Editing Star Wars: Ultimate Starfighting Championship
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This is a tournament of indomitable will, death-defying maneuvers, and vicious dogfighting! | This is a tournament of indomitable will, death-defying maneuvers, and vicious dogfighting! | ||
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=The Tournament= | =The Tournament= | ||
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{| class="wikitable" | {| class="wikitable" | ||
| '''Standing''' | | '''Standing''' | ||
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|} | |} | ||
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At any given time, each contestant's position is documented by their rank. | At any given time, each contestant's position is documented by their rank. | ||
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*The leaders of the fourth through ninth elements have the rank of Captain, and their wingmen are Lieutenants. | *The leaders of the fourth through ninth elements have the rank of Captain, and their wingmen are Lieutenants. | ||
*The leaders of the remaining nine elements are Lieutenants, and their wingmen are Flight Officers. | *The leaders of the remaining nine elements are Lieutenants, and their wingmen are Flight Officers. | ||
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− | + | For Squadron level events, the leaders of the top three elements will serve as Squadron Leader, and the Captains as subordinate Flight Leaders. The Squadron Leaders, in order of rank, get to pick the Captains that Serve under them. The Captains, also in order of rank, get to pick the Lieutenant that fills out the second part of their Flight. | |
− | For Squadron level events, the | ||
− | + | {| class="wikitable" | |
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− | {| class="wikitable" | ||
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− | + | | '''Aurek Squadron''' | |
− | + | | '''Besh Squadron''' | |
− | + | | '''Cresh Squadron''' | |
− | |- | + | |- |
| '''First Flight''' | | '''First Flight''' | ||
− | + | | Commander | |
− | + | | Major | |
− | + | | Major | |
− | |- | + | |- |
| | | | ||
− | + | | *''Major'' | |
− | + | | *''Captain'' | |
− | + | | *''Captain'' | |
− | |- | + | |- |
| | | | ||
− | + | | Lieutenant | |
− | + | | Lieutenant | |
− | + | | Lieutenant | |
− | |- | + | |- |
| | | | ||
− | + | | *''Flight Officer'' | |
− | + | | *''Flight Officer'' | |
− | + | | *''Flight Officer'' | |
|- | |- | ||
| '''Second Flight''' | | '''Second Flight''' | ||
− | + | | Captain | |
− | + | | Captain | |
− | + | | Captain | |
|- | |- | ||
| | | | ||
− | + | | *''Lieutenant'' | |
− | + | | *''Lieutenant'' | |
− | + | | *''Lieutenant'' | |
|- | |- | ||
| | | | ||
− | + | | Lieutenant | |
− | + | | Lieutenant | |
− | + | | Lieutenant | |
|- | |- | ||
| | | | ||
− | + | | *''Flight Officer'' | |
− | + | | *''Flight Officer'' | |
− | + | | *''Flight Officer'' | |
− | |- | + | |- |
| '''Third Flight''' | | '''Third Flight''' | ||
− | + | | Captain | |
− | + | | Captain | |
− | + | | Captain | |
− | |- | + | |- |
| | | | ||
− | + | | *''Lieutenant'' | |
− | + | | *''Lieutenant'' | |
− | + | | *''Lieutenant'' | |
− | |- | + | |- |
| | | | ||
− | + | | Lieutenant | |
− | + | | Lieutenant | |
− | + | | Lieutenant | |
− | |- | + | |- |
| | | | ||
− | + | | *''Flight Officer'' | |
− | + | | *''Flight Officer'' | |
− | + | | *''Flight Officer'' | |
|- | |- | ||
|} | |} | ||
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=The Setting= | =The Setting= | ||
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Challenges will consist of dogfights against other contestants in actual starfighters as well as scenarios set up in the networked simulators. | Challenges will consist of dogfights against other contestants in actual starfighters as well as scenarios set up in the networked simulators. | ||
− | ==Characters== | + | ==Player Characters== |
+ | ==Non-Player Characters== | ||
+ | ==Archetype Technologies== | ||
+ | ==Galactic News Network - Sports == | ||
+ | ==XXXX== | ||
− | ' | + | =Rule Modifications= |
+ | ==Teamwork== | ||
+ | Starfighter Squadrons in Star Wars are 12 pilots (up until the most recent games/novels) so I'm bringing in the concept of wingmen from Kriegszeppelin Valkyrie. | ||
