Daji the Fox

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Kara, that was a "called shot". According to the rules, a called shot causes the targeted subsystem to go Off-Line on one or more damage Raises. Going Off-Line is fixed by a simple skill roll for the appropriate subsystem.
What do you mean by the Clubs were on the enemy ship both times? Your card this round is clearly a Clubs (4C = 4 of Clubs).

Belter, I didn't specify this before, but I'll have to decide whether a "+N on Gunner next round" applies to *all* the Gunner rolls, or only the *first* Gunner roll. In Round 4, you'll see that I only applied it to the first Gunner roll for the enemy ship.


Round 5!

Your ship : 4C
Enemy ship : 3D

Clubs complication: 1d6 ⇒ 3 = Weapons go off-line

Everybody's up!

Belter, you'll have to make a Success on a Gunner roll to bring the weapons back on-line. If you chose to also shoot this round, both rolls get a MAP.

Anya - maybe try aiding Erebasto, who seems to be having a bad run of rolls?


Belter's shot makes the enemy's weapons go Off-Line.
Kara adds +2 to Gunner's roll next round.

The enemy pilot tries to aid the Gunner :
Piloting: 1d8 ⇒ 5 = +2 to Gunner roll next round

The enemy Ops tries to aid the Gunner :
Ops: 1d8 ⇒ 3 = Failure

The enemy Gunner tries to bring the weapons back on-line and fire :
Gunner+4,MAP: 1d8 + 4 - 2 ⇒ (5) + 4 - 2 = 7 = Weapons on-line

Gunner,MAP: 1d8 - 2 ⇒ (2) - 2 = 0 = Failure

Statuses
Your ship :
+2 to Gunner next round

Enemy ship :
Toughness = 31
+2 to Gunner next round
2 Bennies

Distance = 1 RI (-0 to Shooting rolls)


Round 5!

Your ship : 7H
Enemy ship : 2D

Everybody's up!


Apologies, Mondays and Tuesdays are my busy work days.

Belter wrote:
Kara succeeded on her check, so that's a +2 to gunner, right?

Yes, I forgot to put that in the Statuses, sorry.

The enemy pilot tries to Soak the wound :
Piloting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 6 = 14, Wound Soaked

The enemy pilot, satisfied with the closeness of the ships, tries to help the Gunner :
Piloting: 1d8 ⇒ 5 = Success, +2 to Gunner next round

The Ops also tries to help the Gunner :
Ops: 1d8 ⇒ 7 = Success, +2 to Gunner next round

The Gunner fires on your ship :
Gunner+Dual: 1d8 + 1 ⇒ (4) + 1 = 5

Doing
Damage+Dual: 4d10 + 2 ⇒ (6, 5, 4, 3) + 2 = 20 Does not get thru Toughness

Statuses
Your ship :
+2 to Gunner next round

Enemy ship :
Toughness = 31
+4 to Gunner next round
2 Bennies

Distance = 1 RI (-0 to Shooting rolls)


Round 4!

Your ship : AH
Enemy ship : 6H

Everybody's up!


Gunner's shot does not penetrate the armor of the ship.

The enemy pilot, satisfied with the present distance between the ships, tries to aid the Gunner :
Piloting: 1d8 ⇒ 2 = Failure

The Ops also tries to aid the Gunner :
Ops: 1d8 ⇒ 2 = Failure

The Gunner takes a shot :
Gunner: 1d8 ⇒ 3 = Failure

Statuses
Your ship :

Enemy ship :
Toughness = 31

Distance = 1 RI (-0 to Shooting rolls)


Round 3!

Your ship : QD
Enemy ship : 10H

Everyone's up!


Belter's shot at the engines hits true, but does not get thru the surrounding armor.

The enemy pilot tries to close the distance between the ships :
Piloting: 1d8 ⇒ 4 = Success, drop RI by 1

The enemy Ops tries to Raise Shields :
Ops: 1d8 ⇒ 4 = +2 to Toughness

The enemy Gunner takes a shot :
Gunner: 1d8 ⇒ 5 = Success

Doing
Damage: 4d10 ⇒ (4, 4, 9, 6) = 23
Which does not get thru Toughness.

