These rules come into play whenever Vehicles figure prominently on the battlefield- whether that battlefield happens to be on a planet's surface, or in the dark void of space, the movement and combat rules presented below cover all types of Vehicles, from planetary Vehicles, to starships.
In most respects, Vehicle Combat follows the same Combat rules as characters, insofar as they have movement, actions, and the capacity to take damage.
The below rules use two scales: Character Scale, and Starship Scale. If the encounter involves both Vehicles and characters on foot, use Character Scale. If the scene involves Vehicles only, use the Starship Scale.
Character Scale Edit
Character Scale is identical to the standard movement scale. Combat is carried out on a grid, in which each square equals 1.5 meters (About 5 feet).
In Character Scale, most Vehicles are large enough to occupy multiple squares on the battle map. How many squares a Vehicle occupies is determined by the Vehicle's size (And the same holds true for characters and creatures). Vehicles of Colossal (Frigate) size or greater are not placed on the battle map; they are either off the map (Perhaps providing fire support), or the battle takes place inside them.
In Character Scale, more than one surface Vehicle cannot occupy the same space on the battle map, and a Collision occurs whenever a Vehicle enters a square occupied by a creature, obstacle, or another Vehicle (See Collisions below).
Starship Scale Edit
In Starship Scale, Each square of the battle map is abstract, representing a variable amount of space, depending on the Vehicles involved. In most cases, one square is hundreds or even thousands of meters wide. In Starship Scale, the battle map itself represents retaliative movement, not absolute movement, so several starships in orbit might be drifting together at many kilometers per second, even as they move around one another. At Starship Scale, a Vehicle can pass through squares occupied by allies, but not squares occupied by opponents.
Vehicle Combat Statistics Edit
Vehicle Size Edit
Vehicles use similar size categories as creatures, as shown below. The Colossal size category is further subdivided to differentiate particularly massive Starships and Space Stations.
|VEHICLE SIZE||SIZE MODIFIER||EXAMPLES|
|Colossal (Station)||-10||Executor-class Star Destroyer, Death Star|
|Colossal (Cruiser)||-10||Imperial I-Class Star Destroyer, MC80 Mon Calamari Cruiser|
|Colossal (Frigate)||-10||Corellian Corvette (The Tantive IV), Nebulon-B Frigate|
|Colossal||-10||AT-AT, Corellian YT-1300 Transport (The Millennium Falcon)|
|Gargantuan||-5||AAT-1 Repulsor Tank, X-Wing Starfighter|
|Huge||-2||AT-ST Walker, TIE Fighter|
|Large||-1||74-Z Speeder Bike, X-34 Landspeeder|
Vehicle Weapon Range Modifier: A Vehicle Weapon can attack a target at Point-Blank, Short, Medium, or Long Range. If you make a ranged attack against a target within the weapon's Point-Blank Range, you take no penalty on the attack roll. Your penalty on attack rolls increase to -2 at Short Range, -5 at Medium Range, and -10 at Long Range. See the Vehicle Weapon Ranges table below for for information.
|RANGE BY CHARACTER SCALE||
RANGE BY STARSHIP SCALE
|Blaster Cannon||0-120 Squares||121-240 Squares||241-600 Squares||601-1,200 Squares||0-1 Squares||2 Squares||3-4 Squares||5-8 Squares|
|Ion Cannon||0-300 Squares||301-600 Squares||601-1,500 Squares||1,501-3,000 Squares||0-2 Squares||3-4 Squares||5-10 Squares||11-20 Squares|
|Laser Cannon||0-150 Squares||151-300 Squares||301-750 Squares||751-1,500 Squares||0-1 Squares||2 Squares||3-5 Squares||6-10 Squares|
|Missile or Torpedo||0-450 Squares||451-900 Squares||901-2,250 Squares||2,251-4,500 Squares||0-3 Squares||4-6 Squares||7-15 Squares||16-30 Squares|
|Point-Defense*||0-150 Squares||151-300 Squares||301-750 Squares||751-1,500 Squares||0-1 Squares||2 Squares||3-5 Squares||6-10 Squares|
|Tractor Beam*||0-150 Squares||151-300 Squares||301-750 Squares||751-1,500 Squares||0-1 Squares||2 Squares||3-5 Squares||6-10 Squares|
|Turbolaser*||0-600 Squares||601-1,200 Squares||1,201-3,000 Squares||3,001-6,000 Squares||0-4 Squares||5-8 Squares||9-20 Squares||21-40 Squares|
Critical Hits Edit
As in character Combat, when you roll a natural 20 on your attack, you automatically hit the target and deal double damage.
