During our years of play, we came to the consensus that the basic rules for Starship combat within Stars Without Number are anemic & bare boned even by base rule standards. Something that Sine Normine themselves seem to have noticed, if the revised edition's changes are to go by. As such I have attempted to both give everyone a role within Starship Combat while not straying too far from the spirit of Stars Without Number
Starships are only as strong as the crew that guides them. When it becomes necessary for Stella conflict to arise it is more akin to a game of jousting upon grav-cycles than a bloody brawl. Each member of the crew has an important job that can be the difference between living to fly another day or turning into a gently spreading field of debris.
Capital ships can afford to have rooms of personal dedicated to each role while crews of smaller ships, such as fighters and shuttles, will often find themselves having to fill more than one of these tasks. Though these rules can be used with any scale of starship combat they are mainly focused on Frigate and smaller scale combat. With larger vessels being more of a force of nature than fair opponents.
Similarly to standard combat within Stars Without Number, starship combat is broken down into rounds. With each of these rounds translating into roughly six seconds of in-game time. This is to help allow for both Star-ship and traditional combat to run simultaneously such as during a boarding action. During a round, each crew-member involved takes a turn doing something. When all crew-member have acted -or chosen not to act- the round ends and a new one begins.
During their turn a crew-member can:
Move from one location on board to another adjacent (If possible)
Attempt a General or Position Action depending on their location and skills. (Assuming that they aren't involved in traditional combat)
At the beginning of each combat round the crews of the vessels will roll initiative, rolling 1d8 and add their Dexterity attribute modifier. In the case of a tie the PC goes first. Unlike normal combat however, the generated order is categorised by team rather than by individuals. With crews deciding who goes in which order they take their turns. Note that an individual can only have one turn per round.
For Example: The Crew of the Valiant Wing roll a 9, 7, 4 & 2 with their opponents aboard the Dominator rolling a 6, 5, 3 & 1. Making the turn order look like this:
9 - Valiant Wing
7 - Valiant Wing
6 - Dominator
5 - Dominator
4- Valiant Wing
3 - Dominator
2- Valiant Wing
1- Dominator
Knowing that they need to strike a hard blow first, the crew of the Valiant Wing decide to have their Gunner take the first slot and shoot at the Dominator. Then allowing the pilot to take the second slot to attempt to evade the inevitable return fire from their opponents.
When all participants have had one turn each a new round begins from the top and a new order is rolled. This allows crews to adapt to the shifting nature of starship combat and hopefully survive.
Assuming that the individual is not involved with traditional combat (to which normal movement would apply), a member of a ships crew can move from one main section of a ship to another as part of their turn. The location that they move to has to be adjacent to the one that they previously inhabited. On smaller ships this isn't a problem as most rooms are already next to each other if the vessel has multiple compartments at all. On larger ships however this can mean that it can take more than one turn for a member of a crew to travel from one location to another.
Additionally. Not only are the characters able to move within a ship. But the ship itself can move in relation to its opponent. This is represented using five stages of ranges called Range Bands. [Adjacent] - [Close] - [Medium] - [Long] - [Far] These show how far between your ship and another is in relation and is designed to help simply the incredibly complicated nature of space combat. What range band your in in relation to your opponents can drastically change what actions you as a crew can take and how hard it is to shoot at an opponent. Additionally, the size of the vessel can change the range bands themselves. A single range band for a battleship for example could cover all 5 for a free trader. At the start of an engagement the GM will determine the starting Ranges of all combatants in relation to the Player vessel.
Range bands by Class:
Starcraft = Fighters, Shuttles, Free-traders, Patrol Boats, Frigate
Capital = Bulk Freighter, Cruiser, Battleship, Carrier
Starship actions are the bread and butter of any engagement among the stars. From the captain's order to Brace for Impact to the Pilot's Evasive manoeuvres, they add flavour and clarity to a situation. There are two main types of actions; General actions which any member of crew can perform, and Position Actions which require specific skills and training. These are Pilot Actions, Gunner Actions, Engineer Actions, and Captain Actions.
Make take a second movement during your turn. Allowing you to move a total two compartments instead of one.
Make a Computer/intelligence skill check using the Hacking rules to disrupt a subsystem within another vessel. The target number changes depending on the vessel's system security. On a success the targeted subsystem is disabled until either the engineer enacts Emergency Repairs or someone performs a system restore. Alternatively, you can protect your ship's computer systems from intrusion. With your Computer skill rating being subtracted from their roll.
Target a sub-system disrupted by a System Intrusion and make a Computer/Intelligence skill check against difficulty 10. On a success the system is cleared from disruption and, so long as it wasn't destroyed, comes back online. This only functions on subsystems affected by computer attacks and will not affect systems damaged or destroyed by weapons fire.