Statuses
Your ship :
Gunner +2 next round

Enemy ship :
Toughness = 31

Distance = 1 RI (-0 to Shooting rolls)


I'm going to be busy for the next few days, hopefully I can post by Tuesday, if not, Wednesday for sure.


Belter - sorry, it was right there! I don't know how I missed it...


Belter, it doesn't matter for this shot, but in the future please name the sub-system you are targeting : sensors, weapons, shields, engines.

Kara?


Belter?


Ok, fine, you can have the +1, and the Extras stay at d8. Belter, please reconsider leaving, I need at least 3 people to play-test!

I'll lay off the statistics from now on. It's just how I approach games of chance.


Round 2!

Your ship : 4D
Enemy ship : 2S

Everyone's up!

Erebasto - use Ace to Soak the Wound before it takes effect (Piloting roll - 0)! If the Wound remains after you try, make a (Piloting roll - 1) or go Out-of-Control. If you do go Out-of-Control, your main Piloting roll this round will be at (-1 [Wound] - 2 [OoC]).


Kara boosts Belter's Gunner by +2 in the next round.
FYI, you could have used the Ops action "Lock on Target" for the same effect.

Erabasto pulls ahead 1 RI, putting the distance between ships at 4 RI.

The enemy pilot tries to catch up :
Piloting: 1d8 ⇒ 8
Piloting ACE!: 1d8 ⇒ 3 = 11, Raise : RI is now 2.

The enemy Ops tries to recover from being Off-Line :
Ops: 1d8 ⇒ 7 = Success

The enemy Gunner fires :
Ops: 1d8 ⇒ 8 = Raise
Doing
Damage+Raise: 4d10 + 1d6 ⇒ (9, 6, 6, 5) + (3) = 29 = 1 Wound

Statuses
Your ship :
Gunner +2 next round
1 Wound (pending)

Enemy ship :

Distance = 2 RI (-0 to Shooting rolls)


I debated about that, but a d8&d6+1 has a 92% chance of success! These Extras are already down to a 50% chance of success with a d8. If you want the +1, I'm going to up their rolls to d10's for a 70% chance of success.


Erabasto, you're up! Since you're trying to get away, your best options are :

Make a Piloting roll. This counts as a non-Free Action, further actions incur a MAP.
- Success: You may alter your distance by one range increment (closer or farther).
- One or more Raises: You may alter your distance by up to two range increments (closer or farther).

OR

Make a Piloting roll at -2. A Success or Raises adds 1 range increment of movement to the default.

OR

Make a Piloting roll at -4. A Success or Raises adds 2 range increments of movement to the default.


All - check Gameplay. I was waiting to see if Belter or Kara had anything to say about the new setup.


Reboot #2!

You've left a populated planet in a solar system, and are heading out. As you reach the asteroid belt, you suddenly pick up an Empire cruiser on your tail sending radio messages to halt and be boarded or be destroyed (it must have been hiding behind one of the larger asteroids).

Your ship : KC
Enemy ship : 5C
Distance = 3 RI (-0 to Shooting rolls)

Clubs complication, you: 1d6 ⇒ 3
Clubs complication, enemy: 1d6 ⇒ 4

Everyone's up!

Belter, you notice that your Weapons panel has gone dark (Off-Line). You'll need to make a Gunner roll to bring it back on-line. If you succeed and take a shot, both rolls incur a MAP.

Statuses
Your ship :
Weapons Off-Line

Enemy ship :
Ops Off-Line

Distance = 3 RI (-0 to Shooting rolls)


Also, I'd like to re-implement the +2 Toughness Shields that don't decrease with damage. That +2 can be boosted to +4 by Ops (with the trade-off of a -2 to some other subsystem), or to +6 with a lucky roll. That extra Toughness might just save your butts.


