Omega roster

I want Ganth's revised characteristics ASAP, Torak kick him for me .

By order of the Imperial chain of command

Rank\name

Acting CO Wolf

E-mail

[email protected]

UIN

5537356

Characteristics

Dexterity 2D,

Knowledge 4D(Tactical 5D)

Mechanical 4D(Starship gunnery 6D,Starfighter piloting 57D,Starfighter shields 6D,Sensors 5D+1D)

Perception 3D(Command 5D)

Strength 2D

Technical 3D(Starfighter repair 4D)

Wingman: none

Rank\name

Acting XO Mcgreggor

E-mail

[email protected]

UIN

390693

Characteristics

Dexterity 3D,Blaster 4D,Dodge 4D

Knowledge 2D,Tactics 4D

Mechanical 4D,Starfighter piloting 6D,Starship gunnery 6D,Starship shields 6D

Perception 4D,Command 6D,Investigation 5D

Strength 2D

Technical 3D,Starfighter repair 4D+1

Wingman: none

Rank\name

Captain Jobar

E-mail

[email protected]

UIN

4993324

Characteristics

Dexterity 3D+1

Knowledge 2D+1,Survival 3D+1,Planetary systems 3D+1

Mechanical 4D,Starfighter piloting 6D,Sensors 5D

Perception 3D

Strength 3D,Stamina 4D

Technical 2D+1,Starfighter repair 3D+1

Wingman: none

Rank\name

Captain Frim

E-mail

[email protected]

UIN

6280863

Characteristics

Dexterity 3D+1, blaster 4D+1, Dodge 4D+1

Knowledge 2D, survival 3D

Mechanical 4D, starfighter piloting 5D, starship gunnery 5D, starship shields 5D

Perception 3D

Strength 3D,

Technical 2D, Starfighter repair 3D, starship weapons repair 3D

Force sensitive: yes

Wingman: none

Rank\name

Captain Bodabass

E-mail

[email protected]

UIN

Characteristics

Dexterity 3D+1, dodge 4D+1

Knowledge 2D

Mechanical 4D, sensors 5D, starfighter piloting 5D, Starship gunnery 5D, Starship shields 5D

Perception 3D

Strength 3D+2, brawling 4D+2

Technical 3D, first aid 4D

Wingman: none

Rank\name

Captain Ganth

E-mail

[email protected]

UIN

8523726

Characteristics

Come on you STILL haven't fixed up your character and shown it to me. I need it ASAP

Wingman: none

Omega games master screen (can be used by others)

The Omega squadron screen

Sensors:

Sensors skill

difficulty numbers based on distance from target and modified by objects in the way or certain situation. First number is range in space units. Second number is number of dice added to operators sensor skill. Sensors can be avoided by several countermeasures described below.

Four modes:

these sensors are for a Tie\advanced

Passive: 25/1D+1 ships in immediate vicinity

Scan: 40/2D pulses in all directions to gather information about the environment.

Search: 60/3D+2 searching for specific fire arc (Front,left,right,back).Only get info on that fire arc

Focus: 4/4D focusing on very small area. max focus is search modes max. range. Only get info on small area.

Countermeasures

sensors are mainly line of sight so ships can hide behind sufficiently large objects. Ships using passive mode less likely to be caught than others. Powering down all major systems to run silent (can rarely be ru more than five minutes. Ships can jam others and although the others will proably know about it they will have to work out the jammer's location. Cloaks may be positioned on ships. Sensor decoys can be used which causes a second holographic copy of the ship to appear. Sensor masks conceal emissions (adds dice to difficulty). False transponder codes make viscinity ships think it is another ship of the same type so for you Tie fighters out there it won't be worth the effort :)

Starship movement

Starships can move at 4 basic speeds. When flying a ship may change it's speed one stage up or down a turn (does not count as extra round). Moving counts as a action. A ship can move once per round.

Tie advanced movement (space) is 15 space units. Speed is titled Space on starship template.

Cautious: Very slow. Ship goes at half it's space unit move, rounded up. In very easy, easy and moderate this is a free action. In difficult, Very difficult and heroic roll characters piloting skill but reduce difficulty one level.

Cruising: Normal movement. Moves at space speed. counts as action but can automatically make the move for very easy, easy and moderate space. Must roll piloting skill for difficult, very difficult and heroic.

