Cinematic Piloting
Cinematic Piloting
These feats let pilots pull off stunts. If the GM wishes to give players an advantage, restrict them to the PCs and perhaps a few major NPCs.
Closing Strategy: Reversal
This is an alternative closing strategy that lets you turn a foe's advantage against him, e.g., by looping up, around, and behind him, or suddenly decelerating so he overshoots in front of you.
You can only use this strategy against a target you’re not engaged with, and which, on its last turn, was Closing on your vessel, and achieved an attack vector or collision course against you. You can't attempt a Reversal against a foe who successfully used the defensive tactics Space Tactics task against your vessel this turn.
Resolve this as a normal Closing maneuver, except you use your opponent's Acceleration Bonus or your own, whichever is better. (Choosing a high Acceleration Bonus isn't useful for this maneuver but is helpful should foes attempt maneuvers against you on their upcoming turns.) You take a -2 penalty when performing a Reversal (it's a tricky maneuver); you suffer a further -2 if you already used it vs. this target (or a foe in formation with it) during this battle.
If you succeed you must opt to be advantaged, and if you succeed by 10+, you must combine advantaged with an attack vector.
Tactical Combat: Not usable.
Hugging the Enemy
Small vessels gain an advantage over larger foes by maneuvering in close with them. A spaceship at zero range with a target whose SM exceeds its own by at least three may declare it is "hugging" the larger vessel. This means it is using it as terrain it can hide behind.
The smaller craft is so close to the larger vessel, the normal bearing rules do not apply. Instead, only turrets in batteries on the hull section facing the smaller vessel can attack. Moreover, weapons in major batteries are at -6, medium batteries are at -4, and secondary batteries are at -2.
Fire against the smaller vessel by another craft is at -3, and a shot that misses or is dodged has a chance (the larger vessel's Size Modifier minus 3 on 3d) of hitting the larger vessel it was hugging.
These effects persist only until the smaller vessel's next turn. To continue hugging its target, it must maneuver to retain zero range.
Tactical Combat: Hugging the enemy may be used in tactical combat when in the same hex as the larger vessel. Declare it when the smaller vessel maneuvers.
Landing on a Spacecraft
A small spacecraft may actually land on a larger vessel, even if that vehicle lacks external clamps or hangar bays, and/or is uncooperative! This can only be performed on a spacecraft whose SM exceeds your own by eight or more. Thus, an SM +4 fighter can land on a craft with SM +12 or more. (The GM is free to rule that a ship's unique geometry precludes available landing space, however.) It requires a Rendezvous, followed by a Piloting roll for the actual landing. Use the same rules as for entering a hangar, but with an extra -4 penalty. All landings (and subsequent takeoffs) are assumed to use low-powered attitude thrusters (as incorporated into the spacecraft's control system) and do not damage either vessel.
Tactical Combat: This rule can be used if the spacecraft have matched velocities (with their vector counter and position counter in the same location).
Sacrificial Dodge
Your spacecraft can defend another by flying into the path of an attack against it! To do so, your ship must be flying in formation or rendezvoused with the ally you are protecting. Announce a sacrificial dodge after the enemy makes his attack roll but before your friend attempts his defense roll. Use the ordinary rules for a dodge. If you succeed, you are hit by the attack. If you fail, you didn’t move in time, but your ally still gets his normal defense roll. In either case, since you moved, you cannot retreat if you are attacked before your next turn. This is a cinematic rule if dodging beam weapons, but reasonably realistic for dodging ballistic attacks.
Tactical Combat: This defense can be used if the allied spacecraft are in the same hex. Ignore the references to retreating, but otherwise the procedure is identical.
Space Piloting Techniques
GMs may allow space pilots to learn particular techniques – for example, a smuggler might practice evasive maneuvering. Individuals often give them flashy names such as "Reverse Cobra" or "Freda’s Feint."
Tactical Combat: These techniques are usable only with the basic space combat system.
Aggressive Maneuvering
Average
Default: prerequisite skill.
Prerequisite: Piloting (High-Performance Spacecraft); cannot exceed prerequisite skill+2.
You are skilled at offensive space-combat maneuvers. If you know this technique above default, you may use it instead of the underlying Piloting skill when you take the Closing maneuver option, except for Closing maneuvers that use the Ambush or Reversal strategies.
Ambush Maneuver
Average
Default: prerequisite skill.
Prerequisite: Piloting (any type); cannot exceed prerequisite skill+3.
You are skilled at carefully timed ambushes. If you know this technique above default, you may use it instead of the underlying Piloting skill when you take a Closing maneuver using the Ambush strategy.
Escape Maneuver
Average
Default: prerequisite skill.
Prerequisite: Piloting (High-Performance Spacecraft); cannot exceed prerequisite skill+4.