Ok, so here's the ship that will be chasing you :

Cruiser :
Toughness 29, Crew : many
Dual Linked Heavy Lasers : (150/300/600 4d10), +1 to hit, +2 damage
Dual Linked Heavy Lasers : (150/300/600 4d10), +1 to hit, +2 damage

Range Increment = 50, so
0-3 RI : no Shooting penalty
4-6 RI : -2 Shooting
7-12 RI : -4 Shooting

I'm very tempted to make the Extra's rolls all d10's which on average would give them only a 10% less chance of success than y'all with your d8&d6's. But to emphasize that they are Extras, I'm going to give them all d8's (against my better judgement).

But, their pilot will have Ace, too. And 3 Bennies.

They will have a much better chance of Wounding you than you will of Wounding them, so it will be in your best interests to run!

Thoughts? Comments? Questions?


Ok, probably Thursday... Does the 2-day rule apply to the GM? :) If so, feel free to 'bot me as needed...


I need to ask for at least one more day to get this started, I've been continually slammed at work for the last 4 days.


Actually, according to the SWEX Chase rules that I'm using (which doesn't use cards except for initiative), you've "escaped" when you get more than 10 Range Increments away from your pursuer.


So, how about : y'all are being chased by a cruiser slightly more powerful than you, manned by Extras, thru an asteroid field (for Clubs complications and other options, like hiding). Your goal is to escape them since they are more powerful (so Erebasto, that's your main goal), but of course you'll try to damage them as you try to escape.

I would like to drop the Shields (pun unavoidable), because once they get down to 0, they can only be regenerated 8 points at a time, and the next enemy's weapon damage will just bring it right back down to 0 (even if the damage wasn't even enough to "Shaken" the ship). So the shields yo-yo between 8 and 0, 8 and 0, 8 and 0...what's the point? And, if you're going to argue that even 8 points of Shields will lower the damage done to the ship, well, that will just drag things out longer (it's like adding 8 points to Toughness, making inflicting Wounds *much* harder). Don't forget, the cruiser will have Shields if you do.

I think more Wounds would just drag things out longer.

Whatdayasay?


Actually, I'm not convinced that the system *does* work (yet). In an even match, no ship got taken out even after 10-15 rounds. And so far, even with an apparently endless stream of Tie fighters, they are so weak compared to the Falcon that it's like shooting fish in a barrel.

I'm trying to find that balance point which provides some threat to the player's ship, without destroying it in a few rounds.

Now, if Erebasto didn't have Ace, the Falcon would be at 3 Wounds already (I think, without double-checking). And only 2 of the original 4 Ties would be destroyed. At that point, Erebasto would be motivated to use his Piloting to out-run the Ties. It seems to me that having Ace is what's throwing things off...


Burgurk says "I say we should go slow. No matter how much Shakti can improve Casey's driving skills, the faster we go the better the chances of a breakdown."

I know this is meta-gaming, but...Shatki can raise Casey's *die*. No matter the die value, -3 is going to fail more often than -1.


I'm just curious how many Ties it'll take (4 at a time) to do any damage to the Falcon.


Oops, you're right, I made a mistake when carrying over the "Statuses" from one post to another. The Falcon has no Wounds right now.
Kara - after trying to Raise the Shields for a while, I discovered that *any* damage inflicted by the Ties (even if it wouldn't have Shaken the Falcon) just dropped them right back down to 0 again. You can do what you want, but in my last 'bot of you, I tried to boost Belter's Gunner roll, which seemed like a more effective strategy.


Round 6!
Your ship : JH
Enemy ships : 10D

Erebasto - make 2 Piloting rolls to avoid going out-of-control. For each failure, add -2 to your Piloting rolls this round.

Everyone - please don't forget to include the -1 from the Wound the ship currently has to *all* your rolls (except damage). It didn't change any results in the last round, so no harm done.

Everyone's up!


The pilot in Tie #5 tries to stay in control :
Piloting,-Wnds: 1d10 - 2 ⇒ (9) - 2 = 7

Another Tie from the gas giant's moon catches up to the group.