Automatic Misses Edit
If you roll a natural 1 on your attack, you automatically miss.
(Weapon Damage + 1/2 Pilot's Heroic Level + Miscellaneous Modifiers) x Damage Multiplier
Damage Multiplier: After rolling the Weapon Damage dice, multiply the result by the listed Damage Multiplier. For example, when you fire a Vehicle Weapon that deals 6d10x2 damage, roll 6d10 and multiply the result by 2.
A Vehicle's Defenses represent how difficult it is to hit or overload it's systems. Unlike characters, Vehicles do not have a Will Defense. However, Vehicles do have both a Reflex Defense and a Fortitude Defense, which are calculated as follows:
Reflex Defense Edit
Dexterity Modifier: A Vehicle's Dexterity Modifier represents how well it can move out of harm's way. If the pilot is Flat-Footed, or if the Vehicle is out of control, or attacked by an undetected opponent, the Vehicle loses it's Dexterity Bonus to it's Reflex Defense. If the Vehicle is at a Full Stop, powered down, or Disabled, it is treated as if it has a Dexterity score of 0 (-5 penalty to Reflex Defense).
Fortitude Defense Edit
Vehicles use their Fortitude Defense to determine their Damage Threshold (See below).
Hit Points Edit
Damage Threshold Edit
Like creatures, Vehicles have a Damage Threshold, calculated as follows:
Damage Threshold = Fortitude Defense + Size Modifier
Size Modifier: Apply the following Size Modifiers to a Vehicle's Damage Threshold: Larger, +5; Huge, +10; Gargantuan, +20; Colossal, +50; Colossal (Frigate), +100; Colossal (Cruiser), +200; Colossal (Station), +500.
If a Vehicle takes Damage from a single Attack that equals or exceeds it's Damage Threshold, the Vehicle moves -1 step on the Condition Track. A Vehicle pushed to the bottom of the Condition Track is Disabled, and comes to a Full Stop immediately. If the Vehicle was flying in a gravity well at the time it became Disabled, it immediately falls 150 meters (100 squares), plus another 300 meters (200 squares) every round until it either hits the surface, or is reactivated. Resolve Falling Damage as normal.
If a Vehicle is reduced to 0 Hit Points by an Attack that deals Damage equal to, or greater than, it's Damage Threshold, it is destroyed. In addition, all the Vehicle’s occupants take Damage equal to one-half the amount that exceeded the Vehicle’s Damage Threshold.
Crew Cover Edit
Most Vehicles provide at least some Cover to their passengers. Passengers gain a Cover bonus to their Reflex Defense against any Attack that target's them, rather than their Vehicle. A Vehicle can provide no Cover, normal Cover (+5 Cover bonus), Improved Cover (+10 Cover bonus), or Total Cover. You cannot Attack a target that has Total Cover.
Starships and Airspeeders have a separate listing for their Speed in Starship Scale.
Maximum Velocity Edit
Characters in Vehicles Edit
A character in a Vehicle fills one of several possible roles, which determines what the character can do. A character can fill several roles at once, but most roles may only be filled by one character at a time. For example, an X-Wing Pilot also acts as the Vehicle's Commander and Gunner, while their astromech Droid usually acts as a Copilot, System Operator, and Chief Engineer. On the other hand, an Imperial-Class Star Destroyer with thousands of crewmembers still only has one Pilot, one Commander, and so forth. You can change roles from round to round, but you can only start filling a particular role if no other crewmember has filled that role since your last turn.
