Starships combat house rules:

Below you can find the house rules I use. Tell me what you think of them, and post your own house rules so that we can learn from each other
Starship Combat House rules.pdf (184.8 KB)

The starship combat house rule file is update with rule changes for starship weapon ranges.


Just two remarks on your “landing gear” talent: I think (1) it should be limited on ships up to a certain scale (I’d propose 4, as that’s the scale of Intrepid Class ships) and (2) it should be taken during the design process of the ship and only at GM’s discretion. Landing/starting involves navigation within atmosphere, which won’t be an easy thing with e.g. a Galaxy or Constellation class vessel.

The second thought might also hold true regarding your atmosphere adaption talent.

I cannot comment on the rest, as I’m more into the narrative style of the unmodified combat rules. Yet, for players who like a more strategic-oriented game, this could be great! Very cool, thank you for sharing! :slight_smile:

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I’m hoping to give my player more creative options. So I want to incorporate the list below (From the Coda starship combat system). I would handle most of them as a create advantage momentum spend, but what game effect would you guys apply to them:

Antimatter Pod Detonation (Engineer Assist with the option Success at a cost, Fire weapon Task with create advantage): A desperate starship equipped by antimatter pods and offline weapon systems can try to eject a pod and detonate it, like a torpedo.
Chain Collision (Ramming speed Create advantage): The ship fires at its target, hoping to send it on a collision course with one of its allies, or at least hoping that good-sized hull fragments will collide with the other ship.
Holo Projection (Enigneering task before combat to install with a create advantage result): The crew of the USS Voyager installed holo-emitters on their ship’s hull to fool the Kazon-Nistrim into thinking that they had Talaxian reinforcements so that the the attacks of the kazon where spread among different targets.
Intercede (Maneuver or Impulse Create advantage): The acting ship tries to interpose itself between an attacked ship and its attacker, in order to protect it by drawing enemy fire.
Lightening rod (Power management Task with the option Success at a cost, followed by the Fire Weapon Task with create advantage): Use the hull of the acting starship as a “lightening rod” to absorb discharge from an ion storm and redirect through the main deflector as a coherent energy beam.
Multifire (Fire weapon task Create advantage): The starship fires one weapons system at multiple ships, regardless of its target (You add the Area effect to the weapon).
Multiweapon (Fire Weapon task Create advantage): The starship fires two or more weapons systems (phasers and photon torpedoes, for example) at one opponent (add the 2 damages and only apply resistance once).
Picard Maneuver (Warp Task wih Create advantage): Made famous by its inventor, Captain Jean-Luc Picard, this maneuver is especially difficult to perform. The starship takes advantage of realistic time dilatation by using a short warp speed burst to appear in two places at once, and then fire on its opponent.
Riker Maneuver (Power management Task with the option Success at a cost, followed by the Fire Weapon Task with create advantage): Named after Commander Riker of the starship Enterprise, the Riker Maneuver is not only difficult to perform but requires the availability of dangerous nebulae gasses to use as a last-ditch weapon. When successful, however, the Riker Maneuver can turn the tide of battle.
Plasma Field Power management (Task with the option Success at a cost, followed by the Fire Weapon Task with create advantage): A ship can attempt to channel warp plasma through its navigational deflector, emitting it as a coherent energy beam to try to knock the enemy propulsion systems out of commission.
Scorpion Evasive (Evasive Action with create advantage): A ship performing this maneuver conducts evasive maneuvers dangerously close to an opposing vessel in hopes of having weapons fire targeting the acting vessel hit the enemy instead.
Shield Repulsing (Power management Task with the option Success at a cost, followed by the Ramming speed Task with create advantage): The acting ships reverses the polarity of its shields, then brushes its target’s so as to push it through space, sending it tumbling out of the way. The acting ship may also manage to “bounce” on its target’s shields, increasing the distance separating both ships.
Shoot Warhead (Fire Weapon with create advantage): The tactical officer fires a warhead in the vicinity of enemy ships, and then uses a beam weapon to detonate it, sending an EM shockwave to disrupt systems.
Solar Flare (Science Task, followed by a Maneuver Task, followed byEngineering task with create advantage): A ship can attempt to generate a solar flare by firing an electromagnetic pulse into the corona. This is a very dangerous maneuver to perform – but very efficient.
Tractor Disruption (Tractor beam task with create advantage): The ship or station modulates its tractor beam emitters against its target so as to create an energy surge in its systems, hoping to disrupt them.
Tractor Dodge (Evasive Action assited by the Engineer Tractor Beam Task): The ship or base tries to use its tractor beams in a desperate attempt to deflect enemy weapons’ fire.
Verteron Pulse (Power management Task with the option Success at a cost, followed by the Fire Weapon Task with create advantage): A ship can attempt to emit a verteron pulse through its navigational deflector. These particles interfere with subspace, knocking out vital ship systems.

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Good idea. I’m going to make those changes. Thanks for the feedback