Post by cassusaevum on Dec 16, 2019 14:42:29 GMT -5
Starship Combat
Most of the time, we’ll be using a somewhat modified version of the Chase rules to do starship combat. I’m adding a few different actions and modifying some of the stuff around ranges. I’m also changing some of the trappings to make things more visually interesting (mostly for my own personal edification).
Chase Cards and Chase Increments
I’ll still be using chase cards from the standpoint of complications, but in terms of tracking, we’ll be using miniatures on a battlemap. This is largely because I’m a sucker for aesthetics, or, as Dave would say, “I’m a visual gamer!”
The battlemap will have clear delineators on it to serve as markers for what chase increment any particular ship is in. For example, asteroids might be used as a subtle reminder of where an increment exists. Each increment will also have a card associated with it so that I can track complications, but that will be a more “behind the scenes” thing. In other respects, these “increments” function the same way as Chase Cards.
Attacks and Weapon Range
Weapon ranges will be measured in Increments rather than tabletop inches x number of chase cards. A fighter scale Twin-Linked Blaster Cannon (for example) has a range of 1 increment. This means it can fire up to 1 increment away without penalty, 2 increments at a -2, 4 increments at a -4, and 8 increments at a -8. Unless otherwise noted all spaceship weapon ranges will double for each range band (Short, Medium, Long, Extreme).
Fire Arcs
I don’t love the fire arc rules presented in the Science Fiction Companion. I feel it makes it greatly increases the probability of players being bored in the chase with nothing to do. If we were playing a longer game, I might put the effort into figuring out some fire arc rules that work a bit better for me. As it stands, we’re going to err on the side of Fast and Furious and use arcs as a largely narrative construct. The ships are all moving and zipping about, so every weapon has the potential to be brought to bear on every target.
Actions
ANGLE THE DEFELCTOR SHIELDS (Action):
We aren’t really going to be using facing, but since this is an iconic action, I want to include it in the game. With a successful Electronics roll, a character can pick one of three Chase Increments: behind the character vessel (Rear Deflectors), in front of the character vessel (Front Deflectors), or the same Chase Increment as the character vessel (Side Deflectors). A ship’s shield value is doubled for attacks coming from that Chase Increment. Shield value is halved for attacks coming from either of the other Chase Increments.
Note that when the shield takes damage, it is applied proportionally to the shield as a whole. So, if a Shield with a base value of 10 is angled to the Rear, the Rear value will be 20 and the Side and Front value will be 5. If a damage roll of 15 is taken, the Rear shield will drop by 15 and the Side and Front shields will drop by half the value (rounded up) or 8. The Rear Shield will still have 5 Shield Points left, but the sides and front will be down. This is to simulate the power demands of angling the Shields.
For purposes of applying damage and wounding, only the angled deflector shield matters (provided the attack came from the appropriate Chase Increment). So, while the Front and Side shields may be disabled by an attack from the Rear, the actual damage roll must overcome the Rear shielding before determining if any wounds are taken. In the above example, the Rear shields still have 5 shield points, so there is no chance for damage.
CHANGE POSITION (Action or Free Action):
A character or driver may change his position by making a maneuvering (e.g. Space Vehicles) roll as a free action. Success allows him to move up or down one Chase Card, and up to two with a raise. The character may also Change Position as an action, adding +2 to his roll. Either way, this maneuver may only be used once per turn.
Speed Bonus: If a rider, runner, ship, or vehicle’s Top Speed is faster than the fastest of his rivals, he adds +1 to his maneuvering roll to Change Position, or +2 if he’s twice as fast.
Dropping Back: In a linear chase, a character may drop “back” one or two Chase Cards without making a maneuvering roll. He may not Change Position further, either as an action or a free action.
EVADE (Action or Free Action):
The character or driver zigzags through terrain, maximizes cover, or otherwise concentrates on not getting hit. Melee and ranged attacks against him, his vehicle, or anyone on it suffer a −2 penalty until the start of that vehicle’s next turn. The character and any occupants on his mount or in his vehicle also take the penalty to their attacks as the erratic movement or obstacles affect their targeting and aim as well. If the character performs this maneuver as an action, the penalty increases to −4 (in both directions).
Evade may not be taken more than once per round (it does not stack).
FLEE (Action):
A character or vehicle may escape the chase if there are at least four Chase Cards between himself and the closest foe. If so, he makes a maneuvering roll at −4 and escapes if successful. The penalty is reduced to −2 if there are at least five cards between them, and 0 if there are six or more.