− | + | Expanding on this notion... elements of fighters can group up into Flights or whole Squadrons for teamwork bonuses to take down larger capital ships. | |
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− | + | Single Fighter (1-1)... +0 Teamwork Bonus <br> | |
+ | Element....... (2-3)... +1 Teamwork Bonus<br> | ||
+ | Flight........ (4-9)... +2 Teamwork Bonus <br> | ||
+ | Squadron...... (10-19). +3 Teamwork Bonus <br> | ||
+ | Two Squadrons. (20-28). +4 Teamwork Bonus <br> | ||
+ | Wing.......... (29-48). +5 Teamwork Bonus<br> | ||
− | + | This would primarily be for PC's grouping together to take on Capital ships and as a way to abstract the squadron to squadron combat in the background, rather than rolling dozens of fighters individually. | |
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− | PC's | ||
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+ | ==Fighter Types== | ||
{| class="wikitable" | {| class="wikitable" | ||
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| '''Interceptor''' | | '''Interceptor''' | ||
| '''Fighter''' | | '''Fighter''' | ||
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| '''Support''' | | '''Support''' | ||
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− | | ''' | + | | '''Obsolete''' |
− | | | + | | ''TIE (original)'' |
− | | | + | | '''N-1 Starfighter''' |
− | | '' | + | | '''Cloakshape Fighter''' |
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− | | ''' | + | | '''Last Generation''' |
− | + | | ''TIE Line'' | |
− | | ''TIE | + | | '''Z-95 Headhunter''' |
− | | | + | | '''ARC-170''' |
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− | | ''' | + | | '''Current Generation''' |
− | + | | '''A-wing''', ''TIE Interceptor, TIE Brute'' | |
− | | '''A-wing''', ''TIE Brute'' | ||
| '''X-wing''', ''TIE Striker'' | | '''X-wing''', ''TIE Striker'' | ||
| '''Y-wing''', '''B-wing''', ''TIE Bomber'' | | '''Y-wing''', '''B-wing''', ''TIE Bomber'' | ||
| '''U-wing''', ''TIE Reaper'' | | '''U-wing''', ''TIE Reaper'' | ||
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− | | ''' | + | | '''Prototype/Modified''' |
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|} | |} | ||
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− | + | All the main fighters, X-wing, Y-wing, A-wing and B-wing will be defined as current generation fighters. Older fighters such as the Z-95 Headhunter are considered last generation. | |
+ | |||
+ | Last Gen fighters have 3 stunts worth of bonuses | ||
+ | Current Gen fighters have 4 stunts worth of bonuses. | ||
+ | Modified or Next Gen fighters can have 5 (or more) stunts worth of bonuses, but may carry with it some additional risks. | ||
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+ | Starfighters are classified as either a Interceptor designed for starfighter to starfighter combat, a Bomber designed for attacking capital ships, or as a multi-role... for which we will use the term Fighter... which is capable of both. | ||
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+ | The high concept can be invoked for a bonus as long as it is greater than that of the opposing starfighter. A Fighter can invoke it to shoot a Bomber, and an Interceptor can invoke it to shoot a Fighter, but a Fighter can't invoke it to shoot an Interceptor. | ||
− | + | ==Scale== | |
− | + | Despite the many different naming conventions found across the galaxy, the Old Republic, Empire and now the New Republic all use the this basic categorization. | |
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− | + | 0- Starfighters/transports<br> | |
− | + | 1- Corvette class 80-195m<br> | |
− | + | 2- Frigate class 200-395m <br> | |
− | + | 3- Cruiser class 400-895m <br> | |
− | + | 4- Dreadnaught class 900-1895m <br> | |
− | + | 5- Super class 1900m+<br> | |
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− | ''' | + | I like the concept of scale that FATE/FAE introduced, so I'll be working different angles to use it as a way to make Capital ships more dangerous and unique. |
+ | |||
+ | ==Aspects== | ||
+ | While we could provide statistical bonuses for more aspects of each fighter, the goal of the game is not simulation. The stunts chosen (which are subject to change) are designed to give the feel for each fighter. Aspects provide narrative permission to perform CAA's that simulate the other features. | ||
