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'''
 
'''
  
On entering an engagement, the combatants each make a Pilot roll. A successful roll starts at the final result of the roll, divided by 10. A failed roll starts 4 steps below. Two or more successful rolls start at their separate results divided by 10. If there are two or multiple failed rolls, they are always 2 steps below the lowest successful roll. This is their position on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder].  
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On entering an engagement, the combatants each make a Pilot roll. The result, divided by 10, is their position on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder].  
  
The [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] determines the combatants' relative tactical positions and firing sequence in close quarter battle. This also applies to torpedoes as well as manned craft. The [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] is also closely tied to the possible actions for each combatant in each turn. The Engagement Ladder is not a measure of altitude, but of relative advantage and disadvantage in a combat - like having the weather gauge in old-fashioned Age of Sail naval warfare. It is also a measure of rough practical firing range for beam weapons. Beyond these distances, beam divergence and attentuation and relative velocities make close quarter battle impracticable.
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The [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] determines the combatants' relative tactical positions and firing sequence in closse quarter battle. This also applies to torpedoes as well as manned craft. The [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] is also closely tied to the possible actions for each combatant in each turn. The Engagement Ladder is not a measure of altitude, but of relative advantage and disadvantage in a combat. It is also a measure of rough practical firing range for beam weapons. Beyond these distances, beam divergence and attentuation and relative velocities make close quarter battle impracticable.
  
Once in CQB, Handling rather than Speed is the main factor in ship maneuvering; a ship entering CQB may have a low Speed but have built up high velocity through days or weeks of acceleration. Ships fire and move in order of their position on the Engagement Ladder. Ships on the same level according to who has the higher Military Training (Navy) skill, or if not, Pilot skill.  
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Once in CQB, Handling rather than Speed is the main factor in ship maneuvering; a ship entering CQB may have a low Speed but have built up high velocity through days or weeks of acceleration.
  
 
At the end of each turn, combatants move 1 level down the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder], unless the turn's outcome determines otherwise.  
 
At the end of each turn, combatants move 1 level down the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder], unless the turn's outcome determines otherwise.  
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'''Missiles'''
 
'''Missiles'''
  
Missiles are small (Size 0) guided missiles, usually 50% Pilot and Craft (Engineering), with Speed and Handling both at least 10. They home in on a target designated at launch, and aim to reach the same zone as the target. They can make a maximum of 10 level shifts on the engagement ladder before they self-destruct. Once in the same zone as their target, they explode. Damage depends on the payload, but is a standard 3D6 for conventional warheads.
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Missiles are small (Size 0) guided missiles, usually 50% Pilot and Craft (Engineering), with Speed and Handling both at least 10. They home in on a target designated at launch, and aim to reach the same zone as the target. Once in the same zone, they explode. Damage depends on the payload, but is a standard 3D6 for conventional warheads.
  
 
Missiles can be fired both outside and inside an engagement. If fired or entering an engagement, they have to reach the same level on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] to successfully detonate. If their target is destroyed or shakes them off before they detonate, they explode, doing damage to all ships, friendly or hostile, at the same level in the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder].
 
Missiles can be fired both outside and inside an engagement. If fired or entering an engagement, they have to reach the same level on the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder] to successfully detonate. If their target is destroyed or shakes them off before they detonate, they explode, doing damage to all ships, friendly or hostile, at the same level in the [https://wiki.rpg.net/index.php/Raiders_of_the_Rim:Engagement_Ladder engagement ladder].
  
== '''Starship Weapons and Equipment''' ==
 
  
Following are the current roster of available weapons and gear for general non-naval starships.  
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== '''Starship Weapons''' ==
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Following are the current roster of available weapons for general non-naval starships.  
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{| class="wikitable"
 
{| class="wikitable"
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! Notes
 
! Notes
 
|-
 
|-
|Pulse laser
 
|2
 
|1D6
 
|10
 
 
|
 
|
 +
|
 +
|00
 +
|00
 +
|00
 
|-
 
|-
|Beam laser
+
|
|3
+
|
|2D6
+
|00
|15
+
|00
 
|00
 
|00
 
|-
 
|-
|Particle beam
+
|
|2
+
|
|3D6
+
|00
|20
+
|00
 
|00
 
|00
 
|-
 
|-
|Missile rack
+
|
|10
+
|
|(Special)
+
|00
|5
+
|00
|Cost for launcher. Standard load costs 3 RP
+
|00
 
|-
 
|-
|Sandcaster
+
|
|1
+
|
|(Special)
+
|00
|5
+
|00
|Cost for launcher. Standard load costs 2 RP
+
|00
 
|-
 
|-
 
|}
 
|}
 
Military grade sensor suite: 15 RP
 
 
Stealth coating: Tonnage x 0.1 RP
 
 
Armour: Tonnage x 0.05 RP per Armour Point
 
 
Microgravity haulage drone: 4 RP
 
  
 
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