FORCE (Action):
The attacker attempts to force a rival away from his vehicle or into an obstacle. To do so, both must be on the same Chase Card and make opposed maneuvering rolls. If the attacker wins, he Bumps (see below) his foe. A raise is treated as if the defender rolled a Critical Failure on a maneuvering roll (see Maneuvering Skills, page 113).
The GM may also allow characters to use other skills, such as Shooting, to put obstacles in the foe’s path. Critical Failure means the attempt backfires on the attacker!
JURY RIG (Action):
As an action, a character can spend a Bennie and attempt to make a Repair roll. Because this is a hasty repair, penalties from the ship’s damage are doubled (so 1 wound would add a -2 penalty to the roll). On a success, 1 wound is temporarily repaired. With a raise, a second wound is temporarily repaired.
Each use of Jury Rig doubles the amount of time that it will take to permanently repair the ship.
RAM (Action):
An attacker can Ram a defender if they’re on the same Chase Card by making opposed maneuvering rolls. If successful, both participants cause the following damage to the other:
• Scale: The base damage each being or vehicle causes is based on its Scale: Small (d6), Normal (2d6), Large (3d6), Huge (4d6), and Gargantuan (5d6).
• Raise: +d6 bonus damage for the atta ckerif he got a raise on his maneuvering roll.
• Toughness: +d6 if the vehicle’s Toughness is higher than his foe’s; +2d6 if Toughness is twice as high.
• Speed: +d6 to both sides if the attacker’s Top Speed is between 60 and 120 MPH; +2d6 if it’s over 120 MPH.
RESTORE SHIELDS (Action):
As an action, a character may attempt to restore damaged shields. A successful Electronics or Repair roll is required. Any wound penalties the ship has taken apply to the roll (as do any character wound penalties). A success restores 1d6 shield points. A raise restores an additional 1d6 shield points. These rolls can Ace.
STAY ON TARGET (Action):
A Character manning a ranged weapon may take the Aim action as per normal ranged combat.
TARGET LOCK (Action):
A Character may use an Electronics check to lock on to a particular enemy. Doing so confers a +2 Bonus to hit. With a raise, increase the Bonus to +4. This can stack with Stay on Target (Aim) bonuses.
Most of the time, we’ll be using a somewhat modified version of the Chase rules to do starship combat. I’m adding a few different actions and modifying some of the stuff around ranges. I’m also changing some of the trappings to make things more visually interesting (mostly for my own personal edification).
Chase Cards and Chase Increments
I’ll still be using chase cards from the standpoint of complications, but in terms of tracking, we’ll be using miniatures on a battlemap. This is largely because I’m a sucker for aesthetics, or, as Dave would say, “I’m a visual gamer!”
The battlemap will have clear delineators on it to serve as markers for what chase increment any particular ship is in. For example, asteroids might be used as a subtle reminder of where an increment exists. Each increment will also have a card associated with it so that I can track complications, but that will be a more “behind the scenes” thing. In other respects, these “increments” function the same way as Chase Cards.
Attacks and Weapon Range
Weapon ranges will be measured in Increments rather than tabletop inches x number of chase cards. A fighter scale Twin-Linked Blaster Cannon (for example) has a range of 1 increment. This means it can fire up to 1 increment away without penalty, 2 increments at a -2, 4 increments at a -4, and 8 increments at a -8. Unless otherwise noted all spaceship weapon ranges will double for each range band (Short, Medium, Long, Extreme).
Fire Arcs
I don’t love the fire arc rules presented in the Science Fiction Companion. I feel it makes it greatly increases the probability of players being bored in the chase with nothing to do. If we were playing a longer game, I might put the effort into figuring out some fire arc rules that work a bit better for me. As it stands, we’re going to err on the side of Fast and Furious and use arcs as a largely narrative construct. The ships are all moving and zipping about, so every weapon has the potential to be brought to bear on every target.
Actions
ANGLE THE DEFELCTOR SHIELDS (Action):
We aren’t really going to be using facing, but since this is an iconic action, I want to include it in the game. With a successful Electronics roll, a character can pick one of three Chase Increments: behind the character vessel (Rear Deflectors), in front of the character vessel (Front Deflectors), or the same Chase Increment as the character vessel (Side Deflectors). A ship’s shield value is doubled for attacks coming from that Chase Increment. Shield value is halved for attacks coming from either of the other Chase Increments.
