Difference between revisions of "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.
  
 +
== '''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''' ==
  
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.
+
These are standardized weapon rules and options for the Raiders of the Rim setting. For actual Weapon Types, see the table at the end.
 +
 
 +
Range signifies range beyond the same zone - so, a sidearm can shoot into the next zone. Guns can shoot one zone beyond their standard range, but at a -4 penalty.  
 +
 
 +
'''Power'''
 +
*Light: 0 shift to Stress/Consequences
 +
*Standard: +1 shift to Stress/Consequences
 +
*High Power: +2 shift to Stress/Consequences
 +
*Heavy: +2 shift to Stress/Consequences
 +
 
 +
'''Format'''
 +
*Compact: +1 to Stealth tests, +2 to create surprise
 +
*Sidearm: 1 zone range
 +
*Short arm: 2 zones range
 +
*Long arm: 3 zones range, -1 in same zone
 +
*Sniper: 4 zones range, -1 in same zone
 +
*Mounted: 4 zones range, -1 in same zone
  
Ships also have two Stress tracks: Hull and Systems. These are both x the ship's Scale, so a Tie Fighter with Scale 1 has 1 box in each of its Stress tracks. A Star Destroyer with Scale 6 would have 6 boxes in each. Ships Scale 6 or above also gain an additional Extreme consequences box at +8.
+
'''Modes'''
 +
*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
 +
*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
 +
*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
  
When building a ship, players get 1 basic Skill point per point of Scale, and 1 point 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.) Those are starting levels, and a ship can of course be upgraded as much as the players' Resources allow - although the ship's Scale can't be changed.
+
'''Ammo'''
  
The following is a selection of Stunts for the four basic Skill areas for ships. GMs or players can always come up with similar Stunts based on these principles.
+
Ammo capacity for canonical Star Wars weapons is around 100 shots, so Out of Ammo is rarely a problem. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point.
  
'''Drives'''
+
'''Stunts'''
*Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage
+
*Sniperscope: +2 to Attack after 1 round wait to line up; range 1 extra zone
*Advanced hyperdrive - reduces transit time in hyperspace, halves jump fuel consumption, maximizes 1 dice in jump rolls
+
*Penetrative: -1 to target armour
*Maneuverability - (Scale 3 maximum) +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills
+
*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/systems; +1 shift to Stress/Consequences; attacks stun only
 +
*Flame: success with style ignites target; suppressive fire
 +
*Disintegration: success with style causes immediate severe consequence
  
'''Systems'''
+
'''Mods'''
*Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes a half turn action rather than a full turn, +2 for jump rolls
 
*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 - maximize 1 dice on any Knowledge or Investigation roll on board
 
*Enhanced engineering - maximize 1 dice on any Engineering roll on board
 
  
'''Guns'''
+
Weapons can be modded, for additional Stunts or other advantages, by the right Crafts or Engineering roll.
*Proton torpedoes - missile weapon (1 shot per Scale point only)
 
*Tractor beam - Guns vs Drives/opposing Pilot contest against target to capture it (only your Scale or below)
 
*Hyperdrive inhibitor - Guns vs Drives/opposing Pilot contest against target to prevent its escape to hyperspace, effect  persists for number of rounds equal to shifts generated.
 
*Decoys - +2 in defensive moves in conflicts (1 shot per Scale point only)
 
*Point defense - (Scale 4 minimum) +2 Guns attack on small craft inside deflector shields
 
*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'''
+
== '''Explosives and Grenades''' ==
*Angle the deflector shields - +2 to Shields for 1 exchange with  Engineering roll vs. +2 Fair
 
*Hardened - +1 Stress box for both Hull and Systems
 
*Shunt shield power - +2 to Shields for 1 exchange in one quadrant with Engineering roll vs. +2 Fair, -1 in other quadrants
 
*Shield tuning - +2 to Shields continuously against any specific environmental threat (e.g. radiation, asteroids) with Engineering roll vs. +2 Fair
 
  
== '''Scale''' ==
+
These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices.
  
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.
+
'''Explosives'''
  
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.
+
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.
  
Ships of Scale 6 or above gain an extra +8 Extreme consequences box.
+
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.  
  
== '''Ship Skills and Crew Skills''' ==
+
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.
  
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.
+
'''Grenades'''
  
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.  
+
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.
  
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.  
+
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.
  
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.
+
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.  
  