High speed: Moving twice normal speed. Pilot must roll for very easy, easy or moderate speed. When doing difficult or very difficult difficulty for role moves up a level and if difficulty is heroic it becomes heroic+10.

All-out: Moving four times normal speed. If moving at all-out speed pilot may do nothing else that round. Increase difficulty one level for very easy, easy and moderate. Increase difficulty two levels for difficult very difficult and heroic space.

Starship Terrain difficulties

Very easy: 1-5 clear space with no navigational hazards

Easy: 6-10 flying near other starships. Flying around minor obstacles

Moderate: 11-15 Flying in crowded space. Flying in area with moderate amount of debris

Difficult: 16-20 Starfighter combat in immediate area. Flying through area clogged with debris

Very difficult: 21-30 Flying in area densely packed with other ships or debris

Heroic: 31+ Flying through heroic terrain is almost impossible. e.g. Hoth system asteroid belt or Death star trenches to reach it's reactor core.

Maneuvers: Basic starship maneuvers. Add to modifier depending on difficulty of movement

+1-5 Maneuver is fairly easy.

+6-10 Maneuver is somewhat difficult and recovers a certain amount of skill.

+11-15 Maneuver is very difficult. Only very good pilots can do this.

+16+ Maneuver appears to be almost impossible. Only the very best pilots can do this.

Starship movement failures

to find how bad the failure was find the number of points by which the roll failed.

1-3 Slight slip. -1D to all actions for the rest of the round.

4-6 Slip. Only completes half it's move. Pilot suffers -3D to all actions this round and -1D to all actions next round.

7-10 Spin. Only completes quarter of it's move. Otherwise the pilot can not control the ship for this round and the next.

11-15 Minor collision. If there's anything to hit the ship has a collision (sutract -3D from normal collision damage). The pilot can not control th ship for the rest of this round and the next.

16-20 Collision. If there's anything to hit the ship has a collision, suffering normal damage. Otherwise the pilot can not control the ship for this round and the next.

21+ Major collision. If there's anything to hit the ship smashes into it and get's collision damage +4D. Otherwise the ship goes wildly out of control and the pilot can not control the ship for this round and the next.

Collisions

The amount of collision damage depends onhow fast the starship was moving.

Speed Collision Damage

Cautious 2D

Cruise 4D

High speed 6D

All-out 10D

Roll the collision damage and compare it to the ship's hull score, Starship damage below explains what happens.

If the ship runs into another ship, the damage may vary based on the anle of the collision (Most are T-bone, the others are very rare.

Head on crash +3D

Rear ender/sideswipe -3D

T-bone 0D

Starship combat

Starship combat is fought as normal combat.

1. Determine the difficulty to hit the target

2. The attacker rolls his starship gunnery skill.

3. If the roll is equal to or higher than the difficulty number (Target's Starfighter piloting and ship's maneuvrability if ship dodges or all three added together if full dodge) the attack hits. Roll damage on the starship damage chart below. (If the taget does a full reaction he may do nothin else that turn).

Determining difficulty and ranges (Tie advanced)

Point blank counts as very easy to hit although getting that close in starships is risky

Easy: 1-3

Moderate: 4-12

Difficult: 13-25

Shields

Starship shields

Shields must be down when a ship launches torpedoes or missiles or let's other physical objects down.

When a ship lowers it's shields its hull is -2D. (A ship which loses its main power generator loses its shields). Energy shields are normally only on in combat and must cover specific fire arcs to be effective. Using shields is a reaction skill. Each starship has a certain number of dice in shields, the shield dice can be split up in the four fire arcs: Front, Back, Left, Right. The difficulty to deploy shields depends on how many arcs you are trying to cover

One fire arc: Easy

Two fire arcs: Moderate

Three fire arcs: Difficult

Four fire arcs: Very Difficult

If the ship takes any hits from that side in combat, The ship gets to add the shield dice allocated there to its hull code to resist damage.

Starship weapons

Fire linked: Tie advanced lasers are fire linked they can be fired separately but then each cannon causes 4D+1 damage (6D-1D+2).

Missiles, Bombs and proton torpedoes: These cause much damage but as the firer needs to get a lock on they are much harder to target, depnding on how fast the target is moving.

Increase to difficulty Space units (speed) Move (Atmosphere)

+5 3 100-150

+10 4 151-200

+15 5 201-250

+20 6+ 251+

Fire control

Starships have a fire control score. They therefore add the starship's fire control roll to their attack roll when trying to hit.

