I worked out a little system for this, probably a lot is taken from if not the same as the original guides but I just made it into something that I think should work for me. I'm working on ship stats, they'll be sent shortly.
The core of what you need to know to play.
The pilots and captain of your ship play an active role. They each have 1 action (so 3 total for you to use) they can use towards operating the ship’s systems, both weapons as others. Their skill is rolled against the UR of the weapon / system. It takes only 1 pilot to fire all the weapons of the same type you have, so one pilot could make all 4 small turrets fire. The same weapon can only be fired once each round, but all pilots could for example attempt to increase shield output.
Possible captain / pilot actions (effects last a round):
- Increase movement output (+1” move) UR: 4
- Increase shield output (+1 to shield) UR: 4
- Increase weapon output (+1 damage) UR: 4
- Increase targeting systems (+1 accuracy) UR: 4
- Use weapon / other system (see ship stats for UR / Effects)
Quick order template:
Round + ship / hero / whatever
which pilot does what other than firing.
: they will always automatically shoot the nearest enemy vessel in range, but you could also specify targets.
optional, but encouraged
where does your ship go, how does it turn, if it does.
which pilot fires which weapon at which part of the enemy ship or possible boarding actions.
Round 4 Captain Hook
Slimy Pete attempts to increase movement output.
: My ship's anti-fighter turrets and tower should fire on the enemy bombercraft.
Captain Hook shouts some 'your momma is so fat...' jokes across the comlink to Peter Pan to make him cry and decrease his skill by -1 for the round.
My ship moves up beside Peter Pan's.
Ugly Joe fires the harpoons at one of Peter Pan's turrets. Captain Hook orders to board the ship. He joins the attack but leaves Slimy Pete and Ugly Joe to steer the ship. Once inside slaughter them all and snuggle their moms. It's the only way to be sure. (Hey, where the hell did that come from?)
The details of how everything works.
The basic movement your ship has is free. Just keep in mind turning your ship also costs inches. The ‘inch cost’ is simply the distance the ship has to turn measured from the nose away to it’s new position. This should also make it more difficult for larger ships to turn.
Movement mods (for attacker’s skill rolls)
4”: no mod
(and so on)
I’ll keep track of the speed at which something is moving by the number of bricks I’ll put behind it. 1” is indicated by 1 dot.
Size mods (kept very simple for this fight)
Size 1 (all craft and ship’s weapons): -1”
Size 2 (the frigates): no mod
Size 3 (everything larger) +1
Weapons are destroyed on a succesful hit. Their armour is the same as the ship’s. In the event of a weapon being destroyed the hull is only damaged by the resulting 1d6 explosion + eventual remnants of damage. An area of effect attack may damage the hull and the weapons simultaneously.
Unless you miss really badly a missed attack against fe a turret will probably still hit the hull of a ship. Missed shots against fighters could take out nearby fighters.
some weapons only shoot in a straight line, others have a wider range. This’ll always be specified in the weapon’s stats.
Missiles continue moving towards their target after they are fired. If you skillfail they will fly the amount of points you skillfailed off course before readjusting the next round. They can only adjust 1” for every 2” distance crossed and if they pass their target they won’t come around again. On a 1 they explode prematurely.
If your ship or boarding pod gets
(1" or less) to an enemy ship you can board it. For ships this requires an action. The attacker and defender will have to specify whether they want their captains and / or pilots to leave the bridge. Attention: the ship becomes uncontrolable if they leave the bridge. If all defenders are dead the captain / pilots are forced to leave the bridge and join the fight.