The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Rules
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Imperial Campaign - Nico_Davout -> Rules
View previous topic :: View next topic  
Author Message
Nico_Davout
Commander
Commander


Joined: 09 Feb 2009
Posts: 384
Location: Sevilla, Spain

PostPosted: Sun Jan 24, 2010 4:37 pm    Post subject: Rules Reply with quote

1) Droid Programming and Repair are under one skill.

2) Melee Parry and Brawling Parry are merged with Melee Combat and Brawling. Brawling is under Strength attribute.

3) When you are searching through computer, holonet etc. you use Investigation not Computer Prg/Rpr. Everyone knows how to use computer, but not everyone knows how to make proper 'query' in the google.

4) Encumbrance rules from Rules of Engagement - Rebel Specforce Handbook are in use (Method nr.2).

5) Martial Arts rules rom Rules of Engagement - Rebel Specforce Handbook are in use. You have to have (S) Brawling: Martial Arts skill.

6) Power Control and Ship Location Targeting rules from Far Orbit Project are in use.

7) Computer Prg/Rpr. Computers do not grant any bonus to the die roll (they are merely a tool which allows a user to do something). The bonus given at some computers is the maximum bonus a player can have from the computer programs.
Character can attempt to write a program. Each program is one specific action (so program cannot give bonus to Comp Prg/Rpr but for specific action under this skill like hacking or evading security).
Up to +3 program can be stored on one datacard. Time to load a program from the datacard is 1 round per +3 bonus.

DC TIME BONUS
10 1 day +1
15 3 days +2
20 1 week +3
25 2 weeks +4
30 3 weeks +5
+5 +1 week +1

8) Astrogation - hyperspace navigational data.
A starship can download the latest Ministry-provided astrogational updates either directly through the HoloNet (prior to the Clone Wars) or from spaceport control (any era); this service costs 150 credits and requires a current captain's accredited license and ship's operating license (see Permits and Licenses). Generally, data for the Outer Rim is less than 1 month old, data for other regions is less than 1 week old, and data for major hyperlanes or routes within the same sector (GM's determination) is less than 1 day old. No data is available for the Deep Core, Unknown Regions, Wild Space, classified installations, and any planet without a certified spaceport.

ASTROGATION DATA
DC AGE OF ASTROGATION DATA
10 Less than 1 day
15 At least 1 day but less than 1 standard week (5 days)
20 At least 1 week but less than 1 standard month (35 days)
25 At least 1 month but less than 1 standard year (368 days)
30 At least 1 year old
40 Unknown

MODIFIER SITUATION CIRCUMSTANCE
+30 No navigation computer or astromech droid
DC x 2 Hasty entry
+5/+10/+15 Lightly/Heavily/Severely damaged ship
+1 to 30 Obstacles
-10 Major Hyperlane
+5 Hyperdrive jury-rigged
+10 Faster route (x1/2 Travel Time)
-5 Safer route (x2 Travel Time)
Varies Hyperspace Travel DC


===

For secret rolling, or check on things without the other players knowing I prefer mails, but if this is a problem, a PM is also ok.
_________________
Nico,

Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.


Last edited by Nico_Davout on Tue Jan 26, 2010 4:39 am; edited 7 times in total
Back to top
View user's profile Send private message
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 1699
Location: Pullman, WA

PostPosted: Mon Jan 25, 2010 12:06 pm    Post subject: Reply with quote

For those that don't have them:

Encumbrance - Pg 38 RoE wrote:

Method 2: A character can carry one medium-sized object for every "pip" of Strength that he or she possesses. Remember that 1D equals 3 "pips." For example, a character with a Strength die code of 3D+2 can carry 11 medium-sized objects: 3 "pips" per die multiplied by 3 dice equals 9; the additional "+2" in the die code brings the total to 11.

Medium sized items include:
+Fatigues
+Boots
+Partial Armor (blast vest or other such minor combat armor)
+Helmet
+Main Weapon (Probably a rifle)
+3 Grenades
+3 Days Rations
+Roughly a half-dozen other small objects (power tools, spare blaster power packs, a secondary weapon; pistol, knife, ect.)
+Backpack
+Directional transponder/automap
+Explosives
+Portable Computer
+Comset
+E-web power generator
+E-web blaster
+Scanner
+Medical Backpack


More to come...
Back to top
View user's profile Send private message
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 1699
Location: Pullman, WA

PostPosted: Mon Jan 25, 2010 12:16 pm    Post subject: Reply with quote

Crell Damar a long time ago posted the rules for Martial arts, so I shall copy and paste them here. I know he won't mind. Smile

Pages 116 and 117 of Rules of Engagement the Rebel SpecForce Handbook wrote:



Optional Rule: Custom Martial Arts

The Star Wars Roleplaying Game has long had a martial arts skill, though it has remained loosely defined. Since SpecForce troops are trained in unarmed combat, a more detailed system of martial arts is called for.