The Pilot of the Vehicle controls it's movement. Most Vehicles have only one position from where the Vehicle can be Piloted. Piloting a Vehicle is, at a minimum, a Move Action, which means that the Pilot can do other things with their Standard Action and Swift Action. A Vehicle can have only one Pilot at a time. The Pilot adds the Vehicle's Size Modifier and Dexterity Modifier on all Initiative and Pilot checks.
A Copilot can help the Pilot by using the Aid Another Action. The Copilot must be seated in a location where they can see in front of the Vehicle and advise the Pilot (In most cases, this location is the cockpit). Aiding the Pilot is a Standard Action, leaving the Copilot with a Move Action and a Swift Action each round to perform other tasks. A Vehicle can have only one Copilot at a time.
Most military Vehicles and some civilian Vehicles have built-in weapons. Any weapon not controlled by the Pilot or Copilot requires a Gunner to operate. A Vehicle can have as many Gunners as it has Gunner positions.
The Commander coordinates the various crewmembers and stations aboard the Vehicle, analyzes the battle as it unfolds, and looks for weaknesses in the opponents' Vehicles and tactics. A Vehicle can have only one Commander at a time.
System Operator Edit
Chief Engineer Edit
The Chief Engineer keeps the Vehicle running even as it takes debilitating damage to it's systems, diverting power from overloaded circuits to keep the Vehicle functional. The Chief Engineer also leads efforts to repair damage to the hull between battles. A Vehicle can have only one Chief Engineer at a time.
Other Crew Edit
Other crewmembers can fill many supporting roles, coordinating troops or starfighters, administering medical care, guarding sensitive areas, and providing general maintenance. These crewmembers can assist others on some Skill Checks; for example, the members of a repair team may assist the Chief Engineer in their duties on Capital Ships.
All other personnel aboard the Vehicle are considered Passengers. Passengers have no specific role in the Vehicle's operation, but may take Actions aboard the Vehicle, or replace crewmembers as needed.
Starting the Battle Edit
There are two options for determining Initiative in Vehicle Combat. First, each character can make separate Initiative checks. This is probably the best method if most or all characters are aboard the same Vehicle, but it can result in a lot of Delayed or Readied Actions, as passengers wait for Pilots to perform maneuvers. An alternative is to make an Initiative check for each Vehicle, using the Pilot's Initiative check modifier. This is particularly appropriate when characters are in separate Vehicles, since it allows everyone aboard the same Vehicle to act more or less simultaneously.
Special: If you are Trained in the Pilot skill, you can choose to make a Pilot check instead of an Initiative check to determine your place in the Initiative order. In any event, you must apply the Vehicle's Size Modifier to your check (See Vehicle Sizes, above).
Vehicle Combat Actions Edit
Some of the Actions described below can only be preformed by particular crewmembers. In this case, the eligible crewmembers are listed in parentheses following the Action's name.
Full-Round Actions Edit
Full-Round Actions include the following:
All-Out Movement (Pilot Only) Edit
As a Full-Round Action, you can move up to four times your Vehicle's Speed. All of this movement must be in a straight line, and you can't avoid Collisions while doing so (See Avoid Collisions, below). Your Vehicle loses it's Dexterity bonus to Reflex Defense until the beginning of your next turn.
You can't use All-Out Movement unless you moved on your last turn.
Because most power is diverted to the engines when using All-Out Movement, Gunners on board your Vehicle cannot attack until the start of your next turn.
Maximum Velocity (Character Scale Only): If you use All-Out Movement on your turn, you may move up to your Vehicle's Maximum Velocity with All-Out Movement on your next turn. If you move your Vehicle's Maximum Velocity, you must either continue moving at the Vehicle's Maximum Velocity, or use All-Out Movement as your Action on the following turn.
Full Attack (Gunner Only) Edit
If you are capable of making more than one Attack (Because you have the Double Attack feat, or a similar ability), you must make a Full Attack to use those extra Attacks. A Pilot who spends at least a Move Action every round moving their Vehicle cannot make a Full Attack Action, unless the Vehicle has already been brought to a Full Stop.
