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Vehicle Crew:

Typically, small vehicles have only one crewmember who does every task. However, vehicles can have multiple crewmembers for different positions (such as a pilot, an engineer, and a gunner). Large vehicles require a number of assistants for every crew position. So, a single engineer position on a scale 6 sailing ship requires 20 assistant engineers who do not make skill checks, but allow the head engineer‚s skill checks to function properly. Gunners never need assistants, although for some weapons one or more loader may be necessary for it to function practically in a combat situation.

Driver or Pilot:  

  1.   Drive: The pilot flies the ship, drives the car, etc.. Generally speaking, the pilot moves the vehicle using the same rules that he uses to move himself. Any techniques the pilot has (such as Fast and Sprint) affect the vehicle, too. A vessel with multiple pilots can‚t move faster than it could with only one „ that is, no more than six seconds of movement per round. Multiple pilots can each move the vehicle for a few seconds on their turn, and spend the rest of their time doing something else. Only one pilot can make dodge or flare defence rolls per round (does not have to be the same pilot making the flare and dodge rolls, however)
  2.   Move: The vehicle moves up to its speed. All other crew can go about their business normally. This takes a one second action from the Driver for every second of movement made by the vehicle. Generally, vehicles can run like humans can. Some vehicles might be able to climb or jump (the pilot makes a check using his athletics or drive skill bonus, whichever is lower)
  3.   Cruise [Space Only]: This is a 0SA, though it cannot be taken if the vehicle moved that second. The vehicle continues at the same speed and direction as it did the second before. This action may only be done in a Zero-G, frictionless environment (such as in space).
  4.   Attack: the Pilot usually fires any fixed-forward guns. This uses his drive or ranged skill modifier, whichever is lower. This functions as a regular attack, just that the pilot can use the ship‚s weapons (or any handheld weapons) to make them. He can use combos as usual.
  5.   Dodge: The Pilot makes Dodge Defence rolls using his Drive modifier or Reflex modifier, whichever is lower. They function in all ways like a regular dodge (limited effectiveness against area attacks without Evasion, etc.)
  6.   Deploy Flares: If the vehicle is equipped with flares, the Pilot can make defence rolls against guided missiles with the Pilot skill.
  7.   Other Actions: Generally speaking, the pilot can make the vehicle anything that could be done as a character, such as block (if it has a shield) with the shield use skill, parry (if it has a melee weapon) with weapon skill, etc.. For any physical skill check, the pilot uses his Drive/Pilot skill modifier or his relevant skill modifier, whichever is lower.

Example 1: In this example, the pilot is flying an Interceptor in an encounter with a pair of Drone Swarmers. The pilot is 3.5km away from the Swarmers. The Interceptor has a move speed of 75m, but the Pilot has Fast (+1 square, or 8m) and Run (5x run speed), so on his first turn, he uses the run action, but decides not to use Afterburners to save on power. This takes his whole turn. He moves 2430m this turn (75m speed +8m [from Fast] all times 5 [from Run] per second for six seconds). This puts him 1070m from the drones. One of them has been modified to fire missiles, and shoots a guided rocket at him. The other fires its autocannon. The pilot deploys flares against the rocket, and attempts to dodge the autocannon rounds. Fortunately, he is successful.

In his second turn, the pilot uses Cruise to continue moving towards the Drones for 2 seconds, while he Aims his railgun. This moves him another 830m towards the drones, putting him 240m away „which is in the guns‚ second range increment. Fortunately, having aimed, he ignores the range penalty and fires his .50 rail gun. He uses a combo with three attacks, so he shoots one drone once and the other twice. The first drone is takes more damage than its toughness and begins dying, the second drone dodges one and is wounded by the other attack.

Example 2: In this example, the pilot is an inexperienced pilot but skilled fighter in a Charon assault mech battling a forest troll. The combatants are 10m away from eachother.

The pilot, nervous to close with the troll, opens by emptying his wrist-mounted PDW. His combo normally allows him three attacks, and the PDW runs dry in two. The Pilot has a +0 Pilot skill and is not proficient with light mechs, so takes a -1 improficient penalty. He normally has a +2 ranged skill modifier, but uses his lower pilot skill. His total attack bonus is +2  (-1 improficiency, -1 scale, +2 for point defence weapon, +2 for auto 2, +0 from skill). The pilot ignores the Charon‚s normal -1 mobility penalty because he has the Armour: Skirmisher technique. The forest troll has target 3, so the pilot hits both times. The troll lacks lightning reflexes, so cannot dodge the bullets. The pilot rolls 11 and 14 for damage, so wounds twice (the troll has toughness 18/12, but the PDW fires AP1 rounds). He uses his third attack to fire the held Heavy Machine gun, which only has a +0 attack bonus (it isn‚t point defence). The pilot curses as he rolls a 2, his shots went wide. He tosses the gun aside and draws his mighty Ogre Sword in his remaining 2 seconds.

