by
by
by YOUR_NAME
50 Years since the legendary Starship Traveller returned from the Seltsian Void. YOU remember studying their pioneering adventures beyond the void back at the academy. But unfortunately that daring voyage of exploration has awakened a terrible sleeping evil beyond the Void.
approximately 30 years after the Frontier Heroes returned troubling messages came back from the perimeter stations. One by one they fell silent. There has now been a dreadful 20 year war fought with the merciless forces from beyond the Void.
Reports came in of ships coming through the Void. First a few probe ships then a vast armada. One by one they conquered the outer colonies. YOU have been thrown into a time of war with an enemy known as the Xeron Saar Empire. There will be no avoiding conflict this time.
YOU Have been given command of the newest ship of the line. Starship Avenger.
30 years of advancement over the Starship Traveller you have some new tricks, weapons and abilities to master if you want to defeat the alien invaders.
Starships have advanced since Starship Traveller first came out of the ship yards. These ships have some new systems to learn.
This slightly tweaked game system adds a few new concepts to the ship to ship combat step. You now have a few more tactical options or 'Combat Actions' rather than simply just dicing off in combat. These are essentially little gambles you can take during the course of combat to try and defeat your opponent faster. They are all very risk vs reward and its up to YOU as ships Captain to manage your risks, YOU choose which weapons to fire, which equipment to use, When to repair the ship and when YOU choose to take a risks is down to you but you must choose before rolling them combat dice. Its down to you to be an honest accountant. YOU can only cheat yourself out of a fun adventure.
Your opponent always rolls his attack strength first. So you get to see the strength of the attack before you choose your response. Unless the paragraph states otherwise.
YOU make a choice how to respond to the attack.
YOU CANNOT use the same Combat Action two rounds in a row. You do not have to use a Combat Action you may simply attack as explained in the regular rules. For Completeness it is included here in the Combat Actions.
Attack [Combat Attack Action]
Cost: This is your regular weapon attack. There is no extra cost involved.
Risk: You must beat your opponents attack strength or your opponent will deal damage to you.
Reward: Your phaser deals 2 damage which first reduces shields and then reduces Hull points.
Evasive Maneuvers [Combat Maneuver Action]
You may use your thrusters to try and out Maneuver the enemy pilot. Get yourself in a better position.
Cost: Reduce your fuel by -1 unit for each thruster on your ship. The generally are bought in pairs.
Combat Maneuver Actions deal no damage if you beat your opponents attack strength you receive this reward.
Risk: Your opponent is still trying to hit you as you Evade and if he beats your attack strength he will do damage as normal and unfortunately you do not claim this reward.
Extra Risk: If you roll a double one as your attack strength when doing evasive maneuvers then something has gone wrong. Reset both yours and your enemies Skill score to its starting level.
You do not receive the Reward from this combat action.
Reward: Each pair of thrusters, primary and secondary gives you +2 to your attack strength.
If you are successful, instead of dealing combat damage then you reduce the enemy by -1 Skill and boost your own skill by +1.
Extra Bonus: If you roll a double 6 (12) on your attack roll OR your attack strength is twice more than your opponents then you gain +2 Skill and your opponent is reduced by -2 skill.
(Minimum Skill of 1)
Boost Phasers [Combat Attack Action]
You can temporarily boost power to your phaser weapons by reducing power to your shields.
Cost: Before rolling your attack strength reduce your current shields by -1
(You must spend one shield point to get the pay off. If you have no shields left then you cannot Boost phasers)
Risk: You must beat the targets attack strength if you miss then you have sacrificed a shield for nothing.
Reward: If you hit the target this round then you deal 4 damage instead of just 2.
Boost Shields [Combat Repair Action]
If you beat your opponents attack strength then you may restore lost shields.
Risk: You must beat your opponents attack Strength. You deal no combat damage this round.
Your opponent will still do damage if they beat your attack strength.
Reward: Restore 3 shields.
(You cannot restore shields past your starting level)
Extra Bonus: If you roll a double 6 (12) on your attack roll OR your attack strength is twice more than your opponents then you can restore 5 shields instead of 3.
Fire Missile [Combat Attack Action]
You can fire one missile at a target vessel. You choose which missile from the arsenal you are carrying.
Risk: This is a more damaging attack but you have a limited supply. Missiles are expensive and you will only have a limited window to replace them.
But they could save your backside.
Rewards: Wasp missiles deal 4 damage
Hornet missiles deal 6 damage
Scorpion missiles deal 6 damage*
(*Reduce the targets armor by -1 while rolling this damage)
Tracking: Missiles track the target so when rolling your attack strength you roll 3 dice and choose the strongest 2 dice. For your attack strength.
Escape [Combat Maneuver Action]
Some paragraphs may give you the option to flee the Combat. Unfortunately you must win a combat round in order to break away from the enemy ship.
Risk: If you do not succeed you take damage as normal and must fight further rounds of combat. Any fuel you spent was wasted unfortunately.
Cost: You can choose to spend fuel points add bonuses with your primary or secondary thrusters to your Escape roll just as described above.
You never deal damage while attempting Maneuver Actions.
Reward: You successfully escape the combat.
Turn to the paragraphed labeled to escape in the text.
Equal attack strengths in ship to ship combat.
If both Combat Pilots roll the same attack strength total then both ships will deal combat damage to each other or resolve a combat action they have used.
They are both Successful.
Dealing Damage
Damage is first dealt against the ships energy shields then to the ships hull.
Shielding Strength: once you have hit you the roll a number of dice equal to the weapons damage. Any which beat/exceed your shield strength reduce your shields by -1.
Armour: Your Armour rating is a score between 1-5. 1 is light armor. 5 is heavy armor. Once you score a hit on your opponent. You now roll to deal damage dice. Your regular phaser hit will do 2. A missile hit might do 4-6. Roll this many dice. Dice which exceed the targets armor points reduce your hull score by -1 point.