Editing Raiders of the Rim: Combat
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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. | ||
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== '''Weapons''' == | == '''Weapons''' == | ||
− | These are standardized weapon rules and options for the Raiders of the Rim setting | + | These are standardized weapon rules and options for the Raiders of the Rim setting |
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'''Power''' | '''Power''' | ||
− | *Light: | + | *Light: -1 shift to Stress/Consequences |
− | *Standard: | + | *Standard: 0 shift to Stress/Consequences |
− | *High Power: + | + | *High Power: +1 shift to Stress/Consequences |
*Heavy: +2 shift to Stress/Consequences | *Heavy: +2 shift to Stress/Consequences | ||
'''Format''' | '''Format''' | ||
− | *Compact: +1 to Stealth tests, | + | *Compact: +1 to Stealth tests, automatic surprise |
*Sidearm: 1 zone range | *Sidearm: 1 zone range | ||
*Short arm: 2 zones range | *Short arm: 2 zones range | ||
− | *Long arm: 3 zones range | + | *Long arm: 3 zones range |
− | *Sniper: 4 zones range | + | *Sniper: 4 zones range |
− | *Mounted: 4 zones range | + | *Mounted: 4 zones range |
'''Modes''' | '''Modes''' | ||
*Single shot: 1 target per round | *Single shot: 1 target per round | ||
− | *Burst: 1 target per round, | + | *Burst: 1 target per round, 1 die maximized; divide shifts between 2 adjacent targets |
− | *Full auto: multiple targets per round | + | *Full auto: multiple targets per round; divide shifts between targets in arc |
− | *Scattershot: 1 | + | *Scattershot: 1 die maximized, same shifts to all adjacent targets, -1 zone range |
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'''Ammo''' | '''Ammo''' | ||
− | + | *Ammo capacity | |
− | Ammo capacity | ||
'''Stunts''' | '''Stunts''' | ||
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*Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics | *Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics | ||
*Stunning: attacks stun only | *Stunning: attacks stun only | ||
− | *Ion: ECM vs droids/ | + | *Ion: ECM vs droids/ electronics; +1 shift to Stress/Consequences; attacks stun only |
*Flame: success with style ignites target; suppressive fire | *Flame: success with style ignites target; suppressive fire | ||
*Disintegration: success with style causes immediate severe consequence | *Disintegration: success with style causes immediate severe consequence | ||
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== '''Explosives and Grenades''' == | == '''Explosives and Grenades''' == | ||
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Explosions produce a single area effect Attack against all targets within the same zone. The Attack strength in shifts depends on the strength/yield of the explosion. The Attack shifts reduce by -4 for each succeeding zone: so, a +6 bomb going off in one zone can still inflict a +2 Attack on targets in the adjacent zone. | Explosions produce a single area effect Attack against all targets within the same zone. The Attack strength in shifts depends on the strength/yield of the explosion. The Attack shifts reduce by -4 for each succeeding zone: so, a +6 bomb going off in one zone can still inflict a +2 Attack on targets in the adjacent zone. | ||
− | All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover | + | All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result. |
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'''Grenades''' | '''Grenades''' | ||
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Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll. | Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll. | ||
− | Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics | + | Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics challenge of Difficulty +5, though, and failure means the target takes the full Attack. |
− | Other types of grenade exist as well as explosives. | + | Other types of grenade exist as well as explosives. These are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages. |
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! Format | ! Format | ||
! Modes | ! Modes | ||
+ | ! Ammo | ||
! Range | ! Range | ||
! Stunts | ! Stunts | ||
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|Compact | |Compact | ||
|Single | |Single | ||
+ | |5 | ||
|1 | |1 | ||
|Stealth +1, auto surprise | |Stealth +1, auto surprise | ||
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|Sidearm | |Sidearm | ||
|Single | |Single | ||
+ | |20 | ||
|1 | |1 | ||
| | | | ||
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|- | |- | ||
− | | | + | |Blaster |
|Standard | |Standard | ||
|Short arm | |Short arm | ||
|Single, burst | |Single, burst | ||
+ | |30 | ||
|2 | |2 | ||
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|Short arm | |Short arm | ||
|Single | |Single | ||
+ | |10 | ||
|2 | |2 | ||
|Ion | |Ion | ||
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|- | |- | ||
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|Short arm | |Short arm | ||
|Single | |Single | ||
+ | |30 | ||
|3 | |3 | ||
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|Long arm | |Long arm | ||
|Single, burst | |Single, burst | ||
+ | |30 | ||
|3 | |3 | ||
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|Long arm | |Long arm | ||
|Single | |Single | ||
+ | |1 | ||
|4 | |4 | ||
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|Long arm | |Long arm | ||
|Single | |Single | ||
+ | |10 | ||
|3 | |3 | ||
|Disintegration | |Disintegration | ||
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|Long arm | |Long arm | ||
|Full auto | |Full auto | ||
− | | | + | |100 |
+ | |2 | ||
|Flame; suppressive fire | |Flame; suppressive fire | ||
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|Mounted | |Mounted | ||
|Single, burst, full auto | |Single, burst, full auto | ||
+ | |200 | ||
|4 | |4 | ||
|Suppressive fire | |Suppressive fire | ||
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|- | |- | ||
|-|} | |-|} | ||
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+ | == '''Weapon Types''' == |