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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.
  
== '''Turn Order''' ==
 
 
Turn order in Raiders of the Rim follows the usual Fate Core model: if no one has surprise, the highest skill goes first. For combat, this will mostly be Shoot, or Fight. However, for anyone who wants to use a verbal or mental skill, such as Provoke or Rapport, or even Deceive, and has this at a higher level than the opposition's Fight or Provoke skill, they can go first. This could even stop the entire combat in its tracks.
 
  
 
== '''Weapons''' ==
 
== '''Weapons''' ==
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'''Power'''
 
'''Power'''
*Light: 0 shift to Stress/Consequences
+
*Light: -1 shift to Stress/Consequences
*Standard: +1 shift to Stress/Consequences
+
*Standard: 0 shift to Stress/Consequences
*High Power: +2 shift to Stress/Consequences
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*High Power: +1 shift to Stress/Consequences
 
*Heavy: +2 shift to Stress/Consequences
 
*Heavy: +2 shift to Stress/Consequences
  
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*Long arm: 3 zones range, -1 in same zone
 
*Long arm: 3 zones range, -1 in same zone
 
*Sniper: 4 zones range, -1 in same zone
 
*Sniper: 4 zones range, -1 in same zone
*Mounted: 4 zones range, -1 in same zone
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*Mounted: 4 zones range
  
 
'''Modes'''
 
'''Modes'''
 
*Single shot: 1 target per round
 
*Single shot: 1 target per round
*Burst: 1 target per round, increase Power by 1, Power applies to basic roll as well as Stress/Consequences; divide shifts between 2 adjacent targets; ammo rate x 3
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*Burst: 1 target per round, 1 die maximized; divide shifts between 2 adjacent targets; ammo rate x 3
*Full auto: multiple targets per round, increase Power by 2, Power applies to basic roll as well as Stress/Consequences; divide shifts between targets in arc; ammo rate x 10
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*Full auto: multiple targets per round; divide shifts between targets in arc; ammo rate x 10
*Scattershot: 1 target per round, increase Power by 1, Power applies to basic roll as well as Stress/Consequences; divide shifts between 2 adjacent targets, -1 zone range
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*Scattershot: 1 die maximized, same shifts to all adjacent targets, -1 zone range
  
 
'''Ammo'''
 
'''Ammo'''
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All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover, taking shelter, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result.  
 
All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover, taking shelter, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result.  
  
Explosives fans need to be careful not to get caught in their own blast radius, but unless actually holding the device, get the same Defend chance as anyone else.  
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Explosives fans need to be careful not to get caught in their own blast, but unless actually holding the device, get the same Defend chance as anyone else.  
  
 
'''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 roll against Difficulty +5, though, and failure means the target takes the full Attack.
+
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. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.  
 
Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.  
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*Frag grenade: +6 area Attack
 
*Frag grenade: +6 area Attack
*Launcher grenade: +6 area Attack; standard weapon-fired grenade
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*Rifle grenade: +6 area Attack; standard weapon-fired grenade
 
*Ion grenade: +6 area Attack as ion gun
 
*Ion grenade: +6 area Attack as ion gun
 
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 
*Concussion grenade: +6 area Attack; Consequences Concussed
 
*Concussion grenade: +6 area Attack; Consequences Concussed
*Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect  
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*Fire grenade: +6 area Flame Attack; CA creates Zone On Fire aspect  
 
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 
*Thermal Detonator: +10 area Attack, -1 to throw
 
*Thermal Detonator: +10 area Attack, -1 to throw
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|2
 
|2
 
|Ion
 
|Ion
|
 
|-
 
|Modded blaster pistol
 
|High (+1)
 
|Sidearm
 
|Single, burst
 
|1
 
|
 
 
|
 
|
 
|-
 
|-
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|Long arm
 
|Long arm
 
|Full auto
 
|Full auto
|1
+
|2
 
|Flame; suppressive fire
 
|Flame; suppressive fire
 
|
 
|

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