Note that when the shield takes damage, it is applied proportionally to the shield as a whole. So, if a Shield with a base value of 10 is angled to the Rear, the Rear value will be 20 and the Side and Front value will be 5. If a damage roll of 15 is taken, the Rear shield will drop by 15 and the Side and Front shields will drop by half the value (rounded up) or 8. The Rear Shield will still have 5 Shield Points left, but the sides and front will be down. This is to simulate the power demands of angling the Shields.
For purposes of applying damage and wounding, only the angled deflector shield matters (provided the attack came from the appropriate Chase Increment). So, while the Front and Side shields may be disabled by an attack from the Rear, the actual damage roll must overcome the Rear shielding before determining if any wounds are taken. In the above example, the Rear shields still have 5 shield points, so there is no chance for damage.
CHANGE POSITION (Action or Free Action):
A character or driver may change his position by making a maneuvering (e.g. Space Vehicles) roll as a free action. Success allows him to move up or down one Chase Card, and up to two with a raise. The character may also Change Position as an action, adding +2 to his roll. Either way, this maneuver may only be used once per turn.
Speed Bonus: If a rider, runner, ship, or vehicle’s Top Speed is faster than the fastest of his rivals, he adds +1 to his maneuvering roll to Change Position, or +2 if he’s twice as fast.
Dropping Back: In a linear chase, a character may drop “back” one or two Chase Cards without making a maneuvering roll. He may not Change Position further, either as an action or a free action.
EVADE (Action or Free Action):
The character or driver zigzags through terrain, maximizes cover, or otherwise concentrates on not getting hit. Melee and ranged attacks against him, his vehicle, or anyone on it suffer a −2 penalty until the start of that vehicle’s next turn. The character and any occupants on his mount or in his vehicle also take the penalty to their attacks as the erratic movement or obstacles affect their targeting and aim as well. If the character performs this maneuver as an action, the penalty increases to −4 (in both directions).
Evade may not be taken more than once per round (it does not stack).
FLEE (Action):
A character or vehicle may escape the chase if there are at least four Chase Cards between himself and the closest foe. If so, he makes a maneuvering roll at −4 and escapes if successful. The penalty is reduced to −2 if there are at least five cards between them, and 0 if there are six or more.
FORCE (Action):
The attacker attempts to force a rival away from his vehicle or into an obstacle. To do so, both must be on the same Chase Card and make opposed maneuvering rolls. If the attacker wins, he Bumps (see below) his foe. A raise is treated as if the defender rolled a Critical Failure on a maneuvering roll (see Maneuvering Skills, page 113).
The GM may also allow characters to use other skills, such as Shooting, to put obstacles in the foe’s path. Critical Failure means the attempt backfires on the attacker!
JURY RIG (Action):
As an action, a character can spend a Bennie and attempt to make a Repair roll. Because this is a hasty repair, penalties from the ship’s damage are doubled (so 1 wound would add a -2 penalty to the roll). On a success, 1 wound is temporarily repaired. With a raise, a second wound is temporarily repaired.
Each use of Jury Rig doubles the amount of time that it will take to permanently repair the ship.
RAM (Action):
An attacker can Ram a defender if they’re on the same Chase Card by making opposed maneuvering rolls. If successful, both participants cause the following damage to the other:
• Scale: The base damage each being or vehicle causes is based on its Scale: Small (d6), Normal (2d6), Large (3d6), Huge (4d6), and Gargantuan (5d6).
• Raise: +d6 bonus damage for the atta ckerif he got a raise on his maneuvering roll.
• Toughness: +d6 if the vehicle’s Toughness is higher than his foe’s; +2d6 if Toughness is twice as high.
• Speed: +d6 to both sides if the attacker’s Top Speed is between 60 and 120 MPH; +2d6 if it’s over 120 MPH.
RESTORE SHIELDS (Action):
As an action, a character may attempt to restore damaged shields. A successful Electronics or Repair roll is required. Any wound penalties the ship has taken apply to the roll (as do any character wound penalties). A success restores 1d6 shield points. A raise restores an additional 1d6 shield points. These rolls can Ace.
STAY ON TARGET (Action):
A Character manning a ranged weapon may take the Aim action as per normal ranged combat.
TARGET LOCK (Action):
A Character may use an Electronics check to lock on to a particular enemy. Doing so confers a +2 Bonus to hit. With a raise, increase the Bonus to +4. This can stack with Stay on Target (Aim) bonuses.