How would you run a personal combat encounter in space?

By Rasguy, in Game Masters

I have an idea for encounter but I do not know how to run it with this rule system.

My idea would have the PC's explore an ancient ship wreck in space. This would require the PC's to wear space suits and explore the ship in zero gravity and the hard vacuum of space. While exploring the ship they are attacked by a similar party of scavengers or slavers.

How would you handle the combat in this environment? What would be the consequences for a PC or NPC getting hit and damaging their space suit.

They'd have free range of motion in three dimensions and plenty of options for cover behind wreckage. There would be lots going on with the environment with drifting debris and such, which gives good options for them spending Triumph or you spending Threat/Despair. As for the suits, I'd say either them rolling Despair or the enemy rolling Triumph when shooting at them could sever an air line on their suit or something so they have a limited amount of time to get back to their ship. You probably want to avoid killing them outright if possible, unless something really catastrophic happens. NPCs can have their suits punctured severely and immediately die if the PCs get a Triumph, unless it's a Nemesis.

Edited by MandalorynOranj

Well I'd start by saying noncrits don't breach your suit, and even then I'd probably stick to only the upper crits that represent real damage.

A breach would just start the exposure to vacuum rules and could be fixed with an emergency repair patch.

Moving around in microgravity could require Coordination checks.

In addition to Ghostofman's and MandolorynOranj's suggestions, I would say so long as you have magnetic boots and are fighting on the surface of a ship, it'll be exactly like regular combat with the lethality dialled up by a fair measure due to the risk of suit breaches (Along the lines of the combat sequence from 'Star Trek: First Contact', on the outer hull of the Enterprise.)

If you have a "jet pack" I would let you move with an easy check (depending on conditions) in 3 dimensions, if you roll a Despair, I might have you start to run out of fuel or depending on the environment have you get hit by a micrometeorite impact or piece of debris.

If a character gets hit by either enemy fire or is impacted by a micrometeorite I may ask that they take a coordination test not to be thrown up to a range band in the opposite direction of the hit (in the case of the meteorite, my choice). If you fail and have nothing to grab onto you/ tether you/ propel in a direction of your choosing I would have the character continue to drift one range band a turn until either steadied/saved or dead (Think the recent movie 'Gravity').

Edited by Collinsas

Apply boost and setback dice according to task. Lifting things might be easier, climbing/moving might be easier if you are secured, but moving unsecured, without magentic boots or handholds could require coordination or athletics checks with setback dice - for sake of fun I'd say such checks are only manoeuvres not actions.

Jet packs in space does not normally work as I understand the entry in the corebook, of course jet packs for use in space must certainly exist, but perhaps these are heavier and more expensive?

Requiring a critical injury, a medium- to high-end result, for vacuum exposure is fair I think ... or strategic use of Threats/Despairs or Advantages/Triumphs could cause the same result...?

Jet packs in space does not normally work as I understand the entry in the corebook, of course jet packs for use in space must certainly exist, but perhaps these are heavier and more expensive?

Rocketpacks, and yes heavier, and usually more expensive. The reason is fuel, jetpacks use the atmo for their oxidizer (from, you know, the oxygen) rocket packs carry their own oxidizer so they can operate anywhere. Of course instead of strapping a load of jet fuel to your back, your now strapping rocket fuel and a tank of liquid O2...nothing could possibly go wrong there....

IIRC, the space suit contains basic maneuvering thrusters.

IIRC, the space suit contains basic maneuvering thrusters.

Most of the canned adventures I've read/run did include this to explain basic movement in space. It's not a bad idea really, give everyone an MMU and you never have to worry about the adventure going off the rails when Cleetus gets thrown off into space. Actual Rocket Packs are for more complex scenarios with a little more action.

Manned Maneuvering Unit

I suspect Star Wars MMUs are smaller and more integrated into the suits though.

Great feedback everyone. Here's what I'm currently thinking after reading the rules and these comments. The rules state moving in zero gravity is treated like difficult terrain. I would allow a PC could ignore the difficult terrain penalty with a Hard coordination or Pilot(space) check. A hit with blaster on stun setting does not breach the suit. A hit with a Triumph or Critical Hit creates a breach in the suit. I takes a Manage Gear manuver to get out a repair kit and an action to apply the repair. The PC will take an additional 1 point of damage and 1 point of strain during the repair like a Rating 1 environmental effect. This feels like it is threaatening and cinematic.

Edited by Rasguy