Showing posts with label Mutants and Masterminds Descriptors. Show all posts
Showing posts with label Mutants and Masterminds Descriptors. Show all posts

Tuesday, March 8, 2016

Star Wars Campaign Blaster Technology

Blasters are ranged weapons which fire cohesive bolts of agitated particulate matter. For thousands of years, blaster technology has formed the basis of the galaxy’s most common, and deadliest, forms of armament. Blasters range from small personal defense weapons to massive battle munitions and even world shattering superlasers.

Blasters and lasers are terms that are often used interchangeably and in fact are functionally identical. They utilize a power source to activate and launch high-energy gases in the form of a short and brightly colored beam of force. These bolts displace matter on impact and the resulting friction generates heat causing some solids to melt and liquids to vaporize. Unshielded surfaces show blast points and other stress marks when subjected to blaster fire.

Common Blaster and Laser Descriptors: beam, bolt, concussive, energy, explosive, force, friction, gas, gear, heat, kinetic, particle beam, piercing, plasma, stun, vehicle

Note: Most blaster weapons will be purchased by characters as equipment or as part of a vehicle and will have all of the associated drawbacks. Only droid or cyborg characters would be likely to have ranks in any blaster based effect.



Blaster Pistol

◊Descriptors – bolt, energy, force
◊Effect – Inaccurate Extended Ranged Damage • 2 points per rank

Blaster Pistol (ranged Damage)

◊Modifiers – ranged: +1/rank
◊Action – standard
◊Range – S/M/L 50/100/200 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

Blaster pistols are one of the most ubiquitous weapons in the galaxy and are commonly used by civilians and military personnel alike.

Blaster Pistols fire cohesive bursts of energy and can be found in a variety of sizes and styles. Some blasters are capable of firing a non-lethal force effect, while others can switch between a lethal setting and a stun setting (firing a beam of energy which disrupts the nervous system and may cause paralysis and nausea). A blaster equipped with a stun setting will have additional descriptors and usually include an Affliction as an alternate effect, while blasters that are simply non-lethal replace the heat descriptor with force and cannot cause a character to become dying (except in rare circumstances or if the user continues to blast an incapacitated target).

A typical Blaster Pistol has an effect rank of 4-6 with no special effect modifiers. Some versions are clumsier than others and apply 1 rank of the inaccurate modifier. More unusual or specially modified versions can have a variety of modifiers affecting range and accuracy. A few have an increased critical threat range. Other varieties of blasters may have additional or alternate descriptors.


Blaster Rifle

◊Descriptors – bolt, energy, force
◊Effect – Ranged Damage • 2 points per rank +1

Blaster Rifle (ranged Damage)

◊Modifiers – alternate effect: 1 flat point, ranged: +1/rank
◊Action – standard
◊Range – S/M/L 50/100/200 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

Blaster rifles are larger and more powerful than other types of personal use energy weapons and are found in the hands of military units all across the galaxy.

Blaster Rifles have longer range, greater stopping power, and carry larger energy cells making them capable of extended use. These weapons are the standard personal energy weapon of countless modern and historical military forces. An alternate stun setting is standard with most models and some have a sting setting which launches a non-lethal force effect.

A typical Blaster Rifle has an effect rank of 8-10 with no special effect modifiers and an incapacitating Affliction alternate effect. If the effect hits, the target must make a Dodge check (DC 10 + the effect rank) or become dazed (one degree), stunned (two degrees), or incapacitated (three or more degrees). The target makes a Fortitude resistance check at the end of each of his turns to overcome the first two conditions. The stun effect is usually simple a ranged Affliction with the same effect rank that the Blaster Rifle damage effect, however some varieties have a diminished range or may be a close attack with the reach extra. Many stun settings include the cumulative extra.
           

Heavy Blaster Pistol

◊Descriptors – bolt, energy, explosive, force
◊Effect – Inaccurate Ranged Damage • 2 points per rank

Heavy Blaster Pistol (inaccurate diminished range dangerous Damage)

◊Modifiers – dangerous: 1 flat point, diminished range: -1 flat point, inaccurate: -1 flat point, ranged: +1/rank
◊Action – standard
◊Range – S/M/L 10/25/50 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

Blaster pistols are one of the most ubiquitous weapons in the galaxy and are commonly used by civilians and military personnel alike.

