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OGL/d20 Starship Combat and new crew actions
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<blockquote data-quote="The Black Kestrel" data-source="post: 4307006" data-attributes="member: 4903"><p>I'd thought I'd re-post some rules I cooked up as part of a discussion on this <a href="http://www.sinisteradventures.com/index.php/forums?func=view&id=1862&catid=4&limit=10&start=10#1879" target="_blank">thread</a> on the Sinister Adventures web site. </p><p></p><p>As promised here are some new actions for engineers and sensor operators.</p><p></p><p><u>Engineer</u></p><p></p><p><strong>Enhance Weapon Output.</strong> As a standard action the ship's engineer can attempt to increase the effectiveness of one weapon system installed on the starship. The engineer makes a Repair check using the following table.</p><p></p><p>DC Effect</p><p>15 Increase the number of damage dice rolled by one for one round</p><p>20 Increase the number of damage dice rolled by two for one round</p><p>25 Increase the number of damage dice rolled by three for one round</p><p>30 Increase the number of damage dice rolled by four for one round</p><p>35 Increase the number of damage dice rolled by five for one round</p><p></p><p><strong>Enhance Starship Speed.</strong> As a standard action the engineer can attempt to coax more performance from the ship's engines. The engineer makes a Repair check using the following table</p><p></p><p>DC Effect</p><p>20 Increase the ship's tactical speed by 500 feet for one round</p><p>30 Increase the ship's tactical speed by 1000 feet for one round</p><p>40 Increase the ship's tactical speed by 1500 feet for one round</p><p></p><p><strong>Enhance Field Strength.</strong> As a standard action the engineer can attempt to increase the strength of the ship's shields. If the ship is equipped with more than one type of shield the engineer must declare which type of shield he is trying to enhance. The engineer makes a Repair check using the following table</p><p></p><p>DC Effect</p><p>15 Increase the penalty to incoming attacks by one for one round</p><p>20 Increase the penalty to incoming attacks by two for one round</p><p>25 Increase the penalty to incoming attacks by three for one round</p><p>30 Increase the penalty to incoming attacks by four for one round</p><p></p><p><u>Sensor Operator</u></p><p></p><p><strong>Jam Sensors.</strong> As a full-round action the sensor operator can attempt to jam the sensors of a single enemy ship. The sensor operator makes an opposed Computer Use check with the results determined by the table below. The sensor operators may add their sensor systems' class number as a bonus to their roll.</p><p></p><p><em>Wins the opposed Computer Use check by 0-4.</em> The enemy ship cannot conduct a active sensor scan loses any bonus to initiative rolls its sensor system may have granted.</p><p></p><p><em>Wins the opposed Computer Use check by 5-9.</em> The enemy ship cannot conduct an active sensor scan loses any bonus to initiative rolls its sensor system may have granted. The enemy ship also loses the equipment bonus to attack rolls provided by its targeting system.</p><p></p><p><em>Wins the opposed Computer Use check by 10-14.</em> The enemy ship cannot conduct an active sensor scan loses any bonus to initiative rolls its sensor system may have granted. The enemy ship also loses the equipment bonus to attack rolls provided by its targeting system. The enemy ship also suffers a penalty to all attack rolls and Pilot rolls equal to the bonus granted by its targeting system.</p><p></p><p><em>Wins the opposed Computer Use check by 14+.</em> The enemy ship is effectively blinded. The enemy ship suffers a 50% miss chance on any attacks made and a -5 penalty on all Pilot rolls.</p><p></p><p>The penalties inflicted by a successful use of the Jam Sensors action last for one round. The sensor operator can attempt to maintain the effects everyone round by succeeding in an opposed Computer Use check.</p><p></p><p><strong>Scan for Weak point.</strong> As a standard action the sensor operator can attempt scan an enemy ship and locate a weak point in its defenses and feed that information to his gunners. The sensor operator makes a Computer Use check with the results determined by the table below.</p><p></p><p>DC Effect</p><p>15 Treat the enemy ships DR as 5 less to a maximum of 0 DR for one round</p><p>20 Treat the enemy ships DR as 10 less to a maximum of 0 DR for one round</p><p>25 Treat the enemy ships DR as 15 less to a maximum of 0 DR for one round</p><p>30 Treat the enemy ships DR as 20 less to a maximum of 0 DR for one round</p><p>35 Treat the enemy ships DR as 25 less to a maximum of 0 DR for one round</p><p></p><p><strong>Spoof Targeting Systems.</strong> As a standard action the sensor operator attempt to fool the targeting system of a single enemy ship by feeding it false data. The sensor operator makes a Computer Use check with the results determined by the table below.</p><p></p><p>DC Effect</p><p>15 The enemy ship treats the sensor operator's ship as having 1/4 concealment for one round</p><p>20 The enemy ship treats the sensor operator's ship as having 1/2 concealment for one round</p><p>25 The enemy ship treats the sensor operator's ship as having 3/4 concealment for one round</p><p>30 The enemy ship treats the sensor operator's ship as having 9/10 concealment for one round</p><p>35 The enemy ship treats the sensor operator's ship as having full concealment for one round</p><p></p><p>Feed back is appreciated. I am toying around with some type of penalty if the engineer fails his Repair check to enhance one of the starships systems.</p></blockquote><p></p>
