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3.9: Navigation (NAV) Sub-Disciplines

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Modified on 2010/05/18 07:54 by capi3101 Categorized as Starflight RPG

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         Astrogation
         Orientation
         Marksmanship
         Ballistics
         Combat Maneuvers
         Starship Piloting
         Vehicle Piloting
         Stealth
         Evasive Maneuvers
         Targeting


Astrogation

This sub-discipline reflects a space nagivator’s ability to look at star charts and gather interstellar data to determine the ship’s location in space and to plot a course between stars. Astrogation checks are needed whenever the ship is plotting a new course in hyperspace, and immediately following a flux jump to determine the ship’s position. The DC of a hyperspace travel check is dependent upon the distance covered and the amount of time needed to reach the desired destination (see Chapter 8.4 for more details). Recovering from a flux jump always has a DC of 125, and the Navigator can only make this check once per hour.

Orientation

This sub-discipline reflects a navigator’s ability to use a map and compass (or other navigational aid) in order to determine their exact position on the surface of a planet. Orientation Checks are necessary if planetary weather becomes particularly severe (severe enough to cause damage to the characters). The DC for such a check is always 125. Orientation Checks may also be used to remember the location of objects (cities, trade posts, rich mineral deposits, unfueled terrain vehicles, etc.) on planets that the navigator has already visited, with a variable DC on the check.

Marksmanship

This sub-discipline reflects a navigator’s familiarity with beam-style weaponry (such as lasers and particle beams) and their ability to use such weaponry in combat situations. Marksmanship Checks are made whenever beam weapons (such as lasers) are to be utilized in combat, serving as the ship’s Attack Roll (see Chapter 9 for more details).

Ballistics

This sub-discipline reflects a navigator’s familiarity with ballistic-style weaponry (such as missiles and plasma bolts) and their ability to use such weaponry in combat situations. Ballistics Checks are made whenever projectile weapons (like missiles and plasma bolts) are to be utilized in combat, serving as the ship’s Attack Roll (see Chapter 9 for more details).

Combat Maneuvers

This sub-discipline reflects a space navigator’s familiarity with offensive combat piloting tactics and maneuvers, allowing the navigator to maneuver into an advantage tactical situation for finding a firing solution on an opponent. The Navigator’s Combat Maneuvers sub-discipline acts as a bonus in combat, and can dramatically improve the ship’s chance of hitting its target (for full details, see chapter 9).

Starship Piloting

This sub-discipline reflects a space navigator’s ability to control the handling of their ship regardless of the ship’s condition. This can be a particularly important skill, especially if the ship is damaged or if any attempts are being made to avoid space hazards. Starship Piloting checks are used inside planetary systems to move from one planet to another in a manner not unlike an Astrogation Check (see Chapter 8.3 for full details), although typically moving through a star system is much easier than moving through hyperspace. Starship Piloting Checks are also required if there is damage to the Engine system; the DC of the Check is equal to the amount of damage that has been done to the engines.

Vehicle Piloting

This sub-discipline reflects a navigator’s familiarity with terrain vehicles in general, as well as their skill in piloting said terrain vehicles. The Vehicle Piloting sub-discipline is used to move the terrain vehicle around on the surface of a planet, moving similarly to a ship in hyperspace or in a planetary system (see chapter 8.2 for full details). Vehicle Piloting Checks are also required if there is damage to the vehicle’s propulsion system; the DC of the Check is equal to the amount of damage that has been done to the system.

Stealth

This sub-discipline reflects a space navigator’s ability to use piloting techniques in such a manner as to make the ship harder to detect by conventional scanning means. Stealth Checks can be used on a planet’s surface to avoid encounters with lifeforms (whether they're hostile or not). Stealth is also used to determine whether or not the navigator's ship will have encounters in space, either while inside a star system or in hyperspace (for full details, see Chapter 8.2, Chapter 8.3 and Chapter 8.4).

Evasive Maneuvers

This sub-discipline reflects a space navigator’s familiarity with defensive combat piloting tactics and maneuvers, allowing the navigator to maneuver away from neutral and disadvantage tactical situations and hampering an enemy’s ability to find a firing solution on their ship. The Navigator’s Evasive Maneuvers sub-discipline acts as a penalty for any opponent firing on the Navigator’s ship, and can dramatically reduce the ship’s chance of taking weapons damage (for full details, see chapter 9).

Targeting

This sub-discipline reflects a space navigator’s ability to pinpoint certain areas on the surface of a starship’s hull that are more sensitive or otherwise vulnerable to weapons fire and to inflict damage specifically to that area. This allows a weapon to cause damage above what would normally be indicated for a weapon of its type and Class. The Navigator’s Targeting sub-discipline acts as a bonus in combat, causing an additional amount of HP damage to an enemy craft equal to the number of points spent on the sub-discipline.

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