Starship combat several players wish to try and board a hostile enemy vessel while the remainder continue to harry the enemy ship.

With starship combat turns not having a time requirement, how would you play the boarding party's rounds compared to the phases of ship combat?

At present I'm thinking 2 rounds combat = 1 phase (so 6 rounds per full starship phase).


Deadaussiegamer wrote:

Okay so here's a question.

While engaged in Starship combat several players wish to try and board a hostile enemy vessel while the remainder continue to harry the enemy ship.

With starship combat turns not having a time requirement, how would you play the boarding party's rounds compared to the phases of ship combat?

At present I'm thinking 2 rounds combat = 1 phase (so 6 rounds per full starship phase).

yeah this is a issue I tried to highlight in my earlier thread about the length of a Ship Combat turn. It needs to be defined. There is some evidence to support 6 second Ship Combat turns so that the sync with PC turns but I like your thinking on the matter as well.

As we will all have to house rule this until we get some feed back I would love to hear how your solution works out in terms of feel and balance.

RPG Superstar Season 9 Top 32

Each round of starship combat is comprised of 3 rounds in which various characters get to act in an indeterminate amount of time. I'd add a 4th phase for zoomed in actions such as a boarding party where each member gets to do 1 thing to explore/interact with whatever part they're in (for example a knowledge check or hacking check or 1 round of combat). This way you can have Comms warn the boarding party in their earlier phase that the ships about to be destroyed and to get out and things using coordination like that or like the boarding party deactivating the tractor beam or something.


theheadkase wrote:
Each round of starship combat is comprised of 3 rounds in which various characters get to act in an indeterminate amount of time. I'd add a 4th phase for zoomed in actions such as a boarding party where each member gets to do 1 thing to explore/interact with whatever part they're in (for example a knowledge check or hacking check or 1 round of combat). This way you can have Comms warn the boarding party in their earlier phase that the ships about to be destroyed and to get out and things using coordination like that or like the boarding party deactivating the tractor beam or something.

The only problem with that is that you still run into trouble when PC actions and Ship actions are happening simultaneously.

RPG Superstar Season 9 Top 32

Vexies wrote:
theheadkase wrote:
Each round of starship combat is comprised of 3 rounds in which various characters get to act in an indeterminate amount of time. I'd add a 4th phase for zoomed in actions such as a boarding party where each member gets to do 1 thing to explore/interact with whatever part they're in (for example a knowledge check or hacking check or 1 round of combat). This way you can have Comms warn the boarding party in their earlier phase that the ships about to be destroyed and to get out and things using coordination like that or like the boarding party deactivating the tractor beam or something.
The only problem with that is that you still run into trouble when PC actions and Ship actions are happening simultaneously.

That's true but I've found that being in communication with the starship crew allows for you to mostly get around that. Now, that would likely end up often being "We'll hold our actions until the boarding party finishes doing XYZ" (and basically gives a free shot for the opposing starship) but it can be a cool kind of "Open hailing frequencies so we can distract them while the boarding party does their thing"


Sensors

"The modifier listed in the table below applies to some checks
attempted by the science officer in starship combat as specified
in the science officer’s actions"

so the bonuses from the sensor do not help weapons fire?

Do sensor ranges affect weapon ranges? i.e. Can a weapon on a ship with only short range sensors fire at medium range?

Weapons can fire beyond their stated range with a -2 penalty per increment.
Is there any difference between a short ranged weapon firing to range 8 depending on what range sensors the ship has?

Engineer Position
Can the Captain, Science officer (or others) jump in and do a patch action instead of their normal actions while the primary engineer is still active. Does it take anything more than their action that round?

Computer
A "starship combat check" is any crew action that requires a die roll? Including the captain's? If you have 2 gunners and want to boost both rolls, it requires 2 of the bonus roll uses? Is the pilot initiative roll a valid use of this bonus? Can these be applied to minor crew actions?

Pilot
Is the flyby roll done only after the intention to move through an enemy hex is done (or committed to)?

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