
ZenFox42 |

SWEX Chase Rules (Pilot info) :
Range Increment = 15"
Starting position : 3 squares apart
Each round :
1. Deal initiative cards (I am ignoring Complications from Clubs)
2. If the Pilot is Shaken, on his action his ship automatically drops back 2 Range Increments.
Then, he makes a Spirit roll to recover from Shaken :
• Failure: stays Shaken, cannot make any rolls this round.
• Success: may only take the Steady Maneuver (with no other actions) this round.
• Raise: may act normally.
The pilot may then perform a •Maneuver or *Stunt (I'm ignoring modifiers based on ships' speeds) :
• Default : Make a Driving roll. This counts as a non-Free Action, further actions incur a MAP.
---Success: You may alter your distance by one range increment (closer or farther).
--- Raise: You may alter your distance by up to two range increments (closer or farther).
--- Failure: No change in distance
--- Result of 1 or less: Out of Control.
• Steady : No roll, simply maintain current position. Driver ignores MAP when attacking.
• Push
--- As Default, but Driving roll is at -2, and may move one additional range increment (closer or farther) on Success or Raise.
OR
--- As Default, but Driving roll is at -4, and may move two additional range increments (closer or farther) on Success or Raise.
• Bootlegger Reverse (-4 to Piloting): The vehicle moves forward at half its current speed and then turns between 90 and 180 degrees (player’s choice). The vehicle instantly decelerates to a complete stop and cannot move further this round.
• Hard Brake : The driver decelerates up to three times the vehicle’s Acceleration.
• Tight Turn : The vehicle can turn up to 90 degrees.
Stunts can only be taken when the two ships are within 1 range increment of each other :
* Distract : Make an opposed Piloting roll against target.
--- Success: Target gets a -2 to next Driving roll.
--- Raise: Target gets a -2 to next Driving roll and is Shaken.

ZenFox42 |

Space Combat Actions
Piloting rolls (in addition to Chase Rules options)
• Evasive Maneuvers (contested Piloting): The pilot may attempt to take evasive maneuvers, granting a Deflection bonus (+2 to be hit), in exchange for a –2 penalty to all other ship actions (e.g. attacks). It is also used to break free of a "Lined-Up Shot".
• Line Up a Shot (contested Piloting): The Pilot may need to position the vehicle in order to bring some (or all) weapons to bear. Without this action, all Fixed weapons have a -2 Shooting penalty applied.
• The pilot may use his Piloting roll for Gunner, ONLY when using the Fixed weapon, and only the pilot may use the Fixed weapon.
Gunner rolls
• Fire Weapon : Operator may use Gunner roll to fire any single shipboard weapon he can control. Multiple shots incur the normal MAP.
• Target subsystem : for a –4 to the Gunner roll, the target gets a –2 to a subsystem (engines, guns, sensors, shields) of the Gunner's choice for 1 round on a damage Success, and the subsystem becomes inoperable on a damage Raise (subsystem [and the ship] has 1 Wound). Do not roll on the Critical Hit table when using this option.
Sensor rolls
• Ping/Designate Target : The crewman can utilize the ship's sensor suite to illuminate the target or otherwise aid in providing a more accurate firing solution to the ship's gunners. This provides a +2 Gunner bonus.
• Locate Incoming : the crewman uses the sensors to identify incoming threats, providing a +2 to the pilot’s Piloting roll.
• Jamming (contested Sensors): The crewman may use the ship's electronic warfare suite to attempt to block or overpower communications.
• Spoof (contested Sensors): The ship can use its sensors and electronic warfare systems to garble the sensor returns of the enemy ship and its fire control systems. The spoofed enemy ship has a -2 penalty to all Shooting attempts while Spoofing is active.
Engineering rolls
• Boost Subsystem : With a successful roll, the ship's engineer may redirect the ship's reserve power to fortify a single subsystem, providing a +2 skill bonus to Piloting, Gunner, or Sensors. Or, the bonus could be applied to Shield Toughness or Deflection (+2), 1 weapon’s damage (+2) or to Speed (+2). The bonus is +4 on a Raise. Another subsystem (of the engineer’s choice) must take a –2 to all rolls, regardless of the number of Successes. This can only be done for one system at a time, but continues between rounds until a new subsystem is chosen, or the option is dropped (Free Action).
• Damage Control (modified by # of ship’s Wounds) : Temporarily repair battle damage (seal breaches, fight fires, etc); repairs only last for the duration of combat (or shortly thereafter). Repairs 1 Wound on a Success, 2 Wounds on one or more Raises. Can be applied to specifically Wounded subsystems.
• Raise Shields : activate 1 Shield Pod for Absorption (Soak an incoming Wound), Armor (+2 Toughness), or Deflection (+2 to be hit). Increases to 2 Wounds / +4 on a Raise. The effects of multiple uses of Armor or Deflection are not cumulative—only the highest modifier applies.

