Space Opera: Pathfinder rules in Alternity setting
Theory: steal the best parts of starfinder and d20 future (no coincidence they are already similar). Only make checks for things that have a chance of failure, in particular things where it makes sense not to have flat DCs:
Base Starship Gear and Stats:
Size: Starting from Colossal, each starship gains 100 HP per size category and 1 light year/day in jump (assuming proportional power core) but loses 1 turn distance and applies penalties to AC and pilot checks, but not to attack rolls.
AC: 10 + size + armor + pilot ranks
EMD: 10 + computer mod of science officer
Speed and Maneuverability: Engine and Size based – a basic engine is 6 hexes and turn distance of 1 per size category starting with colossal
Weapons and Weapon mounts:
Armor (see above, may also add DR or HP)
Computer Y node mk X adds X bonus to Y people
Sublight, Warp Drive, Jump Drive
Engines have a speed rating 6, 7, 8, etc and maneuverability ratings -2, -1, 0, 1, 2 etc. Turn distance increases by 1 with each size category, reduced by more maneuverable engines/thrusters.
(anti hacking modules, point defense, chaff, jammers, decoy drones, spare power core, escape pods, self destruct, anti-personnel security, robots, etc. etc. etc.)
Science or EM warfare officer:
Enemies have an “Electronic maneuver defense” – roll computers vs this DC to
-Target system: attacks crit on 19-20 and always target the designated system
-Aid Target Lock: provides a +2 bonus on all missile attack rolls, +1 for every 5 by which you beat the DC
-Jam Enemy Target Lock: provides a -2 on enemy missile attack rolls, -1 for every 5 by which you beat the DC
-Scan (systems, defenses, shields, etc): a successful scan tells you basic information about the ship (such as size, engine power, presence of nuclear warheads) in addition to detailed information about one system (speed and maneuverability on engines, EMD, AC/armor/shields, exact weaponry, etc.). For every 5 by which you beat the DC, learn information about one more system.
NO CHECK move action:
Basic star system information, rebalance shields, …
Increase DC by 10 to reduce the time to repair by 1 action, increase by 20 to reduce by 2 actions (min 1).
Improve efficiency: An excellent engineer can coax the best out of systems, even under the worst of conditions, added a boost effect to one system for one round. DC 20.
Swift action: Reroute power – though an assumption could be made that this is always done in combat, but maybe not.
Starships can boost one system for free if they have 10% of their power core unused. You can still reroute power from wrecked systems, as long as it is not the power core.
Take a -5 on on sensor checks
+2 on sensor checks
Half Weapons non operational
Add one die of damage to one weapon system
Reduce speed by 3, increase turn radius by 1
Increase speed by 2, reduce turn distance by 1
Reduce shield strength by half
Increase Shield strength by 5% of PCU
CHECK: all checks apply ship size / maneuverability modifiers
Evade: DC 15, grants 1 AC + 1 per 5.
Barrel roll: DC 20, reverses port and starboard arcs for shields and guns for the next gunnery phase
Flip and burn: DC 20, starship may move forward and reverse heading or vice versa. Failure means only the first chosen of those two things happen this round.
Flyby: Opposed pilot check to avoid AOO when moving through adjacent hexes (made by point defense systems- starships with no point defense don’t threaten).
Fly straight: This action can be taken as a swift action if no other pilot actions taken this round.
Back off: Withdraw – don’t provoke and move up to half speed in any direction
Defensive Flying: Applies a -4 to gunnery checks for a +2 to AC, and can be done in conjunction with evasive maneuvers.
Engage Jump Drive: Requires about a day of charging the engine, after which it takes a DC 40 navigate check
2 per round spend calculating, resetting if destination changed or warp drive engaged to arrive at your destination +/ 1,000,000 km. Failure by less than 5 means you will arrive at the target system +/- 10 AU, by more than 5 means +/- 1,000 AU, failure by more than 10 means you go in a random direction. Paranoid captains leave a programmed jump ready to go, and most computers are fully capable of automating the process over two minutes.
