Ok then, stats for this fight!
BLACK DAWN
Thrust: 2
Performance: 3
Armour: 45
Turrets: 1
Payload: 12
TIP OF THE LANCE
Thrust: 9
Performance: 9
Armour: 35
Payload: 10
ROMAN FIGHTERY THING
Thrust: 10
Performance: 11
Armour: 25
TIE FIGHTERS
Thrust: 10
Performance: 11
Armour: 2/20
Special: Hard to hit; -2 to all attack rolls against a TIE.
And here are the ship combat rules from earlier:
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SHIPS
Ships have the following stats:
Thrust: A general measure of speed
Performance: A general measure of handling
Payload: A ship's ability to destroy large targets (e.g. with torpedoes)
Armour: In two ratings, one for Pilots and one for Aces.
Turrets: Relevant for freighters and the like
Special: Any special rules
In starship situations, Named Characters are called Aces, and Mooks are called Pilots.
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STARFIGHTS
Starfights are when you are trying to blow the crap out of each other.
Each turn, an Ace must declare which of the following actions he is taking:
DOGFIGHT- Attack a random target on the enemy side. Dogfighting never targets Aces unless there are more Aces than Pilots- all these Pilots just get in the way!
HUNT- Attack a specific target. This makes yourself easier to hit, and it also means you lose your immunity to Dogfights. If two pilots Hunt each other, it becomes a Duel... which we shall deal with if it comes.
EVADE- Get the hell out of the way. You cna change to an Evade once all other actions have been declared, but it is not as good this way.
BOMB RUN- Make an attack on a large ship. This involves patience, nerve and targetting. Bomb Runs make you easier to bit and also make you lose your immunity to Dogfights
ESCORT- Cover any ship you choose. You get to attack any ship that attacks your charge. Escorting does not make you easier to hit, but it does remove your immunity to Dogfights.
Pilots always Dogfight by default unless inappropriate (e.g. Bomb Runs). A person in authority can get the attention of a few pilots in his local area to force them to take another action.
ESCAPE- Get out of Dodge! Can leads to c chase.
All actions in Starship combat take the same amount of time, so Initaitve really just gives people the drop.
All Combat rolls are made on Pilot. Your stats give you bonuses in various areas- for example, Thrust is very handy for Escapes. Don';t forget your Pilot Schticks!
If a Pilot is hit, he is destroyed if the Outcome is twice his armour rating or more. If the Outcome is less than that, the Pilot's armour rating is reduced by one.
If an Ace is hit, his armour rating is reduced by the Outcome. The ship is going down at zero.
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CHASES
These are different.
In Chases, we are only interesed in one value- Pep. Pep is equal to the combination of your Thrust and Performance. The person ahead in the Chase gets a bonus to his starting Pep according to how far he is ahead!
Each turn you can try and do two things:
1. Gain Pep. Do this by putitng the foot down, taking short cuts, re-routing power... whatever...
2. Cause enemy to lose pep. Do this by performing insane stunts through asteroids, or twisty manoeuvres to confound a foe. Or, if your Pep scores are close and you are appropriately equipped, shooting at him!
Anyone chasing reduced to zero pep has been lost and is out the chase.
If the person being chased goes down to zero pep, he can flee no longer and it becomes a fight.
"I got the TIE's, just make sure we don't get blown out of space. I refuse to go down twice!"
(Kyle will target the nearest TIE and kill it with much predjudice. So, how does the turret thing work? Rhys can still fire his torps, right? And do I just pick a target and shoot, or are there any tricks I can try?)
Well, this fight is mainly going to be about rolls dictating how much you get hit before taking them out.
Highest Thrust goes first, which is Cass (actually due to his Ace's initiative bonus), then the TIEs, then the rest of you. Turrets can shoot at the TIEs before they do though; however, the Turrets are at -2 to hit (but don't care about performance)
TIEs outperform the lance, so get +1 against her and her -1 aggainst them; this is +2 and -2 against the Dawn.
Remember you get -2 to hit TIEs anyway, as it is tricky to hit the bastards.
All of you are in a favourite seat, which gets you +1. A reminder you can also get your Killer Instinct rating added onto that, if you are Hunting.
TIE fighter skill is 7. Their armour rating is two, so any outcome of four or more will kill them, any Outcome above zero will reduce their armour.
So!
Cass' skill is 15, which leaves him eight points clear, taking his target number down to one. That then raises to three because of the hard target, and so 7 for a kill. TIEs need 18 to hit him.
Scarlet's skill is 14 and she has a one point performance inbalance, so she needs five for a hit, nine for a kill, and they hit her on 16.
Rhys needs 6/10 and is hit on 15. Kyle isn't being shot at, but he does get -2 for being in a turret in a dogfight and also another -2 for the hard target. 9/13 are his target numbers.
Four fighters attacking each of you!
Cass kicks off with an 11 and blows his target to bits.
Kyle rolls an 11 also- not a kill, but you glanced it.
TIEs fire. Some hits on Scarlet and Rhys.
Scarlet then gets a kill, and Rhys a damage.
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ORBITAL BATTLE
Black Dawn: 4
Tip of the Lance: 5
RFT: 0
TIEs x8: 2
TIEs x2: 1
Don't be afraid to switch to Hunting if you want your Killer Instinct bonus.
Cass rolls seven- a dead on kill. Kyle's defensive fire damages another.
Scarlet shoots one down; Rhys gets in a damage, which means Black Dawn has managed to damage all their attackers but not actually shoot one down yet. Dawn takes a hit.
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ORBITAL BATTLE
Black Dawn: 7
Tip of the Lance: 5
RFT: 0
TIEs x4: 2
TIEs x4: 1