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

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(Weapon Types)
(Explosives and Grenades)
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These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices.
 
These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices.
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'''Explosives'''
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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.
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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'''
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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.
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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.
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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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Revision as of 03:49, 17 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
  • 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 die maximized; divide shifts between 2 adjacent targets
  • Full auto: multiple targets per round; divide shifts between targets in arc
  • Scattershot: 1 die maximized, same shifts to all adjacent targets, -1 zone range


Ammo

  • Ammo capacity

Stunts

  • Sniperscope: +2 to Attack after 1 round wait to line up; range 1 extra zone
  • 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
  • Ion: ECM vs droids/ electronics; +1 shift to Stress/Consequences; attacks stun only
  • Flame: success with style ignites target; suppressive fire
  • Disintegration: success with style causes immediate severe consequence

Explosives and Grenades

These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices.

Explosives

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, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result.

Grenades

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 challenge of Difficulty +5, though, and failure means the target takes the full Attack.

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.


Weapon Types

Weapon Power Format Modes Ammo Range Stunts Notes
Holdout blaster Light (-1) Compact Single 5 1 Stealth +1, auto surprise
Blaster pistol Standard Sidearm Single 20 1
Blaster Standard Short arm Single, burst 30 2
Jawa ion gun Standard Short arm Single 10 2 Ion
Bowcaster High (+1) Short arm Single 30 3
Blast rifle High (+1) Long arm Single, burst 30 3
Tusken rifle High (+1) Long arm Single 1 4
Disintegrator High (+1) Long arm Single 10 3 Disintegration
D-93 Incinerator Standard Long arm Full auto 100 2 Flame; suppressive fire
Heavy blaster rifle Heavy (+2) Mounted Single, burst, full auto 200 4 Suppressive fire