Gauging Interest In Space Combat System

Ship Combat

a ships iniative is equal to the pilots iniative a ships passive preception is equal to the communication officers technology(int) modifier + 10 a ships AC is equal to the tactical officers dex + the ships armor + 10

Roles: Each ship has 5 roles each role while possibliy filled more than one person the lead of that role will make all the rolls. These are the actions that the roles may take based off their roles.

Pilot- -Move: you move a distance equal to the ships movement speed -Dodge: attacks against your ship have disadvantage for this turn -Avoid: You move at half speed avoiding diffcult space, meteorites, solar flares, mine fields. -Hide: You can attempt to hide your ship behind any object that would grant your ship cover or concealment -Warp: 3 rounds required to jump to warp. Engineering- -Repair: You can bring a system back online, this can be used on a given system once. -Shore up Shields: You can increase shields hp by 10% up to 100% -Reroute Power: You can transfer Hp from one system to another Communications- -Scan: this is an active preception check for the ship. - Communicate: you send a message to another ship or location in the same solar system. - Long Range Communication: 3 rounds you can send a message to any location out side of the solar system you are currently in. (The message will still require time to arrive) -Jam sensors/ communications: 3 rounds by generating wide band interference you can block sensors (all ships are considered blind(blind ships can not avoid)) and communications are disabled -Break Jamming: Contest Sensor and Communication Jamming. Your Communicaton and Sensors can not be jammed again until the end of your next turn. -Decoy: 5 rounds You can launch a probe that will make it appear as if your ship is located where the probe is unless scanned, or interacted with. Your ship is not hidden by this ability, unless the hide action is also taken by the Pilot, and as such two of your veesels would appear on enemy ships sensors. Tactical- -Attack: You make an attack equal to your dex modifer and profiencey. If you have extra attack or another feature that allows you to make an additional you may make additional attacks. On a critical hit you roll a d6. the following system and crew of a given role are disabled 1- Pilot, 2- Engineering, 3- Communications, 4- Tactical, 5- Medical, 6- Roll Twice Ignore additional 6's -Targetted Attack: You may target a particular system if you take a -5 on your attack roll. Each system has hit points equal to 1/5 the ship's hp -10, if the systems hp is reduced to 0 it is disabled. -Aim: You gain advantage on your next attack roll. Medical- - Restore Role: 3 rounds you can restore a crew role that has been disabled by a critical. A role's crew can only be restored once in a combat. - Aid: You can aid another role and give them advantage on any check made this turn. - Help: You can reduce the number of turns an action requires if the action normally takes more than one turn.

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