Post by aramis on Dec 10, 2010 7:32:08 GMT -5
Success Quality
You want to roll high, but not over the TN. 1
If TN is 15, then best roll is a 15.
If the roll is 11-level or higher, and still under TN, and in the character's specialty, bonuses apply to effect. If out of field, they apply on 11+ roll
In opposed rolls, the higher successful roll wins.
Communications
Tactical Commo: commo at tactical ranges is automatic unless jammed.
Long Range (Subspace) commo:
At 1 LY or less: no PU cost, Contact Skill Roll needed. May be boosted with PU. Commo is near-real time. Uses different band than longer ranges.
If target at warp, TN -TargetWF
If sender at warp, TN -SenderWF
Duration
If neither at warp, duration 1 hour; if either at warp, duration is the number rolled on the die, doubled if done by a communications specialist, in minutes.
Non-live Commo: Contact skill is required, and is DM-(2+TargetWF) per hex, can't be sent at warp, and is a base of 1 PU. Duration is based upon the die-roll made is in minutes of audio, seconds of video, hi-res images, or 20+ pages of text.
Restoring PPB
Spend the listed PU (4 if Engineer, 5 otherwise), make Tech roll.
If made, 1 PPB restored.
If Engineer and made with (11-Level) or higher, repair 2.
Sensors
Sensor Range: 1 LY (1 hex) for ships.
Asking questions other than "Something is there" at range: make a contact skill roll, and if made, roll 1d6 for number of very short answer questions. Very short answer means a single word or a number; may also be yes-or-no.
Starbase Sensors are range 6, but DM-1 per hex past 1 LY. In tactical range, +1 to effective skill.
Asking about ship classes: Reports Shuttle, FR, DD, CS, BC, DN, CV, Starbase, or other. Does not report which side.
Planets are always detected at 1LY, systems at 6LY (36 for bases), no roll needed. A craft at warp is always detected at 1 LY.
Planets may be rolled for (at DM-2 per hex past normal detection) out to the range of detection of the star.
If science officer working in field, +1 question.
If Navigator, +1 question when asking about nav hazards and enemy ships.
If high successful roll bonus attained, +1 question.
No sensor may be used on one target more than once per day per person
Power-Boosting Commo or Sensors
Each PU spent is a +1, can't add more than 5.
Computer Specialists
If Computer Specialist, +1 question. Primes: Tech and Contact skill. XP for use of computers to solve mission problems (50-200 XP).
Bonus is extra question.
Dropping out of warp unexpectedly:
Someone makes a tech roll; on a success, roll one die per unused movement point. table. On a fail, the full points are lost per unmoved hex, and roll instead for how much additional is spent.
If bonus attained, it's 1d6-2 per unused hex, instead.
Revised Power Table
An Enlisted House Rule. 2
Enlisted get XP by class as normal, but also get 20 XP for "Just Following Orders" on a mission.
Maximum level is same as the ship's CO +1 level; if above that, they get transferred. Smaller crews don't need high ranking enlisted.
Things enlisted can't do:
• Give orders to officers
• creatively interpret orders on their own
• take command if any officers are left
NPC enlisted also can't:
• take actions without orders to act. They CAN be vague orders.
PC enlisted must interpret orders literally. They can refuse them, but may have other issues if they do.
Footnotes
1: Adapted from Pendragon.
2: Enlisted Notes.
Note the reduced gear; officers get 3+level points, while Enlisted get 1.5+(level/2)...
I introduced them to make for interesting but low-initiative NPC crewmen who have much more limited resources.
You want to roll high, but not over the TN. 1
If TN is 15, then best roll is a 15.
If the roll is 11-level or higher, and still under TN, and in the character's specialty, bonuses apply to effect. If out of field, they apply on 11+ roll
In opposed rolls, the higher successful roll wins.
Communications
Tactical Commo: commo at tactical ranges is automatic unless jammed.
Long Range (Subspace) commo:
At 1 LY or less: no PU cost, Contact Skill Roll needed. May be boosted with PU. Commo is near-real time. Uses different band than longer ranges.
If target at warp, TN -TargetWF
If sender at warp, TN -SenderWF
Duration
If neither at warp, duration 1 hour; if either at warp, duration is the number rolled on the die, doubled if done by a communications specialist, in minutes.
Non-live Commo: Contact skill is required, and is DM-(2+TargetWF) per hex, can't be sent at warp, and is a base of 1 PU. Duration is based upon the die-roll made is in minutes of audio, seconds of video, hi-res images, or 20+ pages of text.
Restoring PPB
Spend the listed PU (4 if Engineer, 5 otherwise), make Tech roll.
If made, 1 PPB restored.
If Engineer and made with (11-Level) or higher, repair 2.
Sensors
Sensor Range: 1 LY (1 hex) for ships.