[QUOTE="The Black Kestrel, post: 4307006, member: 4903"] I'd thought I'd re-post some rules I cooked up as part of a discussion on this [URL=http://www.sinisteradventures.com/index.php/forums?func=view&id=1862&catid=4&limit=10&start=10#1879]thread[/URL] on the Sinister Adventures web site. As promised here are some new actions for engineers and sensor operators. [U]Engineer[/U] [B]Enhance Weapon Output.[/B] As a standard action the ship's engineer can attempt to increase the effectiveness of one weapon system installed on the starship. The engineer makes a Repair check using the following table. DC Effect 15 Increase the number of damage dice rolled by one for one round 20 Increase the number of damage dice rolled by two for one round 25 Increase the number of damage dice rolled by three for one round 30 Increase the number of damage dice rolled by four for one round 35 Increase the number of damage dice rolled by five for one round [B]Enhance Starship Speed.[/B] As a standard action the engineer can attempt to coax more performance from the ship's engines. The engineer makes a Repair check using the following table DC Effect 20 Increase the ship's tactical speed by 500 feet for one round 30 Increase the ship's tactical speed by 1000 feet for one round 40 Increase the ship's tactical speed by 1500 feet for one round [B]Enhance Field Strength.[/B] As a standard action the engineer can attempt to increase the strength of the ship's shields. If the ship is equipped with more than one type of shield the engineer must declare which type of shield he is trying to enhance. The engineer makes a Repair check using the following table DC Effect 15 Increase the penalty to incoming attacks by one for one round 20 Increase the penalty to incoming attacks by two for one round 25 Increase the penalty to incoming attacks by three for one round 30 Increase the penalty to incoming attacks by four for one round [U]Sensor Operator[/U] [B]Jam Sensors.[/B] As a full-round action the sensor operator can attempt to jam the sensors of a single enemy ship. The sensor operator makes an opposed Computer Use check with the results determined by the table below. The sensor operators may add their sensor systems' class number as a bonus to their roll. [I]Wins the opposed Computer Use check by 0-4.[/I] The enemy ship cannot conduct a active sensor scan loses any bonus to initiative rolls its sensor system may have granted. [I]Wins the opposed Computer Use check by 5-9.[/I] The enemy ship cannot conduct an active sensor scan loses any bonus to initiative rolls its sensor system may have granted. The enemy ship also loses the equipment bonus to attack rolls provided by its targeting system. [I]Wins the opposed Computer Use check by 10-14.[/I] The enemy ship cannot conduct an active sensor scan loses any bonus to initiative rolls its sensor system may have granted. The enemy ship also loses the equipment bonus to attack rolls provided by its targeting system. The enemy ship also suffers a penalty to all attack rolls and Pilot rolls equal to the bonus granted by its targeting system. [I]Wins the opposed Computer Use check by 14+.[/I] The enemy ship is effectively blinded. The enemy ship suffers a 50% miss chance on any attacks made and a -5 penalty on all Pilot rolls. The penalties inflicted by a successful use of the Jam Sensors action last for one round. The sensor operator can attempt to maintain the effects everyone round by succeeding in an opposed Computer Use check. [B]Scan for Weak point.[/B] As a standard action the sensor operator can attempt scan an enemy ship and locate a weak point in its defenses and feed that information to his gunners. The sensor operator makes a Computer Use check with the results determined by the table below. DC Effect 15 Treat the enemy ships DR as 5 less to a maximum of 0 DR for one round 20 Treat the enemy ships DR as 10 less to a maximum of 0 DR for one round 25 Treat the enemy ships DR as 15 less to a maximum of 0 DR for one round 30 Treat the enemy ships DR as 20 less to a maximum of 0 DR for one round 35 Treat the enemy ships DR as 25 less to a maximum of 0 DR for one round [B]Spoof Targeting Systems.[/B] As a standard action the sensor operator attempt to fool the targeting system of a single enemy ship by feeding it false data. The sensor operator makes a Computer Use check with the results determined by the table below. DC Effect 15 The enemy ship treats the sensor operator's ship as having 1/4 concealment for one round 20 The enemy ship treats the sensor operator's ship as having 1/2 concealment for one round 25 The enemy ship treats the sensor operator's ship as having 3/4 concealment for one round 30 The enemy ship treats the sensor operator's ship as having 9/10 concealment for one round 35 The enemy ship treats the sensor operator's ship as having full concealment for one round Feed back is appreciated. I am toying around with some type of penalty if the engineer fails his Repair check to enhance one of the starships systems. [/QUOTE]
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