Engage Warp Drive: A full round action which fails if the engines or power core are malfunctioning or worse. However, once in warp the faster ship always pulls ahead or catches up to its target. If the pursuing ship catches up, they can merge warp bubbles and force a return to sublight.
Shoot: bab + dex
Full attack: – 4 / – 4 and make attacks with two different weapons on the arc or adjacent arc.
Certain combat feats can also be used:
Point blank shot applies to point defense and targets with a mere 2 hexes
Deadly Aim becomes -1 for +5 damage
Rapid shot reduces the full attack penalty to -2 / -2
Captain / comms: DC 20 aid another officer plus one more officer by each 5 you beat the DC
No check if trained in the relevant skill: aid one officer
Intimidate or Bluff the enemy to impose a -2 on one category of checks for 1d4 rounds
DAMAGE: Crits or ⅕ cumulative starship HP damage
D% SYSTEM EFFECT
1–10 Life support Condition applies to all captain actions
11–30 Sensors Condition applies to all science
31–60 Weapons array Randomly determine one arc containing
weapons; condition applies to all gunner
actions using weapons in that arc (a
turret counts as being in all arcs)
61–80 Engines Condition applies to all pilot actions
81–100 Power core Condition applies to all engineer actions
except hold it together and patch; a
malfunctioning or wrecked power core
affects other crew members’ actions
(see Critical Damage Conditions below)
If the starship’s core has the wrecked condition and further
critical damage is dealt to the core, no critical damage conditions
are applied to the ship. Instead, one of the crew (determined
randomly) is injured, taking an amount of Hit Point damage equal
to the Hull Point damage dealt by the attack (without the increase
for starship weapons against humanoid targets; see Shooting
Starships on page 292). That crew member can attempt a DC 20
Reflex save to take only half damage.
Critical Damage Conditions
The following are the critical damage conditions and their effects,
ordered by severity. These effects apply primarily to starship
combat and rarely impact noncombat play (wrecked engines can
still be used to get a starship to a safe place to repair, for example—
though the GM might rule that it takes longer than normal).
A glitching system isn’t operating at peak performance. Crew
actions involving the system (except the hold it together and
patch engineer actions; see page 323) take a –2 penalty.
A malfunctioning system is difficult to control. Crew actions
involving the system (except the hold it together and patch
engineer actions) take a –4 penalty. Also, crew members can’t take
push actions (see page 322) using that system. If the power core
is malfunctioning, all actions aboard the starship not involving the
power core take a –2 penalty; this penalty stacks with penalties
from critical damage conditions affecting other systems.
A wrecked system is minimally functional. Crew actions
involving the system (except the hold it together and patch
engineer actions and minor crew actions; see page 326)
automatically fail. If the power core is wrecked, all crew actions
aboard the starship not involving the power core take a –4
penalty; this penalty stacks with penalties from critical damage
conditions affecting other systems.
Modified Fraal Saucer
HP: 150 (CT 30) aka 150, 120, 90 ,60, 30, 0
Size: Colossal (+2 ac, pilot, base turn radius: 1, base jump speed: 1)
Tactical Speed: 6 hexes, turn 1
Warp: 5 times lightspeed
Improved Jump Drive: 2 lightyears/day
Light Cerametal: +2 armor to AC, no DR
Improved Sensor Suite: +2 sensors
Improved Computer Security: +2 vs hacking attempts
Shields: 10 per quadrant
Heavy Laser: 8d8 fire crit 20 range 8 inc hexes
Laser: 6d8 fire crit 20 range inc 6 hexes
Gargantuan (+4 ac, pilot, base turn 0, base jump speed: N/A)
HP 100 (CT 20) (no shields)
Tactical Speed: 7 hexes turn 0
Warp: 5 times lightspeed
Improved Tactical Speed: +1
Light Cerametal: +2 AC no DR
Weapons: Rail Guns: 6d12 ballistic 6 hex range
Dex 18, int 12, wis 12, cha 4
Pilot: 4 ranks + 4 dex = 8
Computers: 4 ranks + 1 int + 2 racial = 7
Interceptor Stat Summary:
100 hp CT 20
AC: 10 + 4 + 4 = 18
Attack: +4 6d12, range 6
Speed: 7 Man 0