Showing posts with label movement. Show all posts
Showing posts with label movement. Show all posts

Thursday, January 12, 2017

Campaign Rules - Part Three: Vehicles and Ships


Abstract Vehicle and Ship Combat
The vehicle rules went through a significant change between first (SW1E) and second edition (SW2R) from being rather abstract to a little more concrete. SW1E assigned each ship and vehicle a "Speed Code" - basically a dice pool representing how fast they could possibly go. Conversely, SW2R changed this to "Space" and "Speed" scores in line with the movement rules for characters. While SW2R's vehicle movement rules certainly work from a mapboard and counter perspective, we won't always have the luxury of space for those elements in the shop. Overall, if we don't have the space for a mapboard and counters or if I should forget to bring them, we'll use the SW1E rules with SW2R's scaling rules.

It should be noted that the first edition Rules Companion introduced a system for abstract/cinematic capital ship combat. It was more on par with the "command and control" rules for FASA's Star Trek RPG. Should the heroes manage to somehow find themselves on the bridge of a capital ship during a battle, we might give them a try.

Traveling at the Speed of Plot
As I've noted before, we're dispensing with the old timeframes for hyperspace travel. The multipliers still apply, but we'll be using the hyperspace rules cribbed from FFG's Age of Rebellion RPG (AOR). Additionally, I've folded the sublight travel guidelines provided on p.116 of SW2R into the sublight guidelines provided in AOR.
Sublight Travel Times
Flying from a planet's orbit to a safe hyperspace jump distance: 5-15 minutes
Flying from a planet's surface to one of its moons: 30-90 minutes
Flying from one planet to another within the same star system: 2-12 hours*
Flying from the center of a star system to its furthest limits: 10-72 hours*
* - This time varies depending on the relative position of the planets in question and any stellar phenomena between them.

Hyperspace Travel Times
Within a sector: Ten to 24 hours
Within a region: Ten to 72 hours
Between regions: Three days to one week
Across the galaxy: One to three weeks
Tabletop Starship Combat
SW1E had rules for ship combat both in the RPG and in the form of Star Warriors. Unfortunately, Star Warriors was a bit hard to incorporate into the RPG as it used a different system. Still, it seems a pity to let those counters and the mapboard go to waste simply because of a difference in systems.

The prime difference between tabletop starship and character combat is going to be the fact that ship combat is hex-based and character combat is on a square grid. Star Warriors favored wargaming's hex grid over a square grid, which I find is much better. Unfortunately, all of my character combat maps are square grids. Oh well.

Firing arcs for starfighter-scale ships are shown per the Star Warriors rules at right (we'll cover capital ships in their own section below). A vessel can move a number of hexes forward equal to its Move score. Turning is very simple; a vessel must move at least one hex space forward (counting as one (1) point of its Move score) before turning one hex face (again, counting as one (1) point of its Move score). Some ships can “turn tighter” than others. A ship’s maneuverability is determined by the number of dice in its Maneuverability rating. For example, an A-wing (Maneuverability of 4D) is far more maneuverable than a TIE/ln fighter (Maneuverability of 2D), but is on almost even terms with a TIE interceptor (Maneuverability of 3D+2). The number of hex faces a ship can turn is based on this maneuverability as shown in the table below.


EDIT: In going over this table, I came across a discrepancy which I'm going to adjudicate. In the RPG rules, the TIE Advanced x1 is given a Maneuverability of 1D+1. That just doesn't jive with Vader's performance at the controls of his signature fighter in Star Wars Rebels (see below). As such, I'm retconning that stat and giving the TIE Advanced x1 a Maneuverability of 3D. This actually fits well as the Rebels Season 2 sourcebook gives the TIE Advanced v1 a Maneuverability of 2D. Alternately, the homebrew Guide to TIE Fighters gives the TIE Advanced x1 a Maneuverability of 5D.



"Pushing The Envelope"
A pilot can push the limits of his fighter if things get rough, but there’s only so much stress a ship - and its pilot - can take. A tighter turn or more speed is limited by the ship’s Hull dice. For every die the ship has in its Hull rating, it may move one hex or turn one hex face beyond its standard ratings. The GM may require Starship Piloting rolls to see if the pilot maintains control of their ship or collides with any obstacles (including other ships).

Overaccelerating: A ship can be pushed beyond its maximum speed, but at the cost of maneuverability. For every extra hex the ship moves forward beyond its standard Move rating, it may turn one less hex face. Additionally, the ship takes 1D of damage against its Hull rating for each extra hex moved forward; deflector shields do not protect against this damage.

