Vehicle Combat: Difference between revisions

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===The Basics===
===The Basics===
:* '''Choose a station:'''
:* '''Choose a station:'''
: At the start of combat, each PC declares which station of the vehicle he or she wishes to occupy.  Stations are: Captain, Channeler, Gunner, Pilot, Repair Crew, and Spotter.
:: At the start of combat, each PC declares which station of the vehicle he or she wishes to occupy.  Stations are:  
::* Captain
::* Channeler
::* Gunner
::* Pilot
::* Repair Crew
::* Spotter


::* '''Changing Stations:'''  
::* '''Changing Stations:'''  
:: PC's may change which station they are at, but it requires a full turn to change stations (no other actions or die rolls may be made while changing stations).
::: PC's may change which station they are at, but it requires a full turn to change stations (no other actions or die rolls may be made while changing stations).


:* '''Make a skill check:'''
:* '''Make a skill check:'''
: Each station has a profession skill associated with it, which determines expertise at that particular station's duties.  On your turn, you make a skill check against this skill.   
:: Each station has a profession skill associated with it, which determines expertise at that particular station's duties.  On your turn, you make a skill check against this skill.   


::* '''Alternate Skills:'''  
::* '''Alternate Skills:'''  
:: If you do not have any ranks in the skill for your station, you may instead use any bailiwick skill in its place.
::: If you do not have any ranks in the skill for your station, you may instead use any bailiwick skill in its place.


:* '''Determine action pool:'''
:* '''Determine action pool:'''
: If you used the appropriate Profession skill, you divide your skill check's result by 5 (round down), and take this many d6 dice into your action pool for the round.  If you used a bailiwick skill instead of the appropriate Profession skill, you divide your skill check's result by 10 (round down) instead.   
:: If you used the appropriate Profession skill, you divide your skill check's result by 5 (round down), and take this many d6 dice into your action pool for the round.  If you used a bailiwick skill instead of the appropriate Profession skill, you divide your skill check's result by 10 (round down) instead.   
::* '''Minimum action pool:'''  
::* '''Minimum action pool:'''  
:: No matter how poorly you roll on your skill check, you always get a minimum of 2d6 for your action pool.
::: No matter how poorly you roll on your skill check, you always get a minimum of 2d6 for your action pool.


:* '''Roll action pool and determine expenditures:'''
:* '''Roll action pool and determine expenditures:'''
: You then roll your action pool of d6's, and may allocate the results of your roll to one or more expenditures available to your station.  Each expenditure contributes in some way to the success of the combat, and is detailed in the descriptions of each station below.
:: You then roll your action pool of d6's, and may allocate the results of your roll to one or more expenditures available to your station.  Each expenditure contributes in some way to the success of the combat, and is detailed in the descriptions of each station below.


:* '''Banking dice:'''  
:* '''Banking dice:'''  
: In the event that you don't have enough pips in your action pool to perform an action, or you have left over dice which you weren't able to use this round, you can also bank some of your unused dice until a future turn, adding their existing pips to a future action pool.   
:: In the event that you don't have enough pips in your action pool to perform an action, or you have left over dice which you weren't able to use this round, you can also bank some of your unused dice until a future turn, adding their existing pips to a future action pool.   


: For each die you wish to bank, you must expend a die, even if you know the expenditure will fail.  As a result, you can never bank more than half of your dice each round (round down).  For example, if you have four dice in your action pool, you must expend two of them in order to bank two of themThe expended dice are still applied against an action you are allowed to take (based on your station), but regardless of the outcome of that expenditure, the dice you set aside to bank are now set aside for a future turn.
:: You can expend any 1 die from your action pool to bank one or more (or all) of your remaining dice, each turn. Once banked, the dice just become a numerical total ("banked pips"), and can be split up (in future turns, not the the same turn you banked them) in any way you wishThere is no maximum number of pips you can bank, and banked pips do not affect how many dice you get in your action pool in future rounds.


: There is no maximum number of dice you can eventually bank, and banked dice do not affect how many dice you get in your action pool in future rounds.
:: Note, however, that, if your station is not able to take an action this turn (such as a Siege Gunner who has no legal targets within range of his weapons), you can't expend dice, and thus, you also cannot bank dice.  (In such a case, the Siege Gunner should consider moving to a different station until the combat closes into an appropriate range).
 
: Note, however, that, if your station is not able to take an action this turn (such as a Siege Gunner who has no legal targets within range of his weapons), you can't expend dice, and thus, you also cannot bank dice.  (In such a case, the Siege Gunner should consider moving to a different station until the combat closes into an appropriate range).


::* '''You can't split dice in your action pool:'''  
::* '''You can't split dice in your action pool:'''  
:: Pips from d6's in your action pool cannot be split up.  That is, you must use all of the pips on a single die if you use any of them.  This means if you wish to purchase an expenditure which costs 12 pips, and you have three 5's on your action pool dice, you must spend all three dice to pay for the 12 pip cost, effectively wasting 3 pips of your action pool.  Alternatively, you could bank your dice to attempt to use them less wastefully.
::: Pips from d6's in your action pool cannot be split up.  That is, you must use all of the pips on a single die if you use any of them.  This means if you wish to purchase an expenditure which costs 12 pips, and you have three 5's on your action pool dice, you must spend all three dice to pay for the 12 pip cost, effectively wasting 3 pips of your action pool.  Alternatively, you could bank your dice, converting them into pips, to attempt to use them more efficiently, at the cost of not having access to them until next turn.


::* '''You can split banked dice:'''
::* '''You can split banked dice:'''
:: Once dice are banked, their pips are simply added up as an available bonus to your future action pool rolls.  If you bank a 5 and a 6, you have 11 pips you can spend in the future, split however you wish.  As a result, even though it is costly to bank dice, it can also be very efficient.
::: Once dice are banked, their pips are simply added up as an available bonus to your future action pool rolls.  If you bank a 5 and a 6, you have 11 pips you can spend in the future, split however you wish.  As a result, even though there is a fee to bank dice (you must expend 1 die each time you bank one or more dice), it can also be very efficient.


===Vehicle Ranges===  
===Vehicle Ranges===  

Revision as of 20:32, 21 September 2016