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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 Scale 6 or above also gain an additional Extreme consequences box at +8.
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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.) Those are starting levels, and a ship can of course be upgraded as much as the players' Resources allow - although the ship's Scale can't be changed.
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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
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*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'''
*Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes a half turn action rather than a full turn, +2 for jump rolls
 
 
*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/opposing Pilot contest against target to prevent its escape to hyperspace, effect  persists for number of rounds equal to shifts generated.
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*Hyperdrive inhibitor - Guns vs Drives contest against target to prevent its escape to hyperspace
*Decoys - +2 in defensive moves in conflicts (1 shot per Scale point only)
 
*Point defense - (Scale 4 minimum) +2 Guns attack on small craft inside deflector shields
 
 
*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'''
*Angle the deflector shields - +2 to Shields for 1 exchange with  Engineering roll vs. +2 Fair
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*Enhanced shields - +2 to Shields
*Hardened - +1 Stress box for both Hull and Systems
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*Hardened - +1 Stress box for both Hull and Systems  
*Shunt shield power - +2 to Shields for 1 exchange in one quadrant with Engineering roll vs. +2 Fair, -1 in other quadrants
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*Decoys - +2 in defensive moves in conflicts (1 shot per Scale point only)
*Shield tuning - +2 to Shields continuously against any specific environmental threat (e.g. radiation, asteroids) with Engineering roll vs. +2 Fair
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*Point defense - (Scale 4 minimum) +2 Shields attack on small craft inside deflector shields
  
 
== '''Scale''' ==
 
== '''Scale''' ==
  
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.
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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.
  
 
Ships of Scale 5 or above gain a -2 penalty per additional point of Scale to any tests or contests involving maneuvers or speed, no matter how high their Drives rating. This is to reflect their cumbersome, momentum-heavy nature. Of course, most space navies don't bother to build in all the extra drive muscle needed to propel heavy units at high speed, and a tight turning circle is never an option.
 
Ships of Scale 5 or above gain a -2 penalty per additional point of Scale to any tests or contests involving maneuvers or speed, no matter how high their Drives rating. This is to reflect their cumbersome, momentum-heavy nature. Of course, most space navies don't bother to build in all the extra drive muscle needed to propel heavy units at high speed, and a tight turning circle is never an option.
 
Ships of Scale 6 or above gain an extra +8 Extreme consequences box.
 
  
 
== '''Ship Skills and Crew Skills''' ==
 
== '''Ship Skills and Crew Skills''' ==
  
Following the option in Fate Space Toolkit, Crew Skills modify Ship Skills. If a crew member has a relevant Skill at a higher level than the ship Skill, they add a flat one-time +1 benefit to that Skill. So, a crew member with Shoot +4 can add a +1 bonus to a ship's +2 Guns Skill, a crew member with Engineering +4 can add a +1 bonus to relevant Systems Skills. There are no additional teamwork benefits.
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Following the option in Fate Space Toolkit, Crew Skills modify Ship Skills. If a crew member has a relevant Skill at a higher level than the ship Skill, they add a +1 benefit to that Skill. So, a crew member with Shoot +4 can add a +1 bonus to a ship's +2 Guns Skill, a crew member with Engineering +4 can add a +1 bonus to relevant Systems Skills. There are no additional teamwork benefits.
  
The exception is Pilot. The Pilot Skill always trumps Ship Skills (inc. Drives) for almost any test or contest beyond a straight flat-out contest of speed vs. speed, although it does not remove the effects of penalties.  
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The exception is Pilot. The Pilot Skill always trumps Ship Skills (inc. Drives), although it does not remove the effects of penalties.  
  
 
Even if player crew members have lower Skills than Ship Skills, they can still invoke Aspects, burn Fate points, and otherwise boost the Ship Skill rolls. Therefore, it's always useful to have them participate, even if the Ship Skill is higher.  
 
Even if player crew members have lower Skills than Ship Skills, they can still invoke Aspects, burn Fate points, and otherwise boost the Ship Skill rolls. Therefore, it's always useful to have them participate, even if the Ship Skill is higher.  
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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: Interlunar distances
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*3 Zones distance: Extreme detection range, interlunar distances
*4 Zones distance: Extreme detecction range, interplanetary distances
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*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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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 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. 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.
 
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.
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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.
 
*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.
 
*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].
 
*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].
*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.
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*Return fire (Guns, 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.
 
*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.
 
*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.
 
*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].  
 
*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].  
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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.
 
*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 (Guns, second half, Scale 4 or above): +2 attack against any ship inside shields.
 
*Point defense (Guns, second half, Scale 4 or above): +2 attack against any ship inside shields.
*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.
 
 
*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 (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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*Jump to lightspeed (Pilot/Computing/Engineering, 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.
  
  
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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, 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).
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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. 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:

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