== '''Starship Navigation''' ==
+
'''Grenade Types'''
  
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.
+
*Frag grenade: +6 area Attack
 +
*Launcher grenade: +6 area Attack; standard weapon-fired grenade
 +
*Ion grenade: +6 area Attack as ion gun
 +
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 +
*Concussion grenade: +6 area Attack; Consequences Concussed
 +
*Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect
 +
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 +
*Thermal Detonator: +10 area Attack, -1 to throw
  
The rules for starship navigation are based on Fate's Zone system, and are inexact when it comes to speed and distance.
+
== '''Weapon Types''' ==
  
*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.
+
{| class="wikitable"
 +
! Weapon
 +
! Power
 +
! Format
 +
! Modes
 +
! Range
 +
! Stunts
 +
! Notes
 +
|-
 +
|Holdout blaster
 +
|Light (-1)
 +
|Compact
 +
|Single
 +
|1
 +
|Stealth +1, auto surprise
 +
|
 +
|-
 +
|Blaster pistol
 +
|Standard
 +
|Sidearm
 +
|Single
 +
|1
 +
|
 +
|
 +
|-
 +
|E-11 blaster rifle
 +
|Standard
 +
|Short arm
 +
|Single, burst
 +
|2
 +
|
 +
|
 +
|-
 +
|Jawa ion gun
 +
|Standard
 +
|Short arm
 +
|Single
 +
|2
 +
|Ion
 +
|
 +
|-
 +
|Modded blaster pistol
 +
|High (+1)
 +
|Sidearm
 +
|Single, burst
 +
|1
 +
|
 +
|
 +
|-
 +
|Bowcaster
 +
|High (+1)
 +
|Short arm
 +
|Single
 +
|3
 +
|
 +
|
 +
|-
 +
|Blast rifle
 +
|High (+1)
 +
|Long arm
 +
|Single, burst
 +
|3
 +
|
 +
|
 +
|-
 +
|Tusken rifle
 +
|High (+1)
 +
|Long arm
 +
|Single
 +
|4
 +
|
 +
|
 +
|-
 +
|Disintegrator
 +
|High (+1)
 +
|Long arm
 +
|Single
 +
|3
 +
|Disintegration
 +
|
 +
|-
 +
|D-93 Incinerator
 +
|Standard
 +
|Long arm
 +
|Full auto
 +
|1
 +
|Flame; suppressive fire
 +
|
 +
|-
 +
|Heavy blaster rifle
 +
|Heavy (+2)
 +
|Mounted
 +
|Single, burst, full auto
 +
|4
 +
|Suppressive fire
 +
|
 +
|-
 +
|-|}

Latest revision as of 09:01, 12 February 2022

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[edit]

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[edit]

These are standardized weapon rules and options for the Raiders of the Rim setting. For actual Weapon Types, see the table at the end.

Range signifies range beyond the same zone - so, a sidearm can shoot into the next zone. Guns can shoot one zone beyond their standard range, but at a -4 penalty.

Power

  • Light: 0 shift to Stress/Consequences
  • Standard: +1 shift to Stress/Consequences
  • High Power: +2 shift to Stress/Consequences
  • Heavy: +2 shift to Stress/Consequences

Format

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

Modes

  • 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
  • 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
  • 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

Ammo

Ammo capacity for canonical Star Wars weapons is around 100 shots, so Out of Ammo is rarely a problem. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point.

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/systems; +1 shift to Stress/Consequences; attacks stun only
  • Flame: success with style ignites target; suppressive fire
  • Disintegration: success with style causes immediate severe consequence

Mods

Weapons can be modded, for additional Stunts or other advantages, by the right Crafts or Engineering roll.

Explosives and Grenades[edit]

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, 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.

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 roll against 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.

Grenade Types

  • Frag grenade: +6 area Attack
  • Launcher grenade: +6 area Attack; standard weapon-fired grenade
  • Ion grenade: +6 area Attack as ion gun
  • Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
  • Concussion grenade: +6 area Attack; Consequences Concussed
  • Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect
  • Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
  • Thermal Detonator: +10 area Attack, -1 to throw

Weapon Types[edit]

Weapon Power Format Modes Range Stunts Notes
Holdout blaster Light (-1) Compact Single 1 Stealth +1, auto surprise
Blaster pistol Standard Sidearm Single 1
E-11 blaster rifle Standard Short arm Single, burst 2
Jawa ion gun Standard Short arm Single 2 Ion
Modded blaster pistol High (+1) Sidearm Single, burst 1
Bowcaster High (+1) Short arm Single 3
Blast rifle High (+1) Long arm Single, burst 3
Tusken rifle High (+1) Long arm Single 4
Disintegrator High (+1) Long arm Single 3 Disintegration
D-93 Incinerator Standard Long arm Full auto 1 Flame; suppressive fire
Heavy blaster rifle Heavy (+2) Mounted Single, burst, full auto 4 Suppressive fire