House Rules
Hard Targeting
Locking on with a computer takes a DC 10 computer check to achieve, forcing PCs to choose between risking the time to line up a shot and firing wildly, making a good gunner worth their weight in gold,
System Targering
During ship combat, once a computer-assisted lock is achieved, a gunner may attempt to damage a chosen system by taking an additional penalty to the attack.
- Hull Damage, Bay/Cargo, Maine Compartment, or Maneuvering-Systems -2
- Weak Spot, Fuel Systems, External Comm Systems, or Gun Turrets -4
- Bridge or Hyperspace Drive -6
- Power Core -8
Sensitive Conversations
After the religious conversation in Voyage w, I decided to use reaction rolls with a base +2 bonus when cremated come at odds so that I don't just brush aside jnter-character conflict.
Grittier Wounds
I use the grittier wounds rules from Star Adventurer, and will roll for critical Hits for many forms of environmental damage.
Go Boom!
In Star Adventurer, once a ship has been knocked to 0hp, it takes critical system damage in any hit. But this means actually destroying a ship is very rare. I have added a Rule that if a target has taken damage equal to half its hit points beyond 0hp it crashes or explodes.
Cinematic Damage
Occasionally, I will consult the Oracle to determine if a particularly nasty hit has disabled the ship. This damagecwill be reparable with a DC 12 Repair check and a few hours.
Valuing Ships
Ship Size | Base Speed | Base Cargo | Base Value | Classes | |
1 | 7 | 2 tons | 100,000 cr | Fighter, Hopper | |
2 | 6 | 24 t | 200,000 cr | Shuttle, Explorer, Gunship | |
3 | 6 | 48 t | 600,000 cr | Hauler, Starliner | |
4 | 6 | 192 t | 2,400,000 cr | Cruiser | |
5 | 5 | 768 t | 12,000,000 cr | Light Frigate, Heavy Hauler | |
6 | 5 | 3,064 t | 72,000,000 cr | Destroyer, Frigate, Industrial Ship | |
7 | 4 | 12,256 t | 494,000,000cr | Freighter, Battlecruiser, Colonial Ship | |
8 | 3 | 98,048 t | 49,800,000cr | Heavy Carrier, World Ship |
speed adjust: +- 20% per point
handling: +- 25% per point
no hyperdrive: -40%
cargo loss or increase: +-0.2% per 1% of change
Other special systems handled ad-hoc, wih a rough +10,000 per bonus