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Airship and Vehicle Rules
Vanguard Crew Campaign
💬 Vanguard Crew Recap
📄 Vanguard Crew Session Notes
👤 Vanguard Crew Characters
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🤖 Vanguard Group Items / K4 Inventory
The Contingency Campaign
💬 The Contingency Recap
📄 The Contingency Session Notes
👤 The Contingency Characters
👥 The Contingency NPCs
🤖 The Contingency Items
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Building Vehicles
- Vehicles have a physical cost and a build point cost. Each basic frame / structure has a build point limit. This can be increased with components for a monetary cost.
- To build a vehicle, you add necessary components (engine, hull) to the base structure (ship frame) and then can add other required components. These all modify the attributes and capabilities of the vehicle.
- Example
- Standard Frame (55 BP limit)
- Advanced Hauling Engine (4 BP)
- Basic Hull (2 BP)
- Other components, etc.
- Some smaller vehicles (motorcycles, exo-suits, etc.) won’t have the full range of attributes but only what is necessary. A motorcycle may have only a speed or an exo-suit will be mostly armor with extra modular options adn abilities.
Using Ships
- In most situations, vehicles will only use what attributes are required - such as speed for traveling or general estimates for cargo.
- When a vehicle needs to do more, such as a ship engages in combat, it will be contingent on the people operating the vehicle. It may also operate in legendary action mode, where it provides legendary actions at the end of the round.
- Example:
- Two ships are fighting in the sky, they move around each other in a fairly abstract way. There are range bands (close, medium, far, very far) that may affect some options.
- On Dean’s turn, as the pilot he wants to use the Advantageous Position Manuever to give all the attacks this round advantage. He makes the roll with his Piloting proficiency (+3) and the ship’s Dexterity (+2) for a +5 total. Succeeding, he has used his action. He also tries the “One More Shot” Manuever and attacks with his bonus action at disadvantage. He rolls his piloting or gunnery and uses the ships dexterity bonus. His advantageous position lets him ignore the disadvantage.
- The enemy ship tries the manuever Break Advantage to remove future attacks with advantage and returns fire. The GM rolls the stats listed.
- Jonathon is using a gun and uses “full attack” to shoot with an action.
- Thomas uses “Find weak point” with the ships sensors to make the next attack gain 1d10.
- Initiative - Players will roll initiative, a ship may have multiple initiative rolls (to simulate multiple crew).
- Turns and Maneuvers - On their turn in the round, players and the ship will use maneuvers just like actions if they are controlling the ship.
- Movement Maneuvers - Roll with pilot proficiency and ship dexterity bonus.
- Ranged Attack Maneuvers - Roll with pilot proficiency or user proficiency (gunnery, other relevant) and ship dexterity bonus.
- Melee Attack Maneuvers - Roll with pilot proficiency or user proficiency (any relevant) and ship strength bonus.
- Targeting Maneuvers - Roll with pilot proficiency or user proficiency and wisdom bonus.
- Other Maneuvers - Other specific maneuvers. Roll with proficiency and user skill or component.
- Hitting Subsystems - Some sub-systems of a ship might be targetable (like engines or a cockpit) with a Maneuver like Precise Targeting or a weapon property. If the sub-system is hit, extra effects may occur.
General Maneuevers
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