Make a Computer/intelligence skill check against the target's detection rating (Ship's speed plus the highest Tech/Astronautics rating on its crew.) On a success you learn either the specifications of the target or the current status of the target. Such as its hull point, any fires that are burning and what subsystems are intact. In order to keep this information up to date regular scans need to be performed.
Make a Athletics/Dexterity skill check to put out a fire raging within a compartment. The Difficulty is rating 8. Succeed and the fire is extinguished. Fail and it rages on.
The Joy of pen and paper gaming is the freedom of creativity that players can bring to the game. Any system of combat that doesn't expect or allow players to surprise and subvert the situation is simply missing out. As such the Wildcard action is our way of allowing this. Anything that doesn't fall into a set action can be covered by the Wildcard Action.
The Pilot throws the ship in rapid coarse changes and evasive actions in order to throw of targeting locks and weapon's fire. Until the new initiative order any attacks against the vessel has a penalty to their attack roll equal to the Pilot's Vehicle/ Space skill + the ship's speed.
The Pilot attempts to put distance between them an a pursuing vessel, or attempts to run down a retreating ship themselves. Every time that a pilot takes this actions then can either move one step closer or farther to an opposing vessel or object. The stages are [Adjacent] - [Close] - [Medium] - [Long] - [Far]. When a vessel is at Adjacent range they can attempt Tight Maneuvers and when at Far they can attempt to disengage completely.
The Pilot closes to Adjacent range. Attempting to match spike bubbles and close into boarding or interdiction range. The Pilots must make an opposed Vehicle/Space Check with the highest result succeeding. If the target vessel is two or more size categories larger then the smaller vessel can pull off tight maneuvers without needing to perform an opposed roll.
The Pilot pushes the vessel to its limits. Attempting to break contact and pull out of effective range. When at the Far range band the pilot can attempt an opposed Vehicle/Space check against the opponent pilot, with each adding their starship's speed to their rolls. If they succeed and the chasing vessel doesn't have a detection lock on the escaping vessel. Then they slip out of combat and out of visual range. Free to run away.
The Pilot focus on putting the opposing vessels into the Gunner's firing arch. Increasing their ability to hit at the cost of vessel safely. Granting a bonus to the gunner's next attack equal to the Pilot's Vehicle/Space score +1. This lasts until the new round.
The Final resort. Normally only done in the darkest of times or in the most forlorn hope. The Pilot points the vessel at the target and slams the throttle forward. Each turn the vessel closes two range bands towards the target until they share the same one. An opposed Piloting skill test is then made against the target ship, with each pilot adding his ship’s Speed. All attackers gain +4 to hit a ship attempting to ram. The ramming ship must win the opposed roll by a margin greater than the defending pilot’s Pilot skill. On impact, each ship suffers hit point damage equal to half the maximum hit points of the other ship. This damage ignores Armour and any phase differences. Ramming or being rammed by a ship at least two classes larger causes the instant destruction of the smaller ship.
The Gunner can attempt to damage an opposing vessel using any ship mounted weaponry. To do so the Gunner must make an attack roll against the target. Adding their Intelligence modifier, attack bonus & Combat/Gunnery skill to the roll along with the target's AC and any other applicable modifiers such as range or crew bonus. Like with regular ranged attacks if the result is a 20 or higher then the weapon hits and does damage. This damage is then reduced by the target's Armour score (depending on the weapon's tags) and then applied to the total health pool of the vessel. Depending on how much damage is caused then the target might suffer more internal issues. Details on Starship damage below:
Range Attack Modifiers:
Adjacent - Attacks using Starship weapons gain a + 2 bonus at this range
Close - Attacks using Starship weapons gain a + 1 bonus at this range
Medium - Attacks using Starship weapons do not gain any bonus
Long - Attacks using Starship weapons receive a - 2 malice at this range
Far - Attacks using Starship weapons receive a - 4 malice at this range
The Gunner spend the time calculating trajectories, leading targets or waiting for the perfect shot. Whatever the action the gunner is making sure that their next shot will hit. For every consecutive turn the gunner takes the Target action the next attack their vessel makes gains a bonus equal to the Gunner's Combat/Gunnery Skill +1 to a maximum of +4.
The Gunner fires the weapon not to damage the target but instead to force the pilot to fly in a particular way. The weapon doesn't do damage but instead imposes a malice onto the next pilot roll of the target equal to the Gunner's Combat/Gunnery Skill +1. Ideal for distracting a vessel you intend to board.
If the vessel is equipped with any active Countermeasure such as Foxer Drones, Grav Eddy Displacers, Point Defence Lasers or other defences able to be activated, the gunner can use them against any incoming attack in order to apply their affect against it. This is one of the few actions that can be used out of turn order. However it does still count as a crew-member's action for that turn. Meaning that then can only move during their turn if they wish.