Tie/ad: 2D

Ammunition

Most weapons have an ammunition rating. When they run out of ammo they have to reload the weapon. This generally counts as one action.

Fire rate

If fire rate is not listed in a weapon's description it does not have one. Some weapons have a fire rate which means they can only be fired a particular number of times per round. The score says how many times they may be fired.

Ranges

If four ranges are listed the first is point blank: very easy, any closer than that makes it difficult to maneuver and is very difficult.

Crew damage

Crew may be injured when a starship suffers damage. If the vehicle is destroyed the crew is almost certainly killed.

Vehicle is: Crew suffers

Lightly damaged 1D

Heavily damaged 3D

Severly damaged 6D

Destroyed 12D

Starship damage

To work out damage roll the attack damage or collision damage and compare it to the ship's hull code (3D<+2D shields> for Tie/ad). If the damage is lower than the hull code roll no damage is caused. If it is higher then find the difference between damage and hull code and find that number on the chart below to work out how much damage is caused.

Starship damage chart

0-3: Shields blown/controls ionized

4-8: Lightly damaged

9-12: Heavily damaged

13-15: Severely damaged

16+: Destroyed

Shields blown: Ship loses -1D from it's shields total. The loss lasts until they are repaired. If the ship has no shields left or they are off the score becomes controls ionized.

Controls ionized: The ship loses -1D from it's maneuvrability, shields and weapon fire control and and damage for the rest of that round and the next round. If a ship is suffering from as many controls ionized results as the ship has maneuvrability dice the ship's controls are frozen from the rest of that round and the next, The ship must maintain the same speed and direction for the next two rounds; It may not turn, fire weapons, make shield attempts or take any other actions, making it an easy target for enemy gunners. The pilot must still make the piloting rolls or the ship automatically crashes (if there's anything to run into) or goes spining out of control.

Lightly damaged: Each time a ship is lightly damaged roll 1D to see which system is damaged.

1. -1D from maneuvrability (If the ship's maneuvrability has already been reduced to 0D it suffers -1 Move.

2. One onboard weapon was destroyed. Gunners take 1D damage. Randomly determine which system is damaged.

3. One randomly determined on-board weapon emplacement or a system suffers light damage.

4. Hyperdrive damaged. Double the time to calculate any astrogation courses. If the pilot wants to jump to hyperspace in 1 round add +10 to difficulty.

5. The ship suffers -1D from its shield code. If the ship has no dice remaining in shields, it suffers a controls ionized result.

6. Ship suffers -1 to move.

Heavily damaged: If a heavily damaged ship is damaged again in any way It becomes Severly damaged. Roll 1D to see which system is affected.

1. -2D maneuvrability. (If the ship has already been reduced to 0 it loses -2 move).

2. Ship loses a weapons system in one fire arc. All weapons of that one type in that fire arc are made inoperative.

3. Gunners take 3D damage. All the weapons of one type in same fire arc are disabled.

4. Hyperdive damaged. Increase all astrogation difficulties by +10 until the drive is fixed by a moderate repair roll and one hour of work.

5. Ship loses -2D from shields. If the ship has no remaining shields (or had none in the first place) the ship suffers 2 controls ionized.

6. Ship suffers -2 move.

Severly damaged

A severly damaged ship which is damaged in any way again is destroyed. Roll 1D to find which system is affected.

1. Dead in space. All drives and maneuvering systems are destroyed. The vehicle is adrift in space.

2.Overloaded generator. Unless the generator is shut down, the generator will explode in 1D rounds and explode, destroying the ship.

3. Disabled hyperdrives. The ship can not enter hyperspace without a moderate repair roll and 1 hour of work.

4. Disabled weapons. All weapons systems lose power. Roll 1D.

1-4: Weapons are severly damaged but may be repaired.

5-6: All weapons aboard the ship are destroyed.

5. Structural damage. Ship begins to disintegrate. Crew have 1D rounds to evacuate.

6. Destroyed. The ship disintegrates and explodes into a ball of flame.

Destroyed: The ship explodes into a ball of flame and all the crew are killed.

Lost moves

Lost moves add together.

-1 move: The ship can no longer move at all-out speed.

-2 moves: The ship is limited to its cruising speed.

-3 moves: The ship can only move at cautious speed.

-4 moves: The ship's sublight engines are destroyed; It's dead in space.

-5 moves: The ship is destroyed.

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