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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 Sensors vs Sensors contest, modified by crew Science (Comms) or Military Training (Navy) 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. Military sensors always have a +20% advantage over civilian sensors. Each level of difference in Tech Level between ships adds another 10% advantage or disadvantage. '''Closing to engage ''' Once detected, ships need to move to within engagement range to enter close quarter battle. If a ship wants to avoid combat, it can do a series of Pilot vs Pilot contests as per a typical chase, adding the ship's Speed rating to the percentage roll for each. The pursuer may also be a torpedo as well as another starship. Depending on the situation, the GM can decide that just a single success is enough to initiate combat, or require a chase with best of 3 wins, or 3 consecutive wins. '''Silent running ''' A ship can elect to initiate silent running, turning off its drives and cutting all non-essential emissions. While in silent running, it cannot maneuver, accelerate or decelerate, except by the effect of gravity wells. In silent running mode, it cuts -60% from sensor acquisition chances, equivalent to Superior Stealth. Size of 10 or above cuts -20% from this. '''Engagement ''' On entering an engagement, the combatants each make a Pilot roll. A successful roll starts at the final result of the roll, divided by 10. A failed roll starts 4 steps below. Two or more successful rolls start at their separate results divided by 10. If there are two or multiple failed rolls, they are always 2 steps below the lowest successful roll. This 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 in close quarter battle. 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. The Engagement Ladder is not a measure of altitude, but of relative advantage and disadvantage in a combat - like having the weather gauge in old-fashioned Age of Sail naval warfare. It is also a measure of rough practical firing range for beam weapons. Beyond these distances, beam divergence and attentuation and relative velocities make close quarter battle impracticable. Once in CQB, Handling rather than Speed is the main factor in ship maneuvering; a ship entering CQB may have a low Speed but have built up high velocity through days or weeks of acceleration. Ships fire and move in order of their position on the Engagement Ladder. Ships on the same level according to who has the higher Military Training (Navy) skill, or if not, Pilot skill. 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 beyond engagement range, 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 if it is higher. For the majority of actions, the skill is Pilot. For pure gunnery actions (e.g. Snap shot), the crew Skill is Military Training (Navy). Crew manning turrets and other installations cannot do Pilot actions, but can do other actions separately. An unnmanned turret or weapon will fire at a standard AI rating of 50%. Some full turn actions are essentially two actions combined, e.g. Desperate attack, which combines Pilot and shooting. Each crew member or installation can only make one type of action per turn, or two compatible half actions: a Pilot cannot make a Targeted Attack and a Push in the same turn. A full turn action is assumed to take effect in the second half of the exchange. For each type of action, the relevant Skill roll or installation needed to make the action is indicated. [[Attack Actions]] *Desperate attack (Pilot, full turn, max 10 Size): 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. Add Handling as a percentage to success chances. *On their tail (Pilot, 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]. Take one turn to get on your target's tail. Attack your target with a +20% bonus to your attack next turn, increasing by +10% each turn. Add Handling as a percentage to success chances. *Targeted attack (Pilot or Turret, full turn): Target a specific hit location at -20% success chance. Add Handling as a percentage to success chances. *Snap shot (Pilot or Turret, 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]. For Pilot, add Handling as a percentage to success chances. *Return fire (Turret, second half): 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 -20%. *Target lock (Turret, 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 +20% bonus to your roll next turn, increasing by +10% each turn. *Special weapon (Pilot or Turret, 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]. *Spinal weapon (Pilot and Military Training (Navy), full turn): Fire a spinal or axial weapon 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]. This requires one full turn of preparation to align the weapon and charge it up: no other significant maneuver actions are possible in this time. Both rolls must succeed for the weapon to fire successfully. *Grapple and board (Pilot, second half): Initiate a Pilot vs. Pilot 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 Handling. If aggressor wins, they can grapple and board the target. Add Handling as a percentage to success chances on both sides. [[Non-Attack Actions]] *Push (Pilot, second half): Initiate a Pilot vs. Pilot contest. If aggressor wins, they push defender 1 level down the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. Add Handling as a percentage to success chances on both sides. *Evade (Pilot, first half): Maneuver to dodge incoming fire; defend with Pilot vs. Pilot or turrets, resisting the opponent's highest hit chance. This applies to all incoming fire during the turn, but the ship cannot make any attack actions during that turn. Add Handling as a percentage to success. *Repair (Craft (Engineering), second half): a success with Craft (Engineering) clears 25% of damage received; Critical clears 50%. An Engineer can only work on one hit location per turn. *Pickup (Pilot, full turn): Pick up a stranded pilot, jettisoned cargo canister, asteroid ore chunk, etc. Target Difficulty is determined by the GM. *Launch (Technology Use, second half): 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 contest. If successful, both reposition in next turn. Add Handling as a percentage to success chances on both sides. *Reposition (Pilot, either half of turn): Position your ship at or below new result on [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. *Point defense (Turrets, second half): fire Sandcasters at any target on the same level or the level above (or below). *Fire decoys (Turrets, either half): fire Sandcasters to release chaff and decoys: success means -20% for all incoming attacks (Pilot, missiles, turrets) for 1 turn only. Advanced Sensor Suites negate this. *Jam (Craft (Engineering) or Science (Comms), either half): a success jams your opponent's communications, whether ship-to-ship or interplanetary distances; needs success in a Skills vs Skills contest to take effect. *Full defense (Pilot, full turn, max 3 Scale): +2 defend against any attacks and other opponent actions, no other actions allowed. *Jump to lightspeed (Navigate, full turn): Calculate and initiate hyperspace jump. 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]. '''Damage''' Weapons damage is inflicted on hit locations as per M-Space rules, with corresponding effects. '''Missiles''' Missiles are small (Size 0) guided missiles, usually 50% Pilot and Craft (Engineering), with Speed and Handling both at least 10. They home in on a target designated at launch, and aim to reach the same zone as the target. They can make a maximum of 10 level shifts on the engagement ladder before they self-destruct. Once in the same zone as their target, they explode. Damage depends on the payload, but is a standard 3D6 for conventional warheads. Missiles 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 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].
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