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Boarding Action

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0% found this document useful (0 votes)
50 views

Boarding Action

Uploaded by

crenshawfilo21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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

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