ZenFox42 |

Space Combat Melee
Any ship gets a minimum of one action per PC or Wild Card aboard. Most starships have enough crew aboard that they could theoretically have someone doing all of the possible actions – but to keep it FFF!, they get one Offensive Action (Fire Weapon allows them to fire all manned weapons), one Defensive Action, and one Maneuver Action. A Miscellaneous action may be substituted for any of the above.
Offensive Actions
• Fire Weapon (Gunner, Piloting)
• Ping/Designate Target (Sensors)
Defensive Actions
• Jamming (contested Sensors)
• Spoof (contested Sensors)
• Raise Shields (Engineering)
Maneuver Actions (Pilot Only)
• Any Chase Piloting action
• Evasive Maneuvers (contested Piloting)
• Line Up a Shot (contested Piloting)
Miscellaneous Actions
• Boost Subsystem (Engineering)
• Damage Control (Engineering)
• Locate Incoming (Sensors)
Cooperative rolls
Any PC can help another, the prime makes their roll and then gains a +1 to their roll for every success and raise their helpers have. RAW says you can't help a roll unless you have the skill, but in a starship scene I'd let any applicable skill work. So, for example while the pilot is dodging, the other PCs can be running the sensors and providing the pilot with an edge in what they can perceive or the engineer boosts the engines to give the pilot a little more speed etc... Same for the gunner, maybe the sensor operator improves active recognition for the targeting, while the engineer boost recharge rate on the guns by actively helping.
No acing on Damage rolls!

ZenFox42 |

Weapon damage :
Damage that equals or exceeds the vehicle’s Toughness (= Shaken) forces the driver to make a Driving roll or go Out of Control. Each raise on the damage roll also inflicts a “Wound.” Each Wound caused to the vehicle inflicts a -1 penalty to the pilot’s Piloting skill rolls until someone repairs the damage. The attacker also scores a Critical Hit for one or more Wounds inflicted on each attack, and rolls on the Critical Hit Table to find out exactly what happened.
When a vehicle takes its 4th wound, it is automatically wrecked and the driver must make a Piloting roll or go Out of Control. A wrecked vehicle won’t run anymore, though its weapons may still be able to fire if they aren’t powered by the vehicle’s propulsion system.
Out of Control Table (2d6) :
2 : The blast from a weapon or a failed maneuver causes the rocketship to roll sideways. All crew must make an Agility roll or suffer a Fatigue level from Bumps and Bruises.
3-11 : The pilot suffers a -2 penalty to their next Piloting roll.
12 : Overcompensating in a maneuver or a weapon hit flips the rocketship end over end. Use the rules for 2, but apply a –2 penalty to the Agility roll.
Critical Hit Table (2d6) : TBD

