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content:official:rules:astral_bodies

Astral Bodies

Asteroids

Asteroids have no atmosphere. They can be landed on by a ship at speed zero with a simple docking maneuver at speed zero. This is different from how you land on moons or planets.

Asteroids do not affect the movement of microships.

Black Holes

After ship and missile movement:

  1. Move everything in the system one hex closer to the black hole.
  2. Move everything within 24 hexes an additional hex.
  3. Move everything within 12 hexes an additional hex.
  4. Move everything within 6 hexes an additional hex.

Black hole movement moves the object closer to the black hole. Where there is a choice of which hex to move to, the object goes to the one more in line with where it is heading (or just moving if it is a missile. If it has no heading, resolve ties clockwise.

Each hex of movement causes one point of damage to a capital ship. Roll survival checks for black hole damage if needed once per phase. Microships are moved but not damaged.

Gas Giants

These are treated as planets except that anything that tries to land on them is destroyed.

Moons

These are treated as planets without atmosphere. The landing procedure is the same but you don’t have to enter or leave atmosphere.

Nebula

Nebulae block line of sight from outside to inside them. You cannot program a Hyperdrive or warp while within a nebula.

Planets

Most sentient creatures in the galaxy live on planets with atmosphere. Planets that don’t have atmosphere are treated like moons. See the Helm section page 128 for details on entering atmosphere and landing on a planet.

Pulsars

Pulsars pulse at the end of each phase. For each pulse, roll 2 dice and add the MD. Subtract the distance from the pulsar. The result is a guns power hit on the ship. This ignores speed. Roll for hit allocation and apply shields as per a normal gun hit.

Repeat this process for each item in the system (microships, spacewalkers, other ships, etc.) Any spacewalker suffers an amount of dice of personal damage equal to the effective guns power at that range. Any microship gets a damage marker and must make a survival check.

BODY COLLISION WARP LAND
Asteroid Ram - Yes
Black Hole Destroyed 12 Destroyed
Gas Giant Ram 12 Destroyed
Moon Ram 12 Yes
Nebula - 1 -
Planet Ram 12 Atmosphere
Pulsar Destroyed 12 Destroyed
Quasar Destroyed 12 Destroyed
Ring X dice - No
Star Destroyed 12 Destroyed

Quasars

These function exactly like Black Holes and Pulsars combined.

Rings

Planetary rings (like those of Saturn) interfere with line of sight and movement. Count a ring hex as 2 hexes when determining targeting distance for an object. Moving into a Ring hex at a speed greater than 1 deals a 1 die attack on the moving ship for each speed beyond 1. Treat these as separate missile attacks (that automatically hit and are immune to ECM etc.). It is a separate action to dodge each of them. Each missile that hits deals one die of damage to the point of impact.

Microships do not take damage from Rings. Instead, they make a single survival check each phase regardless of how many ring hexes they enter unless they enter by moving only one hex for movement.

Stars

Stars have a corona. At the end of each phase, a flare reaches out 1d6 hexes away from the star similar in some ways to a cannon shot with a strength equal to the MD.

Ships apply shields. The highest die left after applying shields becomes a damage die that applies to each module on the side of the ship facing the star. If this die is a 1,2, or 3, the occupants all suffer 1 die of damage. If it is a 4, 5, or 6, occupants suffer 2 dice of damage, the ship suffers 1 OOC, and the modules are broken.

The strength of the corona may vary by mission or star system.

content/official/rules/astral_bodies.txt · Last modified: 2017/11/06 15:57 by curufea