Tie #2 fires :
Gunner,-Wnds,+Quad: 1d10 - 2 + 2 ⇒ (7) - 2 + 2 = 7 = Success
Doing
Damage,+Quad: 3d10 + 4 ⇒ (3, 5, 3) + 4 = 15 = no damage

Tie #4 fires :
Gunner,+Quad: 1d10 + 2 ⇒ (10) + 2 = 12 = Raise
Doing
Damage,+Quad,+Raise: 3d10 + 4 + 1d6 ⇒ (8, 5, 7) + 4 + (3) = 27 = "Shaken"

Tie #5 fires :
Gunner,-Wnds,+Quad: 1d10 - 2 + 2 ⇒ (7) - 2 + 2 = 7 = Success
Doing
Damage,+Quad: 3d10 + 4 ⇒ (7, 9, 8) + 4 = 28 = "Shaken"

Tie #6 fires :
Gunner,+Quad: 1d10 + 2 ⇒ (1) + 2 = 3 = Failure

Oh, and Kara tries to give Belter's targeting a boost :
Ops & Wild: 1d8 ⇒ 51d6 ⇒ 1 = +2 to Gunner next round

Statuses
Your ship :
+2 to Gunner next round
1 Wound
"Shaken" (pending)
"Shaken" (pending)
Shields 0

Enemy ships :
Tie #2 - 2 Wounds
Tie #4 - 0 Wounds
Tie #5 - 2 Wounds
Tie #6 - 0 Wounds


Round 5!
Your ship : QC
Enemy ships : 9C

Erebasto- use Ace to Soak the Wound before it takes effect (Piloting roll - 0)! If the Wound remains after you try, make a (Piloting roll - 1) or go Out-of-Control. If you do go Out-of-Control, your main Piloting roll this round will be at (-1 [Wound] - 2 [OoC]).

Then make a Piloting roll (- <previous results>) to avoid going OoC from the "Shaken". If you do go Out-of-Control, your main Piloting roll this round will be at (-<previous results> - 2 [OoC]).

Everyone's up!


Sorry, got involved in a personal project which soaked up all my free time...

Kara tries to re-gen the shields :
Ops & Wild: 1d8 ⇒ 41d6 ⇒ 1 = Success, +8 points to Shields

Tie #5 tries to stay in-control :
Piloting: 1d10 - 2 ⇒ (5) - 2 = 3 = Failure, -2 to next Piloting roll

Tie #6 blows apart in a fireworks of pieces-parts.

Tie #2 fires :
Gunner,-Wnds,+Quad: 1d10 - 2 + 2 ⇒ (6) - 2 + 2 = 6
Doing
Damage,+Quad: 3d10 + 4 ⇒ (9, 2, 1) + 4 = 16 Reduces Shields to 0

Tie #4 fires :
Gunner,+Quad: 1d10 + 2 ⇒ (6) + 2 = 8 = Raise
Doing
Damage,+Raise,+Quad: 3d10 + 1d6 + 4 ⇒ (1, 6, 3) + (6) + 4 = 20
Raise ACE!: 1d6 ⇒ 6
Raise ACE! ACE!: 1d6 ⇒ 3 = 29, 1 Wound

Tie #5 fires :
Gunner,-Wnds,+Quad: 1d10 - 2 + 2 ⇒ (8) - 2 + 2 = 8 = Raise
Damage,+Raise,+Quad: 3d10 + 1d6 + 4 ⇒ (10, 7, 2) + (1) + 4 = 24
Damage ACE!: 1d10 ⇒ 3 = 27, "Shaken"

Statuses
Your ship :
2 Wounds (1 pending)
"Shaken" (pending)
Shields 0

Enemy ships :
Tie #2 - 2 Wounds
Tie #4 - 0 Wounds
Tie #5 - 2 Wounds


Erabasto - before the Soak roll, there should have been a Piloting check (-0) to avoid going Out-of-Control on the "Shaken" hit (which you can't Soak). If you fail, your next Piloting roll is at -2.


Round 4!
Your ship : QH
Enemy ship : 5D

Everybody's up!

Erabasto -
You need to make a Piloting check (-0) to avoid going Out-of-Control on the "Shaken" hit. If you fail, your next Piloting roll is at -2.

