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Star Wars: Ultimate Starfighting Championship
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==Fighters== '''''Types & Generations''''' '''Types:''' Starfighters are classified as one of three types: an '''Interceptor''' designed for starfighter to starfighter combat, a '''Bomber''' designed for attacking capital ships, or as a multi-role... for which we will use the term '''Fighter'''... which is capable of both. The high concept can be invoked for a bonus as long as it is greater than that of the opposing starfighter. A Fighter can invoke it to shoot a Bomber, and an Interceptor can invoke it to shoot a Fighter, but a Fighter can't invoke it to shoot an Interceptor. '''Tiers:''' Starfighters are also classified by their tier, which is a representation of their combat ability. Older fighters struggle to keep up with newer fighters unless they are heavily modified, which can take additional resources to keep in fighting shape. {| class="wikitable" | '''Tier''' | '''Stunts''' | '''Interceptor''' | '''Fighter''' | '''Bomber''' | '''Support''' |- | '''S ''' | 5 | | ''TIE Defender'' | | |- | '''A''' | 4 | ''TIE Interceptor'' | ''TIE Avenger'' | | |- | '''B''' | 3 | '''A-wing''', ''TIE Brute'' | '''X-wing''', ''TIE Striker'' | '''Y-wing''', '''B-wing''', ''TIE Bomber'' | '''U-wing''', ''TIE Reaper'' |- | '''C''' | 2 | '''Eta-2''', ''TIE/LN'' | '''Z-95 Headhunter''' | '''ARC-170''' | ''Lambda Shuttle'' |- | '''D''' | 1 | '''Delta-7''', ''TIE (original)'' | '''N-1 Starfighter''' | '''Cloakshape Fighter''' | |- |} All the main fighters, X-wing, A-wing, and B-wing will be defined B-Tier fighters in their unmodified state. For the time being, PC's start with a B-Tier starfighter, which could be a modern starfighter or a modified version of an older fighter. Wingmen will have the same type of fighter as their PC or NPC Element Leader. '''''Aspects''''' While we could provide statistical bonuses for more aspects of each fighter, the goal of the game is to fully simulate dogfights with imaginary starfighters. The stunts chosen (which are subject to change) are designed to give the feel for each fighter. Aspects provide narrative permission to perform CAA's that simulate the other features. *"Hyperdrive Equipped" Can jump to hyperspace. Duh. *"Shield Equipped" The Pilot can use technology to Create Shield advantages. The first one of the combat has Mediocre (+0) difficulty. Only two free invokes can be active at any given time. the difficulty increases by 1 for each invoke that has been created. *"Ion Equipped" Can use gunnery to create CAA's related to Ionization of the target ship. Defended against via the targets pilot skill... bypasses shields. *"Jammer Equipped" will allow the pilot to use technology to greater "Jammed" type aspects to use when defending against attacks, maneuvering, or evading notice. *"Astromech Equipped" will allow for in-flight repairs of systems outside of the cockpit. *"Power Shunt Equipped" yeah yeah... *"Turret Equipped" I know... '''''Rebel Starfighters''''' '''X-wing''' (NR)<br> “Exceptional Multi-role Fighter” “Astromech, Shield & Hyperdrive Equipped” *Quad Laser Cannons: Max 1 Gunnery die on Attacks with lasers. *Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs. *Proton Torpedoes: Tech, Corvette Scale, Weapon 2, 2 uses '''Y-wing''' (NR) <br> “Venerable & Rugged Bomber” “Astromech, Shield, Turret, Ion & Hyperdrive Equipped” *Ion Turret: Maximize 1 Gunnery die on CAA’s with ion cannons. *Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs. *Ordinance Bay '''A-wing''' (NR)<br> “Temperamental & Elusive Interceptor” “Jammer, Shield & Hyperdrive Equipped” *Event Horizon Engines: Max 1 Pilot *Vectored Thrust: Max 1 Notice *Concussion Missiles: Tech, Starfighter Scale, Weapon 2, 4 uses (Interceptors Only) '''B-wing''' (NR)<br> “High Powered/High Maintenance Bomber” “Ion, Shield & Hyperdrive Equipped” *Heavy Laser Cannons: Weapon: 2 *Advanced Targeting computer: Maximize 1 Gunnery/Technology die for attacks against capital ships. *Ordinance Bay '''U-wing''' (NR) <br> '''''Imperial Fighters''''' '''''S-Tier''''' '''TIE/D Defender''' (GE) AKA "Trip"<br> '''''A-Tier''''' '''TIE/AD Avenger''' (GE) AKA "Bright"<br> '''TIE/IN Interceptor''' (GE) AKA “Squint”<br> “Military Grade Interceptor” *High-Performance Engines: Max 1 Pilot die when defending against attacks *Quad Laser Cannons: Max 1 Gunnery die on Attacks with lasers. *Power Shunt: Max 1 Technology died on CAA’s related to power distribution. *Agile Frame: Max 1 Tactics die on overcome actions related to positioning. '''''B-Tier''''' '''TIE/RB Brute''' (GE) AKA “Wink”<br> “Up Gunned Interceptor” *Heavy Laser Cannons: Weapon: 2 *Integrated Droid Processor: Max 1 Gunnery die on Attacks with lasers. *Power Shunt: Max 1 Technology died on CAA’s related to power distribution. '''TIE/SA Bomber''' (GE) AKA “Dupe”<br> *Advanced Targeting computer: Maximize 1 Gunnery/Technology die for attacks against capital ships. *Reinforced Hull: Maximize 1 Pilot die for defending against attacks. *Double Ordinance Bay (2 stunts) TIE/SK Striker (GE) AKA "Uni"<br> TIE/RP Reaper (GE) "AKA "Brow”<br> '''''C-Tier''''' TIE/LN Line Fighter (GE) AKA "Eyeball" "Economic Interceptor" *Power Shunt: Max 1 Technology died on CAA’s related to power distribution. *Agile Frame: Max 1 Tactics die on overcome actions related to positioning. '''''D-Tier''''' TIE Fighter (GE) AKA "Eyeball"
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