Tighter Turns: A ship may make a tighter turn than its Maneuverability rating allows, but stress is placed on both the pilot and the ship. For every extra hex face turned, the ship takes 1D of damage against its Hull rating; deflector shields do not protect against this damage. Keep in mind, this is in addition to the information provided above.

When either such a maneuver is made, the pilot and passengers take damage as per the passenger damage rules on pg. 112 of the SW2R rulebook. A ship may not make a tighter turn and overaccelerate in the same turn.

For example, a Y-wing pilot is trying to evade a pursuing TIE interceptor. The Y-wing has a Maneuverability of 2D and can turn a total of two hex faces, while the interceptor is twice as agile with a Maneuverability of 3D+2 and can turn three hex faces total. The Y-wing pilot attempts to turn tighter than normal, changing three (3) hex faces instead of the regular two (2). The GM rules that since it's in open space, there's no concern of hitting another ship or object, and so the difficulty is Easy (5). The pilot makes the roll, maintaining control, but he and his fighter take 1D damage per the SW2R rules.

Dogfighting
Star Warriors did have some rules with regard to certain maneuvers (1/2 loops, slips, double-slips, etc), and I know the RSB also had some diagrams of dogfighting maneuvers and tactics. I don't have rules worked out for such things yet, but I'll post them here once I've got the notes together.

Capital Ships
Capital ships follow the same rules with regard to movement and pushing their limits as above. The only difference is that capital ships can rotate – turn without moving one hex face forward. A capital ship can change a number of hex faces in one turn as it has points in its Move score; most capital ships listed in the SW2R rulebook can rotate a full 360 degrees in one turn.

The diagrams from Star Warriors and the Rebel Alliance Sourcebook (RSB) below show how capital ships turn and how their firing arcs are arranged.

  

Those of you familiar with the RSB will note I left out the diagram of the dorsal/ventral firing arcs. That's because the arcs for the Imperial star destroyer are incorrect. The RSB diagram showed no firing arcs for the star destroyer's belly, essentially leaving the docking/launch bay vulnerable. However, when you watch the chase at the beginning of Episode IV, you can clearly see turbolaser blasts coming from the belly of the star destroyer.

Mixing Scales
With regard to battles involving both starfighter and capital-scale ships, figure that capital ships move twice as fast as starfighters. Nothing puts the fear of the Dark Side in a character (and his player) than having an Imperial star destroyer breathing down his neck as he tries to make a getaway in his X-wing fighter. Turning, however should be handled on a 2:1 ratio. For every two hex faces a fighter can turn in one game turn, a capital ship can turn one hex face.

Range and Line of Sight
Line of sight is determined by either eyeballing the situation or by using a ruler. Range is figured in hexes when in space. In an atmosphere, range is figured at a ratio of 1 hex = 100 meters for starfighter scale ships, and 1 hex = 2 km for capital scale vessels. Elevation is also factored into combat situations and its effects are determined by the GM.

Vehicle Movement and Maneuvering Using Miniatures
The movement rules in SW2R are pretty much in force here. The exception is if we're using a hex grid for a wider area. In that case, vehicles move and maneuver as shown above for starfighters.

That's pretty much the nuts and bolts of vehicles and ships in this game. My next entry will be on the energy field that binds everything together - namely, the Force.


Campaign Rules - Part Two: Here's Where The Fun Begins!



The Canon
Before Star Wars: Rebels and Disney's acquisition of Lucasfilm, the canon for the Expanded Universe was a very convoluted and intricate thing. While the cultures and history of the Legends canon (as it's now called) have a lot of depth and detail, I don't have all the money and time to gather all the novels, games, and other media associated with it in order to become a guru.

That being said, I'm working with the new canon as established by Disney, bolstered by any details I find relevant and interesting from the Legends canon. For example, I consider the Han Solo and Lando Calrissian trilogies, Splinter of the Mind's Eye, and Dark Empire to be valid in this campaign. If you have questions about it all, just ask and we'll hash it out; just remember, as GM, I do have the final say.

The Meat of the Rules
Thus far, we've covered creating characters and the skill list for the game. I know I mentioned having notes regarding combining actions and the like, but to be honest, the bulk of the rules are going to come from the second edition revised & expanded (SW2R) rulebook.

Initiative
The first edition's initiative rules were more of a "flow-style" as compared to SW2R's conventional Perception-based initiative. Basically, if your character got the high roll against their opponent, they won initiative and the effects were determined from that point forward. For example: Jana (Blaster skill of 5D+2) and Roark (Blaster skill of 5D+1) both shoot at each other; the difficulty number for each shot is 15. Jana's roll is 19; Roark's is 17. Jana gets her shot off first (because 19 is greater than 17), and hits Roark (because 19 is also greater than 15). Roark's shot doesn't take place.