I'd strongly suggest you spend a Benny to use Ace to Soak the Wound before it takes effect (Piloting roll - 0)! If the Wound remains after you try, make a (Piloting roll - 1) or go Out-of-Control. If you do go Out-of-Control, your main Piloting roll this round will be at (-1 [Wound] - 2 [OoC]).

If you fail both OoC rolls, your Piloting is at -5 this round.

Kara shouts "More Ties incoming! They're coming from that large moon around the gas giant we're currently flying by! There must be an Empire base there!"

Two more Ties arrive within range this round.


Kara tries to re-gen the Shields :
Ops: 1d8 ⇒ 21d6 ⇒ 2 = Failure

Belter inflicts 2 Wounds on Tie #2 :
Out-of-Control: 1d10 - 2 ⇒ (2) - 2 = 0
OoC Table: 2d6 ⇒ (2, 5) = 7 = -2 on next Piloting roll

Belter blasts Tie #3 into little, tiny, glowing pieces.

Erebasto Shakens tie #4 :
Out-of-Control: 1d10 ⇒ 8

Who recovers nicely from the glancing blow.

Tie #2 fires :
Gunner,-Wnds,+Quad: 1d10 - 2 + 2 ⇒ (8) - 2 + 2 = 8 = Raise

Doing
Damage,+Raise,+Quad: 3d10 + 1d6 + 4 ⇒ (7, 9, 4) + (3) + 4 = 27

Which just Shakens the Falcon

Tie #4 fires :
Gunner,+Quad: 1d10 + 2 ⇒ (2) + 2 = 4 = Success

Doing
Damage,+Quad: 3d10 + 4 ⇒ (10, 7, 3) + 4 = 24
Damage ACE!: 1d10 ⇒ 6 = 30 = 1 Raise

Statuses
Your ship :
"Shaken"
1 Wound
Shields 0

Enemy ships :
Tie #2 - 2 Wounds


Round 3!
Your ship : 9H
Enemy ship : 6C

Everybody's up!


Kara decides to Lock on one of the Ties :
Ops: 1d8 ⇒ 71d6 ⇒ 5 = +2 to Gunner next round

The Tie Belter hits explodes in a shower of fire and debris.

The remaining Ties shoot back :
Gunner,Tie#2,+Quad: 1d10 + 2 ⇒ (8) + 2 = 10 = Raise
Gunner,Tie#3,+Quad: 1d10 + 2 ⇒ (1) + 2 = 3 = Miss
Gunner,Tie#4,+Quad: 1d10 + 2 ⇒ (8) + 2 = 10 = Raise

Doing
Damage,Tie#2,+Quad,+Raise: 3d10 + 1d6 + 4 ⇒ (6, 10, 10) + (6) + 4 = 36
ACE! ACE! ACE!: 2d10 + 1d6 ⇒ (7, 8) + (3) = 18 = 54(!) - 41 = 13. No damage, but your Shields are down
Damage,Tie#4,+Quad,+Raise: 3d10 + 1d6 + 4 ⇒ (3, 3, 5) + (1) + 4 = 16 = no damage

Statuses
Your ship :
Shields 0
+2 Gunner roll next round

Enemy ships :


Round 2!

Your ship : 10S
Enemy ships : 3S

Everybody's up!


Kara tries to raise the shields :
Ops: 1d8 ⇒ 41d6 ⇒ 4 = Success

The Tie fighters attack :
Gunner,Tie#1: 1d10 - 6 ⇒ (1) - 6 = -5
Gunner,Tie#2: 1d10 ⇒ 10
Gunner ACE!: 1d10 ⇒ 3 = 13, Raise
Gunner,Tie#3: 1d10 ⇒ 4 = Success
Gunner,Tie#4: 1d10 ⇒ 3

Damage,Tie#2,+Raise: 3d10 + 1d6 ⇒ (2, 5, 8) + (3) = 18 Reduces Shields
Damage,Tie#3: 3d10 ⇒ (10, 3, 5) = 18
Damage ACE!: 1d10 ⇒ 3 = 21 Reduces Shields

Statuses
Your ship :
Shields 41

Enemy ships :
Tie #1 : 2 Wounds


Storm Dragon - or, there could be something going on behind the scenes that you're not aware of...