The troll, enraged by the bullets, closes the distance to the armoured vehicle (2 seconds of movement moves him 8m closer to the Charon, bringing the vehicle within reach of the troll‚s claws). The troll then uses ROAR (charge, two attacks, Massive Damage). The troll rolls 5 and 2, so he hits the Charon (target 3) once, and misses with the other. The troll rolls 1d8 + 8 for damage, getting a 15 on a lucky roll of 7. The Charon is wounded as the claws rake the tough cerametal plating.

On his second turn, the pilot slashes the troll three times with his Ogre Sword. The pilot isn‚t a trained swordsman, but the improficiency penalties with the vehicle and the weapons don‚t stack. The pilot has +1 weapon skill, but is hampered by his +0 pilot bonus. His total attack modifier is -2 (+0 skill, -1 improficient, -1 scale). Of his three attacks, he only hits once. The mech‚s servos awkwardly respond to his clumsy commands, and he deals a mighty 15 AP2 damage with the diamond-edged blade. The troll is wounded.

Commander/Captain: The captain can make Charisma checks to inspire the crew, Intimidate checks on the crew of other vehicles (if you have open channels of communications), persuasion checks to negotiate with the enemy, and ingenuity checks to try to gain a tactical advantage.

If each character has their own ship, they should all be captains, and control all the NPCs under their command.

If the party all are in the same ship, the Captain can double as another roll ƒ especially the Pilot, who doesn‚t do a lot in large vessels (due to massive mobility and size penalties), or a Gunner.

Regardless of rank, PCs should probably not be ordering other PCs around on a regular basis.

Gunner:  

  1.   Attack: The gunner can fire a vehicle-mounted weapon in the same way that he can fire a handheld one, except it is the vehicle itself that wields the weapon (the gunner doesn‚t have to be superhumanly strong to pull the trigger on a tank cannon, for example).  Only one gunner can fire a particular weapon per turn, but a ship can (and often does) have several gunners; one for every weapon.

Loader: Some weapons are best suited for use with a loader. The loader can reload a weapon in-between attacks from the gunner. Loaders typically have the Rapid Reload technique, and are often gunners-in-training.

Engineering: many larger vessels carry multiple engineers, and smaller ones often don't carry any.

  1.   Repairs: The Engineer can attempt to repair the vehicle. see the Engineering Skill.
  2.   Angle Shields: If the vehicle is equipped with Shields, the Engineer can make Shield defence rolls against enemy attacks. These use his Engineering skill, and can be made as an immediate 4SA. If successful, the shields take damage instead of the hull. Unlike normal defence rolls, this can be made after another defence roll has failed, such as Flares or Dodge or ECM.
  3.   Raise/Lower Shields: Takes a 2SA, and is usually seen as a sign of hostile intent. Activating shields costs power points. See the shield‚s description for more information.
  4.   Overcharge Shields: The engineer can attempt to boost power to the shields. This takes a 4SA, and has a Engineering DC of 8. This increases the shield's toughness by +1, but costs one additional power point per round. Reversing this is only a 2SA.
  5.   Hypercharge Shields: The engineer can try to further power an overcharged shield generator. Every round, the Engineer can make a Engineering check to channel more power into the shields. The DC starts at 9 and goes up by 1 every turn, but increases the toughness of the shields by a further +1. See the Hypercharge chart, below, to find out how much power this costs per turn.
  6.   Overcharge Engines: The engineer can attempt to boost power to the engines. This takes a 4SA and has a Engineering DC of 6, and increases the vehicle's speed +50%. This doesn‚t affect Warp drive or any other faster-than-light method of travel. Costs 1 pp per round. Reversing this is only a 2SA, and does not require a skill check.
  7.   Overcharge Weapon: The engineer can attempt to increase the power of one of the ship's weapons. This takes a 4SA, with a Engineering DC of 10. Success confers one of the following benefits to the weapon:
  8.   Increase rate of fire by 1 (Automatic weapons only). This increases recoil accordingly
  9.   Increase damage by 1 (energy weapons only)
  10.   Increase blast by 1 scale (plasma weapons only)
  11.   Increase range by +50%

Every attack the weapon makes costs 1 pp. Disabling this modification is a 2SA. The same weapon can have multiple modifications, but each of a different type. PP costs stack.

  1.   Hypercharge Weapon: An overcharged energy weapon can have further power routed through it. This takes an additional full round action from Engineering per round. Every round, the Engineer makes a Engineering check, with the DC increasing by +1 every round (starting at 11). Success increases the damage of the weapon by a further +1. The increases stack. However, every increase also adds one more power point than the one before. Roll a D20 when firing the weapon. On a 1 or 2, the weapon overheats. If the weapon has been hypercharged for two rounds, on a roll of less than 4 it overheats, for 3 rounds roll of less than six, etc

Round

DC

Damage/ Toughness increase

PP cost per attack/ Turn

Overheat Roll (D20)

-1 (overcharge)

10

+1

1

0

1

11

+2

3

2

2

12

+3

6

4

3

13

+4

10

6

4

14

+5

15

8

5

15

+6

21

10

6

16

+7

28

12

7

17

+8

36

14

8

18

+9

45

16

  1.   Overcharge Strength: The engineer can attempt to increase power to the motors, engines, hydraulics, etc.. This has a DC of 12 and takes a 4SA. A successful attempt boosts the vehicle's strength by +1, but drains 1 pp per round. Changing this back is a 2SA.

