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Starship Combat - best rules you have seen
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<blockquote data-quote="Abulia" data-source="post: 1444941" data-attributes="member: 8162"><p>The starship combat and construction rules for the Decipher <strong>Star Trek RPG</strong>, of course! But, then, I'm biased as I wrote them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Coda is pretty D20-compatible so it wouldn't be a big stretch to convert. The <em>Narrator's Guide</em> includes the complete starship construction system and combat system. Ships are rated in structure and the quality of your shields determined the target number (TN) to hit the vessel. A vessel's threshold value deducts from the damage. Every ship is rated in 6 key areas, each of which have a variety of effects.</p><p></p><p>So, what's so cool about it? The entire system is non-minis based and integrated fairly seamlessly into your role-playing at the table. Characters have different responsibilities and select (and execute) several Maneuvers each turn during the battle, such as Lock On, or Hard About. The <em>Starships</em> hardbound supplement expands the system with even more components (several hundred), new traits and maneuvers. One of the foundations of the system was that I treat vessels essentially as characters.</p><p></p><p>Anyhow, see my web page below for some links to reviews.</p></blockquote><p></p>
[QUOTE="Abulia, post: 1444941, member: 8162"] The starship combat and construction rules for the Decipher [b]Star Trek RPG[/b], of course! But, then, I'm biased as I wrote them. ;) Coda is pretty D20-compatible so it wouldn't be a big stretch to convert. The [i]Narrator's Guide[/i] includes the complete starship construction system and combat system. Ships are rated in structure and the quality of your shields determined the target number (TN) to hit the vessel. A vessel's threshold value deducts from the damage. Every ship is rated in 6 key areas, each of which have a variety of effects. So, what's so cool about it? The entire system is non-minis based and integrated fairly seamlessly into your role-playing at the table. Characters have different responsibilities and select (and execute) several Maneuvers each turn during the battle, such as Lock On, or Hard About. The [i]Starships[/i] hardbound supplement expands the system with even more components (several hundred), new traits and maneuvers. One of the foundations of the system was that I treat vessels essentially as characters. Anyhow, see my web page below for some links to reviews. [/QUOTE]
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