Hellion stops the van without flipping it over, allowing the passengers to get out. You're in the middle of the street, with buildings on both sides, but no cover in the street other than the van. Hellion grabs the book and tucks it inside her jacket.

While we're waiting for Thomas, the V'sori flyer flies over to Enkidu and fires :
Shooting: 1d10 ⇒ 7

Doing
Damage: 3d8 ⇒ (7, 8, 5) = 20
Damage ACE!: 1d8 ⇒ 1 = 21

Enkidu - I have no idea what the Toughness of your current form is, so please let me know so I can tell you what damage it does.

Biohazard, Enkidu, Thomas - you're up!


Belter's shot takes out a serious chunk of one of the Tie fighters. Erebasto's shot gives it a glancing blow which makes it spin around.

Piloting,-2 Wnds: 1d10 - 2 ⇒ (1) - 2 = -1
Out-of-Control: 2d6 ⇒ (3, 3) = 6 -2 to next Piloting roll

Piloting,-2 Wnds: 1d10 - 2 ⇒ (5) - 2 = 3
Out-of-Control: 2d6 ⇒ (2, 1) = 3 -2 to next Piloting roll

Kara - you're up! You've got lots of options to choose from!

Statuses
Your ship :

Enemy ships :
Tie #1 : 2 Wounds
-4 to Piloting roll next round


Kara - yes, you've got Cooperative rolls correctly. Up to +4 max.

ALL - please see Gameplay.


REBOOT

So, you're flying along in the Falcon leaving a solar system, making a smuggling run, when Ops suddenly detects some ships approaching. As it gets closer, she can identify it as 4 Empire Tie fighters! Over the radio, you hear "Ship - identify yourself, come to a halt, and prepare to be boarded for a search."

What do you do?


Here's the new ships' specs :

TIE:
Toughness 22, Crew 1
Quad Linked Medium Lasers (Fixed) : (150/300/600 3d10), +2 to hit, +4 damage
Pilots can make both a Piloting and Gunnery roll without MAP, and don't have to Line Up a Shot to avoid the -2 to Gunnery while firing the fixed weapon.

Falcon:
Toughness 25, Crew 5
Dual Linked Heavy Lasers : (150/300/600 4d10), +1 to hit, +2 damage
Fixed Heavy Laser : (150/300/600 4d10)

Notes :
Since the weapons' AP is always larger than the Toughness' Armor, I've just removed the AP and incorporated the Armor into the Toughness.

Instead of two pivoting guns, I've given the Falcon one pivoting gun and one "fixed" gun (pilot only can fire). So only 3 PC's are needed.

Everyone please go to Recruitment, and read up on the latest version of the rules (the last 2 posts).

Please note that I've expanded the use of "Off-Line" subsystems. They are not Wounded, and only need a Success on the appropriate skill roll to bring back on-line. They are also used in the Critical Hit table.

Post any questions here as soon as you can, and if you don't have any questions, please post that too, so we can get started ASAP.


Piloting rolls
• Bootlegger Reverse (turn 180 degrees and stop): -4 (only once per turn)
• Hard Brake: -0 (decelerate up to 3x acc. rating)
• Tight Turn (90 degrees): -0
• Distract (within 1 Range Increment) : opposed Driving roll, target is at -2 Piloting and possibly Shaken
• Turn in Place (Free Action, no roll) – while not moving, the ship can turn to face any direction
• Start/stop engines (Free Action, no roll) – while engines are off, no Piloting roll and ship drops back 4 RI/rnd
• Evasive Maneuvers (contested Piloting): The pilot may attempt to take evasive maneuvers, granting a Deflection bonus (+2 to be hit), in exchange for a –2 penalty to all other ship actions (e.g. attacks).
• Line Up a Shot (contested Piloting): The Pilot may need to position the vehicle in order to bring some (or all) weapons to bear. Without this action, all Fixed weapons have a -2 Shooting penalty applied.
• The pilot may use his Piloting roll for Gunner, only when using the Fixed weapon, and only the pilot may use the Fixed weapon.

