Difference between revisions of "Raiders of the Rim:StarshipRules"

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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.
 
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.
  
'''Starship design'''
+
'''Starship Design'''
  
 
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.
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*Decoys - +2 in defensive moves in conflicts
 
*Decoys - +2 in defensive moves in conflicts
 
*Point defense - (Scale 4 minimum) +2 Shields attack on small craft inside deflector shields
 
*Point defense - (Scale 4 minimum) +2 Shields attack on small craft inside deflector shields
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 +
 +
Starship Navigation
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 +
The rules for starship navigation are based on Fate's Zone system, and are inexact when it comes to speed and distance.
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 +
*Same Zone: Point-blank range, docking distance,
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*1 Zone apart: Close beam weapon range, near visual observation range
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*2 Zones apart: Long beam weapon range, same orbit
 +
*3 Zones apart: Extreme range, interlunar distances
 +
*4 Zones apart: Extreme detection range, interplanetary distances
 +
Etc.

Revision as of 04:32, 30 August 2019

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.

Starship Design

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 2 the ship's Scale, so a Tie Fighter with Scale 1 has 2 boxes in its Stress tracks.

When building a ship, players get 3 basic Skill points per point of Scale, and 3 points 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.)

Drives

  • Fast ship - +2 Drives bonus for sublight tests involving speed
  • Advanced hyperdrive - reduces transit time in hyperspace
  • Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes supplementary rather than primary action in a round
  • Maneuverability - +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills

Systems

  • 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
  • Stasis pods - 10x base passenger capacity in stasis pods
  • Passenger deck - double base passenger capacity
  • Mining systems - tractors, fusioncutters and nets for detaching and catching minerals in space
  • Enhanced hold - double base cargo capacity, special environmental fittings for handling exotics
  • Shuttle/dropship - Scale 2 subsidiary ship
  • Enhanced database
  • Enhanced engineering

Guns

  • Proton torpedoes - missile weapon
  • Tractor beam - Guns vs Drives/opposing Pilot contest against target to capture it (only your Scale or below)
  • Hyperdrive inhibitor - Guns vs Drives contest against target to prevent its escape to hyperspace
  • 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
  • Super weapon - (Scale 6 minimum) devastating WMD

Shields

  • Enhanced shields - +2 to Shields
  • Hardened - +1 Stress box for both Hull and Systems
  • Decoys - +2 in defensive moves in conflicts
  • Point defense - (Scale 4 minimum) +2 Shields attack on small craft inside deflector shields


Starship Navigation

The rules for starship navigation are based on Fate's Zone system, and are inexact when it comes to speed and distance.

  • Same Zone: Point-blank range, docking distance,
  • 1 Zone apart: Close beam weapon range, near visual observation range
  • 2 Zones apart: Long beam weapon range, same orbit
  • 3 Zones apart: Extreme range, interlunar distances
  • 4 Zones apart: Extreme detection range, interplanetary distances

Etc.