Shanosuke |
The enemy ships are just a smitt bigger than yours. Their hangers are not big enough for Dwenna's craft.
The bonuses added to the weapons are added to your overall attack score as long as there are two pilots. So Kloh essentially has the right idea,
Any other questions?
Ship combat is a whole other animal in the world of Star Wars so we need to make sure we understand it before moving on. Especially since I plan to make it a big part of this campaign.
Kloh Ryn Pul |
had a busy weekend so didnt get to read over the space combat section again. Doing so tonight so an extra day to prep will be appreciated.
This is also my favorite aspect of the game and I know there is alot to it and alot of different things you can do in a round. Dont want to mess up here!
Shanosuke |
Currently four freighter sized ships. An assortment of Gunboats. Nym is flying a Kuat assault Gunship. It is somewhat larger than your ship. Taking it down will rely heavy on the first two rounds of combat.
Failure to effectively damage this ship in those two rounds will likely result in mission failure and you will have to either attempt to escape via hpyerjump or escape pod.
This is a risky mission so be ready in the event of failure.
So, do you all have everything you need to know about space combat? Any further questions about the scenario or clarifications on rules?
Jarl Tehnos |
Yeah, we need to leave everything on the table for this battle, its sort of do or die time here.
Once the pilots make their piloting rolls I will make my attack rolls and we will see if we live or if it's time to start a new campaign!
Venkru Vong |
I am assuming that the damage listed as 5d10 * 2
means that the computer allows rapid fire
So based on Kloh and DM feedback my attack from the turrent will look like this!
Starship Blaster #11d20 + 7 ⇒ (19) + 7 = 26 Damage 5d10 ⇒ (4, 3, 6, 3, 4) = 20
Starship Blaster #21d20 + 7 ⇒ (16) + 7 = 23 Damage 5d10 ⇒ (7, 10, 7, 3, 1) = 28
+6 ship, +5 self, -4 till take starship operation feat, +1size, +1computer
Shano...is this correct?
Shanosuke |
No it is not correct. Yes the turrets get two shots but when it says X2, it means X2. This means the damage for each shot is actually 40 and 56. Considering common ship DR is 20 for shields and 20 for hull, this is important.
Also, when you fire twice you always take the multifire penalty and yes you need the multifire feat for it to work at maximum efficiency.
Asside from those details, yes, you would only be doing two attack actions at most. The book lists out many options for pilots, gunners, engineers, etc as far as helping a ship survive combat. the more roles you have filled, the more effective your ship will be in combat.
Any other questions?
Kloh Ryn Pul |
We're already at close range and the shield location wont have nay effect unless they angle their shields against our attack. Seems like we'll have one surprise round before there's any evasiveness out our primary target and we'll have several rounds until the other ships get involved. Hopefully we'll be hyperdrive bound by then...
Shanosuke |
I am waiting on actions.
Here is what the copilot and Pilot can do:
Pilot:
Move action - Perform a stunt (Pilot Check)
Move action - Simple move
Standard - Attack with forward cannon
Move Action - Operate Sensors - This is a Comp check DC 20 to improve ship defense by 2 or a +2 to a single gunner's attack
Move Action - Operate shields - Comp use check. Ships are divivded into four angles with one fourth of your total shields protecting each angle. Angling the shields increases amount of damage an opponent needs to deal to the shields before they start damaging the ship. Alternatively, you can make a comp check to restore some small amount of lost shielding.
Since most of these are move actions, two can be performed a turn. The Copilot may perform any of these permitted by the pilot. Each can only be performed by one person. Both Pilot and copilot cannot fire the forward cannons.
So, Once I have Jaira and Kloh's actions, I will post the results.
P.S. Venkru I will use your example rolls because I am nice. :)
Kloh Ryn Pul |
Figured I could just post them here in blocks
Commander
- Free Action - issue simple commands (ie -'turn the ship around', 'full power to front shields', 'fire port side weapons', etc
- Full Round Action - can issue a complex series of instructions designed to synchronize two or more crew members. The crew then readies these actions and performs them in the order that the commander chose.
- Move action - Cha check DC 10 - Assist any crew member operating a ship system, granting a +2 competence bonus during the next round of actions at that station.
- Commanders with the Inspire Confidence (Nobles) or Leadership class ability (Officers) can use these abilities while in command of a ship.
Kloh Ryn Pul |
Countermanding Orders
"Sometimes when a commander gives orders, the crew members interpret them differently than intended"
- 'if the commander issues an order as a free action, she can take a move action to countermand one crew stations actions. If the commander exercises this option, the commander resolves that action.'
