Monday, January 9, 2017

Starship combat in Kill Team

 In the original 40k RPGs from Fantasy Flight, starship combat is covered in the Rogue Trader game.  Like most other things in the FF games, it is overly complex. Here is my adaptation for my 40k Kill Team game.

Initiative = Ship Captain's Command Skill + Ship Detection Bonus
On their turn a ship may make a maneuver action, a firing action, and a number of extended actions.

Maneuver Actions

Get in position to fire weapons
Opposed Pilot + Ship Maneuverability
Failure: Ship may not fire
Success: May Fire one weapon
Greater level of success than opponent: May fire all weapons.

Disengage from Combat  
Must be at double weapon range from enemy.
Pilot + Ship Maneuverability  vs enemy Perception + Ship Detection
More success choose to end combat or continue.

Evasive Maneuvers
Pilot + Ship Maneuverability - 10
Each Level of success is a -10 penalty to shooting vs this ship till it's next turn.
On a crit all shots automatically miss.

Change Range to Target
Opposed Pilot + Ship Maneuverability
Most success chooses to increase or decrease range.

Firing actions

One crew member directs all ship fire
Gunnery Skill  - 10 for long range, +10 for short range.

Macrobattery fire
  • Success = 1hit
  • Under Half Skill = Half the shots of the macrobattery hit. 
  • Special Success = All shots hit
  • Critical = All shots hit through armor. 
  • Subtract the void shields from the number of hits
  • Roll damage for all hits, add it together and subtract armor
Lance fire
  • Success = 1hit
  • Under Half Skill = 2 hits
  • Special Success = All shots hit
  • Critical = All shots hit and score an automatic crit. (Roll 1d5 on crit chart)
  • Subtract the void shields from the number of hits
  • If the void shield have already been hit by macrobatteries during this volley then they are down. 
  • Roll damage for all hits, add it together
  • Lances ignore armor
Torpedo Fire
Roll Gunnery -10 X turret rating of the target ship.
  • Torpedoes with standard guidance grant +20  to hit. 
  •  Torpedoes automatically penetrate void shields.
  • Roll damage and subtract armor. 
  • Torpedoes may be fired in volleys. 
  • Success = 1 torpedo hits.
  • Under Half Skill = Half the torpedoes hit.
  • Special Success = All torpedoes hit.
  • Critical = All torpedoes hit through armor.

 The next entry will cover extended action that can be done by the crew.