Ram (Pilot Only) Edit
As a Full-Round Action, you can attempt to Ram a target by moving your Vehicle into the target's Fighting Space. You must have sufficient movement to reach the target's Fighting Space, and the Ram is treated as an Area Effect. You can use your Vehicle to Ram just about anything, including another Vehicle, a creature, or a structure.
Make a Pilot check at a -10 penalty against the target's Reflex Defense. If the check succeeds, your Vehicle, the target, and all passengers aboard Vehicles involved in the Collision (Including you) take the amount of Damage listed in the Collision Damage Table (See below). Assuming you're alive and conscious, you can continue moving through the target's Fighting Space if your Vehicle has any movement left. Otherwise, your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.
If your Pilot check fails, your Vehicle, the target, and all passengers aboard Vehicles involved in the Collision (Including you) take half Damage. In addition, your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.
All-Out Movement: If the colliding Vehicle is performing an All-Out Movement Action, or moving at Maximum Velocity (See All-Out Movement, above), double the Damage caused by the Collision.
Standard Actions Edit
A Standard Action could be any one of the following:
Aid Another Edit
Aiding a Skill Check or Ability Check: You can help another character achieve success on their Skill Check or Ability Check by making the same kind of Skill Check or Ability Check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gains a +2 bonus on their check. You can't Take 10 (Or Take 20) on a Skill Check or Ability Check to Aid Another. Only the Copilot can assist on Pilot checks, and only the Commander can assist on Use Computer checks. Any crewmember can aid any other Skill Check or Ability Check.
Aiding an Attack Roll: In Vehicle Combat, you can Aid Another character's Attack by providing improved targeting data, or by coordinating that Attack with other Vehicle Actions.
- A Gunner can grant a +2 bonus on another character's Attack Roll by making an Attack against a Reflex Defense of 10.
- A System Operator can grant a +2 bonus on another character's Attack Roll by making a DC 10 Use Computer check.
- A Commander can grant a +2 bonus on another character's Attack Roll by making a DC 10 Knowledge (Tactics) check.
Attack with a Melee Weapon Edit
With a Melee Weapon, you can strike any opponent within a square you threaten. You can only threaten squares within your Reach from the Vehicle's space, and you don't threaten spaces around the Vehicle at all if it grants Total Cover. For example, a Jedi on a Speeder Bike could Attack targets adjacent to the bike with their Lightsaber, but the same Jedi couldn't do so while inside an AT-AT.
You can't make a Melee Attack in Starship Scale, except within the confines of the Vehicle you occupy.
Attack with a Ranged Weapon Edit
With a Ranged Weapon, you can throw or shoot at any target within your line of sight, as long as your Vehicle does not grant you Total Cover. For example, Clone Troopers can fire their blasters at targets outside a LAAT/i Gunship, as long as the ship's doors are open. Range modifiers apply normally for your weapon.
You cannot make a personal Ranged Attack in Starship Scale, except within the confines of the Vehicle you occupy.
Attack with a Vehicle Weapon (Gunner Only) Edit
Any Gunners (Including the Pilot, if there are Pilot-operated weapons on the Vehicle) can make an Attack with their Vehicle Weapon as a Standard Action. The maximum Range and the Range Modifiers of a Vehicle Weapon Attack depend on the Vehicle Weapon used (See the Vehicle Weapon Ranges table, above).
Capital Ships: Capital Ship Weapons are designed for long-range bombardment against large or immobile targets, and they have difficulty tracking very small targets. When Attacking a target of less than Colossal size, a Vehicle that is Colossal (Frigate) size or larger takes a -20 penalty on it's Attack Rolls. Point-Defense Weapons are specifically designed to Attack smaller targets, and do not take these penalties.
