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Alternity Space Combat Notes
Alternity Space Combat Notes
Engineering Officer (Needs System Operations-Engineering and usually helps to have Technical Science-
Repair depending on what he is doing in or out of combat)
1. Highest Pilot Skill STARTS with Advantage (chooses who moves first in phases he has actions). Forfeit
Advantage when a piloting check is failed.
2. Action Checks are made for each Crewman. Surprise is possible with Tactics-Space, though unlikely.
3. Actions are announced for bridge crew with actions this phase. PILOT declares one of these 4:
Open, Close, Hold, Break). NOTE: All assistance and other modifiers created by Skill Checks occur
AFTER the phase in which they are caused. Each choice costs an Action to execute.
Use Tactics- Space to increase their own Crew Action Checks +2/0/-1/-1/-3,
OR
Use leadership- Command to give Skill check bonus’s to crew this AND next round as follows: Crit Fail +1
to all, ordinary -1 for two crew, Good -1 for four crew, Amazing -1 for six crew.
OR
Use System Operations-Weapons to just fire weapons without penalty, in which case the sheep simply
continues to follow its last instruction, whatever that may have been.
3c. Co-Pilot can use Vehicle Operations OR Weapons Systems to assist the Pilots efforts: +2/0/-1/-2/-3
step
OR
Use System Operations-Sensors to modify the hit LOCATION die roll: Miss/Random as usual/-+1/-+2/-+3
OR
Use System Operations-Sensors to modify the Defense Officers Skill checks this and next round by
feeding incoming hostile data to him. +2/0/-1/-2/-3
OR
OR
OR
Use System Operations-Engineering to give Damage Control teams a step modifier: +2/0/-1/-2/-3
3g. Damage Control Team can do one thing, but it can be incredibly critical.
Use Technical Science-Juryrig to temporarily repair ship systems that go down. Critical Failure: item is
useless without full repair, Ordinary: Damage repaired for D6+1 time units but adds 3 to the Complex
Skill to fully repair later; Good: 2D4+2 time units and add 2 to the Complex Skill check to fully repair it
later; and Amazing: 3D4+2 time units and adds 1 to the Complex Skill check to fully repair it later.
4. Calculate distance and any movement penalties that occur before engagement based on Intentions
of the pilot with Advantage (Step 2).
5. Calculate Range for Weapons, apply relevant Modifiers and blast away.
6. Calculate Damage, and Secondary Damage. Then apply Armor to damage (not secondary Damage)
as usual
7. Start over by going to Steps 1 and 2 which again are: Declaring Intentions, followed by the next
Action checks!