I’ve tweaked the above based on comments. Now onto personal combat!
Wow, we’ve barely even said hello!
“Men, you’re lucky men. Soon, you’ll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.”
“We know nothing about their language, their history, or what they look like. But we can assume this, they stand for everything we don’t stand for. Also, they told me that you guys look like dorks.”
“But in these red tunics; we do look like dorks sir.”
Oooh does this mean we get lightsabers, sir?
Portable Mauler weapons. But note, they cannot be swung about, a la lightsaber.
At least per the rules of Star Fleet Battles.
For some reason I’m reminded of the apocryphal instruction by a Lieutenant of Engineers: “Sergeant, that hill offends me. Make it go away.”
Or the alleged marine artillery motto one of the JROTC sergeants proffered: “where it is is where it was.”
Started the combat cheat sheet above. @Marx is turn order really that vague?
Yerp. The game states that the PCs should “always” get initiative unless very specifically the GM decides to ambush them or there are cloaks involved. You can also use Threat in order to allow the NPCs to activate either first, or back-to-back. Several of the Feats and Traits allow the PCs to string actions together or to give actions to each other (the “Command” Trait, it’s called something else but I forget, allows one player to specifically spend an action to let a different player immediately do an action).
Initiative is Players - NPCs - Players until everyone has activated once, and then starts at the top. But the players can adjust their initiative order at any time (Bob activates, then a Klingon Stabber, and then Alice, and then a Klingon Puncher, and then Jim, and then a Klingon Hugger. Now everyone has activated, and the PCs decide they want Jim to activate first…).
There is also a wall of text for the spending of Momentum in combat, most of which I think is stupid or a waste of time, and then a different wall of text for specific keywords (“Lethal” or “Variable” or whatever).
Oh, and Lethal combat is so poorly explained that I’m still not convinced I’m doing it right. Like, do you have to make every attack Lethal in order to kill an enemy? Or just the last one? Or you can switch? Does Lethal do more damage (I’m pretty sure the answer to that is “no”)?
Yeah. Combat is the weakest part of ST:A. It functions. It works. But Spaceship Combat is much better and I would still say that’s only “okay” and there are still a lot of fiddling around and charts (How many Engine Damages result in a Reactor Breach? How many Breaches before the ship is almost exploded vs going to exploded? Can the Pews make the Pew-Pew Stopper stop working, or can you target your Pews at specific parts of the ship? The answer to all this is “maybe!”).