You are familiar with space-combat maneuvers designed to break off from combat. If you know this technique above default, you may use it instead of the underlying Piloting skill if your last movement option was Retreat and a foe is Closing against you.
Evasive Maneuvering
Average
Default: prerequisite skill.
Prerequisite: Piloting (High-Performance Spacecraft); cannot exceed prerequisite skill+4.
You are skilled at performing evasive space-combat maneuvers. If you know this technique above default, you may use it instead of the underlying Piloting skill if your last movement option was Evasive Action and a foe is Closing against you.
Reversal Maneuver
Average
Default: prerequisite skill.
Prerequisite: Piloting (High-Performance Spacecraft); cannot exceed prerequisite skill+3.
You are skilled at sudden direction changes. If you know this technique above default, you may use it instead of the underlying Piloting skill when you take a Closing maneuver using the Reversal strategy.
Large Space Battles
An epic battle may involve hundreds or thousands of ships sprawling over a vast area of space. In such a situation, the GM need only resolve that part of the fight closest to the player characters' own craft.
The GM may opt to treat their actions as a microcosm of the greater conflict. Have the odds against them reflect those facing the rest of the force. For example, if 200 Federation star fighters (including the PCs’ ship) engage 430 Imperial fighters and supporting vessels, the odds are about two to one. So if there are three fighters piloted by the heroes plus two NPC allies, have them face off against 10 enemy vessels.
Should both fleets vary widely in tonnage and composition, determine odds based on the total tonnage of ships involved. Thus, if seven billion tons of enemy ships engage five billion tons of allied vessels, odds are about seven to five. If the party has a 300-ton patrol ship and two 30-ton fighters, send about 360 × 7/5 = 500 tons of enemy vessels against them.
GMs may wish to pepper the micro-level ship-to-ship action with descriptions of how the larger battle is faring, including inspiring or panicked orders from any superiors. Other events add spice, such as a badly damaged allied vessel suddenly appearing, pursued by an enemy ship, or drifting survivors calling for rescue.
It's up to the GM how to resolve the larger conflict. He can handle this by fiat, with the PCs' actions immaterial against the course of events. They can "win the skirmish but lose the battle" if that suits the overall plot of the campaign. However, he may choose to have the ebb and flow of the fight reflect the fate of the team’s spacecraft. Thus, if the heroes' ship destroys half their foes; takes only minor damage; and forces the rest to retreat, the GM might assume their side wins with only a few losses, and half the enemy fleet is wiped out. A critical battle can be divided into phases, each fought against different opponents. If the team commands an important vessel, they may have a chance to strike a decisive blow, such as attacking an enemy flagship (or defending their own); destroying a key target; or landing a commando force to seize a critical port or defense headquarters.
Fuel and Ammunition Transfers
Spacecraft that have rendezvoused may transfer fuel, armament, or cargo "in flight." See Fuel Transfers (GURPS Spaceships) and Cargo Handling (GURPS Spaceships) for transfer rates.
Ammunition Transfer: This is covered in the rules for Cargo Handling (GURPS Spaceships).
Fuel Transfer: The time required to set up the fuel transfer is one minute if the vehicle is inside the hangar bay, and 10 minutes if the vessels connect externally (which requires sending crew outside if they cannot employ robot arms). Roll against Spacer skill; failure means another attempt is needed. Once set up, the fuel-transfer speed in tons is 1/30 the smaller craft's total fuel tank capacity per minute (see Fuel Transfers, GURPS Spaceships). This is doubled if the smaller vessel is in a hangar bay.
In routine circumstances, extra time is used to increase safety. In stressful situations (e.g., combat), a critical failure while transferring material or fuel means an accident occurs. One of the systems involved in the transfer (roll randomly) is disabled with possible crew causalities (GURPS Spaceships) among those workers. If volatile material or fuel is involved (antimatter, missiles, etc.), use the rules for disabled Volatile Systems and Halt Catastrophe (GURPS Spaceships) to see if the spacecraft explodes!
Cinematic Clichés
Some are silly, some not...but they can all add to the cinematic feel of a space battle.
2D Thinking
The GM may provide a +2 bonus to Tactics rolls in space combat for commanders who have the 3D Spatial Sense advantage. Everyone else "thinks two-dimensionally" and thus is astounded when a more astute captain demonstrates otherwise.
Accidental Collisions while Dodging
If a spacecraft is part of a formation, the GM may rule that a critical failure on any dodge roll means that it suffers an immediate low-speed collision (typically at about 0.1 mps velocity) with another craft in that formation. The other ship's pilot may dodge to avoid this. If a spacecraft is hugging the enemy, a critical failure on a dodge roll results in an immediate low-speed collision with the vessel it is hugging.
