General Rules Payouts: Missions will grant a bulk sum which is for the org bank, and a smaller sum for each player. This is because players are meant to grow the orgs fleet and equipment. Initially personal items will be more rare, however, later in the game personal items will be less rare and the Org bank will grow big enough for larger ships that would take a single person much longer to earn to be within reach for the group as a whole to unlock more lucrative missions. Org Inventory: The org will have its own hangar and bank with ships, weapons, armor, and other items to be used for missions. During missions all players can access the items, and it will be up to the players to decide what the org should buy for the orgs Inventory. Player Inventory: A player can also buy their own ships and equipment and can choose how they use their equipment if. So, if you have a second ship that’s really nice you could allow another player to pilot that ship if you wish. Item Loss: If a ship is destroyed, a weapon left behind, a Healing stim used, they are gone for good. You will have to rebuy that item and all items tied to that item, such as ship or weapon upgrades, again. Org Rating: There are both legal and illegal representation sliders. Both can go up at the same time, however, if you are caught or tagged by the UEE/law enforcement while doing something illegal the orgs legal rep will go down. As long as you're not caught or tagged both reps can be raised. The more rep the org has in a field the more they will be paid for those types of missions. Selling Items: You can sell ships or items, however you only gain half their original value.
Space Missions In general, the space aspect works exactly like Heroes of the Aturi Cluster, which is the co-op version of X-wing we’ve played in the past with minor changes. Expect anything not mentioned to work the same way. Pilot rating however and pilot skills change a bit. Pilot Rating: There is no pilot skill rating in SCBG, so, instead, the game master always has initiative on movement, and players have initiative on attacks. So, for example, during the planning phase only players will need to pick their movements. Players should keep their movements hidden from the GM. After all movements have been picked you move on to the activation phase and the GM moves their ships as they wish then the players reveal their maneuver and perform it. After all movements are done you move on to the attack phase and the players will attack first. This is mainly to keep things more manageable for the GM as they will often be handling many ships and it can greatly slow the pace of the game down. Ships have a number of upgrade slots. You can only have one of each upgrade but can have as many upgrades as a ship can hold. Pilot elites are considered training options.
Shield Regeneration: A player can regenerate their shields if they make a green maneuver, do not attack and are not hit by an attack or other ship that round. For each round you do this you gain 1 shield point. Ship Upgrades: All ships have an upgrade slot(s). You can apply as many of the same upgrade as you wish, though some upgrades, such as active sensors, will not multiple the effect. Upgrades such as shield or armor upgrade, however, will multiple. Full Stops: All ships can take a full stop maneuver. However for that round ships have 0 defense dice Ammunition: Missiles and torpedoes only have one use each. After firing you will need to buy more to re-equip them. Ship Repair: It cost 500 UEC to repair one hull damage of a ship, and repairs can only happen outside of a mission.
Multi-crew Crew spots: Ships such as the Cutlass have crew positions. This can be a gunner who operates the turret or a copilot who manages ship systems, power etc. Copilot: As a copilot you can do the following during the activation phase
Power to shield: Regain 1 shield token. Your pilot and gunner lose one attack die that round.
Power to Weapons: Roll one attack dice. On hits, crits or focus results the following happens. Your pilot and any gunners can reroll any blank attack results for that round once. On a blank result your pilot and gunners cannot crit that round
Power to engines: Pilot gains a free boost, if they wish, and all straight maneuvers are considered green that round.
Share Targeting: You pin a target, all ships with in range 5 of you can gain a target lock on that target as a free action. Last until target dies or you pin another target.
E-war: As a copilot you can also commit E-war during the attack phase. E-war attacks work as normal attacks would expect are not affected by range and have a range of 5. Attack dice are determined by the ship's base attack dice, and the defending ships by their own evading dice. E-war attacks cannot be modified in any form, so no target locks, evades, or focuses etc, what is rolled is what is rolled. E-war attacks are the following
Hack Weapons: For every hit result that is not canceled by the defense results, the defending ship loses 1 attack dice the next time it attacks.
