New Maneuvers and Starship related Material
Here is some new material I created, all coment is more them welcome.
More will follow in the next posts.
NEW STARSHIP COMBAT MANEUVERS:
AID ANOTHER (ALL):
You help another ship or character in performing a maneuver.
PREREQUISITES: Command = Must be able to Communicate with who he is aiding, Helm = Target at Point Blank Range, and Tactical = Working weapons.
DURATION:
TN: 10
EFFECT: Another ship a +1 Protection or another character gets or +1 to next maneuver.
COMPLETE SUCCESS: +2 Protection or +2 to next maneuver.
SUPERIOR SUCCESS: +3 Protection or +3 to next maneuver.
EXTRA-ORDINARY SUCCESS: +4 Protection or +4 to next maneuver.
CLOAK/DECLOAK (TACTICAL):
You Cloak or Decloak the Starship.
PREREQUISITES: None
TN: 15
EFFECT: You Cloak or Decloak the Starship. If this maneuver fails when decloaking, the ship drops its cloak but is unable to bring its weapons to bear, and its shields remain down until the next round.
CLOAKED ATTACK (COMMAND) (I use this one, makes more sense ot me):
The acting vessel comes in fast and disengages its cloak, making an immediate strafing attack to maximize damage before an enemy starship can defend itself.
PREREQUISITES: Must Close (H) by two range increments in one maneuver
DURATION: Instant
TN: 15
EFFECT: This maneuver allows the acting starship to reduce the target’s range to either point blank or close, and the tactical officer may perform a free Decloak (T) and Multiweapon maneuver (though the officer must have individual actions available). If the Decloak maneuver fails, the ship drops its cloak but is unable to bring its weapons to bear, and its shields remain down until the next round.
DOGFIGHT (HELM):
You try to keep the vessel busy, preventing it from entering a planet’s atmosphere or closing in on another target.
PREREQUISITES: Match Speed, Target at Point Blank Range.
DURATION: Lasts until the beginning of your next turn, or until the target successfully changes range.
TN: 15
EFFECT: The Target cannot enter a Stellar Phenomena, and decrease the target’s Helm Maneuvers increase in range by 1.
COMPLETE SUCCESS: Decrease the target’s Helm Maneuvers increase in range by 2.
SUPERIOR SUCCESS: Decrease the target’s Helm Maneuvers increase in range by 3.
EXTRA-ORDINARY SUCCESS: Decrease the target’s Helm Maneuvers increase in range by 4.
DON’T COME ANY CLOSER (TACTICAL):
You hit the target to make it more difficult for him to close of decease it range towards you.
PREREQUISITES: Lock-On.
DURATION: Instant.
TN: Target’s protection + 5.
EFFECT: You hit the target, and you decrease the target’s Helm Maneuvers increase or decrease in range by 1.
COMPLETE SUCCESS: Decrease the target’s Helm Maneuvers increase or decrease in range by 2.
SUPERIOR SUCCESS: Decrease the target’s Helm Maneuvers increase or decrease in range by 3.
EXTRA-ORDINARY SUCCESS: Decrease the target’s Helm Maneuvers increase or decrease in range by 4.
JOIN WING/LEAVE WING (HELM):
A small group of Starships fly in formation, aiding each other efforts.
ACTION: Starships Action.
PREREQUISITES: 3 or more ships must be in Point Blank range.
DURATION: Each Starship stays in the Wing until one of the Ships uses the Leave Wing maneuver.
TN: 15 / 20 (If Starships of different Sizes)
EFFECT: A wing is considered 1 ship with following statistics
Hit: Roll randomly if the Wing is hit, or one of the ships can voluntarily take the hit.
Maneuver Modifiers: Average off all the ships maneuver modifiers.
Offense: Sum up all the Ships Offence values for each weapon type.
Protection: Average off all Ships Protection
Size: Sum up all the Ships Structures to determine Size and Size Mod.
System Operations: Use the lowest of all the Ships? Apply the Helm and Tactical specialties if all ships possess them.
Wing Commander: Chose one off the ships commanders, this is one will be the leader of the Wing.
Each ship that wants to join/Leave a wing must initiate this maneuver. If successful, you have joined or leaved the wing. If you fail this maneuver, you cannot join/leave the wing. If one of the ships fails disastrously the wing falls apart and all ships suffers a minor collision.
COMPLETE SUCCESS: If all ships have a complete success, increase the protection of the Wing by 1 or the Wing gets a +1 Tactical bonus.
SUPERIOR SUCCESS: If all ships have a superior success, increase the protection of the Wing by 2 or the Wing gets a +2 Tactical bonus.
EXTRA-ORDINARY SUCCESS: If all ships have an extra-ordinary success, increase the protection of the Wing by 3 or the Wing gets a +3 Tactical bonus.
COMMAND PROFESSIONAL ABILITIES:
TIER III:
Cloak Specialist:
You have mastered the tactics of fighting in combat using a cloak.
Prerequisites: Fire Control Officer, Ship must be equipped with a Cloak.
Effect: When you are in command of the Starship, the Cloak/Decloak Tactical maneuvers are considered no action for the Starship, but it takes an action for the character.
Isokinetic Specialist:
You have mastered the tactics to overcome one of the disadvantages of using the Isokinetic Cannon.
Prerequisites: Fire Control Officer, Ship must be equipped with the Isokinetic Cannon.
