This is a work in progress and I value your opinions. Let me know what you think of what I have so far. I'm really interested in what you think point values for the particular skills may be and the associated AC.
During a game, I imagine that the attacking force and (if the ship has one) defending military units would use the standard NL rules. These rules would only apply to the crew.
On with the rules:
Ship Crew
Crew members within 2" of each other are considered to be operating in a squad. However crew members are free to join and leave squads as often as they wish.
Crew Members come in three categories: Green, Able Crewman, and Veteran Spacer.
|
Green Crewman |
Points |
||||||
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
|
8 |
2 |
2 |
3 |
3 |
1 |
5 |
- |
|
May choose one appropriate skill. Armed with a knife and side arm |
|||||||
|
Able Crewman |
Points |
||||||
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
|
8 |
3 |
3 |
3 |
3 |
1 |
6 |
- |
|
May choose two appropriate skills. Armed with a knife and side arm |
|||||||
|
Veteran Crewman |
Points |
||||||
|
AC |
RA |
CC |
ST |
T |
W |
CO |
AR |
|
8 |
4 |
4 |
3 |
3 |
1 |
7 |
- |
|
May choose three appropriate skills. Armed with a knife and side arm |
|||||||
General Skills
Zero G Ops ( Points) - If the ship looses gravity the unit may move as normal. Treat Zero G as Rough Terrain for units without the Zero G skill.
Security Access ( Points) - Crewmen with Security Access may lock and open locked doors for no action points.
I know this ship…( Points) - Grants the crewman the Quick Move Skill (1 AP = 1½") only while on his ship.
Captain
…Like the Back of my Hand ( Points) - Able to use ships passages, crawlways, ducts, etc, to move through the ship. If trapped in a room with blocked exits the crewmember with this skill can roll 1d10 and is moved with those in his squad that many inches away. Only useable twice per game.
Self Destruct ( Points) - If half of the crew is killed and loss looks inevitable the captain may order the ship to self destruct. Roll 1d10 a roll equal to or under the captains CO initiates a successful self destruct sequence. Appropriate flashing red lights and alarms will go off. The following Game turn the ships explodes killing all aboard. Units may be saved if they start the next turn in an escape pod (if the ship is equipped with them) or The following modifiers apply to the Self Destruct Die Roll:
|
First officer in Squad with Captain |
-1 |
|
Engineer in Squad with Captain |
-1 |
|
For each crewmember in Escape Pod |
-1 |
|
For each crewmember or passenger not in Escape Pod |
+1 |
|
Command given in Bridge or Engineering |
-1 |
Ships Officers
Engineer
…Like the Back of my Hand ( Points) - Able to use ships passages, crawlways, ducts, etc, to move through the ship. If trapped in a room with blocked exits the crewmember with this skill can roll 1d10 and is moved with those in his squad that many inches away. Only useable twice per game.
Jam the Door! ( Points) - The engineer jams the door and only the engineer can open it! (I sure hope nothing happens to the engineer…)
Suck Vacuum! ( Points) - The engineer seals off one part of the ship and exposes it to vacuum! Any models without appropriate protection perish, or even better are blown out the ship as the air escapes out the open airlock. The area of the ship affected must physically have an airlock.
Ships Medic - Some ships are not large enough, important enough or rich enough to afford a fully fledged ships doctor. Medics are trained to handle most common injuries and are able to stabilize severely injured crewmen and place them into cold sleep until the ship can reach a medical facility.
Medic Skill ( Points) - When in base to base contact with a model reduced to 0 wounds roll 1d10.
1-2 the injured Model is revived and may move as normal.
3-4 the injured model is revived but is unable to move. They may however perform other actions that do not require use of legs. (For example, staying behind and providing cover fire for his other crew members while they attempt to get away)
5-7 the injured crew member is stabilized but unconscious. Crew members may attempt to carry the injured member by moving at ½ speed.
8-10 He's dead Jim.
Ships Doctor - Some Captains will refuse to ship out unless they have a qualified ships doctor on board. They know that these guys and gals can come in very handy. From curing some exotic xeno disease to resuscitating the mostly dead, these guys are worth their weight in Credit.
Doctor Skill ( Points) - When in base to base contact with a model reduced to 0 wounds roll 1d10.
1-3the injured Model is revived and may move as normal.
4-6 the injured model is revived but is unable to move. They may however perform other actions that do not require use of legs. (For example, staying behind and providing cover fire for his other crew members while they attempt to get away)
7-8 the injured crew member is stabilized but unconscious. Crew members may attempt to carry the injured member by moving at ½ speed. The Doctor may try to revive the patient next turn. The second roll is the crewmembers status for the rest of the game.
9-10 He's dead Jim
Civilians
Under Unusual circumstances they may be given skills. Most of the time they are in the way and running in the wrong direction.
Chief Scientist
Shooting at Shadows ( Points) - Is an improved version of the I Blinded Them with Science skill. Roll 1D10 divide the result by 2. The defenders are granted that many "sensor shadow" blips that the defending player may use like the blips representing actual units. "Sensor Shadow" blips are revealed when an enemy unit is in Line of site.
L33t Hacker ( Points) - An improved version of the Hacker Skill. In addition to remotely locking and unlocking doors, the Chief Scientist creates all types of distractions. Warning sirens going off, flashing lights, sewage pipes exploding, etc. Grants a negative modifier of 1 to all attacking units. The Chief Scientist must stay in base to base contact with a terminal for this skill to be active.
Scientist
I Blinded Them With Science ( Points) - The attacking player may normally see the defending players units. However with this skill the scientist creates field that scrambles the attacking players sensors. Replace the defending players units with generic markers that represents "blips" on a motion detector. Once the defending units are in line of sight, replace the "blip" with the appropriate unit.
Hacker - ( Points) Can lock and unlock any door on the ship remotely. Must be in contact with a terminal.
VIP
Money Talks ( Points) - Roll 2D10. If one die is 10, the VIP bribes the attacking units to allow him safe passage. The VIP does not count toward victory conditions. If two 10's are rolled the VIP pays off the attackers and the leave. Instant win for the defending team. Set up and play another game! Only useable once per game.
Body Guard - Must stay in the squad with the person they are protecting.
Self Sacrifice (3 Points) - A model with the sacrifice ability may take all damage originally intended for another model. When damage is assigned to a target model, all damage may be redirected directly on a model
with the sacrifice ability within 2". The model to be sacrificed immediately takes the damage which
may not be saved in any way. The originally targeted model takes no damage or effects of any damage whatsoever. Blast weapons and teardrop template weapon damage may not be redirected onto a sacrificial model.