Hack Shield: If the attacker manages to roll more hit results than defense results, the target will lose 1 shield.
Hack Engine: If the attacker manages to roll more hit results than defense results, the next time the defending ship moves all white maneuvers count as red, green as white, and red maneuvers are disabled.
Hack Targeting: If the attacker manages to roll more hit results than defense results, the defending ship loses its target lock.
Gunner: As Ships that have a turret equipped, and another player or NPC manning them, can make two weapon attacks, one during the activation phase and one during the attack phase. Turrets attack with two dice, however, you can upgrade your turret to have different effects. During the activation phase a gunner can choose to attack normally or with the following as their abilities. See below:
Activation Phase Attack any in range ship normally OR Turret Abilities: Target Weapons: If you land an uncancelled result deal 1 damage and cancel all other results. The targeted ship loses 1 attack dice on all weapon attacks the next time they attack.
Target Engines: If you land an uncancelled result deal 1 damage and the targeted ship treats all green maneuvers as white for the next round.
Spray Firing: Take two attacks on the enemy ship. If you land an un-cancelled result, deal 1 damage to the targeted and any ship touching that ship.
Rapid Fire: Take an attack on an enemy ship. If you land an uncancelled result deal 1 damage and that target gains a stress
‘Raconteur’ - During the attack phase a gunner may choose to make a threat on an enemy ship or encourage a friendly ship. For threats roll one attack dice. On a hit or a critical result the effect takes place. For encouragement roll an evade dice. On a focus or evade result the effect works
Attack Phase Attack any in range ship normally OR ‘Raconteur’ Abilities: Heckler: Insult an enemy ship. If effect takes place that ship gains a stress.
Yo mama: Tell a “yo mama joke” to an enemy ship. If effect takes place that ship becomes enraged on you. The enemy ship will get salty and recklessly attack you, gaining an additional attack dice on your ship, but will lose a evade dice when attacked by any ship.
Dark message: Tell an enemy ship a dark, terrifying chain of events you plan to unleash on them. The next time that ship attacks they attack with 1 fewer attack dice but gains an extra defense dice.
Don’t get cocky: Encourage a friendly ship. If the effect works all friendly ships in range 5 ship gains a focus token.
Incentivize: Encourage a friendly ship. If the effect works mark an enemy ship. Attackers, in that attack phase, may reroll blank attack results once on the marked ship.
Warning: Warn a friendly ship about an enemy ships. If effect works that ship gains an extra defense dice for the rest of the round.
Torpedoes Torpedoes work differently than in X-wing. For one, they are more powerful and second, they fly much slower. To use a torpedo use a 3 straight or 2 bank movement tile at the front of your ship and place the torpedo miniature at the end of the movement tile. Starting the next round, before the launching ship moves, a torpedo can then make any 3 movement (straight, bank or turn) for the next 3 rounds on the launching ships turn. The torpedo has 1 hull and 3 evades and can be shot down. The torpedo will take the best movement to hit the original target, however, will explode if it passes through or bumps something else such as another ship or asteroid. When a torpedo explodes its attack affects any ship within range 1 of the torpedo miniature.
