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Shining World Ship to Ship Combat

SHIP TRAITS
Body - Determines the ship's ability to withstand superficial damage before it becomes seriously damage. Expressed as a
plus or minus to the number of dice rolled by the Engineer while performing any of the Ship’s Body related skills.

Reflexes - Basic maneuverability of a ship. A Ship's Reflexes may limit the Pilot's ability to maneuver. The Pilot suffers a
bonus or penalty to their dice as indicated by this trait for maneuvering such as Dodge, Atmospherics, Side Slip or any
skill based on ship's responsiveness.

Perception - This is the ship's sensor capabilities and equipment for communications. This is the plus or minus to skill use
covered under this trait such as ship’s sensor usage or when targeting with ship mounted weapon's systems.

Knowledge - This is used to measure the primary computer system of the ship, The Cortex. The Cortex assist in
information gathering, recording the ship's basic functions, calculating Hyperspace jumps and operating Automatic
systems such as independent targeting or active defenses. It limits what programs can run on the Cortex and is a plus or
minus to skills used concerning this system.

Resolve - This is the internal strength of the ship and its ability to handle or withstand serious damage.

Interaction - Not only the outward appearance of the ship but its reputation, as well. This allows for a number of Karma
dice to temporarily increase Traits or effect ship only rolls. It also determines the number of actions the ship has.

SHIPS IN COMBAT
Ship to ship combat involves the crew performing actions on each of the phases that the ship acts. A ship’s crew
is made up of several positions aboard the vessel. The Pilot is necessary to drive the ship and therefore is always the first
position that must be filled. Next either the Gunner(s) and / or Engineer position must be filled, then the Commandeer or
Captain. Any other positions that effect the ships operations are assistants to those positions, such as a copilot etc.

The Pilot makes all maneuvering attempts required by the ship and is most often affected by the ship's Reflexes Trait.

The Gunner(s) handles weapon systems and is most often affected by the ship's Perception Trait.

The Engineer maintains power supplies, damage control and all other ship systems; they are most often affected by the
Body Trait.

The Commandeer or Captain assist and coordinates all the other crew lending aid and directing where needed, they ar
most often effected by the Knowledge Trait.

Assistants to any of these positions must have access to their own control panels and cannot control the systems used by
the position they are helping but instead aid in monitoring systems and dealing with secondary issues. They use the aid
another action to help as needed.

If the position is not filled even by an untrained crewmen then those rolls cannot be made such as Wound Checks.

ACTIONS IN COMBAT
Each crewman may perform an action during the ship's actions as long as they have sole access to a system. Assistant's
may aid these actions if they have access to the same system. The order of crew actions during the ship's action are at
the crew's or Commander’s discretion. The actions and initiative work the same as standard combat rolling Interaction
rank number of dice and acting on those actions. Initiative is also handled in the same way as is the choice to pass on a
phase.

Active Defense - An active defense can be made by Rolling Perception and Dodge adjusted by the Reflexes of the ship,
keeping 3, to avoid the attack once the passive defense is exceeded. This uses a future action of the Pilot. They may also,
using the same formula;
Side Slip - Changes targeted section to an adjacent section. It is used after an active defense. This causes 1k0
Flesh wounds to the ship as the use taxes the ships power system and structure. The Pilot may call two raises to avoid
the stress damage. The target number remains the same as the original attack halved.
Slipstream - Works much like the Riposte skill, allowing an active defense and an attack except Dodge is not
added to the active defense and the gunnery skill does not add to the Attack but the ranks in Slipstream are divided in
whatever manner is desired between the two. Only useful if the pilot controls both systems. The rolls are modified as
usual by the Ship’s Traits.

Aid Another - When one character wishes to aid another they must be able to meet at least half the difficulty of the target
Difficulty and may call a raise to grant the character they are aiding a raise on their check. This follows normal rules for
calling raises. If you fail by more than half you instead hinder while assisting and increase their difficulty by 5 and an
additional 5 for each 5 you are under half the difficulty.

Aiming - You may gain benefits for aiming by spending an action to do so. For each action you spend aiming you gain one
free raise. You must be able to continuously target what you are aiming at. You may gain up to one raise for each rank you
have in the skill of the weapon used if the target is largely immobile or one raise for each 2 ranks if the target is mobile.

