The Murder of Crows
Starship Combat Summary
Starship combat is conducted over a series of rounds, with each starship taking one turn during that round. In space combat, the rounds are referred to as Strategic Rounds, and the turns are referred to as Strategic Turns.
All starships in the combat roll Initiative, rolling 1d10 and adding their ship’s Detection Bonus. Play then Proceeds down the initiative order. During a starship’s turn, the crew must make one Manoeuvre Action and may make one Shooting Action. Any Explorers not participating in either action may make one Extended Action.
A starship’s basic Manoeuvre Action is when it moves forward a number of Void Units equal to its Speed Value or half its speed value (Round Up).. It then may make a turn of a number of degrees based on its size.
90 degrees: Transports, Raiders, Frigates
45 degrees: Light Cruisers and larger vessels
The ship may modify this Manoeuvre Action by performing one of the following Manoeuvres, each of which requires a Skill Test:
Adjust Bearing: Test to allow the ship to turn sooner.
Adjust Speed: Test to allow the ship to speed up or slow down.
Adjust Speed and Bearing: Test to speed up or slow down while turning sooner.
Come to New Heading: Test to turn twice.
Disengage: Test against other starships’ Detection ability to ﬂeee from battle.
Evasive Manoeuvres: Test to make the starship harder to hit.
During a starship’s Shooting Action, one crewmember may direct the ﬁring of one or more of the starship’s Weapon Components. To ﬁre the weapon, the crewmember tests Ballistic Skill. Each Weapon Component can ﬁ re in a direction indicated by its ﬁring arc.
Prow: Fore on ships smaller than light cruisers. Fore port, and starboard on ships light cruiser size and larger.
Dorsal: Fore, port and starboard.
Port: Port side only.
Starboard: Starboard side only.
Keel: All directions.
Each Weapon Component may be ﬁred at a target at half the weapon’s range (round up) or less at a +10 bonus, at a target no further than the weapon’s range at no bonus or penalty, or at a target up to twice the weapon’s range at a –10 penalty.
There are Five basic kinds of weapons systems:
Macrobatteries: Score one additional hit for every degree of success on the hit roll up to the Strength rating of the macrobattery..
Lances: Lances score one additional hit for every three degrees of success on the hit roll.
After determining the number of hits against a ship by a weapon, reduce the number of hits a starship suffers by the number of void shields. Note that this is on a per ship, per turn basis. If a second ship fires at the same target it still has its full compliment of void shields. Then, roll damage for the remaining hits as outlined below:
Macrobatteries: Add all hits together and subtract the starship’s armour from the result. The remaining value is how much damage the starship suffers to its hull integrity.
Lances: The damage rolled for lances is applied directly to the starship’s hull integrity without subtracting armour. Lance damage is never combined. It is always rolled separately.
For each point of hull integrity a ship looses it also looses a point of population and morale. [See pg 224 the effects of population and morale loss.] When firing a weapon, if the character rolls a number of successes equal to the weapon’s Critical Rating, the shot has caused a critical hit. Compare the value of the damage that exceeded the armor to the critical hit chart on pg. 222. Some critical hits require knowledge of an enemy ships components to be used. If the components are not known, then component damage is determined randomly.
Any crewmember who did not make a Manoeuvre Action or Shooting Action can take an Extended Action at any point during their ship’s strategic turn.
Active Augury: Scans for celestial phenomena and hidden enemies.
Aid the Machine Spirit: Temporarily boosts the vessel’s attributes.
Disinformation: Calculated lies and speeches encourage the crew to ﬁght harder.
Emergency Repairs: Quickly repair damaged parts of the ship.
Flank Speed: Overpowers the ship’s engines, sometimes with dangerous consequences.
Focused Augury: Scan a particular vessel to learn its components.
Hail the Enemy: Contact an enemy vessel to intimidate, mock, or make deals.
Hit and Run: Send raiding parties to an enemy vessel to cripple vital components.
Hold Fast!: Inspire the crew to reduce their lost Morale.
Jam Communications: Stop an enemy ship from using long range communications.
Lock on Target: Use scanners to improve the accuracy of weapons.
Prepare to Repel Boarders!: Rally the crew to ﬁght against impending enemy boarding actions.
Put your Backs into It!: Inspire (or terrify) the crew to work harder.
Triage: Reduce the number of dead crew from combat.
As a result of Starship Combat, several conditions and hazards can befall a ship.
Crippled: When a ship is reduced to 0 hull integrity it is Crippled. It suffers -10% to its Manoeuvrability and its detection. Its Speed and the Strength of its weapon components is reduced by half (round up). When a crippled ship takes damage past its armor, it takes a Critical Hit.
Depressurization: 1d10 damage to crew population, 1d5 damage to crew morale, does not damage the component but requires the use of void suits to use.
Fire!: 1d5 damage to crew population, 1d10 damage to Crew Morale. Anyone occupying the component is exposed to fire (pg 260). If the fire is not brought under control in one Strategic Turn, it consumes the component (damaging it) and moves on to another component. GM randomly selects the new on fire component from logical options. The fire may be fought by making a COMMAND -10% test as an Extended Action. The captain may vent the component intentionally. The component counts as depressurized. The ship does not suffer the effects of fire but takes 1d5 Crew Population damage and 2d10 Crew Morale damage).
Additional Rules: Boarding Actions (pg 215) Destroying Ships (pg 220) NPC Actions (pg214), Ramming (Pg 215), Silent Running, (pg218), Surprise (pg213), Stellar Phenomena (pg228), Stern Chase (pg 216), Turrets (pg 220).