Ground missions Taking a turn: The game is played much like D&D, XCOM and X-wing. Initiative is determined by armor, with no armor going first, and heavy last. If a player has the same armor as a NPC the player has initiative. If players have the same armor you simply pick who goes first between yourselves. When it is your turn you take two actions. Actions are movements, weapon attacks, or abilities. You can do the same action twice if you wish. So, for example, if you do a movement action, as your second action you can move again but then your turn ends. Movements: The game uses 1 inch tile boards. For every tile you move it counts as 5 feet of your movement. You can pass through tiles with a friendly unit freely. You cannot pass through tiles occupied by an unfriendly unit. You can move any amount you wish within your maximum movement range. Exhaustion: If you use both actions to take a movement you start to gain exhaustion. The amount of exhaustion needed before you are exhausted is determined by the armor you are wearing. Once you are exhausted you lose 1 attack dice on attacks and can no longer double move. To remove exhaustion you gained will need to rest, to do this use an action to rest. For every rest action you take lose two points of exhaustion. So, for example, if you were in light armor you can double move twice before becoming exhausted. After double moving once you have 1 point of exhaustion. If you double move again you will become exhausted and will no
longer be able to double move and lose one attack dice on attack. After taking a rest action you lose 2 point of exhaustion and are back to normal. Weapon attacks: To do a weapon attack announce your target then roll your damage dice. After any necessary modifications to the dice have been done, such as focus results, the target of your attack may roll their defense dice. Compare the results and apply any damage or stress caused by the attack. Stress: While stressed you must use an action to remove the stress. You cannot perform any other action while stressed. As an example, if you had two stress tokens applied to you, you must use both of your actions to remove the stress and take no actions that round. If you only had one stress token you could use one action to remove the stress, then follow up with another action. Critical hits: If you roll a critical result roll 1d6 and use the table to determine the effect. You can only crit once per attack, if you roll multiple crits all other crit results count as normal hits. If your target evades all but one of your results and at least one of your results is a crit, you always cancel out the critical result last. If you are crit in a limb. A 1-4 result of the d6 roll, and a medic has not cleared the crit effect, the crit counts as two damage instead. Limb Loss: If you are incapacitated with an attack with a critical hit you start to bleed out. While incapacitated and bleeding out you must receive a healing stim within the next 5 turns from the point of incapacitation to remain alive. You also lose the limb you were crit on and 1 hp from your base health. If the crit result was chest or 2 additional damage, the same thing happens except you lose 2 hp from your base health instead of a limb. If your base health was 1 from receiving critical incapacitations in the past and you receive another critical incapacitation you are dead. Your character can receive artificial arms and legs from a doctor to remove the critical effect but not the base health loss. Incapacitation: If a player's health goes below 0 they are incapacitated. A medic with a healing stim can bring them back up to 1 hp, healing a second time will recover the rest of their health. If a player is incapacitated and does not receive a stim within 10 turns they are dead. Healing: To recover health visit a doctor or use a healing stim. Healing will never exceed your health past 5, which is your base health, or cure effects of limb loss. Repairing armor: If you were in a battle and your armor took damage you may take it to a repair shop and have them fix it. So, for example, if you had heavy armor your total health would be 10, 5 from base health and 5 from the armor. If you took 3 damage your base health would now be 5 still and your armors health would be 2. To recover that damage the armor would need to be repaired. Overwatch: As an action you can go into overwatch. For that round if someone moves through a square you can attack, you may attack them as you would normally. Cover: If you are behind a box, or anything else similar, that could be used as cover you gain +1 evade dice. If you are at the corner of a hallway, or anything else similar, you gain an auto evade. You can attack from behind cover, and it is considered that you are attacking from an adjacent square from your cover when you attack.
Guide to Taking Turns As stated above, SCTC does not have pilot rating. Instead, it is considered that the players always have a higher rating than the GM, meaning the GM moves first and attacks last. This is so the GM can manage all of their ships easier to keep games flowing and it also gives a bit of advantage to the players. From start to finish rounds go as following. Planning phase: Players pick, and keep hidden from the DM, their movements once all player movements are picked you move straight to the activation phase. Activation phase: The GM will move all of their ships first, perform actions then hand it off to the players who will then do their maneuvers and actions. If you are in a multi crew ship, such as the Cutlass, the copilot always goes first before the pilot of the ship they are in. Gunners can go when they want as long as it's after the copilot in their ship. Combat phase: After all players have done their movements and actions you move on to the combat phase. The players will make their attacks, then the GM will perform their attacks. Again, copilots always go first and gunners can go after the copilot of their ship or the pilot. After all attacks are made you move back to the planning phase and start a new round. Remove any tokens, such as focus tokens, that need to be removed.