Showing posts with label Star Wars Starship. Show all posts
Showing posts with label Star Wars Starship. Show all posts

Friday, March 11, 2016

TIE/LN starfighter

This small, short-range fighter is the second most visible representation of the Empire’s ability to project its will. Twin ion engines provide these fighters with their name and the distinctive howl of their approach through atmospheres. Although the TIE/LN’s armament and maneuverability make them feared throughout the galaxy, these vessels are particularly fragile and unshielded. Imperial pilots rely on courage, skill, and the support of their companions when engaging any enemy foolish enough to challenge the Emperor’s will.


Equipment Cost 9 (purchased at 1 point per 2 ranks due to minion modifier)
Power Level 5
Size Huge (size rank 0) [2]
Strength 8 [0]
Speed 8 (space) [16]
Defense 0 [4]
Toughness 9 [0]

Powers

Weapons System ◊ Descriptors – electronic, energy, machine, technology [19]

Features

Communications ◊ Descriptors – computer, electronic, energy, machine, technology [1]
Computer ◊ Descriptors – computer, electronic, energy, machine, technology [1]

Defense
  
Minion
            •Non-minions can make attack checks against a TIE/LN as a routine check.
            •If a TIE/LN fails a resistance check, it suffers the worst degree of the effect.


Offense

Weapons System
            Laser Cannons ◊ Descriptors – concussive, energy, force, technology
                        •Ranged Damage 10
                                    Modifiers – activation: -2 flat points, ranged: +1/rank
                                                •Special: Cannot score critical hits against non-minions.
           
            Alternate Effect: Proton Torpedoes ◊ Descriptors – concussive, explosive, energy, kinetic, projectile, radiation, technology
                        •Ranged Area Burst Damage 9
                                    Modifiers – activation: -2 flat points, area: +1/rank, ranged: +1/rank, unreliable: -1/rank
                                                •Direct Hit Damage +2
                                                            Modifiers – inaccurate: -4 flat points
                                                                        •Special: Cannot score critical hits against non-minions.

Statistics

Length: 8.99 meters long (size rank 0)
Maximum atmospheric speed: 1,200 kph (speed rank 8)
Engine unit(s): twin ion engine
Hyperdrive: None
Shielding: None
Targeting systems: Equipped
Navigation system: None
Armament
            •laser cannons
            •proton torpedo launchers
Crew: Pilot (1)
Communication systems: Equipped

Equipment Points Size 2 + Strength 0 + Speed 16 + Defense 4 + Toughness 0 + Features 2 + Powers 19 = Total 43



Monday, March 7, 2016

Star Wars Campaign Shield Technology


Shields are omnipresent in the Star Wars galaxy and fulfill many roles, from allowing starships to safely travel through space, to personal and large scale protection, to providing atmosphere and gravity in space. Trying to translate all of these effects into game terms in a comprehensive fashion serves little purpose for most gaming groups. Vehicles and installations provide all of the ‘unseen’ shielding effects at no additional cost. Players and gamemasters will primarily be concerned with ‘extra’ shielding as characters will more regularly interact with these sorts of effects. Starship deflector screens are probably the most important of these. The other common types of shielding included are not terribly likely to be added to a character sheet, or even most vehicle templates, but are included in the event that the player characters may find a reason to interact with such an effect in some way.

In general, “shields” can be used to conceptualize and justify all sorts of Deflection, Enhanced defenses, Immunity, or Protection effects.

Common Shield Descriptors: Deflector shield, energy, force, gear, gravity, kinetic, magnetic, vehicle

Magnetic Field

◊Descriptors – Energy, force, gravity, magnetic
◊Effect – Environmental Immunity • 8 points

Magnetic Field (Immunity)

◊Modifiers – activation: -1 flat point, quirk: -2 flat points
◊Action – move action
◊Range – personal
◊Duration – permanent
◊Results – immune to environmental effects

Description

A magnetic field contains atmosphere and generates gravity within a space.

A Magnetic Field provides Immunity to all environmental effects and generates local gravity as well as a breathable atmosphere (usually of any one type desired). Magnetic fields generated by starships may also provide partial Immunity to radiation Damage effects (halving the effect’s rank [rounding down] before determining its resistance check DC) which costs an additional 2 character points.