Heavy Blaster Pistols provide the firepower of a blaster rifle in with reduced range, size and weight. Most of these weapons feature a stun setting with additional descriptors and an Affliction alternate effect capable of incapacitating a target. The dangerous modifier increases the critical threat range of these weapons by 1.

Heavy Blaster Pistols have an effect rank of 6-8. These weapons are often modified to have additional ranks in one or more of the modifying extras and flaws. Dangerous can be increased up to 4 ranks (for a critical threat range of 16-20) and diminished range can have up to 3 ranks. Some variations are more or less accurate and occasionally generate a close area effect (instead of the usual ranged effect or as an alternate effect) for models with a short range and especially wide beam.

These weapons may include a built-in or retractable stock (usually losing the inaccurate flaw and possibly allowing a close range alternate damage effect) and a few have the multiattack extra.


Hold-out Blaster

◊Descriptors – bolt, energy, force
◊Effect – Unreliable Ranged Damage • 1 point per rank -2

Hold-Out Blaster (diminished range unreliable Damage)

◊Modifiers – diminished range: -2 flat point, ranged: +1/rank, unreliable: -1/rank
◊Action – standard
◊Range – S/M/L 5/10/25 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

This small personal defense blaster fits easily in the palm of a humanoid hand.

Hold-out Blasters are small, low-yield blaster pistols capable of firing 5 or 6 shots before depleting its energy cell. They are favored by civilians interested in personal defense in restrictive territories as well as by governmental or military agents interested in maintaining a low-profile or as backup weapon. Smugglers and other criminal types also keep these weapons on hand, sometimes quite literally.

A typical Hold-Out Blaster has an effect rank of 2-4 with the 2 ranks of the diminished range modifier and the unreliable flaw (allowing 5 shots before requiring that the energy cell be replaced. This effect is often modified with one or more ranks in the accurate extra (adding +2 to attack checks per rank), the concealable extra (providing a +10 circumstance bonus to Sleight of Hand checks to conceal the weapon) and occasionally it does not have the unreliable flaw, representing an unusually efficient model. Any of these additional features usually results in the weapon being considered illegal for civilian use.





Laser Cannon

◊Descriptors – concussive, energy, force, vehicle
◊Effect – Inaccurate Extended Ranged Damage • 2 points per rank

Laser Cannon (extended ranged inaccurate Damage)

◊Modifiers – extended range: 1 flat point, inaccurate 1: -1 flat point, increased range: +1/rank
◊Action – standard
◊Range – S/M/L 50/100/200 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

Laser cannons are one of the most common types of artillery in the history of galactic warfare. They are found mounted on vehicles of all sizes. Smaller versions are carried by heavy weapons units and deployed with collapsible turrets or may occasionally by found on durable wardroids. Larger versions are used as point defense weapons on capital ships and as the primary offensive weaponry of starfighters.

Laser Cannons fill a variety of roles including area fire, counterbattery fire, covering fire, and point defense. A typical Laser Cannon has an effect rank of 8-9, although batteries of these weapons often have higher ranks.

Most examples have extended range, but are designed to fire at larger targets making them inaccurate. Gunners suffer a -2 penalty on attack checks.

Some versions have explosive force and add a burst Area while batteries include a Multiattack effect.


Quad Laser Cannon

◊Descriptors – concussive, energy, force, vehicle
◊Effect – Inaccurate Extended Ranged Damage • 2 points per rank -1

Quad Laser Cannon (extended ranged inaccurate Damage)
 
◊Modifiers – extended range: 1 flat point, inaccurate 2: -2 flat points, increased range: +1/rank
◊Action – standard
◊Range – S/M/L 50/100/200 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

Quad laser cannons, or quadlasers, utilize four individual cannons which can be fired alternately, or in pairs, in rapid succession. These weapons are regularly mounted on starships of all sizes as point defense weapons.

A Quad Laser Cannon is a linked battery of four laser cannons operated by a single gunner and usually mounted on a turret. The four cannons alternate fire in an attempt to overload the target’s shields. A typical Quad Laser Cannon has an effect rank of 10.