The Engineer seeks out damage to the structure of the vessel and attempts to repair these weaknesses before they shear the ship apart. The Engineer must make an Intelligence Tech/Posttech skill check with a difficulty dependent on the vessels Hull. (6 for Fighter Hulls, 7 for Frigate Hulls, 9 for Cruiser Hulls & 10 for Capital Hulls) For each point they succeed by they restore to the Vessels HP. A Damage Control action can only be attempted in a compartment once per fight and cannot restore a vessels hp to more than what it started the engagement with. Meaning that the Engineer must move around in order to effectively repair a damaged vessel.
The Engineer attempts to restore functionality to a damaged or inoperable sub-system. When in the same location as a damaged or inoperable system the Engineer can make an Intelligence Tech/Posttech (or Astronautic if appropriate) in order to perform some sort of repair. Bringing it back to normal operation if damaged or simply functioning again if inoperable. The difficulty is 8 to repair a damaged system and a 10 to restore operation back to an Inoperable one.
A system can be repaired from the damaged state as many times as needed but if it is made inoperable then It has received major permanent damage and requires many days of intensive work to fully repair. Meaning that it can only be brought to a damaged state during combat.
The Engineer send additional power to the engines. Routes more data to the scanners. Or Allocates more RAM to the Computers. On their turn they can, provided that the relevant subsystem is still operational, boost an individual system until the end of the initiative order. With different systems providing different bonuses:
Boost Engines: Allows the Pilot to move an additional range band when changing ranges.
Empower Weapons: The next attack the gunner performs is able to target two different targets with one attack.
Scanners: Give a +1 to the next attack roll or detection skill checks against vessels or Steller objects this turn.
Computers: Give a +1 to any computer or hacking skill check.
The Engineer uses their understanding of the Spike Drive Engine in order to shift the vessel from one level of reality to another. On their turn the Engineer can choose a level of spike space ranging from 0 for real space to a maximum equal to the vessels Spike Drive rating.
As an action you can give another station a single Re-roll for their next skill check
As an action you can order the crew to lock down and hold on. This will cause the next attack the vessel received to cause 50% less damage. This lasts until the new round.
As an action you can order the Gunner to target a Specific System on an enemy vessel. Making their next attack guaranteed to damage a specific subsystem if it hits the target. So long as it exceeds the 5hp threshold to trigger. This can be useful to shoot out the engines or other critical systems. Spike Drives cannot be targeted with Focus Fire.
As your action you can choose to order another crew member to performed a specific action, so long as they did that action already this turn. For example if the Pilot chooses to perform some Tight Manoeuvres but fails, the captain can order them to take a second attempt at the same manoeuvre.
When you successfully cause damage to a ship or, heaven forbids, your own vessel takes a hit, more than just structural damage can occur. 5 points of damage caused to a ship's hp, roll on the following table. Indicating what subsystem has been damaged if any and how this negatively effects the ship:
If a vessel is ever reduced to 0 hull points, the vessel is at risk of destruction. When this happens, roll 1d20+ the Engineer's Tech/Posttech skill, - the amount of damage under 0 the ship is. If the result is 10 or lower the vessel is disabled. If it is 5 or lower then it is destroyed in a cataclysmic fashion. If the vessel is still functioning then it can keep flying and fighting. Make this roll every time the vessel is struck while under 0 hp until it is either out of the fight or destroyed.
When a vessel is destroyed, every member of the crew must make a luck save or be killed in the explosion and decompression. What remains of their mortal shell sent to drift in the cold and unforgiving void. If they are in a Vac-suit or otherwise protected against expositor to space, then they can make two luck saves and pick the highest.
In addition to all the normal risks of torpedo volleys and Plasma bolts being fired at a pressurised can flying at hundreds of meters per second in cold, unforgiving vacuums, Fires are the nemesis of all who call the heavens home. Whenever a vessel is forced to roll on the above table for internal damages, either the captain or the engineer must make a tech save. If they fail then that location is also on fire. In addition to other effects that might be in play.
When a Fire is started. Roll 3d6. This number represents the number of rounds before the fire destroys the subsystem itself. Worse. If the fires is left unchecked it will cause 1d2 hull point damage to the vessel each turn.
Any player who starts their turn in a compartment that is on fire will take 1d4 damage and then must make a Physical Save or catch fire. Using the Fire rules found in the combat section.
Auto Targeting System:
For every weapon system fitted with an Auto Targeting System, add an intuitive counter for it at the end of the turn order. At the end of the turn, so long as the weapon wasn't fired during a player's action. The Crew can decide whether or not the weapon makes an Auto Attack against a random hostile target within range.
Emissions Dampers:
Aside from the standard protection against detection granted by the Emission Dampers, they also increase the difficulty of any Sensor Sweeps by +2.