Gunner rolls
• Fire Weapon : Operator may use Gunner roll to fire any single shipboard weapon he can control. Multiple shots incur the normal MAP.
• Target subsystem : for a –4 to the Gunner roll, the target gets a –2 to a subsystem (engines, guns, sensors, shields) of the Gunner's choice for 1 round on a damage Success, and the subsystem goes Off-Line on one or more damage Raises. Do not roll on the Critical Hit table when using this option.

Ops rolls
• Detect ship’s status (Free Action, no roll) : sensors can always detect a target’s weapons and shield status, and number of Wounds.
• Lock on Target : The crewman can utilize the ship's sensor suite to illuminate the target or otherwise aid in providing a more accurate firing solution to the ship's gunners. This provides a +2 Gunner bonus.
• Locate Incoming : the crewman uses the sensors to identify incoming threats, providing a +2 to the pilot’s Piloting roll.
• Jamming (contested Sensors): The crewman may use the ship's electronic warfare suite to attempt to block or overpower communications. Can be used by the target to overcome current jamming (new contest).
• Spoof (contested Sensors): The ship can use its sensors and electronic warfare systems to garble the sensor returns of the enemy ship and its fire control systems. The spoofed enemy ship has a -4 penalty to all Shooting attempts. Can be used by the target to overcome current spoofing (new contest).
• Boost Subsystem : With a successful roll, the ship's engineer may redirect the ship's power to fortify a single subsystem, providing a +2 skill bonus to Piloting, Gunner, or Ops. Or, the bonus could be applied to Shield Toughness, 1 weapon’s damage (+2), or to recharge the Shields by <ship’s size> points. The bonus is +4 on a Raise. Another subsystem (of the engineer’s choice) must take a –2 to all rolls, regardless of the number of Successes. This can only be done for one system at a time, but continues between rounds until a new subsystem is chosen, or the option is dropped (Free Action).
• Raise Shields : activate the Shields.


Space Combat
Each round, each spaceship takes 3 actions. These can be one of each of the space-combat skills, or any combination of different actions using the same skill (in the PC space ship, different PCs must have the skill to use it twice without a MAP; in the NPC ship, it is assumed that this is so). If the PCs spaceship has more than 3 PCs, 3 of them will act as the “prime”, and the others may make Cooperative Rolls (which PC is the “prime” can change from round-to-round to engage everyone). In an non-Wildcard NPC spaceship, the GM must decide whether there are enough Extras to provide a Group Roll (Wild die) for each skill.

Cooperative rolls
Any PC can help another; the “prime” makes their roll and then gains a +1 to their roll for every Success and Raise their helpers have (max +4 total). RAW says you can't help a roll unless you have the skill, but in this system any space-combat skill will work. So, for example while the Pilot is dodging, the Ops PC can be providing the Pilot with an edge in what they can perceive or the Engineer boosts the engines to give the pilot a little more speed, etc.... Same for the Gunner, maybe Ops improves active recognition for the targeting, while the Engineer boost recharge rate on the guns by actively helping. Players are encouraged to describe what they are doing to help in detail.

Critical Failures / Off-Line
If a skill roll comes up snake-eyes, that sub-system is “off-line” (not Wounded) until the next round, when the same skill must be rolled to “repair” it (simple Success). If after repairing the problem, the sub-system is used again in the same round by the same person, that incurs a MAP.


THE LATEST UPDATES TO THE RULES FOLLOWS


Ok, well, the problem with suggesting specific other actions is that pretty soon the list gets pretty long, which is the opposite of the idea for this system (Keep It Short and Simple - my version of KISS).

So far, no one's come up with anything extra the Gunner can do (other than "herding", which could be covered by Cooperative Rolls), but there's still twice as many options in this system as in the SF Companion.

Hey, there's an idea - when doing a Cooperative roll, you can embellish what you're doing for that roll in any way you want!

If there's no more debate, I'll post the updated rules and the specs on the ships tomorrow...

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