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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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{| class="wikitable"
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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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| '''Eta-2''', ''TIE/LN''
 
| '''Eta-2''', ''TIE/LN''
 
| '''Z-95 Headhunter'''   
 
| '''Z-95 Headhunter'''   
| '''ARC-170'''  
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| '''ARC-170'''  
 
| ''Lambda Shuttle''
 
| ''Lambda Shuttle''
 
|-
 
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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.  
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All the main fighters, X-wing, Y-wing, A-wing and B-wing will be defined B-Tier fighters.  
  
 
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.  
 
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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Wingmen will have the same type of fighter as their PC or NPC Element Leader.
 
Wingmen will have the same type of fighter as their PC or NPC Element Leader.
  
'''''Aspects'''''
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===Aspects===
 
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.
 
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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*"Turret Equipped" I know...
 
*"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”
 
“Exceptional Multi-role Fighter” “Astromech, Shield & Hyperdrive Equipped”
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'''U-wing''' (NR) <br>
 
'''U-wing''' (NR) <br>
  
'''''Imperial Fighters'''''
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===Imperial Fighters===
 
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====S-Tier====
'''''S-Tier'''''
 
 
 
 
'''TIE/D Defender''' (GE) AKA "Trip"<br>
 
'''TIE/D Defender''' (GE) AKA "Trip"<br>
'''''A-Tier'''''
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====A-Tier====
 
 
 
'''TIE/AD Avenger''' (GE) AKA "Bright"<br>
 
'''TIE/AD Avenger''' (GE) AKA "Bright"<br>
 
'''TIE/IN Interceptor''' (GE) AKA “Squint”<br>
 
'''TIE/IN Interceptor''' (GE) AKA “Squint”<br>
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*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'''''
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====B-Tier====
 
 
 
'''TIE/RB Brute''' (GE) AKA “Wink”<br>
 
'''TIE/RB Brute''' (GE) AKA “Wink”<br>
 
“Up Gunned Interceptor”
 
“Up Gunned Interceptor”
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TIE/RP Reaper (GE) "AKA "Brow”<br>
 
TIE/RP Reaper (GE) "AKA "Brow”<br>
'''''C-Tier'''''
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====C-Tier====
 
 
 
TIE/LN Line Fighter (GE) AKA "Eyeball"
 
TIE/LN Line Fighter (GE) AKA "Eyeball"
"Economic Interceptor"
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====D-Tier====
*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"
 
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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