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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=
 
 
 
==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==
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==Player Characters==
 
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==Non-Player Characters==
'''''Player Characters'''''
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==Tournament Staff==
 
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==Archetype Technologies==
'''''Non-Player Characters'''''
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==Galactic News Network - Sports ==
==Organizations==
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==XXXX==
'''''Archetype Technologies'''''
 
'''''GNN - Sports'''''
 
'''''XXXX'''''
 
  
 
=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. The rolls will be aggravated for each side in the contest... (the players being one) essentially determining which side gets to go first. 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 possiblly '''Create Advantages''' when it comes to understanding the big picture of the battle and identifying targets or weaknesses.
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*'''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'''''
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==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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==Fighters==
 
==Fighters==
'''''Types & Generations'''''
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===Types & Generations===
  
 
'''Types:''' Starfighters are classified as one of three types: an '''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.
 
'''Types:''' Starfighters are classified as one of three types: an '''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.
 
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.
  
'''Tiers:''' Starfighters are also classified by their tier, which is a representation of their combat ability. Older fighters struggle to keep up with newer fighters unless they are heavily modified, which can take additional resources to keep in fighting shape.  
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'''Tiers:''' Starfighters are also classified by their generation, which is a representation of their combat ability. Older fighters struggle to keep up with newer fighters unless they are heavily modified, which can take additional resources to keep in fighting shape. For the time being, PC's start with a current-generation starfighter or a modified version of an older starfighter. 
  
 
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| '''A'''
 
| '''A'''
 
| 4
 
| 4
| ''TIE Interceptor''
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|  
 
|  ''TIE Avenger''
 
|  ''TIE Avenger''
 
|  
 
|  
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| '''B'''
 
| '''B'''
 
| 3
 
| 3
| '''A-wing''', ''TIE Brute''
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| '''A-wing''', ''TIE Interceptor, TIE Brute''
 
| '''X-wing''', ''TIE Striker''
 
| '''X-wing''', ''TIE Striker''
 
| '''Y-wing''', '''B-wing''', ''TIE Bomber''
 
| '''Y-wing''', '''B-wing''', ''TIE Bomber''
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| '''Eta-2''', ''TIE/LN''
 
| '''Eta-2''', ''TIE/LN''
 
| '''Z-95 Headhunter'''   
 
| '''Z-95 Headhunter'''   
| '''ARC-170'''  
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| '''ARC-170'''  
| ''Lambda Shuttle''
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|
 
|-
 
|-
 
| '''D'''
 
| '''D'''
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|}
 
|}
  
All the main fighters, X-wing, A-wing, and B-wing will be defined B-Tier fighters in their unmodified state.
 
  
For the time being, PC's start with a B-Tier starfighter, which could be a modern starfighter or a modified version of an older fighter.  
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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
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Current Gen fighters have 4 stunts worth of bonuses.
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Modified or Next Gen fighters can have 5 (or more) stunts worth of bonuses, but may carry with it some additional risks.
  
Wingmen will have the same type of fighter as their PC or NPC Element Leader.
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===Aspects===
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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.
  
'''''Aspects'''''
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"Hyperdrive Equipped" Can jump to hyperspace. Duh.
While we could provide statistical bonuses for more aspects of each fighter, the goal of the game is to fully simulate dogfights with imaginary starfighters. 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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"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.
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"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.
  
*"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 created.
 
*"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.
 
*"Jammer Equipped" will allow the pilot to use technology to greater "Jammed" type aspects to use when defending against attacks, maneuvering, or evading notice.
 
*"Astromech Equipped" will allow for in-flight repairs of systems outside of the cockpit.
 
*"Power Shunt Equipped" yeah yeah...
 
*"Turret Equipped" I know...
 
  
'''''Rebel Starfighters'''''
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===Rebel Starfighters===
 
'''X-wing''' (NR)<br>
 
'''X-wing''' (NR)<br>
“Exceptional Multi-role Fighter” “Astromech, Shield & Hyperdrive Equipped”
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“Foremost Multi-role Fighter” “Shield & Hyperdrive Equipped”
 
*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.
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*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” “Astromech, Shield, Turret, Ion & Hyperdrive Equipped”
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“Venerable & Rugged Bomber” “Shield, Turret, Ion & Hyperdrive Equipped”
 
*Ion Turret: Maximize 1 Gunnery die on CAA’s with ion cannons.   
 
*Ion Turret: Maximize 1 Gunnery die on CAA’s with ion cannons.   
*Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs.
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*Astromech Slot: Max 1 Technology die on Overcome and CAA actions related to repairs
 
*Ordinance Bay
 
*Ordinance Bay
  
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'''U-wing''' (NR) <br>
 
'''U-wing''' (NR) <br>
  
'''''Imperial Fighters'''''
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===Imperial Fighters===
 
 
'''''S-Tier'''''
 
  
'''TIE/D Defender''' (GE) AKA "Trip"<br>
 
'''''A-Tier'''''
 
 
'''TIE/AD Avenger''' (GE) AKA "Bright"<br>
 
 
'''TIE/IN Interceptor''' (GE) AKA “Squint”<br>
 
'''TIE/IN Interceptor''' (GE) AKA “Squint”<br>
 
“Military Grade Interceptor”  
 
“Military Grade Interceptor”  
*High-Performance Engines: Max 1 Pilot die when defending against attacks
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*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.
 
'''''B-Tier'''''
 
  
 
'''TIE/RB Brute''' (GE) AKA “Wink”<br>
 
'''TIE/RB Brute''' (GE) AKA “Wink”<br>
“Up Gunned Interceptor”
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“Up Gunned Interceptor” “Integrated Droid Processor” “High Speed, High Mass”
*Heavy Laser Cannons: Weapon: 2
 
*Integrated Droid Processor: Max 1 Gunnery die on Attacks with lasers.
 
*Power Shunt: Max 1 Technology died on CAA’s related to power distribution.
 
  
 
'''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>
'''''C-Tier'''''
 
 
TIE/LN Line Fighter (GE) AKA "Eyeball"
 
"Economic Interceptor"
 
*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.
 
 
'''''D-Tier'''''
 
TIE Fighter (GE) AKA "Eyeball"
 
  
 
==Capital Ships==
 
==Capital Ships==
'''''cale'''''
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===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.
 
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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