Airplane-Style Dogfights
In some cinematic settings, spacecraft seem to maneuver as if they were aircraft flying in atmosphere. The GM may require pilots follow these three restrictions:
- You may not choose a Controlled Drift maneuver – you have to pick a maneuver that requires acceleration or use Uncontrolled Drift.
- You may not choose a Closing maneuver against an enemy spacecraft if the target was, on its last turn, Advantaged against you, and the target’s pilot decided that vessel's rear hull faced toward them.
- Fast passes should not be allowed.
Tactical Combat: Use this only with basic combat. For tactical combat, GMs may get a similar feel by not allowing spacecraft to exceed a "top speed" (from position to vector counter) over 12 times the thrust rating in combat (even if they have the delta-V to do it).
Cockpit Multitasking
Multitasking (GURPS Spaceships) is much easier on very small (SM +4-6) spacecraft where all the controls are within easy reach of a single operator. The skill penalty is only -1 per added task of the same or different category.
Exploding Spacecraft and Fireballs
If a volatile system on a spacecraft (excluding one with PCs aboard) is destroyed, roll against the vessel's HT. Any failure means it explodes immediately!
Any spacecraft at zero range to the enemy, or point-blank range and on an attack vector or collision course, may also be caught in the fireball. Its pilot may dodge to veer away from or outrun the explosion. He rolls at +3 if he was at point-blank range but gets no bonus at zero range. Failure means he is caught in the fireball. His spacecraft suffers damage to its front hull section based on the SM of the exploding foe and the range; see the Fireball Damage Table (below).
Tactical Combat: This only applies if the victim rendezvoused with the exploding foe (use zero-range damage) or was in the same hex in 10-mile scale (use Point-Blank damage).
Exploding Instrumentation
In cinematic space opera, fuses haven't been invented! If the dDR of the control room's hull section is penetrated by any attack with the Surge damage modifier, roll 1d. On a 6 an electromagnetic surge explodes one control station console (GM's choice or roll randomly), doing 3d-2 burning damage to the operator.
Force Screen Options
These design switches for force screens can convey a cinematic feel.
Kinetic Transfer: This is intended for battles fought during 20-second turns. The screens convert some of the energy from all attacks – even beams – into kinetic energy. A single attack on a powered-up screen that exceeds half the screen's dDR makes the protected ship shake! Crewmembers may fall down or out of their chairs (if not wearing seatbelts) and all tasks (other than by sapient computer programs) take a -1 penalty until the end of the ship's next turn.
Prismatic Screens: In some classic space operas, force screens change color as they absorb energy, glowing red to orange to yellow and so on up the spectrum, eventually flaring violet and overloading. Replace the rules for screen ablation with the following: A screen that takes more damage than half its dDR in one hit gains one energy level and shifts one color up the spectrum. Screens go from transparent through red, orange, yellow, green, blue, indigo, violet, and finally ultraviolet. If a screen passes ultraviolet, it overloads and its generator is automatically disabled (as if knocked out by enemy fire). Using this variation, screens recover energy levels at a steady rate set by the GM. One level every combat round (whatever the usual turn scale is) is a convenient number.
Improvised Weapons
Even an unarmed spacecraft can be a powerful weapon. These offenses are sometimes realistic, but usually opponents in non-cinematic settings are clever enough not to fall for these tricks.
Reaction Drives as Weapons
Reaction drives produce a lot of power and radiation but they are not focused, so unless a target is directly behind them they aren't much use as weapons. Someone in line with an ion drive's exhaust or anyone within a few thousand yards of the rear of a spaceship using external pulsed plasma gets hurt, but the drive can't be directed as a beam over any distance.
SM | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Point-blank | 1d-3 | 1d-2 | 1d-1 | 1d | 1d+1 | 1d+2 | 2d | 2d+1 | 2d+2 | 3d | 3d+1 | 3d+2 |
Zero | 1d+2 | 2d | 3d | 4d | 5d | 7d | 5d×2 | 5d×3 | 2d×10 | 3d×10 | 5d×10 | 7d×10 |
However, some drives are both hot and coherent enough to be usable as weapons, or can be focused to work as such with little effort. Treat each of these sails or engines as having the same effect as a fixed mount weapon in a rear-facing medium battery of the same SM. All engine-weapons must be aimed at the same target.
The pilot must use a Move maneuver and an Aim and Attack task; in basic combat, he must also select the Evasive Action or Retreat option. All fire is at a -4 penalty and uses the lower of the firing pilot's Piloting or appropriate Gunner skill.
