Crew Combat

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The clash of steel, the roar of guns, and the zealous fury of barked orders ring out whenever Star Trader Captains choose to or are forced to face their enemies in Crew Combat. In an up close and personal fight, the opposing sides risk life and limb to outmaneuver and outgun the other.

Basics[edit | edit source]

Crew Combat is a fight between two teams of 4, fielded whenever the Captain boards an enemy or is boarded themselves, whenever hostile Pirates, Scavengers, or worse happen upon an Explorer's expedition, when a Bounty Hunter kicks down the doors of a fugitive's hideout, or when opposing interests decide to intervene in a hand-off of goods. No matter how Crew Combat starts, it always ends one way: with one side victorious and the other driven away or dead.

Selecting Combatants[edit | edit source]

Picking Crew.PNG

At the beginning of a Crew Combat encounter, your 4 combatants must be selected. Each crew member will have a preferred slot to operate at, depending on their weapon, Talents, and Job. When selected, the combatant will automatically placed in their preferred slot, though they can be moved from this slot to another using the arrows on either side of the combatant. All Crew without combat related jobs will be filtered out of this screen by default. Officers are always considered combat capable, even if they do not have ranks in a combat job. If you do not have enough fighters or Officers to fill the ranks, random non-combat crew will be selected to fill the gaps. If you plan to engage in a lot of crew combat, especially multiple boarding attempts, it is recommended to have extra fighters.

Combat Round[edit | edit source]

At the beginning of a combat round, every character in the combat rolls their Initiative. Characters will then act in order from highest Initiative to lowest Initiative and may take one action on their turn. Initiative is rolled as a single Big Dice.

A boarding action has begun, and the raid will be quick and deadly

The acting character is the one with the highest remaining Initiative. Whenever a character attacks, they reduce their Initiative by an amount based on the type of weapon they are equipped with and the Talent they use to attack. After the character with the highest initiative has acted, the one with new highest Initiative will act. This can allow for multiple action in a row if the character rolls well for Initiative and has a weapon that consumes little Initiative score. After every character has reduced their Initiative to 0, the turn ends and new Initiative values are rolled.

From top to bottom: Initiative, Piercing, Deflection
Be aware that a character can reduce their Initiative below 0 by using their Talents. If Initiative drops below -10 however, the character will suffer a penalty to the next turn's Initiative roll, forcing them to act later and with fewer actions.

HP and Morale[edit | edit source]

Each combatant has a set amount of Hit Points (HP), and Morale Points (MP). HP and MP are both damaged by attacks, with MP taking more severe damage as the number of turns increases. HP and MP can be restored by certain Talents, such as the Combat Medic's E-Suture. When a combatant's HP drops to 0, they are defeated and removed form the fight. Any crew that were behind them move up automatically to fill the gap. When MP gets low, there is a chance for the combatant to suffer a Morale Break, and lose their turn. Beware, as Xeno will never suffer Morale Breaks.

Weaponry[edit | edit source]

A combatant's weapon is their main source of damage in combat. Different Job types specialize in different weapon types, with Soldiers and Bounty Hunters specializing in Rifles, while Combat Medics and Spies make use of Pistols, and Swordsmen fight up close with Blades. Each weapon provides a basic attack Talent that functions at the weapon's base range, and does not have any additional effects. Rifle Talents tend to focus on the backline working at slots 4 and 3, while some Soldier Talents focus on using Snubbers at slots 1 and 2. Pistols work from slots 1 to 3, with Pistol related Talents also working at those slots. Blades and Blade Talents only work at slots 1 and 2. Additional information on weapons can be found here. Information on how Armor interacts with enemy attacks can be found here

Talents[edit | edit source]

Combat related Jobs provide Talents that, like weapons, operate at different slots. These Talents can be special attacks, team or individual buffs, or crippling debuffs for the enemy. Some Jobs, like Soldiers, focus on consistent damage output, with some debuffs and buffs included. Others, such as the Combat Medic, focus on healing and supporting their comrades while crippling the enemy.

Crew Combat Dice Pools[edit | edit source]

Whenever taking an action in crew combat, a crew member uses their own individual Skills, Attributes and other scores. Dice pools in crew combat are never modified by the ship's Skill Pools. However, in combat all characters use their Skill Bonuses for any combat Skill that is used such as Rifles or Evasion.