Asking questions other than "Something is there" at range: make a contact skill roll, and if made, roll 1d6 for number of very short answer questions. Very short answer means a single word or a number; may also be yes-or-no.
Starbase Sensors are range 6, but DM-1 per hex past 1 LY. In tactical range, +1 to effective skill.
Asking about ship classes: Reports Shuttle, FR, DD, CS, BC, DN, CV, Starbase, or other. Does not report which side.
Planets are always detected at 1LY, systems at 6LY (36 for bases), no roll needed. A craft at warp is always detected at 1 LY.
Planets may be rolled for (at DM-2 per hex past normal detection) out to the range of detection of the star.
If science officer working in field, +1 question.
If Navigator, +1 question when asking about nav hazards and enemy ships.
If high successful roll bonus attained, +1 question.
No sensor may be used on one target more than once per day per person
Power-Boosting Commo or Sensors
Each PU spent is a +1, can't add more than 5.
Computer Specialists
If Computer Specialist, +1 question. Primes: Tech and Contact skill. XP for use of computers to solve mission problems (50-200 XP).
Bonus is extra question.
Dropping out of warp unexpectedly:
Someone makes a tech roll; on a success, roll one die per unused movement point. table. On a fail, the full points are lost per unmoved hex, and roll instead for how much additional is spent.
If bonus attained, it's 1d6-2 per unused hex, instead.
die roll | DD | CS FR | BC | DN |
1 | 0 | 0 | 0 | 0 |
2 | 1 | 1 | 2 | 4 |
3 | 1 | 2 | 4 | 8 |
4 | 2 | 3 | 6 | 12 |
5 | 2 | 4 | 8 | 16 |
6 | 3 | 5 | 10 | 20 |
Revised Power Table
[cs=2] | DD | CS FR | BC | DN | Notes | |
[cs=2] Base PPB | 50 | 100 | 200 | 500 | ||
[cs=2] Life Support, daily, Mandatory | 5 | 5 | 5 | 5 | ||
[rs=2] Warp | Warp Factor | 3 | 5 | 10 | 20 | |
Turns, 60° | 3 | 5 | 10 | 20 | ||
[rs=2] Shields | Half | 15 | 20 | 60 | 120 | |
Full | 30 | 60 | 120 | 240 | ||
[rs=3] Sublight | In System | 3 | 5 | 10 | 20 | |
Enter Standard Orbit | 3 | 5 | 10 | 20 | ||
Break Standard Orbit | 3 | 5 | 10 | 20 | ||
Teleporter | per person, each way | [cs=4] 1 | ||||
Laser Fire | One bank of 2 shots | [cs=4] 5 | ||||
Tractor Beam | per 20,000km | [cs=4] 1 (max 10) | ||||
[rs=4] Commo | Boost, per +1 | [cs=4] 1 | If commo spec, + Level/3 | |||
Tactical | [cs=4] 0 | |||||
Near Subspace | [cs=4] 0 | |||||
Long Range Subspace | [cs=4] 1 | |||||
[rs=3] Sensors | Boost, per +1 | [cs=4] 1 | If navigator or science, +Level/3 | |||
Tactical/system | [cs=4] 0 | |||||
1LY | [cs=4] 0 | |||||
[rs=2] Warmup Shuttlecraft | Instant | [cs=4] 5 | ||||
1 hour | [cs=4] 0 | |||||
[rs=2] Restore PPB | Engineer | [cs=4]4 | [rs=2] Tech roll. Repairs 1 PPB, 2 on bonus. | |||
Non-Engineer | [cs=4] 5 |
An Enlisted House Rule. 2
Lv | Enlisted Rank | Equip | Bonus |
1 | Apprentice Hand | 2.0 | 0 |
2 | Able Hand | 2.5 | +1 Acq. |
3 | Junior Petty Officer | 3.0 | +1 Acq., +1 LOY |
4 | Senior Petty Officer | 3.5 | +1 Acq. |
5 | Chief Petty Officer | 4.0 | +1 Acq., +1 LOY |
6 | Senior Chief Petty Officer | 4.5 | +1 Acq. |
7 | Master Chief Petty Officer | 5.0 | +1 Acq., +1 LOY |
Enlisted get XP by class as normal, but also get 20 XP for "Just Following Orders" on a mission.
Maximum level is same as the ship's CO +1 level; if above that, they get transferred. Smaller crews don't need high ranking enlisted.
Things enlisted can't do:
• Give orders to officers
• creatively interpret orders on their own
• take command if any officers are left
NPC enlisted also can't:
• take actions without orders to act. They CAN be vague orders.
PC enlisted must interpret orders literally. They can refuse them, but may have other issues if they do.
Footnotes
1: Adapted from Pendragon.
2: Enlisted Notes.
Note the reduced gear; officers get 3+level points, while Enlisted get 1.5+(level/2)...
I introduced them to make for interesting but low-initiative NPC crewmen who have much more limited resources.