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Raiders of the Rim: Combat
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These are homebrew rules for Star Wars starships in Raiders of the Rim, based on Starblazer, Fate of the Stars, Tachyon Squadron, and other sources. == '''Turn Order''' == Turn order in Raiders of the Rim follows the usual Fate Core model: if no one has surprise, the highest skill goes first. For combat, this will mostly be Shoot, or Fight. However, for anyone who wants to use a verbal or mental skill, such as Provoke or Rapport, or even Deceive, and has this at a higher level than the opposition's Fight or Provoke skill, they can go first. This could even stop the entire combat in its tracks. == '''Weapons''' == These are standardized weapon rules and options for the Raiders of the Rim setting. For actual Weapon Types, see the table at the end. Range signifies range beyond the same zone - so, a sidearm can shoot into the next zone. Guns can shoot one zone beyond their standard range, but at a -4 penalty. '''Power''' *Light: 0 shift to Stress/Consequences *Standard: +1 shift to Stress/Consequences *High Power: +2 shift to Stress/Consequences *Heavy: +2 shift to Stress/Consequences '''Format''' *Compact: +1 to Stealth tests, +2 to create surprise *Sidearm: 1 zone range *Short arm: 2 zones range *Long arm: 3 zones range, -1 in same zone *Sniper: 4 zones range, -1 in same zone *Mounted: 4 zones range, -1 in same zone '''Modes''' *Single shot: 1 target per round *Burst: 1 target per round, increase Power by 1, Power applies to basic roll as well as Stress/Consequences; divide shifts between 2 adjacent targets; ammo rate x 3 *Full auto: multiple targets per round, increase Power by 2, Power applies to basic roll as well as Stress/Consequences; divide shifts between targets in arc; ammo rate x 10 *Scattershot: 1 target per round, increase Power by 1, Power applies to basic roll as well as Stress/Consequences; divide shifts between 2 adjacent targets, -1 zone range '''Ammo''' Ammo capacity for canonical Star Wars weapons is around 100 shots, so Out of Ammo is rarely a problem. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point. '''Stunts''' *Sniperscope: +2 to Attack after 1 round wait to line up; range 1 extra zone *Penetrative: -1 to target armour *Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics *Stunning: attacks stun only *Ion: ECM vs droids/systems; +1 shift to Stress/Consequences; attacks stun only *Flame: success with style ignites target; suppressive fire *Disintegration: success with style causes immediate severe consequence '''Mods''' Weapons can be modded, for additional Stunts or other advantages, by the right Crafts or Engineering roll. == '''Explosives and Grenades''' == These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices. '''Explosives''' Explosions produce a single area effect Attack against all targets within the same zone. The Attack strength in shifts depends on the strength/yield of the explosion. The Attack shifts reduce by -4 for each succeeding zone: so, a +6 bomb going off in one zone can still inflict a +2 Attack on targets in the adjacent zone. All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover, taking shelter, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result. Explosives fans need to be careful not to get caught in their own blast radius, but unless actually holding the device, get the same Defend chance as anyone else. '''Grenades''' Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll. Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics roll against Difficulty +5, though, and failure means the target takes the full Attack. Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages. '''Grenade Types''' *Frag grenade: +6 area Attack *Launcher grenade: +6 area Attack; standard weapon-fired grenade *Ion grenade: +6 area Attack as ion gun *Gas grenade: CA creates Gas-Filled Zone aspect (properties vary) *Concussion grenade: +6 area Attack; Consequences Concussed *Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect *Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth *Thermal Detonator: +10 area Attack, -1 to throw == '''Weapon Types''' == {| class="wikitable" ! Weapon ! Power ! Format ! Modes ! Range ! Stunts ! Notes |- |Holdout blaster |Light (-1) |Compact |Single |1 |Stealth +1, auto surprise | |- |Blaster pistol |Standard |Sidearm |Single |1 | | |- |E-11 blaster rifle |Standard |Short arm |Single, burst |2 | | |- |Jawa ion gun |Standard |Short arm |Single |2 |Ion | |- |Modded blaster pistol |High (+1) |Sidearm |Single, burst |1 | | |- |Bowcaster |High (+1) |Short arm |Single |3 | | |- |Blast rifle |High (+1) |Long arm |Single, burst |3 | | |- |Tusken rifle |High (+1) |Long arm |Single |4 | | |- |Disintegrator |High (+1) |Long arm |Single |3 |Disintegration | |- |D-93 Incinerator |Standard |Long arm |Full auto |1 |Flame; suppressive fire | |- |Heavy blaster rifle |Heavy (+2) |Mounted |Single, burst, full auto |4 |Suppressive fire | |- |-|}
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