Effect: When you are in command of the Starship, the ship may make Tier II Helm maneuvers when firing the Isokinetic Cannon. The Isokinetic cannon projectile is considered a missile weapon for the purpose of the Target System (Secondary system) maneuver. Also maneuvers that require the cannon to fire multiple times per maneuver are impossible because it can only fire once per round.
Starship Resources:
You are extremely good at managing the resources of your ships.
Prerequisites: Starship/Starbase Protocol and the crew must have at least invested 5 picks into the ship.
Effect: The Starship Advancement picks that you and the crew invested into the ship are not lost when your ship is destroyed, or when you and the crew are transferred onto another ship. You take the full advancement picks with you onto the new ship, and the old ship looses them in case you are just transferred. Only the picks from the characters that are alive may be invested.
FLIGHT CONTROL OFFICER PROFESSIONAL ABILITIES:
TIER II:
Multi-Vector-Assault Basics:
You are one of the few who got basic training in the MAM.
Prerequisites: Evasive Maneuvers or System Operations (Flight Control) 6+.
Effect: When a character with this professional ability is at the helm control of the MAM, the subships follow the Control ship when its moves thanks to a maneuver.
TIER III:
Multi-Vector-Assault Mode Specialist:
You are a real specialist in flying in Multivector Assault Mode.
Prerequisites: Multi-Vector-Assault Basics.
Effect: When a character with this professional ability is at the helm control of the MAM, he may make one Helm maneuver with a +3 TN per subship in MAM as a Full-round action (Full-round Action for the character at the Helm and Main Starship). If successful the subships perform the same maneuver as a free action, leaving one action per subship to make another maneuver.
SECURITY OFFICER PROFESSIONAL ABILITIES
TIER II:
Cloak Specialist:
You have mastered the tactics of fighting in combat using a cloak.
Prerequisites: Fire Control Officer, Ship must be equipped with a Cloak.
Effect: When you control the Cloak, the Cloak/Decloak Tactical maneuvers are considered no action for the Starship, but it takes an action for you.
Isokinetic Specialist:
You have mastered the tactics to overcome one of the disadvantages of using the Isokinetic Cannon.
Prerequisites: Fire Control Officer, Ship must be equipped with the Isokinetic Cannon.
Effect: The ship may make Tier II Helm maneuvers when you fire the Isokinetic Cannon. The Isokinetic cannon projectile is considered a missile weapon for the purpose of the Target System (Secondary system) maneuver. Also maneuvers that require the cannon to fire multiple times per maneuver are impossible because it can only fire once per round.
Missile Specialist:
When you fire a Missile weapon, you fire it with pin point accuracy.
Prerequisites: Aim True
Effect: You can take the Target System (or Secondary system) maneuvers with missile weapons.
TIER III:
Destroy Them:
You are a specialist in damaging targets with one sort of star ship weapon.
Prerequisites: Weapon Specialist, and a specialization in the System Operation skill for the selected weapon.
Effect: You do +1 penetration when you hit a target with the chosen star ship weapon system.
Special: This professional Ability may be chosen multiple times, each time a new star ship weapon may be chosen. Pulse Phasers and Spiral Wave disruptors are considered separate weapons for the purpose of this professional ability.
ENGINEER PROFESSIONAL ABILITIES:
TIER II:
Masking Specialist:
The character is good at modifying shield harmonics, to pass for another vessel.
Prerequisites: Engineering Expertise
Effect: When masking Shield harmonics, the character adds a +4 to his roll, and the ships protection lowers only by one unit instead of two. If the ship is equipped with a Holographic Masking System, then its rating is increased by +2 if you are aboard.
TIER III:
Best Systems Available:
An engineer keeps his ship up to date and wants to use the best systems available.
Prerequisites: Miracle Worker or Jury-rig
Effect: It cost only 3 picks (instead of 5) when the Engineer is in charge of installing or upgrading systems. If the ship already has gone through multiple advancements and new system where installed or systems where upgrade; then the Engineer can recover 2 Starship picks per installed or upgraded systems, but he has to make an Engineering test as if installing those systems. The recovered picks do not return to the characters that donated them, but they can only be used for the ship.
SYSTEM OVERHAUL (I use this version instead, find it more balanced):
Engineers can overhaul a system to exceed the established operational parameters of various ship systems and maximize their performance.
Once per chapter, select one system on a ship to overhaul. Make a TN 15 (3 hours of work, and use the Time Mod. column on the Degree of Success table) with the appropriate Engineering skill. If successful, the starship gains the Enhanced System (See below for examples) trait for the remainder of the current episode. If the starship has already has the Enhanced System trait for that system, then it counts an upgrade for that specific system (if it is possible by the rules)
SYSTEM: EFFECT: MAXIMUM UPGRADE:
Beam Weapons +1 Penetration bonus to any one range Yes, each time a new range
Cloaking Devices +2 Rating No
Impulse System + 0.1 c Maximum + 0.5 c, and 0.95 c rating
Plasma Injector System Warp drive Maximum Speed Reliability check only every 2 hours No
Sensors +2 test result for Sensor use (or +5 against specific target) Yes, maximum +4 (No)
Shield Grid +1 Threshold bonus No
Tractor Beam You can tow a ships equal to your size +2 Yes, maximum your Size+4
Transporters +2 test result for Transporter use Yes, maximum +4
Warp System + 0.2 Warp factor Yes, Maximum + 1 Warp factor, and Warp 9.95 rating
Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.