If the attack is successful it will inflict damage. A gunner may fire any or all of the weapons in his turret or bay but each turret or bay may only fire once per round. When targeted by a beam weapon, the enemy ship may react by dodging, firing sand or triggering screens (see Reactions).
To fire a beam weapon, the gunner must make a successful Gunner (turret) or Gunner (capital weapons) check, modified by the range to the target. The pilot makes a Pilot check to aid his gunners as per the normal rules on task chains.ĭodge incoming fire: Any leftover Thrust can be spent as a reaction to dodge incoming fire. Help line up a shot: A pilot may attempt to aid his gunners by providing a stable firing platform along an optimum attack vector. When docked, boarding actions can take place.
If the other ship does not wish to be docked with then make opposed Pilot checks the ship trying to dock suffers a -2 DM. A ship may make a number of manoeuvre actions per combat phase equal to the amount of Thrust allocated to manoeuvring.ĭock with another vessel: The pilot must make a successful Pilot check. In each combat phase, a ship may manoeuvre, fire any of its weapons, or board enemy vessels.Ī ship can manoeuvre, dodging and weaving to evade enemy fire or to position itself for a better attack. Manoeuvring does not change the range to the target but allows the ship to position itself better for an attack or to avoid incoming fire.
If two ships are travelling towards each other, then add together the Thrust allocated by both ships to movement to see how close they are to changing range categories if one ship is trying to escape from the other then subtract the lower Thrust from the higher value to work out the effective change in position – the faster ship will either gain slightly or pull away slightly.Īny thrust not allocated to movement is allocated to manoeuvring, which is done in the combat phase. A ship can spend thrust over multiple rounds to close or open a range category. The amount of thrust needed to close or open by one range category is given in the Range Table – the number given is the amount of thrust needed to move from that range category to either a closer or more distant one. In each manoeuvre phase, a ship can allocate Thrust either to movement (closing or increasing the range to a target) or manoeuvring. The Effect is added to the Initiative of the spacecraft (or fleet). The commander of each spacecraft (or each fleet, if more than one ship is involved on each side) may a Tactics (naval) check. The ship with a greater Thrust score gains a +1 DM to its roll.
#Traveller rpg examples of animal types software#
The ship’s computer can cover several positions if it is running the appropriate software:įire Control programs can either act gunners or aid existing gunners.Ī ship equipped with repair drones and Auto-Repair software acts as damage control.Ī ship running an Intellect program and Expert Pilot can be the pilot.Ī ship equipped with repair drones and running an Intellect program and Expert Engineer (M-drive or J-drive) can be a drive engineer.Įach ship in an engagement rolls 2d6 to determine their starting Initiative score. Passenger: Passengers are all people aboard ship who are not assigned a position and are assumed to be waiting in staterooms. Marine: Prepares to repel boarders, or to board enemy ships. A character must choose which turret he is manning at the start of the combat.īay Gunner: Each bay weapon has its own gunner.ĭamage Control: A character assigned to free-floating damage control can repair any system. Turret Gunner: Each turret has its own gunner. Pilot: Flies the ship, responsible for changing course and for evasive manoeuvres.Ĭaptain: Commands the ship, and can use Leadership and Tactics skills.ĭrive Engineer: An engineer can be assigned to each of the M-drive and the J-drive. There can be only one pilot, but other than that, any number of people can occupy the same position. More often, ships engage near a planet, where the range is Short or Medium.Īt the start of an engagement, all crew must be assigned to a position on board ship. If two vessels randomly encounter each other while travelling, the encounter will begin at Very Long range. Each turn in space combat lasts six minutes.