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Raiders of the Rim:StarshipRules
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== '''Starship Design''' == Ships have 4 basic Skills plus Scale. The basic Skills (attributes, whatever) are Drives, Systems, Guns and Shields. Respectively, these allow you to speed, box clever, shoot and defend better the more points you have. Each basic Skill category also gets a series of Stunts, representing special features and advanced systems. Ships also have two Stress tracks: Hull and Systems. These are both x the ship's Scale, so a Tie Fighter with Scale 1 has 1 box in each of its Stress tracks. A Star Destroyer with Scale 6 would have 6 boxes in each. Ships Scale 6 or above also gain an additional Extreme consequences box at +8. When building a ship, players get 1 basic Skill point per point of Scale, and 1 point for Stunts or further Skills enhancement. So, with a Scale 3 light freighter or yacht, you get 3 basic Skill points to enhance the ship's starting Mediocre +0 level in the 4 basic Skills. You get an additional 3 points for Stunts or to further enhance the basic Skills. (Note that a typical ship design is unarmed and unshielded at Skill 0 - you need Skill points in Guns and Shields to arm up.) Those are starting levels, and a ship can of course be upgraded as much as the players' Resources allow - although the ship's Scale can't be changed. The following is a selection of Stunts for the four basic Skill areas for ships. GMs or players can always come up with similar Stunts based on these principles. '''Drives''' *Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage *Advanced hyperdrive - reduces transit time in hyperspace, halves jump fuel consumption, maximizes 1 dice in jump rolls *Maneuverability - (Scale 3 maximum) +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills '''Systems''' *Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes a half turn action rather than a full turn, +2 for jump rolls *Enhanced sensor suite - +2 in Systems vs Systems tests for detection; +1 zone range for detection *Stealth suite - +2 in Systems vs Systems tests for escape and evasion or passing undetected *Stasis pods - 10x base passenger capacity in stasis pods *Passenger deck - double base passenger capacity *Mining systems - tractors, fusioncutters and nets for detaching and catching minerals in space *Enhanced hold - double base cargo capacity, special environmental fittings for handling exotics *Shuttle/dropship - Scale 2 subsidiary ship *Enhanced database - maximize 1 dice on any Knowledge or Investigation roll on board *Enhanced engineering - maximize 1 dice on any Engineering roll on board '''Guns''' *Proton torpedoes - missile weapon (1 shot per Scale point only) *Tractor beam - Guns vs Drives/opposing Pilot contest against target to capture it (only your Scale or below) *Hyperdrive inhibitor - Guns vs Drives/opposing Pilot contest against target to prevent its escape to hyperspace, effect persists for number of rounds equal to shifts generated. *Decoys - +2 in defensive moves in conflicts (1 shot per Scale point only) *Point defense - (Scale 4 minimum) +2 Guns attack on small craft inside deflector shields *Ram - ship hardened with offensive ram, Pilot vs Pilot contest in same zone, no Shields protection, rammer talks half damage *Exotic weapon - unusual technology, doubling repair time for inflicted damage *Super weapon - (Scale 6 minimum) devastating WMD '''Shields''' *Angle the deflector shields - +2 to Shields for 1 exchange with Engineering roll vs. +2 Fair *Hardened - +1 Stress box for both Hull and Systems *Shunt shield power - +2 to Shields for 1 exchange in one quadrant with Engineering roll vs. +2 Fair, -1 in other quadrants *Shield tuning - +2 to Shields continuously against any specific environmental threat (e.g. radiation, asteroids) with Engineering roll vs. +2 Fair
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