Im guessing this means the Commander can make their own skill checks to resolve the action. This could be very useful if a crew member fails their roll. Will need Shanosuke to confirm this though.
Kloh Ryn Pul |
Shield Operator
- Move action - character can angle shields. see pg 215.
- Move action - restore some of the ships shield points. Amount restored depends on result of Computer Use check as follows for transports.
9 or lower - 0
10-14 - 1d6
15-19 - 2d6
20-24 - 3d6
25-29 - 4d6
30+ - 5d6
Starfighters and Capital Ships are d4's and d10's respectively.
Kloh Ryn Pul |
Engineer Part 1
Note 1 - these tasks are typically fulfilled by droids - particularly astromechs, who are designed just for this. We're definitely going to have score an R2 unit or two.
Note 2 - these jury-rigged repairs only last until the end of the scene or encounter. After that they need a full repair (see Repair skill)
* Making Jury-rig repairs
- Fullround action - jury-rig a damaged stabilizer, removing the -2 penalty to attack rolls and Pilot checks to perform stunts with Repair check DC 10
- Fullround action - jury-rig damaged sensors, removing the -4 penalty to Comp Use checks with Repair check DC (see Table 11-9 Battle Damage pg 216)
- Fullround action - jury-rig damaged nav computer, removing the -2 penalty to Astrogate checks with Repair check DC (see Table 11-9 Battle Damage pg 216)
- Fullround action - jury-rig the ship's ion engines, adding one square to ship's movement capability up to max speed with Repair check DC (see Table 11-9 Battle Damage pg 216)
- Move action - restore functionality to one non critical system with Repair check DC 10
- Fullround action - restore functionality to a single weapon with a Repair check DC 15
- Fullround action - decrease the multiplier of a damaged hyperdrive by 1, to a minimum of the ship's original hyperdrive multiplier with Repair check DC (see Table 11-9 Battle Damage pg 216)
Kloh Ryn Pul |
Engineer Part 2
It is possible to repair or boost one of the ship's systems by first taking power away from another system.
* Rerouting Power Step 1
- Move action, reduce the ship's max speed by one square with Repair check DC 10
- Move action, decrease ship's shield points by 20 with Repair check DC 10
- Move action, disable ship's hyperdrive with Repair check DC 15
- Move action, disable one ship's weapon with Repair check DC 15
-Move action, disable one ship's minor systems with Repair check DC 15
** Once one of those actions are taken an engineer can reroute the power to perform one of these tasks
- Move action, increase ship's max speed by one square up to normal max speed with Repair check DC 10
- Move action, increase ship's shield points by 10 with Repair check DC 10
- Move action, re-enable ship's hyperdrive with Repair check DC 15
- Move action, re-enable one ship's weapon with Repair check DC 15
- Move action, re-enable one ship's minor systems with Repair check DC 15
- Move action, increase the total damage dice on one ship's weapon by one (ie from 2d10x5 to 3d10x5) with Repair check DC 15
Kloh Ryn Pul |
The two hours to get here was DM fiat.
In hindsight, Kloh should have been more precise in naming our destination. But, he certainly would not have plotted a course right back to Nym's base. I chose to go Mid Rim to not add any more DC to his Astrogate check to further help reduce the time and because Kloh's first instinct will be to get as far away as possible....without bumping the DC up. We're not on a schedule that I know of so a little down time in hyperspace to heal and repair shields wont hurt.
Shanosuke |
The fiat was a call on my part cause this location is not far from tatooine. However, if you are not going back to tatooine and are instead heading to the midrim, I need an actual destination. A planet name or system please. This will alter the System data for the calculations
Venkru Vong |
No worries we will all catch onto this ASAP.
Of course having/manning a ship is an awesome reason for us to get the starship operation feat soon (I hope).
The navigation/piloting is alot of material, I hope when we get to individual fighters that we have R2 units to help!
I also need to put skill points into piloting!
Kloh Ryn Pul |
Found this Galaxy Map that will come in handy.
Shanosuke - I didnt realize that Quality of Data stat would be System specific. Kloh wouldve stayed in System then unless we absolutely had to go out of system or time to Astrogate wasnt such a factor. Staying in the Outer Rim will only raise the DC by 1 so it shouldnt effect the outcome.
Sorry for the confusion. Its been a while since Ive had to figure this stuff out.
If it will help keep it simple; Kloh will plot the course to Tattooine.