Hilander RPGs

Starships and Dogfighting

GLoG_ASTRA is slowly turning into an OddLike... And I love it.

- from Meckanical Mind

Starships

A starship is a vehicle capable of exiting and entering atmospheres, and making interstellar jumps*, all while keeping its crew alive (usually).

HP is Hull Points. When HP is reduced to 0, the ship is disabled. If HP reaches -5, the ship is destroyed, and all crew must make a save to see if their safety systems engage, allowing them to wait up to 8 hours for rescue. To repair a ship, spend (a lot of money and time, economics later.)

Modules: Every item listed after || is a module. Modules can be removed and replaced in port, but a ship can never have more modules than it began with. Large modules (L) count as 2 modules if removed or placed, and integral modules (I) cannot be removed.

*A Note on Fuel - Due to some science about mass and time-space dilation, all ships can make about 6 jumps on a full tank.

Common Modules

Rare Modules

The galaxy is littered with battlegrounds, and scavenging modules from rare ships has been a lucrative business since the Liberation. There's almost no limit to what a module might do, for example:

Dogfights

-From Star Wars

When ships fight, each side rolls a d6 at the beginning of each turn. The loser must declare what action they take first, then the winner of the roll declares their action. All actions in space occur simultaneously.

For massive fights, it may be helpful to separate fights into areas, with moving into a different area of the fight an action that occurs at the end of the round.

An Example

From a small station, a handful of fighters are deployed to investigate a nearing duo of ships. The station fighters (SF 1, 2, & 3) discover that the duo of ships are pirate vessels, a Fighter (PF) and a Frigate (PFrg).

Round 1

The station fighters lose initiative.

The actions resolve:

Round 2

The station fighters win initiative.

The Actions Resolve

Round 3

SF 1 wins initiative!

The station would send rescue craft to capture surviving pirates and reclaim their own crew members. Overall, this becomes a victory for the station, though a costly one.

Your First Ship

- From Star Trek

Imagine a crew is in debt to a single dangerous individual, or tasked with an important assignment. They start with the following ship, which they should name and add a single common module to.

Improving Your Ship

A ship can be improved twice. This usually takes quite a bit of money and time. (Again, I haven't really talked about economy yet, so, I'll get back to this someday, but for now, each time you capture and sell a ship, you can improve a ship of the same class.)

Each time you improve your ship, it gains d6 HP, and space for 1 module.

#glog_astra #systems