In resolving ties, PCs win out over NPCs. Between PCs, the highest attribute or skill code wins the roll. I find this is a bit more realistic than having a static initiative roll for each character during the course of an encounter.

Drama, Ammo, and "Speed of Plot"
While there are travel times listed on the astrogation chart in the rulebooks as well as several maps, all hyperspace travel is pretty much "speed of plot" as it is in the movies and TV shows (Clone Wars and Star Wars: Rebels). While I'm not a fan of FFG's new Star Wars RPG, Age of Rebellion has an excellent way of handling hyperspace and sublight travel. The hyperdrive multipliers still remain in effect; these guidelines just save us a lot of headache and bookkeeping.
Sublight Travel Times
Flying from a planet's orbit to a safe hyperspace jump distance: 5-15 minutes
Flying from a planet's surface to one of its moons: 30-90 minutes
Flying from one planet to another within the same star system: 6-12 hours*
Flying from the center of a star system to its furthest limits: 12-72 hours*
* - This time varies depending on the relative position of the planets in question and any stellar phenomena between them.

Hyperspace Travel Times
Within a sector: Ten to 24 hours
Within a region: Ten to 72 hours
Between regions: Three days to one week
Across the galaxy: One to three weeks

The same goes for ammo - although SW2R gave us how many shots each type of blaster has in its power pack, we're going with what's "dramatically appropriate". To extrapolate, if a character fumbles a blaster roll, the player rolls 1D to determine what happened.

Roll Result
1-2 - Malfunction!
The weapon overheats, runs out of blaster gas, short circuits, etc. A successful Technical or Blaster Repair roll (2D difficulty) is needed to get the weapon working again.
3-4 - Out of ammo! A successful Dexterity or Blaster (5+) roll is needed to reload the weapon.
5 - Nothing happens. You're just a lousy shot.
6 - Complication! - Your shot goes so awry that it creates... problems.

 
Character Points
 Per SW2R, any dice provided to a roll by Character Points (limit of 5 CP on any roll) that come up a six (6) are added to the roll and rerolled. My limitation on this is the number of rerolls as shown in the table below; "CP Dice" refers to the number of Character Point dice rolling a six (6).

For example, a player decides to burn three Character Points on a roll, netting their character an extra 3D for a shot at a major villain. The roll comes up 5, 4, and 3 for the hero's normal Blaster skill of 3D and three 6's for the added 3D from their Character Points. The player adds the 6D up for a total of 30 (5 + 4 + 3 + 6 + 6 + 6), and then gets to reroll the extra 3D. The second 3D roll nets the hero a 6, 6, and 3 for an added bonus of 15; this brings the total to 45. The player gets one more reroll on the two sixes and comes up with a 2 and a 3. The final total is a whopping 50!

My reasoning on this is to keep the dice rolls within reason for those who aren't fond of math, as well as keeping the momentum of the game up. For those who want to know, no, dice provided by a Force Point do not explode on a six.

LATE EDIT: One last note. Since Character Points do double duty as experience points as well as mini-Force Points, I strongly recommend people try to keep a bank of at least five (5) Character Points at all times. That way, you can use some for improving your skills and attributes and still have some Character Points to burn if you don't want to (or can't) use a Force Point in a situation. This is not a hard rule; you're free to burn your character's Character Points as you like, but know that there are consequences (and it's always good to have a few Character Points when they're needed).

Rolling More Than Five Dice
For some people, rolling more than five dice at a time seems a hassle because wrangling 6D or more is a pain and/or math gives them a headache. I sympathize. As such, here is a copy of the dice code simplification table from the revised, expanded, & updated (REUP) rulebook. In using this table, find the number of dice you're supposed to roll, roll 5D and then add the number in the "5D" column to the total.

Combining Actions
Getting back to the whole "combining actions" situation, I took a look at the rules as presented in both the first edition Star Wars Rules Companion and SW2R and while the first edition rules give a better boost, they do involve a little more wrangling of dice and pips than SW2R. For the time being, we'll go with the SW2R rules and if they prove to be too ineffective, we'll switch to the first edition rules.

Using Miniatures (Optional)
On the maps, we're going with 1 square per point of Move with each square = 1 meter (3.28 feet). This might mean ships and speeders are actually larger than they appear on the map, but we'll work it out.

I'm going to close this entry out at this point as Blogspot gets cranky if I try to type too much. My next entry will go over the vehicle rules and the fourth entry will cover the Force.