Editing Raiders of the Rim:StarshipRules
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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 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 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. |
− | 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.) | + | 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.) |
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. | 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. | ||
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*Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage | *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 | *Advanced hyperdrive - reduces transit time in hyperspace, halves jump fuel consumption, maximizes 1 dice in jump rolls | ||
+ | *Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes a half turn action rather than a full turn, +2 for jump rolls | ||
*Maneuverability - (Scale 3 maximum) +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills | *Maneuverability - (Scale 3 maximum) +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills | ||
'''Systems''' | '''Systems''' | ||
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*Enhanced sensor suite - +2 in Systems vs Systems tests for detection; +1 zone range for detection | *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 | *Stealth suite - +2 in Systems vs Systems tests for escape and evasion or passing undetected | ||
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*Proton torpedoes - missile weapon (1 shot per Scale point only) | *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) | *Tractor beam - Guns vs Drives/opposing Pilot contest against target to capture it (only your Scale or below) | ||
− | *Hyperdrive inhibitor - Guns vs Drives | + | *Hyperdrive inhibitor - Guns vs Drives contest against target to prevent its escape to hyperspace |
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*Ram - ship hardened with offensive ram, Pilot vs Pilot contest in same zone, no Shields protection, rammer talks half damage | *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 | *Exotic weapon - unusual technology, doubling repair time for inflicted damage | ||
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'''Shields''' | '''Shields''' | ||
− | * | + | *Enhanced shields - +2 to Shields |
− | *Hardened - +1 Stress box for both Hull and Systems | + | *Hardened - +1 Stress box for both Hull and Systems |
− | * | + | *Decoys - +2 in defensive moves in conflicts (1 shot per Scale point only) |
− | * | + | *Point defense - (Scale 4 minimum) +2 Shields attack on small craft inside deflector shields |
== '''Scale''' == | == '''Scale''' == | ||
− | + | Ships cannot enhance their Guns or Shields beyond their Scale. So, a Scale 3 freighter cannot support more than +3 Guns or Shields. This represents the mechanical and energy limits of the hull. That also caps the Shoot or Engineering or other skill that a player character can use with that ship system, but the PCs can boost these levels with Fate points and advantages. | |
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− | + | A ship can attack or defend against another ship one level of Scale above or below it without special benefits or penalties. After that, each level of Scale confers an extra +2 for Guns and Shields, and most other offensive and defensive rolls. This represents the far superior power and toughness of a larger ship. The same applies in reverse for defensive evasion moves. A ship two levels or more of scale below its opponent gains a +2 for Evade or other Pilot contests for each level of Scale difference beyond 1. | |
== '''Starship Navigation''' == | == '''Starship Navigation''' == | ||
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*1 Zone distance: Close beam weapon range, near visual observation range | *1 Zone distance: Close beam weapon range, near visual observation range | ||
*2 Zones distance: Long beam weapon range, same orbit | *2 Zones distance: Long beam weapon range, same orbit | ||
− | *3 Zones distance: | + | *3 Zones distance: Extreme detection range, interlunar distances |
− | *4 Zones distance: | + | *4 Zones distance: Interplanetary distances |
Closing the distance between two friendly vessels seeking to rendezvous doesn't require a test. Pursuits follow usual Fate rules. As soon as ships are within 2 Zones of each other, they can initiate an engagement. | Closing the distance between two friendly vessels seeking to rendezvous doesn't require a test. Pursuits follow usual Fate rules. As soon as ships are within 2 Zones of each other, they can initiate an engagement. | ||
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''' | ''' | ||
− | A hyperspace jump requires a starship to be at least 2 zones distant from a planet's surface, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Drives skill | + | A hyperspace jump requires a starship to be at least 2 zones distant from a planet's surface, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with Computing or the ship's Drives skill, take at least one round of calculations, although with the Advanced Astrogation stunt, this becomes a subsidiary action in a round. |
These hyperspace jump range calculations are based on the canonical 6 weeks of hyperspace travel from the Galactic Rim to the Core Worlds along one of the major hyperspace lanes. | These hyperspace jump range calculations are based on the canonical 6 weeks of hyperspace travel from the Galactic Rim to the Core Worlds along one of the major hyperspace lanes. | ||
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''' | ''' | ||
− | Starships have to detect each other to enter combat. Detection is a Systems vs Systems | + | Starships have to detect each other to enter combat. Detection is a Systems vs Systems test, modified by 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. |
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''' | ''' | ||
− | 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 | + | 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 tests as per a typical chase, with Drives (and the Fast Ship stunt) as a bonus on each side. 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. |
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Actions basically take half or all of each turn; 2 half actions can both be done in a single turn. | Actions basically take half or all of each turn; 2 half actions can both be done in a single turn. | ||
− | + | Attack and defensive actions require a roll of the relevant skill to succeed, with crew skill capped by ship skill. For the majority of actions, the skill is Pilot. For pure gunnery actions (e.g. Snap shot), the crew skill is Shoot (capped by 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. | |
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− | Attack and defensive actions require a roll of the relevant | ||
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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. | 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. | ||
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[[Attack Actions]] | [[Attack Actions]] | ||
− | *Desperate attack ( | + | *Desperate attack (full turn): 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 ( | + | *On their tail (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 attack roll, increasing by +1 each turn. |
− | *Targeted attack ( | + | *Targeted attack (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 ( | + | *Inside their shields (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 ( | + | *Snap shot (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 ( | + | *Return fire (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 -2 on Guns, if you are Scale 3 or above. |
− | + | *Grapple and board (second half): Attack action, Pilot vs. Pilot, against target on same level of [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] and lower Drives. If aggressor wins, they can grapple and board the target. | |
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− | *Grapple and board ( | ||
[[Non-Attack Actions]] | [[Non-Attack Actions]] | ||
− | *Create an advantage or overcome ( | + | *Create an advantage or overcome (either half of turn): As standard Fate Core actions. |
− | *Push ( | + | *Push (second half): Overcome action, Pilot vs. Pilot. If aggressor wins, they push defender down the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder]. |
− | *Evade ( | + | *Evade (half turn): Maneuver to dodge incoming fire; Defend with Pilot vs. Shoot (or Drives vs. Guns). |
− | *Repair ( | + | *Repair (second half): Overcome action with Engineering vs. Fair (+2) to clear one damage instance. |
− | *Pickup ( | + | *Pickup (full turn): Pick up a stranded pilot, jettisoned cargo canister, asteroid ore chunk, etc. |
− | + | *Shake off a tail (full turn): Overcome action, Pilot vs. Pilot. If successful, both reposition in next turn. | |
− | *Shake off a tail ( | + | *Reposition (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. |
− | *Reposition ( | + | *Point defense (second half): +2 attack against any ship inside shields. |
− | *Point defense ( | + | *Full defense (full turn): +2 defend against any attacks and other opponent actions, no other actions allowed. |
− | + | *Jump to lightspeed (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]. Can be cut to half a turn with Advanced Astrogation. | |
− | *Full defense ( | ||
− | *Jump to lightspeed ( | ||
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'''Damage''' | '''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 | + | 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. The attacker decides which 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: | 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: |