Attack Run (Pilot Only) Edit
As a Standard Action, you can move up to your Vehicle's Speed (Minimum 2 squares) in a straight line through unobstructed terrain directly toward your target, and then make an Attack with a Vehicle Weapon at that target at the end of your movement. You gain a +2 bonus on your Attack Roll, and take a -2 penalty to your Vehicle's Reflex Defense until the start of your next turn. In Starship Scale, you cannot make an Attack Run through squares occupied by opponents, but allies do not hinder your Attack Run.
Dogfight (Pilot Only) Edit
As a Standard Action, the Pilot of an airspeeder or starfighter can initiate a Dogfight against an enemy airspeeder or starfighter in an adjacent square (Starship Scale). Make a Pilot check at a -5 penalty, opposed by the target's own Pilot check.
Consequences of Dogfighting: A Vehicle engaged in a dogfight must select the Dogfight Action on every turn, and it cannot move out of it's current square until it Disengages (See below). While engaged in a Dogfight, you cannot Attack any target outside the Dogfight.
Attacking in a Dogfight: Make an opposed Pilot check as a Standard Action, if you succeed on the opposed check, you may make a single Attack with a Vehicle Weapon as a Swift Action. If you fail, you cannot Attack the target, and any Gunners in your Vehicle take a -5 penalty on any Attack Rolls they make until your next turn.
Disengaging from a Dogfight: Make an opposed Pilot check as a Move Action, if you succeed on the opposed check, you successfully Disengage from the Dogfight, and may move a number of squares equal to your Vehicle's Speed. If you fail, you remain in the Dogfight, and any Gunners in your Vehicle take a -5 penalty on any Attack Rolls they make until your next turn.
Attack of Opportunity: If an enemy starfighter tries to move through your square, or an adjacent square, you may attempt to initiate a Dogfight as an Attack of Opportunity. If successful, the enemy starfighter must stop moving.
Fly Defensively (Pilot Only) Edit
As a Standard Action, you can concentrate more on protecting your Vehicle, than hurting your enemies. You and all Gunners on your Vehicle take a -5 penalty on your Attack Rolls, and your Vehicle gains a +2 dodge bonus to it's Reflex Defense until the start of your next turn. If you choose to make no Attacks, your Vehicle instead gains a +5 dodge bonus to it's Reflex Defense, and all Gunners take a -10 penalty on their Attack Rolls until the start of your next turn.
Trained Pilot: If you are Trained in the Pilot skill, your Vehicle instead gains a +5 dodge bonus to it's Reflex Defense, with you and all Gunners on your Vehicle taking a -5 penalty on Attack Rolls; or a +10 dodge bonus if you choose to make no Attacks on your turn.
Move Actions Edit
Move Actions include the following:
Move (Pilot Only) Edit
You can Move up to your Vehicle's Speed. The only restriction for Vehicle Movement is that you cannot reenter a square you just left.
Swift Actions Edit
Swift Actions include the following:
Aim (Gunner Only) Edit
Full Stop (Pilot Only) Edit
If you haven't already used a Move Action or Full-Round Action to move your Vehicle this turn, you can spend a Swift Action to bring your Vehicle to a Full Stop. After that, the Vehicle is considered stationary.
You cannot bring a Vehicle to a Full Stop if you used the All-Out Movement Action (See above) on your last turn.
Increase Vehicle Speed (Pilot Only) Edit
If you are Trained in the Pilot skill, you may make a DC 20 Pilot check as a Swift Action to push your Vehicle beyond it's normal limits. (You can't Take 10 on this check.) If the check fails, your Vehicle's Speed does not increase, and your Vehicle moves -1 step on the Condition Track. If you succeed, your Vehicle's Speed increases by 1 square until the end of your next turn. For every 5 points by which you exceed the DC, your Vehicle's Speed increases by an additional 1 square.
You may attempt to Increase Vehicle Speed once per round as a Free Action, when using the All-Out Movement Action (See above).
Raise or Lower Shields (System Operator Only) Edit
By spending a Swift Action, you can activate or deactivate the Shields on your Vehicle. Shields are generally kept inactive in noncombat situations to reduce strain on the Vehicle's systems, and Raising Shields is often perceived as evidence of hostile intent, so many Commanders prefer to keep their Shields down, unless they are expecting trouble.
