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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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'''
 
'''
  
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.
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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 in closse 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. 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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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.
  
 
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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'''Missiles'''
 
'''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.
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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. Once in the same zone, 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].
 
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''' ==
 
 
Following are the current roster of available weapons and gear for general non-naval starships.
 
 
{| 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
 
 
Stealth coating: Tonnage x 0.1 RP
 
 
Armour: Tonnage x 0.05 RP per Armour Point
 
 
Microgravity haulage drone: 4 RP
 
 
== '''Back to main page''' ==
 
 
 
*[https://wiki.rpg.net/index.php/The_Cluster_Falk Main page]
 

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