Post by easyeight on Oct 3, 2021 17:30:23 GMT
Greetings all! Love seeing people playing Star Marine, and some folks have questions about how some aspects of Boarding Actions work. Here are some clarifications (which will be reflected in 5150 Known Space).
DEPRESSURIZATION
The Defender pumps atmosphere from a Section or opens exterior doors to vent the Section’s atmosphere into space. Here’s now we do it:
• All Characters in the Section must pass a 1d6 vs Rep test, if they fail they are immediately sucked out into space.
• Those not wearing a Spacesuit (or Exo-Armor in other rules like 5150 Star Marine) are Obviously Dead.
• A figure in a Spacesuit or Exo-Armor is not affected but if sucked out must make a Will to Fight test. If they pass they may use their suit maneuvering pack to re-enter the ship on their next Action. Otherwise they Leave the Table. (they are floating about waiting to get rescued, or perhaps go back to their original ship).
• Section remains depressurized until the ship is captured or boarders repelled.
ENEMY GROUPS
In the rules, each size ship has a certain number of Groups.
• You can have control of up to two Groups if playing a Cutter, Slaver, or Pirate. If playing a Trader, you will only have one Group.
• There is always one defending Group of enemy forces on the Bridge. It is the last Group on the ship to be resolved. On the Contact - Boarding Action table, if you Pass 0 "If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Group, rolled as if passed 2d6. Re-roll any die roll of 5-6."
Example: After boarding a Pirate ship, which can have two Groups, I resolve an encounter in a Cargo area as a Group of Pirates. After defeating that Group I will not encounter another Group until I reach the enemy Bridge, the most vital part of the ship. The Bridge will always resolve as an enemy Group, though I may encounter other defensive measure along the way to the Bridge.
DEPRESSURIZATION
The Defender pumps atmosphere from a Section or opens exterior doors to vent the Section’s atmosphere into space. Here’s now we do it:
• All Characters in the Section must pass a 1d6 vs Rep test, if they fail they are immediately sucked out into space.
• Those not wearing a Spacesuit (or Exo-Armor in other rules like 5150 Star Marine) are Obviously Dead.
• A figure in a Spacesuit or Exo-Armor is not affected but if sucked out must make a Will to Fight test. If they pass they may use their suit maneuvering pack to re-enter the ship on their next Action. Otherwise they Leave the Table. (they are floating about waiting to get rescued, or perhaps go back to their original ship).
• Section remains depressurized until the ship is captured or boarders repelled.
ENEMY GROUPS
In the rules, each size ship has a certain number of Groups.
• You can have control of up to two Groups if playing a Cutter, Slaver, or Pirate. If playing a Trader, you will only have one Group.
• There is always one defending Group of enemy forces on the Bridge. It is the last Group on the ship to be resolved. On the Contact - Boarding Action table, if you Pass 0 "If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Group, rolled as if passed 2d6. Re-roll any die roll of 5-6."
Example: After boarding a Pirate ship, which can have two Groups, I resolve an encounter in a Cargo area as a Group of Pirates. After defeating that Group I will not encounter another Group until I reach the enemy Bridge, the most vital part of the ship. The Bridge will always resolve as an enemy Group, though I may encounter other defensive measure along the way to the Bridge.