Most examples have extended range, but are designed to fire at larger targets making them inaccurate. Gunners suffer a -4 penalty on attack checks.

Some versions may have a faster firing cycle and add either a burst Area or Multiattack effect.


Surface Defense Blaster Cannon

◊Descriptors – autofire, bolt, energy, force, kinetic
◊Effect – Ranged Multiattack Damage • 3 points per rank

Surface Defense Blaster Cannon (ranged multiattack Damage)

◊Modifiers – increased range: +1/rank, multiattack: +1/rank
◊Action – standard
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

This anti-personnel cannon offers considerable defense against hostile targets entering the area.

A Surface Defense Blaster Cannon is an anti-personnel weapon equipped on some vehicles as well as starships capable of entering planetary atmosphere. A typical example usually has 5-7 ranks of this power, usually enough to decimate ground troops but largely ineffective against shielded targets, armored vehicles and installations.

The autofire capability of this power allows the following options to be used by the gunner:

            •If an attack against a single target is successful, increase the Damage resistance check DC by +2 for two degrees of success, and +5 for three or more. This circumstance bonus does not count against power level limits.
            •The gunner can “spray” this Damage effect across an arc, rolling one attack check per target in the arc. The gunner suffers a penalty to each check equal to the total number of targets.
            •The gunner can provide cover for an ally, by taking a standard action and choosing one ally within line of sight and not engaged in close combat. The ally receives the benefit of total cover (attacks against the ally are made at -5) in your line of sight and in range of the effect. An opponent can            choose to ignore the cover provided by your covering attack at the cost of being automatically attacked by it; make a normal attack check to hit that opponent.

Some versions have the diminished range modifier and function only to slow boarding actions while the vehicle is immobile or grounded. Specialized mounting systems may provide extra stability and 1 rank of accurate modifier.




Turbolaser

◊Descriptors – concussive, energy, force, vehicle
◊Effect – Ranged Damage • 2 points per rank

Turbolaser (extended ranged inaccurate Damage)

◊Modifiers – extended range: 3 flat points, inaccurate 3: -3 flat points, increased range: +1/rank
◊Action – standard
◊Range – S/M/L 200/400/800 feet per rank
◊Duration – instant
◊Results – Damage
◊Resist – Toughness

Description

An incredibly powerful and massively scaled up laser cannon.

Turbolasers are commonly employed on capital ships and space stations. Depending on the effect rank, this ability can represent a single long-range weapon, or batteries of multiple cannons, turrets or defense towers. A powerful capital ship turbolaser battery usually has 12 ranks of this power.

Although they have an extended range, they are notoriously inaccurate when targeting mobile units. Gunners suffer a -6 penalty on attack checks.

Some turbolasers may have a greater or smaller extended range value and massive cannons targeting opposed ground forces or installations may have a burst Area as well and perhaps additional direct hit damage. Larger versions may have additional ranks of the inaccurate modifier as well


Saturday, March 5, 2016

Star Wars Campaign Vehicle Rules




VEHICLES


Characters in Vehicles

Characters onboard a vehicle can take on many roles which determine the actions they may take to impact the operations of that vehicle. Characters may fill many roles at once, as with a single-person starfighter, while larger vehicles may have thousands of crewmembers. Characters can change their role on a vehicle’s crew from round to round during action scenes, but only if they can access the specific position onboard associated with that role (if there is one).

Pilot
The pilot controls a vehicle’s movement. Most vehicles can only be piloted from one location and position. There can only be one pilot controlling a vehicle at a time.

Copilot
The copilot usually occupies the same location as the pilot, but must be able to see the front of the vehicle and communicate with the pilot in any case. Copilots can use the aid standard action to assist the pilot or participate in Team Checks.

Gunner
If a vehicle has weapons, a gunner can operate any of those which are not controlled by the pilot directly. Each individual vehicle weapon may only have one gunner.

Commander
A vehicle can have one commander who oversees operations, coordinates the crew, and organizes team checks.

