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Raiders of the Rim:StarshipRules
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== '''Starship Combat''' == These are the specialized rules for starship combat. '''Detection ''' Starships have to detect each other to enter combat. Detection is a Systems vs Systems contest, modified by crew Engineering or Computing Skills, advanced sensor suites, asteroid fields, stealth suites, etc. Unless a ship has a definite reason, orders, etc. to continue scanning, it cannot keep trying to detect until it finds a target; the first failure is definitive. However, once detected, a target is tagged, and cannot evade unless it can change the situation (e.g. fly into an asteroid field) to allow a fresh test. '''Closing to engage ''' Once detected, ships need to move to within engagement range to start a combat. If a ship wants to avoid combat, it can do a series of Pilot vs Pilot contests as per a typical chase. The pursuer may also be a torpedo as well as another starship. Typically, closing within 2 zones of the target is enough to allow an engagement to begin. '''Engagement ''' On entering an engagement, the combatants each make a Pilot roll, taking up a full turn. The result is their position on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. The [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] determines the combatants' relative tactical positions and firing sequence. This also applies to torpedoes as well as manned craft. The [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] is also closely tied to the possible actions for each combatant in each turn. At the end of each turn, combatants move 1 level down the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder], unless the turn's outcome determines otherwise. Once a ship has exited the bottom of the engagement ladder, it has moved out of engagement range. Combatants are then assumed to be 2 zones apart, and if an aggressor wants to re-initiate combat, it has to close to engage as before, with the same Pilot vs Pilot tests. '''Engagement Actions ''' The following are some of the standard engagement actions available to combatants. Others may be available depending on Guns and Systems types, and other factors. Actions basically take half or all of each turn; 2 half actions can both be done in a single turn. Attack actions can normally be made only against targets at the same level or below, unless otherwise indicated in the action's details. Attack and defensive actions require a roll of the relevant Skill to succeed, with crew Skill modifying ship Skill. For the majority of actions, the skill is Pilot. For pure gunnery actions (e.g. Snap shot), the crew Skill is Shoot (modifying Guns). Crew manning turrets and other installations cannot do Pilot actions, but can do other actions separately. As said, PC characters can also boost rolls by using Fate points or invoking advantages above the level of Guns or Shields. Some full turn actions are essentially two actions combined, e.g. Desperate attack, which combines Pilot and Guns. A full turn action is assumed to take effect in the second half of the exchange. Shields are essentially always-on armour, although vulnerable to smaller ships getting inside them. Ships can also elect to use maneuvering to make their defend actions. For each type of action, the relevant crew member or Skill type to execute is indicated. Where an action has a maximum Scale, that is also indicated. [[Attack Actions]] *Desperate attack (Pilot/Guns, full turn, max 3 Scale): Spend a Fate point to climb 2 levels on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder], then attack a ship at or below your new level. *On their tail (Pilot/Guns, full turn): Position yourself in the level directly above your target on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. Attack your target with a +2 bonus to your Guns roll, increasing by +1 each turn. *Targeted attack (Guns, full turn): Target and degrade Drives, Guns, Shields or Systems, by 1 point per shift. Success with style allows removal of 1 stunt per attack. *Inside their shields (Pilot/Guns, full turn): Insert yourself behind the Shields of a target of Scale 4 or above in the same level on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder], and attack with Shields damage reduction ignored. *Snap shot (Guns, half turn): Attack a ship at your level or below on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. *Return fire (Guns, second half, Scale 3 or above): Return fire against an attacking ship above you on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] at -2 on Guns, if you are Scale 3 or above. *Target lock (Guns, full turn): Lock onto any target on your level or below on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. Attack your target with a +2 bonus to your Guns roll, increasing by +1 each turn. *Special weapon (Guns, full turn): Fire any installed special weapon (tractor beam, hyperdrive inhibitor, etc.) at target at the same level or