Coordinate - A Commandeer or Captain may attempt to help the crew work together and focus on the combat at hand.
They may perform a Interaction plus Leadership roll keeping 3 dice against a target number of 5 times the number of crew
operating under their command on the ship. Each raise the make adds one dice that can be assigned to a crew member
under their command. If a crew member chooses not to be under command they cannot change that status until after the
current scene / combat.

Emergency Repair - This is a Knowledge + this skill adjusted by the ship's Body trait keep three. Temporarily gets a
system back on line though this may further cause further damage to the system or may cause stress to ship. They may
call raises to reduce stress damage. So repairing a Laser may then cause Stress damage of 1k0 every time it is used as
safety systems have been bypassed.
This can also be used once per combat to reduce the number of flesh wounds on a ship by the number rolled.

Fire Weapons - Each individual system may be fired as long as it has a single gunner at its control. A gunner may not fire
multiple weapons. This uses the attack skill for that system following normal rules. The attack skill is added to Knowledge
then is modified by the ship's Perception score and three dice are kept as usual. This includes the use of the skills listed
below as well. All use the same Formula for calculating number of dice for the attack.
3- Round Burst - Requires weapon has the auto fire feature increases damage by 1k1 by taking 2 raises. This
causes 1k0 Flesh wounds to the firing ship as the use taxes the ships power system. If a Dramatic Wound results from the
stress damage then the weapon system is damaged and goes off line. The Gunner can call two raises to remove the
potential stress damage.
Controlled Burst - Requires the weapon have the auto fire feature. Bypasses Slip stream defense and an active
defense take two raises to defend. This causes 1k0 Flesh wounds to the firing ship as the use taxes the ships power
system. If a Dramatic Wound results from the stress damage then the weapon system is damaged and goes off line. The
Gunner can call two raises to remove the potential stress damage. The ship doing a Controlled Burst may not perform
other Pilot actions other than normal movement including active defenses this phase.
Critical strike - The Gunner makes 3 raises to inflict a Dramatic Wound, if the ship has shields it is 5 raises to
inflict the Dramatic Wound.
Double tap - Make two attacks both at 2 raises
Tagging - This is the same as the basic rules. A successful attack gains a Drama die or removes one from the
Enemy Ship. The Drama dice are treated the same as the Interaction granted Drama Die.
Trick Shooting - This is the same as the basic rules. The ranks can be used to offset the penalties for called shots
or other raises called for special effects.

Interrupt Action- By expending 2 actions the crew may attempt to perform any action taking one phase. The only
exception is Active defenses require only one future action (or held action) to be used if needed. The Ship interrupts as a
whole.

Move - The ship may accelerate or decelerate at one speed rating as an action. Otherwise the pilot's continues guiding
the ship at the current speed without using an action. During a move action the pilot may also;
Emergency Breaking/Acceleration - A test of Knowledge plus this skill adjusted by the Ship's Reflexes and
keeping three dice against a Target number of 15 + 5 per point of speed added or subtracted up to double the normal
speed. This causes 1 per speed increase / decrease k0 Flesh wounds to the ship as the use taxes the ships power
system and structure. The Pilot may call two raises to avoid the stress damage.
Hard turn - This allows a change in position without having to adjust / spend Speed increments. A test of
Knowledge plus this skill adjusted by the Ship's Reflexes and keeping three dice against a Target number of 15 + 5 per
Positional change. This causes 1k0 Flesh wounds to the ship per positional change as the use taxes the ships power
system and structure. The Pilot may call two raises to avoid the stress damage.

Pass – The Ship/Crew may choose not to act during a phase. Once Initiative has been determined if you passed during a
phase you may not act during that phase except for Active Defenses. A Ship/Crew action is on hold unused, its face value
still counts toward initiative. It can be used later as an action during any phase but is still subject to initiative order during
that phase. If the Ship passes no crew may perform an action.

Pushing the Limit - This is a Knowledge + this skill adjusted by the ship's Body trait keep three against a Target number of
15 + 5 per point of speed added or subtracted up to double the normal speed (including emergency accel/decel). This
causes 1 per speed increase / decrease 1k0 Flesh Wounds to the ship as the use taxes the ships power system and
structure. The Engineer may call two raises to avoid the stress damage.