System Operator
A systems operator manages one or more of the vehicles features (such as sensors and communications) or other effects not related to weapons or maneuvering (such as shields). In large vehicles these systems are under separate control while in smaller vehicles there may be just one systems operator. The duties of a systems operator fall to the pilot or copilot in small vehicles.

Engineer
The vehicle’s engineer monitors the vehicle’s power usage. Sometimes an engineer will be required to shut off power to a damaged system to prevent a drain on other systems or divert power of to a damaged system. The engineer also manages repairs either during or after action scenes.

Support Crew
Some vehicles have many other crewmembers including medical and security personnel. During action scenes, these individuals may be able aid to another crew member or carry out repairs.

Passengers
Non-crewmembers present on a vehicle are passengers. Passengers typically have no role in the vehicle operation, but may be free to act on their own accord while onboard. Passengers may be asked (or volunteer to) fill in for crewmembers if needed.

Vehicle Actions

Aid and Team Checks
Vehicles moving in formation may be able to make maneuver checks as a Team Check by following the lead vehicle. A maneuver failure in that case has potentially disastrous consequences. Crew members capable of taking the same action can also aid one another in doing so.



Control
When a control check is called for, the pilot makes a DC 15 Vehicles skill check. Only one control check is made each round per vehicle. If situations calling for a control check mount, every additional control check that would have been called for instead increases the check DC by +5. Open terrain (such as sky or space) modifies the control check DC by -5, while tight terrain (like areas of dense forest or heavy traffic) adds +5 to the DC.

If the pilot’s control check fails, the vehicle crashes into an obstacle (or possibly another vehicle, depending on the situation). The vehicle and the obstacle (and any occupants of either) suffer damage equal to the Speed rank of the fastest moving vehicle. Add +1 to the effective damage rank for collision with another vehicle, +1 per difference in size category to the smaller vehicle, +2 ranks for two degrees of failure on the control check, +5 ranks for three or more degrees of failure. For vehicles moving in the same direction, subtract the lower speed rank from the higher to get the effective speed rank of the crash. Occupants make Dodge checks against a DC of (Damage rank + 10) to suffer half damage from the crash.

An air or space vehicle may stall on a failed control check if there is no hard terrain or other obstacle to crash into. The pilot can restart the vehicle with a successful Vehicles skill check (DC equal to the control check).





Operate Vehicle
The pilot operates the vehicle with a move action each round but only difficult maneuvers require a check. If no one is controlling the vehicle by using at least a move action, the vehicle goes out of control

Operate Vehicle Weapons
Crew taking a gunner position can make attacks with their vehicle weapon as a standard action. Multiple gunners on the same vehicle can provide supporting fire to each other or the pilot (if the vehicle has a pilot operated weapon), effectively allowing for a Team Check.

Repair
When vehicles are damaged during an action scene, characters may need to make jury-rigged repairs or divert emergency power from one vehicle system to another. This is generally a Technology skill check with the DC based on the severity of the damage and/or the complexity of the system, as chosen by the gamemaster. As with any jury-rig attempt, repairs or any other effects only last until the end of the scene.

Vehicle Combat

Attack
You can make attacks normally from any vehicle that does not provide Total Cover.

Charge
A vehicle charge is often referred to as an attack run, but is otherwise unchanged from the charge standard action.

Dogfight
You attempt to start a dogfight with a target air or space vehicle within one size category of yours. Make a close attack check against the target. If successful, the target makes a resistance check against your Vehicles skill (or the rank of a grabbing effect) using the target’s Vehicles skill with a +2 bonus. If you win with one degree of success, the target is engaged in the dogfight with you in close pursuit. The target becomes vulnerable and is treated as immobile relative to you and any other active combatants. In reality your vehicles continue to move as the opposing pilot tries to shake pursuit and the environment may change accordingly. Two or more degrees of success tighten your position relative to your opponent who becomes defenseless and impaired in addition to remaining (relatively) immobile.

You can attempt to improve an existing position with another dogfight action on a following turn. Any resulting degrees of success are cumulative, but if you lose, the target escapes.

Your vehicle is hindered and vulnerable while engaged in pursuit with an opponent. You can maintain your position with a free action each turn, but cannot perform any vehicle maneuvers while doing so except an action that targets the engaged opponent. You can choose to inflict your vehicle’s weapon damage on your target as a standard action without the need for an attack roll, however you have no chance to score a critical hit when doing so.