Engine | Weapon Equivalent |
---|---|
Antimatter Pion or Pion Torch |
Particle beam but (2) armor divisor |
Fusion Torch, Antimatter Plasma Torch |
Plasma beam but (0.5) armor divisor |
Fusion Rocket, Antimatter Plasma Rocket |
Plasma beam but (0.2) armor divisor |
Mass Driver | Electromagnetic Gun* |
Super Fusion or Super Antimatter Plasma Torch |
Plasma beam, no armor divisor |
Total Conversion Torch | Graser |
* If firing cargo rather than simple dust.
Tactical Combat: As above, except the pilot does not select an Evasive Maneuver or Retreat option. Instead, he must have used the drive to accelerate by at least enough to produce one hex/turn of thrust.
Lightsails as Weapons
A lightsail may focus light into a wide but hot beam if it is not being used for propulsion that turn. Each sail functions as a single heat-beam turret with the output of a medium-battery weapon for a spacecraft of the same SM. The lightsail beam has a (0.1) armor divisor, but otherwise uses the normal rules for heat beams.
Tactical Combat: Use the same rules.
Stardrive Engines as Weapons
Stardrive technologies may be hazardous depending on their exact capabilities and limitations. For example, in some science-fiction settings activating a hyperspace drive in close proximity to another spacecraft is disastrous, leaving both vessels lost in space or destroyed. Such an action requires powering and activating a stardrive while at zero range to another vehicle.
Tactical Combat: This is only effective when vessels have rendezvoused with each other, or when both are positioned in the same hex using a 10-mile scale.
Sensor Arrays as Weapons
A comm/sensor array's active ladar and laser communicators may be tightly focused as laser weapons if not being used for sensor or communication tasks that turn.
Only tactical or multipurpose arrays on SM +7 or larger vessels are powerful enough. Treat each comm/sensor array used in this fashion as a single laser with the output of a tertiary battery beam and the option to use either rapid fire (at 10% output) or very rapid fire (at 1% output).
The weapon type depends on the TL: At TL8, treat it as a heat ray. At TL9, as a laser. At TL10, a UV laser. At TL11-12, an improved UV laser. For example, a TL11 spacecraft with SM +8 using a tactical array as a weapon fires as a single 10 MJ improved UV laser turret (1 MJ if rapid fire, or 100 KJ if used for very rapid fire). Otherwise, all normal rules for beam weapons apply to them.
Improvised Missiles
It may be possible to dump material into the path of an enemy spacecraft; if the foe moves too fast, it may collide with the obstacles. Potential improvised missiles include cargo, fuel that freezes (such as water), and solids (like rock dust).
This tactic can be used by spacecraft at zero or point-blank range to their opponents. Either or both vessels must be performing a fast pass. (If not, they can easily avoid the improvised missile.) A Quick Contest of Tactics between the captains determines if the timing is right. The dropping ship gets a +3 bonus if the scale is Close but a -3 if it is Distant. Victory means the loads are on target; any other result means they were dropped too early or too late.
Since improvised missiles are unpowered and unguided, hitting with one is strictly a matter of luck. Roll 3d against the SM-3 of the target vessel. Add +1 for a ton of dispersed debris or reaction mass; each tenfold increase in tonnage adds an extra +1. The margin of success is the number of impacts. The target gets a Dodge roll to avoid each impact. Treat each collision as a 2cm conventional warhead, adjusting damage for relative velocity.
Tactical Combat: This tactic may be used if both spacecraft are positioned in the same hex but their vector counters are in different hexes.
Crash Landings in Hangar Bays
Piloting skill rolls are required to recover spacecraft in hangar bays (see GURPS Spaceships; normally a failed roll means an "abort" as detailed in those rules. However, if a pilot does not wish to abort he may instead crash-land into the hangar bay, treating it as a 0.1 mps collision with the vessel; the carrier's armor doesn’t protect it. If a vehicle is badly damaged (dHP 0 or less) it can't abort and must crash-land on a failed recovery roll!
A crew chief supervising a hangar deck can rig emergency landing procedures (capture nets, firefighting gear, etc.) to recover a single damaged vessel. If no other landings are going on that turn, he may roll against Spacer skill. Preparation takes one minute but extra time modifiers can be applied. Success halves any collision damage from a failed roll; it does not modify damage from a critical failure (which usually means he missed the hangar bay entirely).
Relative Target Size
Weapons and targeting systems on vessels are optimized for attacking craft of similar or larger size. The heavier weapons and batteries on large warships may have trouble zeroing in on lesser craft. ("Those gnats are too small to track! Launch our fighters and destroy them ship to ship!")
A spacecraft with this design switch that fires a spinal weapon, major battery, or medium battery at a smaller, maneuvering target suffers a -1 penalty per SM difference. If firing a secondary or tertiary battery, it suffers a -1 for every two SM difference. A maneuvering target is one that can dodge; thus this penalty does not apply when firing against incoming missiles, since they do not dodge.