Reinforced Shielding -This is a Knowledge + this skill adjusted by the ship's Knowledge trait keep three against a Target
number of 15 + 5 per 1k1 added to the shield. The increased shield capacity remains for 10 phases. This causes 1 per
shield increase k0 Flesh wounds to the ship as the use taxes the ships power system. The Engineer may call two raises to
avoid the stress damage.

Skill Use – Use a skill taking a number of actions as indicated in the skill description or by the GM.

System Bypass - This is a Knowledge + this skill adjusted by the ship's Body trait keep three. Remove penalties that is
being caused by a damaged system. The GM assigns difficulty based on the system.

Damage
Damage is usually determined by the weapon used Damage may have differing numbers of kept dice unlike skills and
traits which usually keep only three dice.

All damage is in Flesh Wounds unless otherwise indicated.

Each time a ship takes Flesh Wounds they must make a Wound Check. Wound Checks are not a Trait Check.

A Wound Check is made by rolling Knowledge plus Repair (Applicable to the ship) adjusted by the ship's Body Trait
keeping Knowledge. With a difficulty equal to the accumulated Flesh Wounds.

Dramatic Wounds – You receive a Dramatic Wound whenever you fail a Wound Check. For each 15 points you fail by,
you take an additional Dramatic Wound. When you have taken a Dramatic Wound in this way your flesh wounds are
reduced to zero

Flesh Wounds usually go away at the end of a scene / fight

Sections
Ships are split into sections. These effect firing arcs, armor plating, and damage allocation. For example a shuttle
(like the Old Nag) has only one section while a Sun Shot has 4 sections and something the size of a Imperial System
Cruiser (Largest ships found) have 10 sections.

Armor
Armor is ablative damage absorption located on sections of the ship. It absorbs its rating in Flesh Wounds then no
longer functions until replaced / repaired. Armor has been designed to be easily and cheaply repaired / replaced relative to
most ship systems. A ship may not have more points in armor in any one location than five times its Resolve. Once armor
has absorbed more than half its capacity it can only be repaired to the point it that equals half its capacity.

Shields
Shields are uncommon as they are very expensive and difficult to maintain compared to armor. They however are
superior in that they provide protection to the entire ship against every attack. The basic shield reduces the damage of an
attack by 1k1 dice.

Stress
Stress is inflicted in several ways. One is rough maneuvering of the ship may cause damage to the ships internal
structure and power systems, a second is by overloaded shields, over worked weapon systems or taxed subsystems such
as life support or artificial gravity.
Stress damage is done as Flesh Wounds against the ship but bypass shields and armor or any subsystem
protection as the damage is a multi-system or structural damage. It is still a test against Body as with normal Flesh
Wounds. Damage taken this way outside of combat remains for the scene.

Status
Crippled - Any time the ship's Dramatic Wounds are greater than its Resolve it is Crippled and any tens for Skills that are
affected by ship Traits and Trait checks no longer explode until it is repaired.

Disabled - If the ship reaches more than double its Resolve in Dramatic Wounds it becomes Disabled.

While Disabled anyone who can attack you may take 2 actions to change your status to Destroyed (which needs little
explanation).

If you take further Dramatic Wounds equal to twice your (Resolve) you are destroyed.

If for some reason you take massive damage (Dramatic Wounds) i.e. three times your Resolve in a single instance, you
die.

Ship Movement
Engagement Distances - The distance at which space battles are fought are fairly large and so is measured in the abstract
from zero to ten. Any greater distance is beyond weapon systems capable of targeting and missile ability to track. Though
it is possible to pursue vessels beyond this range.

Closing Ranges - a Ship may move up to its speed in range increments. It travels at a constant speed slowing or speeding
up as an action. The difference in any two ships speeds determines the change in range. Ie a ship traveling at speed 2
versus a ship at speed 3 increases engagement distance by one.
Position - The relative position of one ship to another. The Positions are forward, left, right and rear. Above and below
have little meaning in space since it is no great effort to rotate the ships relative in that regard. Position usually only
effects firing arcs. To change position usually cost one range increment for each shift, to go from forward to rear is 2 shifts
either to the right or left then to rear.