You can attempt to force an engaged opponent to move in a direction of your choice while you move in pursuit. The target makes a Vehicles skill check against the routine check result of your Vehicles skill. If it fails, the target moves forward in any direction of your choice with up to a 45 degree adjustment in direction with you directly behind. If the flight path you choose includes any obstacles, first the target and then you must each make a maneuver check to avoid them. If the target resists, you are immobilized (relative to active combatants) that turn unless you disengage from the dogfight.

You can end a dogfight as a free action. If you are unable to take the free action maintain your position, the target disengages automatically. A target can attempt to escape from a dogfight as a move action.  The engaged opponent makes a Vehicles skill check against the routine check result of your Vehicles skill or grab effect rank. If your opponent succeeds, they disengage from the dogfight and can move away up to their Vehicle’s speed minus one rank.

Any attacks targeting a vehicle engaged in a dogfight, or made by a gunner on such a vehicle, take a -5 circumstance penalty. While firing into a dogfight, a failure by two or more degrees hits the other vehicle instead (at the gamemaster’s discretion).



Evasive Action
The pilot of a vehicle can use evasive action by taking a standard. The pilot’s Vehicles skill check (modified by the Defense modifier for the vehicle's size) replaces the vehicle’s defense that round.

Targeting Occupants
Vehicle occupants usually have cover and concealment. Enclosed vehicles provide total cover and usually provide total concealment unless the occupant is in full view of a window. Cover and concealment provided by vehicles can be reduced as the vehicle sustains damage at the gamemaster’s option.

Vehicle Maneuvers
Pilots can use nearly combat maneuver with vehicles they pilot. In addition, the pilot (or gunners) can usually benefit from any Advantages they possess when making an associated maneuver with a vehicle or vehicle weapon. For example, the Accurate Attack Advantage comes into play “when you make an accurate attack” so this Advantage applies to accurate attacks made with a vehicle weapon.

Keep in mind that other types of advantages may or may not interact with vehicles. For example the Evasion Advantage gives you “a +2 circumstance bonus to Dodge resistance checks to avoid area effects”. The circumstance bonus only applies to your resistance and would not affect any resistance check made for the vehicle, even if you are the pilot.

Vehicle Damage

Vehicles suffer the normal –1 cumulative penalty to Toughness checks when failing a damage resistance check by one degree. In addition, vehicles accrue an amount of stress equal to the total value of that penalty. Each point of stress causes either a –1 penalty to checks involving the vehicle or the loss of a feature or one character point worth of capability. A vehicle failing a damage resistance check by three degrees is wracked and no longer functions. A vehicle that is wracked while moving drops one speed rank each round until it comes to a stop. The pilot cannot attempt any maneuvers except a 45 degree turn. Any wracked vehicle is in danger of breaking apart and wracked water vehicles may begin to sink slowly. A vehicle failing a damage resistance check by four or more degrees is wrecked and destroyed.

Vehicles with the durable modifier still function while wracked but suffer a -1 penalty to speed rank. Durable vehicles continue to function until failing a Toughness check by four or more degrees, just like characters and at that point they are wrecked, but can still be repaired. A durable vehicle that fails a resistance check against Damage while wrecked is destroyed.

Repairing Damage

Repairing vehicle damage requires the proper tools and a hangar, repair bay, shipyard, or similar facility. In some circumstances, it may be possible to create a makeshift repair facility, particularly if the location includes salvage or wreckage from other vehicles. Otherwise, the best any character can hope to accomplish is a jury-rigging. In any case, characters without the proper tools suffer a –5 circumstance penalty repair checks. Repairing minor damage like a Toughness penalty or stress is a simple check (DC 15) and usually has a time rank of 10 (2 hours), repairing a wrecked vehicle is a complex check (DC 25) and usually has a time rank of 14 (24 hours). Destroyed vehicles cannot be repaired, but can be rebuilt (see Building) if enough of the wreckage remains. If salvage from a vehicle is used and the Building check fails, the salvaged materials are ruined.