Recharge Shields (System Operator Only) Edit
Reroute Power (Engineer Only) Edit
As always, a character may make any number of Reactions during a round. Reactions include the following:
Avoid Collision (Pilot Only) Edit
Any time your Vehicle is subject to a Collision, you can make a DC 15 Pilot check as a Reaction. If you succeed on the check, all targets involved in the Collision take half Damage (See Collisions, below).
You can't attempt to avoid a Collision when you intentionally Ram a target (See Ram, above).
Starship Scale: Collisions are easier to avoid at Starship Scale. If you succeed on the Pilot check to avoid a Collision in Starship Scale, no Collision occurs.
Special Combat Rules Edit
Vehicles have a few additional rules during Vehicle Combat that are different from those used in Character Combat.
Area Attacks Edit
Starship Scale: Because of the size of each square compared to the size of Starships, Area Attacks (Including Autofire, Burst Radius Weapons, and Splash Weapons) are resolved as Attacks on a single target in Starship Scale, unless the weapon is specifically listed as having a starship-scale Area Attack.
Starship Scale: Instead of Attacking a 2-square by 2-square area, airspeeders and starfighters may Attack a number of squares in a straight line as they fly over them. Doing this requires the Attack Run Action (See above), and the Area Attack applies to a straight line 1 square wide, and 5 top 10 squares long. You take a penalty top your Attack Roll equal to the number of squares included in the Area Attack.
A Collision occurs whenever your Vehicle moves into a space occupied by a creature, structure, another Vehicle, or hazard (Such as an asteroid), or whenever such things move into your Vehicle's Fighting Space. A Collision is treated as an Area Attack. You can reduce or negate the Damage from a Collision as a Reaction by succeeding at a DC 15 Pilot check (See Avoid Collision, above). Unless the Vehicle provides no Cover to those onboard, any Damage dealt to passengers and crew in a Collision is reduced by an amount equal to the Vehicle’s Damage Threshold. Additionally, Collision Damage is doubled if the Colliding Vehicle is using the All-Out Movement Action (See above).
Ramming Vehicles: When the source of the Collision is a Ramming Vehicle, the Pilot of the Ramming Vehicle makes a Pilot check (Instead of an Attack Roll), and compares the result to the Reflex Defense of the target. If the check succeeds, the Ramming Vehicle, the target, and all passengers aboard Vehicles involved in the Collision take the amount of Damage listed in the Collision Damage table, below. If the check fails, reduce the Damage by half.
Mobile Hazards: When the source of the Collision is a mobile hazard of Large size or greater (Such as an asteroid, or unguided Vehicle), the Colliding hazard makes an Attack Roll against the target's Reflex Defense. The hazard's Attack Roll is resolved by rolling 1d20 and adding a flat modifier based on it's size: Large, +1; Huge, +2; Gargantuan, +5; Colossal or bigger, +10. If the Attack hits, the Colliding hazard, the target, and all passengers aboard Vehicles involved in the Collision take the amount of Damage listed in the Collision Damage table, below. If the Attack fails, reduce the Damage by half.
|SIZE OF COLLIDING VEHICLE OR HAZARD||DAMAGE|
|Colossal (Station)||20d6 + Strength Modifier|
|Colossal (Cruiser)||15d6 + Strength Modifier|
|Colossal (Frigate)||10d6 + Strength Modifier|
|Colossal||8d6 + Strength Modifier|
|Gargantuan||6d6 + Strength Modifier|
|Huge||4d6 + Strength Modifier|
|Large||2d6 + Strength Modifier|
Crew Quality Edit
Rather than providing statistics for every member of a Vehicle's crew, most Vehicle descriptions provide a general "Crew Quality" descriptor.