below you on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. *Grapple and board (Pilot, second half): Initiate a Pilot vs. Pilot or Drives contest against target on same level of [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] and equal or lower Drives. If aggressor wins, they can grapple and board the target. [[Non-Attack Actions]] *Create an advantage or overcome (Any appropriate Skill, either half of turn): As standard Fate Core actions. *Push (Pilot, second half): Initiate a Pilot vs. Pilot or Drives contest. If aggressor wins, they push defender down the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. *Evade (Pilot, half turn): Maneuver to dodge incoming fire; Defend with Pilot vs. Guns (or Drives vs. Guns). *Repair (Engineering, second half): Overcome action with Engineering vs. Fair (+2) to clear one stress or consequence box. The number of shifts in the resulting roll equals the maximum value of the stress or consequences box that can be cleared. *Pickup (Pilot, full turn): Pick up a stranded pilot, jettisoned cargo canister, asteroid ore chunk, etc. Target Difficulty is determined by the GM. *Launch (Systems, second half): Overcome action with Systems, modified by Engineering. Launch fighters, shuttles or other subsidiary craft. These enter the engagement at the same level on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. *Shake off a tail (Pilot, full turn): Initiate a Pilot vs. Pilot or Drives contest. If successful, both reposition in next turn. *Reposition (Pilot, either half of turn): Overcome action with Pilot. Position your ship at or below new result on [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. Do not degrade. *Point defense (Guns, second half, Scale 4 or above): +2 attack against any ship inside shields. *Fire decoys (Guns, either half, Scale 3 or above): Overcome action with Guns vs. Fair +2; once only per gunner/turret. Penalty to opponent's next attack equal to number of shifts in successful roll. *Full defense (Pilot, full turn, max 3 Scale): +2 defend against any attacks and other opponent actions, no other actions allowed. *Jump to lightspeed (Drives, modified by Pilot/Computing/Engineering, full turn): Calculate and initiate hyperspace jump. Overcome action with Drives vs. Fair +2. Requires no tail and at least 2 levels of separation on [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. Can be cut to half a turn with Advanced Astrogation. '''Damage''' Starships have two Stress tracks, one for Hull, the other for Systems. Each ship also has the usual Mild, Moderate and Serious Consequence boxes, with the usual 2, 4 and 6 shift values, plus an additional +8 Extreme consequences box if the ship is Scale 6 or above. The attacker decides which Stress track is targeted for each attack. The special Targeted Attack Action also allows even more specific targeting. Shields reduce the amount of damage done by the Shields value (but see below). Each Consequence box filled for Systems does a corresponding amount of damage to Systems stunts. Each Consequence box filled for the Hull has potentially damaging or fatal effects as follows: *+4: Hull breach, cargo compartment; cargo lost, no injuries. *+3: Hull breach, crew compartment; 1 crew takes 1 roll damage. *+2 Hull breach, crew compartment; all crew take 1 roll damage *+1: Life support failure; crew have to reach escape pods or survive on suit air *0: Radiation leak; all crew take 1 roll radiation damage/round until fixed *-1: Loss of control; ship maneuvers/repositions at random until helm repaired *-2: Catastrophic outage; ship dead in space, no drives or internal power *-3: Catastrophic failure; ship explodes, crew have time to reach escape pods *-4: Catastrophic detonation; ship explodes, no chance of escape '''Shields''' Shields usually absorb damage equal to their rating. However, a torpedo, snub pilot, or other threat may be able to penetrate within shield radius. If so, Shields provide no protection against that damage. '''Torpedoes''' Torpedoes are small (Scale 0) guided missiles, usually with +3 Pilot and +3 Drives, with the Fast Ship and Maneuverability stunt. They home in on a target designated at launch, and aim to reach the same zone as the target. Once in the same zone, they explode. Damage depends on the payload, but is a standard +6. Torpedoes can be fired both outside and inside an engagement. If fired or entering an engagement, they have to reach the same level on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] to successfully detonate. If fired during an engagement, they can perform the "Inside their shields" attack. If their target is destroyed or shakes them off before they detonate, they explode, doing damage to all ships, friendly or hostile, at the same level in the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. In its terminal guidance phase, a torpedo can perform the "Inside their shields" action, if it succeeds in a Pilot vs Systems roll against the target.
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