Making a ranged attack against an enemy relies on:

  • Weapon's Accuracy as Strong Dice
  • Any bonus Accuracy from the Talent as Strong Dice
  • Rifle or Pistol Skill as required by the Weapon as Strong Dice
  • Half the Attribute required by the Weapon as Standard Dice
  • Includes a bonus % of any Ranged Attack Bonus from Traits, Gear, Buffs

Defending against a ranged attack relies on:

  • Evasion Skill as Strong Dice
  • Dodge bonus or Stealth Dodge bonus from Armor as Strong Dice
  • Half of either Wisdom or Quickness, whichever is higher, as Standard Dice
  • Half of either Tactics Skill or Stealth Skill, whichever is higher, as Standard Dice
  • Includes a bonus % of any Dodge Bonus from Traits, Gear, Buffs

Making a melee attack against an enemy relies on:

  • Weapon's Accuracy as Strong Dice
  • Any bonus Accuracy from the Talent as Strong Dice
  • Blade Skill as Strong Dice
  • Half the Attribute required by the Weapon as Standard Dice
  • Includes a bonus % of any Melee Attack Bonus from Traits, Gear, Buffs

Defending against a melee attack or grenade attack relies on:

  • Combined Weapons' Parry as Strong Dice
  • Blade Skill as Strong Dice
  • Half of either Strength or Quickness, whichever is higher, as Standard Dice
  • The higher of Evasion Skill or Stealth Dodge bonus from armor as Standard Dice
  • Includes a bonus % of any Parry Bonus from Traits, Gear, Buffs

Making a grenade attack against an enemy relies on:

  • Grenade talent Accuracy as Strong Dice (usually 6 dice)
  • The highest of Blade, Pistol, or Rifle skill as Strong Dice
  • Half of Quickness as Standard Dice
  • Includes a bonus % of any Melee Attack Bonus from Traits, Gear, Buffs

Morale Break[edit | edit source]

Once characters pass below 40 Morale, they have a chance of skipping their turn by draining 12 initiative in a Morale Break. Certain Traits, like Fearless can make characters immune to Morale Breaks.

The chance of a Morale Break is rolled on as Percentage Chance against the following value:
Chance of Break = 25% + (40 - Morale)
Therefore, as a character drops below 40 toward 0, their chance of breaking increases from 26% to 65%. A character with 0 Morale may be near paralyzed in combat. Truly dangerous or unbreakable enemies like xeno do not suffer Morale Breaks.

Critical Hits[edit | edit source]

Some Talents have a boosted chance to score a particularly devastating hit to a weak point on the target. These hits will display "Critical!" to indicate they have occurred and boost the attack's base damage by at least 20%. The maximum damage boost from a Critical Hit is (40 + Talent Skill) percentage points. The minimum damage boost from a Critical Hit is (20 + Talent Skill) percentage points. Critical Hits can also be Penetrating Hits, as described in Soaking_Damage.

Status Effects[edit | edit source]

Some Talents can leave lingering affects on characters, both positive and negative. From corrosive and toxic Bio-Poison to Spies vanishing into the shadows, status effects can change the flow of a battle. Individual Talents can also apply specific buffs and debuffs to individuals or multiple characters.

Bio-Poison[edit | edit source]


A catch-all term for a variety of poisons and toxins, Bio-Poison is applied as part of a successful attack, typically by Combat Medics or Exo-Scouts. This status effect is a drain on HP each round, the severity of which is determined by the Talent. At the start of each combat round, the affected character will lose HP. This damage ignores armor and if it drops a character's HP below 1 point, it will kill them.

Bleed[edit | edit source]

From lacerations to internal bleeding, the Bleed status effect deals damage at the start of each combat round, similar to Bio-Poison. This status effect is typically applied by Zealots and Bounty Hunters. This damage ignores armor.

Stun[edit | edit source]

Head trauma, shock and panic all fall under the banner of Stun effects. When stunned, a percentage will be displayed by the character's head. This indicates the chance that the character will lose their turn, preventing them from taking an action immediately and draining 12 initiative. This initiative loss can cause the initiative penalty the subsequent combat round should it lower initiative to -10 or -11.

Stealth[edit | edit source]


Stealth is a beneficial status effect, one which allows stealthy characters like Spies and Snipers to use powerful stealth attacks. This status effect lasts for a number of turns depending on the Talent used, and boosts Evasion and critical chance for the character.

Defeat and Death[edit | edit source]

When a combatant is dropped to 0 HP, they are removed form the fight. If all combatants are defeated, then that side loses the battle and is forced to withdraw. Characters who are defeated attempt a Death Save, and if they pass they survive. If not, they died in the battle.

Surrender[edit | edit source]

In crew combat, you have the option to Surrender at any time. Your combat crew will lay down their weapons and combat ends immediately. Your surviving combat crew are at the mercy of your enemy and their type and your Reputation with them will determine how many are dealt fatal wounds or given mercy. For example, xeno will deal a death blow to every survivor, which will fall back on their Death Save. If you have low Reputation with a human enemy, you'll see more death blows but positive Reputation, Rank and Edict can reduce the chance of death blows as low as 25%.

Additional Info[edit | edit source]

Crew Combat strategy

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