ZenFox42 |

Space Combat
Each round, each spaceship takes 3 actions. These can be one of each of the space-combat skills, or any combination of different actions using the same skill (in the PC space ship, different PCs must have the skill to use it twice without a MAP; in the NPC ship, it is assumed that this is so). If the PCs spaceship has more than 3 PCs, 3 of them will act as the “prime”, and the others may make Cooperative Rolls (which PC is the “prime” can change from round-to-round to engage everyone). In an non-Wildcard NPC spaceship, the GM must decide whether there are enough Extras to provide a Group Roll (Wild die) for each skill.
Cooperative rolls
Any PC can help another; the “prime” makes their roll and then gains a +1 to their roll for every Success and Raise their helpers have (max +4 total). RAW says you can't help a roll unless you have the skill, but in this system any space-combat skill will work. So, for example while the Pilot is dodging, the Ops PC can be providing the Pilot with an edge in what they can perceive or the Engineer boosts the engines to give the pilot a little more speed, etc.... Same for the Gunner, maybe Ops improves active recognition for the targeting, while the Engineer boost recharge rate on the guns by actively helping. Players are encouraged to describe what they are doing to help in detail.
Critical Failures / Off-Line
If a skill roll comes up snake-eyes, that sub-system is “off-line” (not Wounded) until the next round, when the same skill must be rolled to “repair” it (simple Success). If after repairing the problem, the sub-system is used again in the same round by the same person, that incurs a MAP.

ZenFox42 |

Piloting rolls
• Bootlegger Reverse (turn 180 degrees and stop): -4 (only once per turn)
• Hard Brake: -0 (decelerate up to 3x acc. rating)
• Tight Turn (90 degrees): -0
• Distract (within 1 Range Increment) : opposed Driving roll, target is at -2 Piloting and possibly Shaken
• Turn in Place (Free Action, no roll) – while not moving, the ship can turn to face any direction
• Start/stop engines (Free Action, no roll) – while engines are off, no Piloting roll and ship drops back 4 RI/rnd
• Evasive Maneuvers (contested Piloting): The pilot may attempt to take evasive maneuvers, granting a Deflection bonus (+2 to be hit), in exchange for a –2 penalty to all other ship actions (e.g. attacks).
• Line Up a Shot (contested Piloting): The Pilot may need to position the vehicle in order to bring some (or all) weapons to bear. Without this action, all Fixed weapons have a -2 Shooting penalty applied.
• The pilot may use his Piloting roll for Gunner, only when using the Fixed weapon, and only the pilot may use the Fixed weapon.
Gunner rolls
• Fire Weapon : Operator may use Gunner roll to fire any single shipboard weapon he can control. Multiple shots incur the normal MAP.
• Target subsystem : for a –4 to the Gunner roll, the target gets a –2 to a subsystem (engines, guns, sensors, shields) of the Gunner's choice for 1 round on a damage Success, and the subsystem goes Off-Line on one or more damage Raises. Do not roll on the Critical Hit table when using this option.
Ops rolls
• Detect ship’s status (Free Action, no roll) : sensors can always detect a target’s weapons and shield status, and number of Wounds.
• Lock on Target : The crewman can utilize the ship's sensor suite to illuminate the target or otherwise aid in providing a more accurate firing solution to the ship's gunners. This provides a +2 Gunner bonus.
• Locate Incoming : the crewman uses the sensors to identify incoming threats, providing a +2 to the pilot’s Piloting roll.
• Jamming (contested Sensors): The crewman may use the ship's electronic warfare suite to attempt to block or overpower communications. Can be used by the target to overcome current jamming (new contest).
• Spoof (contested Sensors): The ship can use its sensors and electronic warfare systems to garble the sensor returns of the enemy ship and its fire control systems. The spoofed enemy ship has a -4 penalty to all Shooting attempts. Can be used by the target to overcome current spoofing (new contest).
• Boost Subsystem : With a successful roll, the ship's engineer may redirect the ship's power to fortify a single subsystem, providing a +2 skill bonus to Piloting, Gunner, or Ops. Or, the bonus could be applied to Shield Toughness, 1 weapon’s damage (+2), or to recharge the Shields by <ship’s size> points. The bonus is +4 on a Raise. Another subsystem (of the engineer’s choice) must take a –2 to all rolls, regardless of the number of Successes. This can only be done for one system at a time, but continues between rounds until a new subsystem is chosen, or the option is dropped (Free Action).
• Raise Shields : activate the Shields.