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Star Wars: Ultimate Starfighting Championship
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==Combat== Space Combat in the USC is pretty close to standard combat in Fate Core. Only four skills routinely coming into play. PIlot, Shoot, Technology, and Notice. *'''Pilot:''' A versatile skill used to make the fighter move where you want it to. Pilot is used to '''Overome''' in fighter to fighter challenges, such as racing to a target, and to '''Create Advantages''' related to a superior tactical position. It is most commonly used to '''Defend''' against enemy attacks, and if the pilot has a deathwish, they may roll pilot to make a ramming '''Attack.''' *'''Shoot:''' Used to fire laser and ion cannons. Shoot may be used to '''Attack''' or '''Create Advantages'''. To use this skill the fighter must have active weapons that have not been destroyed, ionized, or powered down for any reason. Scene and Fighter aspects may also come into play. If a TIE is on your tail, you cannot shoot it unless you get rid of that aspect or have a "Turret" or similar aspect of your own. *'''Technology:''' A handy skill used to operate key systems like shields, targeting computers, and jammers. Technology is most commonly used to Create Advantages such as "Shields", "Jammed". Your fighter must have an aspect granting permission to create such aspects. It can also be used to '''Overcome''' damage aspects (eliminating the free invoke if a consequence) or to remove advantages such as "Ionized" or "Power Loss." It is also used to operate the targeting computer to make missile or torpedo '''Attacks.''' *'''Notice:''' This skill serves as a pilot's situation awareness, keeping in mind everything he sees through the canopy and on his sensors. Each combat starts by rolling a Notice '''Overcome''' roll to establish the initiative order. The rolls will be aggravated for each side in the contest... (the players being one) essentially determining which side gets to go first. Since combat senses play the biggest part in not letting another pilot get on your tail, Notice is used to '''Defend''' against Piloting advantage rolls related to establishing a superior position, and against "Hidden" type aspects. Notice may also be used to '''Overcome''', and possiblly '''Create Advantages''' when it comes to understanding the big picture of the battle and identifying targets or weaknesses. USC also uses the Aerial Dogfighting mechanic from Kriegszeppelin Valkyrie. Fighters are constantly maneuvering to get a good firing position on the other. To represent this (without the Maneuver Chart from Tachyon Squadron) attacking without first having some sort of advantage over their target will do no more than ONE stress of damage, no matter the bonuses, equipment or stunts that come into play. In order to do full damage, the player must first have some sort of advantage over the target... such as the type created through the '''Create an Advantage''' action. This does not apply to attacks against capital ships. In fact, it is recommended that pilots use hit and fade tactics in these situations to avoid getting vaped by anti-starfighter turrets. Damage taken while in the cockpit is first taken as stress, and then consequences. Depending on the nature of the attack, this may be physical damage to the fighter or a personal injury to the pilot. Pilots have a special "Wingman" consequence slot worth up to six stress. If the pilot chooses to fill it, the wingman is killed, shot down, or otherwise lost. Much like any other consequence, this may eventually recover by saving or replacing your wingman. '''''Teamwork''''' As long as the pilot's "Wingman" consequence is not filled, they are considered part of an Element and receive a +1 teamwork bonus for all rolls. Starfighter Squadrons in Star Wars are 12 pilots (up until the most recent games/novels) so I'm expanding the concept of wingmen from Kriegszeppelin Valkyrie. Expanding on this notion... elements of fighters can group up into Flights or whole Squadrons for bigger teamwork bonuses to take down larger capital ships. Single Fighter... (1-1).... +0 Teamwork Bonus <br> Element............ (2-3).... +1 Teamwork Bonus<br> Flight................ (4-9).... +2 Teamwork Bonus <br> Squadron......... (10-19) +3 Teamwork Bonus <br> Two Squadrons (20-28) +4 Teamwork Bonus <br> Wing................. (29-48) +5 Teamwork Bonus<br> PC's and NPC's might group together to take on Capital ships, but I doubt this would go beyond the Squadron level. I may also use this as a way to abstract the squadron to squadron combat in the background, rather than rolling dozens of fighters individually.
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