Editing Raiders of the Rim:StarshipRules

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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. Ships Scale 6 or above also gain an additional Extreme consequences box at +8.
 
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.
  
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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== '''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.  
 
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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*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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