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'''
 
'''
  
A hyperspace jump requires a starship to be at least 100 diameters distant from a planet, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Navigate skill, take at least one turn of calculations.
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A hyperspace jump requires a starship to be at least 100 diameters distant from a planet, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Navigate skill, take at least one round of calculations.
  
A standard hyperspace jump can cover roughly 1 parsec (3.26 ly or 1 hex on a subsector map) per Jump drive rating. The relevant roll is dictated by the ship's Jump drive, and other factors. So, a 1-parsec jump requires a -10% success, a 2-parsec jump a -20% success, and so on. This total can be influenced by external environmental factors. For instance, a hyperspace lane typically lowers the difficulty (increases the range) of a jump by 10%, or  even 20%, while a miscalculated jump or local environmental interference may raise the difficulty by 40% or even more.
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A standard hyperspace jump can cover roughly 1 parsec (3.26 ly or 1 hex on a subsector map) per Jump drive rating. The relevant roll is dictated by the ship's Drives rating, and other factors. So, a 1-parsec jump requires a +1 success, a 2-parsec jump a +2 success, and so on. This total can be influenced by external environmental factors. For instance, a hyperspace lane typically lowers the Difficulty (increases the range) of a jump by 1, or  even 2, while a miscalculated jump or local environmental interference may raise the Difficulty by 1 or far more.
  
After each jump, a starship needs to stop and recalibrate its hyperdrive, and make the calculations for the next jump, at the new difficulty. Consequences of a hard failure can include flying into the heart of a star, or other equally unpleasant outcomes.
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After each jump, a starship needs to stop and recalibrate its hyperdrive, and make the calculations for the next jump, at the new Difficulty. Consequences of a hard failure can include flying into the heart of a star, or other equally unpleasant outcomes.
  
A hyperspace jump takes an unpredictable but limited amount of time - usually around 1 week - and a lot of fuel. Typically, a Jump for a ship's full Jump range consumes half of the ship's entire fuel reserves.
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A hyperspace jump takes an unpredictable but limited amount of time - usually around 1 week - and a lot of fuel. Typically, a Jump consumes half of the ship's entire fuel reserves.
  
 
== '''Starship Combat''' ==
 
== '''Starship Combat''' ==
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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.
 
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.
 
  
  
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'''
 
'''
  
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.
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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 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.  
 
  
  
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'''
 
'''
  
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].
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On entering an engagement, the combatants each make a Pilot roll. The result, divided by 10, 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.  
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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. The Engagement Ladder is not a measure of altitude, but of relative advantage and disadvantage in a combat. 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.
  
 
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.  
 
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.  
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Attack actions can normally be made only against targets at the same level or below, unless otherwise indicated in the action's details.
 
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%.
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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 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.
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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.  
 
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.  
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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.
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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]]
 
[[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.
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*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, 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.
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*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 (Pilot or Turret, full turn): Target a specific hit location at -20% success chance. Add Handling as a percentage to success chances.
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*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.
*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.
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*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.
*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%.
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*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].
*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.
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*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.
*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].
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*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.
*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.
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*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 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.
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*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]]
 
[[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.
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*Create an advantage or overcome (Any appropriate Skill, either half of turn): As standard Fate Core actions.
*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.
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*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].
*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.
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*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.
 
*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].
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*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 contest. If successful, both reposition in next turn. Add Handling as a percentage to success chances on both sides.
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*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): Position your ship at or below new result on [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder].  
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*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 (Turrets, second half): fire Sandcasters at any target on the same level or the level above (or below).
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*Point defense (Guns, second half, Scale 4 or above): +2 attack against any ship inside shields.
*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.
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*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.
*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.
 
*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].  
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*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.
  
  
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'''Damage'''
 
'''Damage'''
  
Weapons damage is inflicted on hit locations as per M-Space rules, with corresponding effects.
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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).
 
 
 
 
'''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].
 
  
== '''Starship Weapons and Equipment''' ==
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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:
  
Following are the current roster of available weapons and gear for general non-naval starships.
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*+4: Hull breach, cargo compartment; cargo lost, no injuries.
 +
*+3: Hull breach, crew compartment; 1 crew takes 1 roll damage.
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*+2  Hull breach, crew compartment; all crew take 1 roll damage
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*+1: Life support failure; crew have to reach escape pods or survive on suit air
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*0:  Radiation leak; all crew take 1 roll radiation damage/round until fixed
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*-1: Loss of control; ship maneuvers/repositions at random until helm repaired
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*-2: Catastrophic outage; ship dead in space, no drives or internal power
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*-3: Catastrophic failure; ship explodes, crew have time to reach escape pods
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*-4: Catastrophic detonation; ship explodes, no chance of escape
  
{| class="wikitable"
 
! Weapon Type
 
! Range
 
! Damage
 
! Cost (RP)
 
! Notes
 
|-
 
|Pulse laser
 
|2
 
|1D6
 
|10
 
|
 
|-
 
|Beam laser
 
|3
 
|2D6
 
|15
 
|00
 
|-
 
|Particle beam
 
|2
 
|3D6
 
|20
 
|00
 
|-
 
|Missile rack
 
|10
 
|(Special)
 
|5
 
|Cost for launcher. Standard load costs 3 RP
 
|-
 
|Sandcaster
 
|1
 
|(Special)
 
|5
 
|Cost for launcher. Standard load costs 2 RP
 
|-
 
|}
 
  
Military grade sensor suite: 15 RP
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'''Shields'''
  
Stealth coating: Tonnage x 0.1 RP
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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.
  
Armour: Tonnage x 0.05 RP per Armour Point
 
  
Microgravity haulage drone: 4 RP
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'''Torpedoes'''
  
== '''Back to main page''' ==
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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.
  
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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].
  
*[https://wiki.rpg.net/index.php/The_Cluster_Falk Main page]
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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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