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BOARDING ACTIONv1.
1 Fighting in Melee Combat
Guns and grenades may even the odds, but sabres, axes, and pikes One page TTRPG of desperate combat in the void of space often decide the outcome of a boarding action. By Toastmortem Opposed 1d6+Melee roll between combatants. Winner inflicts a Creating an Armsman number of hits equal to the difference. If you: Roll 1d6 for each skill. On a 6, mark +1. On a 1, mark -1. …outnumber your opponent, take +1 to roll per extraman Otherwise, mark 0. …are attempting tosubdue the opponent, take -1 toroll ● Shooting (Using firearms, making ranged attacks) …arewielding a power weapon, take +1 to roll ● Melee (Close combat prowess) …arefighting unarmed, take -1 to roll ● Muscle (Brute strength, athleticism) …arefloating in zero-g, take -1 to roll ● Reaction (Ability to respond to unexpected danger) ● Demolitions (Proficiency with explosive devices) Against multiple foes, fight each in turn. ● Hacking (Proficiency with computers, defeating security) ● Medicine (Medical knowledge, providing battlefieldaid) Inflicting Damage ● Leadership (Personal charisma, influence) Hits inflict 1d6 damage each. Worn armor reduces incoming damage. Roll 1d6 to determine Starting HP. Select a name and other personal details. Mark down weapons Light armor(V oidsuit, flak vest): -1 damage and equipment issued by the quartermaster (GM discretion). Medium armor(Armored voidsuit, combat plate) -2 damage Heavy armor(p owered armor, energy field): -3 damage Using Skills Whenever the result of a character's action is uncertain or carries A character reduced to 0 HP is incapacitated and will die if risk, roll 1d6, modified by relevant skill. unaided, or is killed outright. 1 HP is recovered per day of rest, On a 5+, it succeeds or 3 per day of medical treatment. A PC that survives being On a 2-4, there is a complication, delay, or cost. reduced to 0 HP may increase their Starting HP by 1d6 after On a 1 or less, it fails. recovering from their wounds.
If the task is: Ranged Weapons
…s imple or unlikely to fail, take +1 to roll Pistol: 1 attack, 1 ammo …d ifficult or exceedingly risky, take -1 to roll Heavy Pistol: 1 attack, +1 damage, 1 ammo Boarding Shotgun: 2 attacks, +1 damage, 1 ammo Making Shooting Attacks Carbine: 3 attacks, 2 ammo In such close quarters, you don't need skill, only more firepower. Heavy Carbine: 3 attacks, +1 damage, 2 ammo To fire a volley, roll 1d6+Shooting for each attack made. If the Volley Gun: 5 attacks, 3 ammo target is: Grenade: attacks all nearby, single use …i n the open, hit on 2+ …i n light cover(debris, consoles, other people, etc),hit on 4+ Common Foes …i n heavy cover(hatchways, boarding shields, etc),hit on 6+ Press-ganged Rating: 1 HP, improvised weaponorpistol …o bscured by smoke or darkness, take -1 to roll Deranged Mutant: 3 HP, improvised weapon Space Pirate: 2 HP, light armor; shotgunorpistol and sabre Additional hits may be allocated to nearby targets if firing at a Hired Mercenary: 3 HP, medium armor; shotgunorcarbine group of enemies. Alien Lurker: 4 HP, +1 Melee, light armor carapace, rending Weapons lose 1 ammo with any unmodified dice roll of 1. talons and teeth Attacks fired into melee have equal chance of hitting any Naval Marine: 6 HP, +1 Melee and Shooting, heavy armor; combatant. heavy carbineorheavy pistol and power weapon