The following chart lists the five levels of Crew Quality for GM-controlled Vehicle crews, along with the appropriate check modifiers. Use the number in the Attack Bonus column to for all Attack Rolls performed by the crew. Use the number in the Check Modifier column for all Skill Checks related to the operation of the vessel (Including Mechanics, Pilot, and Use Computer checks). Crew Quality modifiers a Vehicle's Combat Level (CL), as shown in the CL Modifier column. These modifiers are already included in the Vehicle's statistics.
|CREW QUALITY||ATTACK BONUS||CHECK MODIFIER||CL MODIFIER|
Missiles and Torpedoes Edit
If you Aim before making an Attack with a Missile or Torpedo, it locks on to the target, and can track it's target independently. Make your Attack Roll normally, but if you miss, the Missile or Torpedo can attempt to Attack again on your next turn. This next Attack is made using the same Attack bonus, but with a -5 penalty. (You do not need to spend an Action to make this Attack.) If the Missile or Torpedo misses it's target a second time, it self-destructs harmlessly.
Attacking a Missile or Torpedo: Is a Missile or Torpedo misses it's target initially, it is possible to shoot it down before it Attacks again. A Missile or Torpedo has a Reflex Defense of 30, and 10 Hit Points, and it is considered to occupy the same square as it's target for purposes of determining Range penalties.
It is also possible to Attack a Missile or Torpedo prior to it's first Attack, but you must have Readied an Action specifically for this purpose.
Tractor Beams Edit
Instead of Damaging a Vehicle's Hit Points, Tractor Beams prevent another Vehicle from escaping. When Attacking with a Tractor Beam, your Attack hits if you equal or exceed the target's Reflex Defense. If you hit, make an opposed Grapple check. If you win the opposed Grapple check, the target is Grabbed.
If a Grabbed target is of your Vehicle's size or smaller, then it cannot move, and it loses it's Dexterity bonus to it's Reflex Defense. Each round on your turn, you must make another opposes Grapple check; if you win the opposed check, you may pull the target up to 10 squares closer to you (Or 1 square closer to you in Starship Scale), or hold it in place in it's current square. If you lose the opposed check, the target manages to slip free from the Tractor Beam.
If the Grabbed target is larger than your Vehicle, the target retains it's Dexterity bonus to it's Reflex Defense, and can move freely, but you may move your Vehicle up to 10 squares closer to it (Or 1 square closer to it in Starship Scale). If the Grabbed Vehicle ever moves beyond the Range of your Tractor Beam (See Vehicle Weapon Ranges, above), the Tractor Beam's hold is broken automatically.
If you pull your target into your square (Or pull your Vehicle into a larger target's square), your Vehicle may use docking clamps to attach itself to the target. Once this is done, it is possible to board the target ship by blowing open, or cutting through, an airlock of the hull (See Attack an Object).
Uncontrolled Vehicles Edit
In the event that the Pilot is incapacitated, or abandons a Vehicle before using the Full Stop Action, the Vehicle's emergency systems automatically kick in. On the Pilot's Initiative count, the Vehicle moves in a straight line a number of squares equal to it's Speed, and then comes to a complete stop.
Weapon Batteries Edit
A Weapon Battery is a cluster of up to six identical weapons. If a Starship has Weapon Batteries, special rules apply when a Gunner Aids Another Gunner in the same Weapon Battery. First, the Aiding Gunner automatically gains a +2 bonus on the Attack Roll; no Attack Roll is required to determine whether the the Aid Another attempt is successful. Second, for every three points by which the Attack Roll exceeds the target's Reflex Defense, the target is hit by another Weapon in the Battery, adding +1 die to the weapon's Damage. (Apply this extra Damage before applying the weapon's Damage Multiplier, if any.) If a Starship has Weapon Batteries, it's statistics include the modified Attack bonus because these weapons are are usually fired as a group. However, the weapons may still fire independently without the bonus, if you wish.
In addition, a Weapon Battery can also Aid Another Weapon Battery. In this case, only one Gunner in the Aiding Battery needs to make an Attack Roll against a Reflex Defense of 10. If successful, add a +2 bonus on the Attack Roll for every weapon in the Aided Battery. Unlike weapons in the same Battery, there is no chance that these extra weapons hit the target, regardless of how much the Attack Roll exceeds the target's Reflex Defense.