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+ | "Hyperdrive Equipped" Can jump to hyperspace. Duh. | ||
+ | "Shield Equipped" The Pilot can use technology to Create Shield advantages. The first one of the combat has Mediocre (+0) difficulty. Only two free invokes can be active at any given time. the difficulty increases by 1 for each invoke that has been used. | ||
+ | "Ion Equipped" Can use gunnery to create CAA's related to Ionization of the target ship. Defended against via the targets pilot skill... bypasses shields. | ||
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+ | ==Rebel Starfighters== | ||
'''X-wing''' (NR)<br> | '''X-wing''' (NR)<br> | ||
− | + | “Foremost Multi-role Fighter” “Shield & Hyperdrive Equipped” | |
+ | *High-Performance Engines: Max 1 Pilot die on Overcome and | ||
*Quad Laser Cannons: Max 1 Gunnery die on Attacks with lasers. | *Quad Laser Cannons: Max 1 Gunnery die on Attacks with lasers. | ||
− | *Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs | + | *Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs |
*Proton Torpedoes: Tech, Corvette Scale, Weapon 2, 2 uses | *Proton Torpedoes: Tech, Corvette Scale, Weapon 2, 2 uses | ||
'''Y-wing''' (NR) <br> | '''Y-wing''' (NR) <br> | ||
− | “Venerable & Rugged Bomber” | + | “Venerable & Rugged Bomber” “Shield & Hyperdrive Equipped” |
− | *Ion | + | *Dorsal Turret (Snap Shots) |
− | *Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs | + | *Ion Cannons: Maximize 1 Gunnery die on CAA’s with ion cannons. |
+ | *Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs | ||
*Ordinance Bay | *Ordinance Bay | ||
'''A-wing''' (NR)<br> | '''A-wing''' (NR)<br> | ||
“Temperamental & Elusive Interceptor” “Jammer, Shield & Hyperdrive Equipped” | “Temperamental & Elusive Interceptor” “Jammer, Shield & Hyperdrive Equipped” | ||
− | *Event Horizon Engines: Max | + | *Event Horizon Engines: Max 2 Pilot (2 stunts) |
− | *Vectored Thrust: Max 1 | + | *Vectored Thrust: Max 1 Tactics |
*Concussion Missiles: Tech, Starfighter Scale, Weapon 2, 4 uses (Interceptors Only) | *Concussion Missiles: Tech, Starfighter Scale, Weapon 2, 4 uses (Interceptors Only) | ||
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“High Powered/High Maintenance Bomber” “Ion, Shield & Hyperdrive Equipped” | “High Powered/High Maintenance Bomber” “Ion, Shield & Hyperdrive Equipped” | ||
*Heavy Laser Cannons: Weapon: 2 | *Heavy Laser Cannons: Weapon: 2 | ||
+ | *Ion Cannons: Maximize 1 Gunnery die on CAA’s with ion cannons. | ||
*Advanced Targeting computer: Maximize 1 Gunnery/Technology die for attacks against capital ships. | *Advanced Targeting computer: Maximize 1 Gunnery/Technology die for attacks against capital ships. | ||
*Ordinance Bay | *Ordinance Bay | ||
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'''U-wing''' (NR) <br> | '''U-wing''' (NR) <br> | ||
− | + | ==Imperial Fighters== | |
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'''TIE/IN Interceptor''' (GE) AKA “Squint”<br> | '''TIE/IN Interceptor''' (GE) AKA “Squint”<br> | ||
“Military Grade Interceptor” | “Military Grade Interceptor” | ||
− | *High | + | *High Performance Engines: Max 1 Pilot die when defending against attacks |
*Quad Laser Cannons: Max 1 Gunnery die on Attacks with lasers. | *Quad Laser Cannons: Max 1 Gunnery die on Attacks with lasers. | ||
*Power Shunt: Max 1 Technology died on CAA’s related to power distribution. | *Power Shunt: Max 1 Technology died on CAA’s related to power distribution. | ||
*Agile Frame: Max 1 Tactics die on overcome actions related to positioning. | *Agile Frame: Max 1 Tactics die on overcome actions related to positioning. | ||
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'''TIE/RB Brute''' (GE) AKA “Wink”<br> | '''TIE/RB Brute''' (GE) AKA “Wink”<br> | ||
− | “Up Gunned Interceptor” | + | “Up Gunned Interceptor” “Integrated Droid Processor” “High Speed, High Mass” |
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'''TIE/SA Bomber''' (GE) AKA “Dupe”<br> | '''TIE/SA Bomber''' (GE) AKA “Dupe”<br> | ||
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TIE/RP Reaper (GE) "AKA "Brow”<br> | TIE/RP Reaper (GE) "AKA "Brow”<br> | ||
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=Inspiration & Acknowleddgements= | =Inspiration & Acknowleddgements= |