Activating a Magnetic Field requires a move action but then remains in effect until powered down.

Unlike true life support, a Magnetic Field does not provide nourishment or eliminate the need to sleep. 

A Magnetic Field may be subject to power loss when not properly maintained or when absorbing a large amount of energy over a short period of time. Reactivating a shield may require repairs or a Technology (or appropriate Expertise skill such as Spacer) check (a DC 18 restores the effect), subject to the gamemaster’s discretion.

Note: Space vehicles and stations normally provide immunity to all of the hazards of space for all occupants at no cost.


Particle Shield

◊Descriptors – Deflector shield, energy, force, kinetic
◊Effect – Limited Toughness Immunity • 39 points

Particle Shield (limited Immunity to effects resisted by toughness)

◊Modifiers – activation: -1 flat point, limited: -1/rank
◊Action – move action
◊Range – personal
◊Duration – permanent
◊Results – immune to effects resisted by Toughness

Description

Particle shields deflect physical projectiles and space debris in addition to generating a semi-solid invisible barrier.
 
A Particle Shield creates a barrier which harmlessly deflects any physical matter moving at high velocity including asteroids, high-speed ballistic weapons and vehicles.

Activating a Particle Shield requires a move action but then remains in effect until powered down.

Note: Characters and objects moving at slow speed can ‘push’ through a Particle Shield (usually requiring DC 10 or 15 Strength check).


Ray Shield 

◊Descriptors – Deflector shield, energy, force
◊Effect – Radiation Immunity and Linked Blaster Damage Immunity and Linked Laser Damage Immunity • 16 points

Ray Shield (sustained linked Immunities)
 
◊Modifiers – activation: -1 flat point, removable: -3 flat points, sustained: +0/rank
◊Action – move action
◊Range – personal
◊Duration – sustained
◊Results – immune to effects with the radiation descriptor and Damage effects with the laser or blaster descriptors

Description

A specialized type of deflector shield which absorbs blasters, lasers and radiation.

Any creature or object protected by a Ray Shield is immune to all effects with the radiation descriptor as well as to Damage effects with the laser or blaster descriptors.

Activating a Ray Shield requires a move action and the shield operator must use a free action to maintain the effect each round.

A Ray Shield can be deactivated by specifically targeting the shield generator (a vehicle must have no pilot or be defenseless) and can be physically removed or sabotaged. In addition, a Ray Shield may be subject to power loss when not properly maintained or when absorbing a large amount of energy over a short period of time. Reactivating a shield may require repairs or a Technology (or appropriate Expertise skill such as Space Transport Operation) check (a DC 30 restores all Immunity effects), subject to the gamemaster’s discretion.


Starship Deflector Screen

◊Descriptors – Deflector shield, energy, force, kinetic, vehicle
◊Effect – Enhanced Traits • 3 points per rank -4

Starship Deflector Screen (sustained Enhanced Traits)

◊Modifiers – activation: -1 flat point, removable: -3 flat points, sustained: +0/rank
◊Action – move action
◊Range – personal
◊Duration –sustained
◊Results – +1 to defense and Impervious Toughness +1

Description

Many military vessels, as well as restricted or illegal civilian vessels, have shield generators designed to absorb attacks or all kinds.

Each rank in Starship Deflector Screen provides the vehicle with the following effects:

            •Enhanced Defense +1
            •Enhanced Toughness +1
            •Enhanced Impervious Protection 1

To gain any of these effects requires that the shield operator use a move action to activate the shield and a free action to maintain the effect each round.

A Starship Deflector Screen can be deactivated by specifically targeting the shield generator (a vehicle must have no pilot or be defenseless) and can be physically removed or sabotaged. In addition, a Starship Deflector Screen may be subject to power loss when not properly maintained or when absorbing a large amount of energy over a short period of time. Reactivating the shield may require repairs or a Technology (or appropriate Expertise skill such as Starfighter Operation) check. The shield operator’s check result determines how many ranks of the effect are restored (up to the total Starship Deflector Screen rank).

Note: Starship shield generators can vary significantly in design and may require a standard action to activate (with an additional -1 flat point to the overall cost). In addition, each of the three individual effects provided can be separated into their component effects and added to a vehicle a la carte, as long as the final cost of the power is 1 character point or more.




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.