Hyperspace
Travel in hyperspace occurs without propulsion. No engine is moving you through hyperspace but is instead a
transition from our space into another adjacent space. Once the transition is triggered no further energy output is required.
Time passes normally for those in hyperspace. No outside sensory input exist, it is not hot or cold, light or dark nor
anything. Opening a hatch while in hyperspace or penetrating the envelope that suspends the vessel in hyperspace
makes it cease to exist and is not advised.
It is possible to track a vessel that has entered hyperspace if sensor data is available that indicates the direction
and position of the vessel before entering hyperspace. By measuring the energy output you can predict the destination.
This takes time and computing ability/power. Unless a ship following a hyperspace jump is faster the lead ship can make a
second jump and lose pursuit which makes something like tracking pirates difficult.
Vessels have to be clear of planetary systems to make jumps so as to avoid material bodies this is also why ships
arrive at the fringes of systems and have to maneuver to habitable planets. Large materials such as planets, meteors,
asteroids and other celestial bodies interact with hyperspace on some level making travel through it impossible. This
interaction always breaks the hyperspace "bubble" around a ship and causes it to cease to exist. This is why jumps are
made only after a number of redundant checks and usually along "safe" routes that have been successfully traversed /
mapped.
Hyperspace travel is measured in days with distance being a factor. It takes about a day to travel a lightyear.
Hyperspace speeds are measured as a percentage usually. a 90% drive makes the same trip in 90% of the time. Some
large cargo ships travel at slower speeds up to double the travel time to save on money and expense of mounting the
systems necessary for more standard rates of speed.
Communications also travels at the same speed. So a communications signal sent through hyperspace at the
same time a ship leaves arrives at the same time indicating energy and matter travel at the same rates in hyperspace.
Hyperspace communications require relays that create the "bubble" in hyperspace that traverses the real space.
Hyperspace communication systems can also benefit from faster travel times. In the core world systems communication
time is near instantaneous for the highest levels of government and corporate use due to the high end communication
relays.

Weapon systems
There are four basic types of weapon systems - Laser, Plasma, Projectile and Missiles. Each has its advantages
and disadvantages in range and damage. Weapons have designated firing arcs usually dependent on what section they
are installed in. So a left section mounted weapon may have an arc that is left and forward. Missiles in general are not
concerned with position because once launched may maneuver to any arc. They do suffer a speed loss of one (the first
phase) if firing at a ship not in their firing arc.

Lasers
Range PB (3) Sh (6) Lng (9) Damage 4k2

Plasma
Range PB (1) Sh (3) Lng (5) Damage 6k4

Projectile
Range PB (2) Sh (4) Lng (6) Damage 5K3

Standard Missiles move at a speed of 4. Treat them as brutes with the Threat level determining the level of tracking /
electronics they possess. The Number in the Squad is determined by the number of tubes used and the size determining
the set damage as per the normal Brute / Mob rules. They move on their own actions as normally determined for a Brute
squad ie Threat level actions rolled as normal. Any actions below the one they are fired on are lost that round.
Light 5 Medium 10 Heavy 15 Extra Heavy 20

WEAPON UPGRADES FOR NON MISSILES


Barrage - Allow the weapon to be an automatic versus semi-automatic system.
Barrels - Each additional barrel adds +1k0 damage. You may have Dual, Tri and Quad barrel systems.
Turreted - This allows the weapon to fire in all arcs.

WEAPON UPGRADES
Concealed - Weapons are normally concealed from scans and physical detection. This usually requires an action to
deploy.
Operational Position - A weapon is usually operated from only one set of controls. It is possible to have multiple sets of
controls.
Reinforced - The weapon system is reinforced and may take a single hit without being damaged directly. Once this hit is
taken the reinforcement must be repaired to be operational again.

Weapon banks.
Larger ships may have multiple weapons of the same type linked together and operated as a single unit. The
damage for the banks are applied separately to the same ship section and all hit or miss as on a single roll.

SHIP NON-COMBAT STATISTICS


Drive types / speeds
Atmospheric - Speeds normally measured in miles per hour.
System - System speed is measured in numerical units of 1 to 5
Hyperdrive - Hyperdrive speeds are expressed in percentages. A normal trip of 10 days would take 8 with an 80% drive or
15 with a 150% drive. The most efficient versus cost effective is considered to be the default 100% drives which of course
most common as well.

