Академический Документы
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1. Determine Initiative
1.1. Roll a Simple (-) Cool [If not surprised] or Vigilance [if surprised] check
2. Assign Initiative Slots
3. Participants Take Turns
3.1. One Action
3.2. Up to two (2) Maneuvers (with possible Strain (2) with second Maneuver)
4. Round Ends
4.1. Repeat steps 3-4 until combat is resolved, using previously determined Initiative Slots
4.2. All End of round effects end
5. Encounter Ends
5.1. All Once Per Encounter abilities reset
Combat Turns
1. Maneuvers
All common sense Maneuvers are possible!
Silhouette 1-4
One (1) Pilot Only maneuver per round, UNLESS
Second Maneuver costs Ship 2 System Strain, AND
Pilot also suffers 2 Strain, UNLESS
Pilot may downgrade Action to Maneuver and suffer no strain
If ship has Copilot/Multiple pilots, Pilot suffers no strain
Silhouette 5 or higher
One (1) Pilot Only maneuver per round
Each Crewmember may perform any number of Maneuvers not labeled as Pilot Only,
AS LONG AS
Two Maneuver limit, per Character per round, is not exceeded!
2. Actions
All common sense Actions are possible!
One (1) Pilot Only Action per round
Combat Check with Vehicle Weapons
1. Declare an Attack and Select Targets
1.1. A particular starship or vehicle weapon may only be used ONCE per round
2. Assemble the Dice Pool
2.1. Difficulty is based on comparing the silhouettes of the firing ship and the target, see table
below:
Movement
Planetary Scale Range Bands:
Band
Maneuver Cost (Speed 1) Maneuver Cost (Speed 2-4) Maneuver Cost (Speed 4-5)
1 to Close or Short
Short
1 to Close; 2 to Medium
2 to Close
Medium
Long
2 to Close
1 to Close
2 to Close