ECO (Electronic Communications Operator): On smaller vessels, this role is sometimes combined with the Commander and/or Engineer. Larger vessels frequently have multiple ECOs. Two ECOs cannot use the same sensors or other equipment at the same time, so vehicles with multiple ECO positions often have multiple sensor or radar devices. The primary skill for an ECO is Science (Computers and Electronics)

  1.   Jam Communications : This takes a 4SA every round in which you want to continue jamming communications, and requires a communications jammer. Communications can be jammed with a radio instead of a communications jammer, but at a -2 penalty. To jam communications, make a Science (Computers) check against DC 8. If you succeed, all wireless communications devices in range can no longer broadcast signals without a Science (Computers) check from their operator. This check is opposed by your initial roll and takes a standard action.
  2.   Operate Sensors: Operating sensors does not take an action. The ECO can use the vehicle‚s onboard sensors (such as radar) to make sensor percpeption checks. This uses the operator‚s Science (Computers) skill instead of Perception, and uses the equipment‚s longer view distance.
  3.   Sensor Scan: As a 4SA, the ECO can make concerted effort to discern information about another vessel, object, planet, creature, etc.. The base DC is 4 (modified by range, as always). For every point by which the DC is beaten, one new fact is discovered. See the charts for more information. A high result tells you everything in that row, and on earlier ones, too. A previously scanned target can be scanned again with a cumulative +1 bonus.

Vehicles:

Check Result

Information Received

4

Ship scale, number and class of weapons (one heavy and three light, for example), armour (light, medium, or heavy)

5

Ship Design,* Skeleton and armour composition, move speed, strength

6

Power source, exact weapon stats, ship name (if it has one, otherwise, it simply gives it a computer-generated ID code and can recognize it if later encountered)â“ 

7

Toughness, shields toughness

8

Sensors and communication systems

9

Presence and number of living creatures onboard

10

Position of all living creatures onboard

11

Number of wounds, remaining power points, and general condition of the ship

12

Species of all living creatures onboard

13

Full abilities and statistics of the vehicle, as if you had its stat sheet. Also, condition of all living creatures onboard.

14+

Weak Point: crew can make called shots to the weak point with -2 attack penalty and -4 toughness, and virtually anything else you could want to know about the vehicle.

*If this vehicle has been encountered before, the ship‚s computers tell you all known information. If the vehicle is common, then the database will generally include all information up to DC 8.

â“  If the individual vehicle is on the database, it will also tell you: manufacturer, captain‚s name, allegiance, employer, and other data.

Planet:

Check Result

Information Received

4

Planet scale, distance from star

5

Planet gravity, Name*

6

Planet‚s atmospheric content, map of planet‚s geography, average temperature

7

Presence and general type of life (flora, fauna, or microbial only „ does not tell you whether the fauna is sentient or not)

8

Location of major artificial structures

9

One planetary feature. Every point higher than 9 tells you one more planetary feature. â“ 

10

11

12

13

14+

Anything else about the planet you could want to know

*If it has been given one. This result will also tell you all known data about the planet from the database

â“ from the planetary features chart, such as unstable magnetic poles or tectonics

  1.   Triangulate: The ECO can try as an immediate 4SA to locate a ship or object that is broadcasting. If the ship is using any communicators, the ECO can make a Science (Computers) check against DC 8 or an opposed check by the ECO aboard that ship (whichever is higher) to locate it, even if it is invisible to sensors.
  2.   Blind Target: Takes a 4SA and requires a DC 8 Science (Computers) check. Choose one target vessel within communications range. The ECO on that ship may not use Operate Sensors on any round you use Blind Target unless he or she beats you in an opposed Science (Computers) check. Characters on board the Blinded vessel are forced to use Perception to locate enemies. This requires a computer and the Hack technique.
  3.   Activate Countermeasures: requires the vehicle have ECM. Using ECM requires active effort, and the ECO must concentrate to do so. This may be started as an Immediate 4SA and continue as long as the ECO concentrates on it. While activating countermeasures, the ECO can use his Science (Computers) Skill to make defence rolls against guided missiles. Treat your Science (Computers) Skill as if it were staggered rather than fast (half your modifier, round down).
  4.   Deploy Chaff: An immediate 4SA. Grants the vehicle sensor concealment for one round. This requires chaff.
  5.   Deploy Smoke: An immediate 4SA. Grants the vehicle visual concealment for one round. This requires smoke launchers.

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