Operational requirements - The number crew and type needed to safety operate the ship. Usually a much lower number
than the standard complement which is most often seen on military ships.

Cargo Capacity is measured in space available and suited for such it is a 3 cubic yards area (1 Cubit). With anti-gravity
controls common among ships weight is seldom a factor.

Exterior hatches number, type and location. Hatches are usually noted as personnel, cargo or vehicle hatches. as well as
designated as airlocks rated for capacity of people and/or intra ship hatches made for docking with other ships or stations
in space. Tunnel Hatches have an extendable tunnel to dock with other ships at a greater range usually up to 50 feet.

Operational life is measured in days including fuel for intra system / atmospheric use, power for hyperspace jumps, life
support, commissary (food stuffs) etc.

Operational expenses per day intra system, docked, in hyperspace and unmanned. This would include standard
maintenance budget plus operational cost based on standard crew (including base living expenses such as food and life
support). This does not include any docking fees or other cost that vary from place to place. Also does not include the cost
of fuel.

Assigned spaces

Crew quarters - Crew quarters lack the pleasantries that passenger quarters do but usually have a coms system, more
secure and extensive storage. They usually have their own toiletry facilities and are rigged for individual environmental
settings. Additional assigned spaces are assumed for dining, lounging, refreshers etc.

Passenger quarters - About what one would expect in inexpensive hotel rooms as a base. Additional upgrades up to
luxurious five star accommodations increase the cost. Additional assigned spaces are assumed for dining, lounging,
refreshers etc.

Crew Positions - Areas designed to interact with ship systems controlled by that position such as gunner, engineer, pilot
and in larger vessels communications, central cortex etc.

Shop - While most ships have pre-designated repair shops for the ship itself it is often common to include shops capable
of supporting other technical or craft related production. The size and cost is very dependent on the tools and space
needed to work on or create whatever the shop is designed for. Such as a Med bay - While all ships have at least a first
aid station most larger ships and those that travel into less developed areas may also contain a med bay designed
specifically to care for more intensive medical needs. Dependent on the level of the med bay it will have diagnostic
equipment and surgical facilities as well.

SHIP ADVANTAGES / UPGRADES


Fake ID/Configuration - A ship may have fake transponder and ownership / registration papers and even have panels and
logos capable of showing more than one name or configuration. the level of ability to deceive officials depends on the
completeness of these things. While it is possible to track ships in and out of most civilized areas The amount of traffic
does not make this a routine matter so casual detection is unlikely.

Flexible Cortex (wiping logs easier etc) - Since the Ship's Cortex runs, records and processes ship system information it is
useful to have one that can easily be manipulated with the correct level of access. This system is designed to record
several potential outputs of data and allow them to be altered or doctored to a user’s wishes while maintaining accurate
data that may be needed.

Extra hatches - Multiple means of access to the ship is sometimes important. Several types of hatches exist, Cargo
(usually large open doorways) that are both pressure locked and not, Smaller hatches that also may or may not have air
lock capability that are usually rated by the number of people it call hold at one time while cycling. Or even concealed
hatches used at times by smugglers or security personnel.

Maneuvering thrusters - These thrusters help easy shifting of the ship beyond the normal level offered by common
systems. Only useful at slow speeds such as those used in docking or other delicate maneuvers.

Reinforced systems - Systems can be shielded and offered a limited amount of independence from ship systems so that
damage to the ship won't knock them off line and the reverse is true that the system will not overload the ship and
damage it either.

Additional crew quarters - Simply additional space for the crew.

Internal/external security - Secure armored hatchways spread throughout the ship, armored cameras, movement tracking
systems and any number of standard security measures to monitor or limit movement and access within the ship. External
security would include reinforced hatches, security access systems, remote access systems and monitors that would
disable systems as desired in the event of assault.

Additional passenger quarters- Simply additional passengers quarters with accommodations that are dependent on
expenditure.
Smuggling compartments - These are small compartments made to seem as if they are standard parts of the ship. This
may also include scan proofed areas to prevent electronic, organic detection of materials within the concealed
compartment.

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