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

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(Weapons)
(Weapons)
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*Burst: 1 target per round, 1 dice maximized
 
*Burst: 1 target per round, 1 dice maximized
 
*Full auto: multiple targets per round; divide shifts between targets in arc
 
*Full auto: multiple targets per round; divide shifts between targets in arc
*Selective: Select mode each round
+
*Selective: select mode each round
  
 
'''Ammo'''
 
'''Ammo'''
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*Penetrative: -1 to target armour
 
*Penetrative: -1 to target armour
 
*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
  
 
== '''Scale''' ==
 
== '''Scale''' ==

Revision as of 15:56, 15 February 2020

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.


Weapons

these are standardized weapon rules and options for the Raiders of the Rim setting

Power

  • Light: -1 shift to Stress/Consequences
  • Compact: +1 to Stealth tests, automatic surprise
  • Standard: 0 shift to Stress/Consequences
  • High Power: +1 shift to Stress/Consequences
  • Heavy: +2 shift to Stress/Consequences

Format

  • Compact: +1 to Stealth tests, automatic surprise
  • Sidearm: 1 zone range
  • Short arm: 2 zones range
  • Long arm: 3 zones range
  • Sniper: 4 zones range
  • Mounted: 4 zones range

Modes

  • Single shot: 1 target per round
  • Burst: 1 target per round, 1 dice maximized
  • Full auto: multiple targets per round; divide shifts between targets in arc
  • Selective: select mode each round

Ammo

  • Ammo capacity

Special

  • Penetrative: -1 to target armour
  • Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics
  • Stunning: attacks stun only

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.

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

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.

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.

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.

To actually use their Skill, a crew member has to be at an appropriate station in the ship. A pilot can't use their Pilot Skill unless they're actually in the cockpit or on the command deck; a gunner can't use their Shoot Skill if there is no turret to shoot from, etc. However, actions undertaken within the ship, such as Engineering rolls, take the crew Skills.

Starship Navigation

Aside from the special cases detailed below, many of the skills and especially stunts of starship construction don't apply when it comes to ship navigation. This is assumed to proceed relatively smoothly, except when the GM rules otherwise and requires rolls.

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, deflector shield perimeter for snub fighter attacks
  • 1 Zone distance: Close beam weapon range, near visual observation range
  • 2 Zones distance: Long beam weapon range, same orbit
  • 3 Zones distance: Extreme detection range, interlunar distances
  • 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.