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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==Current Standings== | ==Current Standings== | ||
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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== | |
− | + | ==Tournament Staff== | |
− | + | ==Archetype Technologies== | |
− | + | ==Galactic News Network - Sports == | |
− | == | + | ==XXXX== |
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=The Rules= | =The Rules= | ||
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*'''Technology:''' A handy skill used to operate key systems like shields, targeting computers, and jammers. Technology is most commonly used to Create Advantages such as "Shields", "Jammed". Your fighter must have an aspect granting permission to create such aspects. It can also be used to '''Overcome''' damage aspects (eliminating the free invoke if a consequence) or to remove advantages such as "Ionized" or "Power Loss." It is also used to operate the targeting computer to make missile or torpedo '''Attacks.''' | *'''Technology:''' A handy skill used to operate key systems like shields, targeting computers, and jammers. Technology is most commonly used to Create Advantages such as "Shields", "Jammed". Your fighter must have an aspect granting permission to create such aspects. It can also be used to '''Overcome''' damage aspects (eliminating the free invoke if a consequence) or to remove advantages such as "Ionized" or "Power Loss." It is also used to operate the targeting computer to make missile or torpedo '''Attacks.''' | ||
− | *'''Notice:''' This skill serves as a pilot's situation awareness, keeping in mind everything he sees through the canopy and on his sensors. Each combat starts by rolling a Notice '''Overcome''' roll to establish the initiative order. | + | *'''Notice:''' This skill serves as a pilot's situation awareness, keeping in mind everything he sees through the canopy and on his sensors. Each round of combat starts by rolling a Notice '''Overcome''' roll to establish the initiative order. Players may post in any order they choose, but actions will be resolved in initiative order. Since combat senses play the biggest part in not letting another pilot get on your tail, Notice is used to '''Defend''' against Piloting advantage rolls related to establishing a superior position, and against "Hidden" type aspects. Notice may also be used to '''Overcome''', and possible '''Create Advantages''' when it comes to understanding the big picture of the battle and identifying targets or weaknesses. |
USC also uses the Aerial Dogfighting mechanic from Kriegszeppelin Valkyrie. Fighters are constantly maneuvering to get a good firing position on the other. To represent this (without the Maneuver Chart from Tachyon Squadron) attacking without first having some sort of advantage over their target will do no more than ONE stress of damage, no matter the bonuses, equipment or stunts that come into play. In order to do full damage, the player must first have some sort of advantage over the target... such as the type created through the '''Create an Advantage''' action. | USC also uses the Aerial Dogfighting mechanic from Kriegszeppelin Valkyrie. Fighters are constantly maneuvering to get a good firing position on the other. To represent this (without the Maneuver Chart from Tachyon Squadron) attacking without first having some sort of advantage over their target will do no more than ONE stress of damage, no matter the bonuses, equipment or stunts that come into play. In order to do full damage, the player must first have some sort of advantage over the target... such as the type created through the '''Create an Advantage''' action. | ||
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Pilots have a special "Wingman" consequence slot worth up to six stress. If the pilot chooses to fill it, the wingman is killed, shot down, or otherwise lost. Much like any other consequence, this may eventually recover by saving or replacing your wingman. | Pilots have a special "Wingman" consequence slot worth up to six stress. If the pilot chooses to fill it, the wingman is killed, shot down, or otherwise lost. Much like any other consequence, this may eventually recover by saving or replacing your wingman. | ||
− | + | ==Teamwork== | |
As long as the pilot's "Wingman" consequence is not filled, they are considered part of an Element and receive a +1 teamwork bonus for all rolls. | As long as the pilot's "Wingman" consequence is not filled, they are considered part of an Element and receive a +1 teamwork bonus for all rolls. | ||
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PC's and NPC's might group together to take on Capital ships, but I doubt this would go beyond the Squadron level. I may also use this as a way to abstract the squadron to squadron combat in the background, rather than rolling dozens of fighters individually. | PC's and NPC's might group together to take on Capital ships, but I doubt this would go beyond the Squadron level. I may also use this as a way to abstract the squadron to squadron combat in the background, rather than rolling dozens of fighters individually. | ||
− | == | + | ==Fighter Types== |
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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. | |
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+ | 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. | ||
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+ | ==Scale== | ||
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+ | 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. | ||
− | + | 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> | ||
− | + | 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. | |
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− | + | ==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= |