For every 1D that a character increases her martial arts skill, she may pick one of the hand-to-hand techniques described below. The character may only pick one hand-tohand technique for every die of skill improvement; increasing a skill by one or two "pips" is not sufficient advancement to select a hand-tohand technique. Characters who martial arts skill is increased during character creation are eligible to select from the hand-to-hand techniques.

Example: A Twi'lek Spec, Nareel Dre'lara, has a brawling: martial arts die code of 3D+2 during character creation, she increases her brawling: martial arts skill to 5D+2. She may select two hand-tohand techniques. After successfully surviving her first mission, she spends character points, increasing her martial arts die code to 6D. This is not sufficient to select a new hand-to-hand technique until her martial arts die code is increased to 6D+2.

Characters must also declare which hand-to-hand technique they are using prior to making the required skill roll (unless otherwise indicated)


Basic Moves: Punch (inflicts Strength+1D Damage); Kick (inflicts Strength+2D damage)

Hand-to-Hand Techniques

Blindfighting - The character is trained to use senses other than sight to locate a target. - Difficulty: Very Difficult - If the character makes the required skill roll and is within striking distance of the target, she may ignore the effects of blindness. She cannot see, but can hear or smell a target well enough to strike. This may be used as a reaction skill.

Disarm - The character is trained to force an oponent to drop a weapon or object. - Difficulty: Moderate - If the character's attack is successful (and is not parried or dodged_ and if teh skill roll meets the required difficulty number, the target character is disarmed.

Elbow Smash - The character is trained to deliever a powerful blow with her elbow. - Difficulty: Very Easy - Ther character can add +1D to her damage roll if the skill roll is successful.

Flip - The character can throw a target who has grappled her from behind. - Difficulty: Moderate - A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage. This technique may be used as a reaction skill.

Flying Kick - The character is trained to leap to deliver a crushing kick. Difficulty: Difficult - The character can add +2D to her kick damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Foot Sweep - The character can trip an opponent - Difficulty: Moderate - A successful attempt indicates the target is tripped falling to the ground. The character must remain prone for the remainder of the round.

Headbutt - The character can use her head to strike a target, even if she is held, pinned or bound. - Difficulty: Easy - If the character's skill roll meets the difficulty number, she may use her head to strike the target (inflicting STR+1D damage); can be used if the character is bound or held; can be used as a reaction skill.

Hold/Grapple - The character is trained to grapple and hold a target immobile. - Difficulty: Moderate plus an opposed Strength roll - The character attempting to grapple with a target must make a Moderate martial arts roll to hold her opponenet. For every round the target is held, the character must make an opposed Strength roll. If the target beats her strength roll he breaks free of the hold.

Instant Knockdown - The character knows how to maximize impact, knocking the target to the floor. - Difficulty: Moderate - If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.

Instant Stand - The character is trained to negate the effects of a fall and return to a standing, combat-ready position. Difficulty: Moderate - If a character is tripped or knocked down, she may use this technique to return to a standing position. Successful use of this technique indicates that the character can stand without suffering a multiple-action penalty.

Instant Stun - The character is trained to strike at critical pressure points that affect breathing or the nervous system, stunning the target. - Difficulty: Moderate - If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is stunned for one round.

Instant Wound - The character knows how to strike to maximum effect, inflicting sever damage on the target. - Difficulty: Difficult - If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character sufferes a wound. (Effects of the wound are cumulative.)

Multiple Strikes - The character can deliver multiple blows. - Difficulty: Moderate - The character can make a second attack with no multiple action penalties; the second atttack inflicts 3D damage.

Nerve Punch - The character knows the location of nerve clusters striking in such a way as to render a target's limb numb. Difficulty: Very Difficult - If successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the atttempt) unusable for 3D minutes. Any items held in the affected hand are dropped. If the character beats the difficulty number by 15 or more, the target character is rendered unconscious.

Power Block - The character is trained to parry attacks in a manner which inflicts damage. - Difficulty: Moderate - A successful parry inflicts STR + 1D on the target this technique can be used as a reaction skill.

Reversal - The character is trained to turn the tables on an opponent who is attempting to grapple. Opposed Strength or Brawling: martial arts roll (whichever is higher) The character can employ this technique only when she is held. If she breaks the opponent's grip, she may in turn hold the taret immobile or imploy another technique. This technique may be used as a reaction skill.

Silent Strike - Provided the character can successfully sneak up on a target, she can instantly kill him or render him unconscious. - Difficulty: Difficult - The character must be within arm's reach of the target. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll indicates the target is neutralized.

Spinning Kick - The character is trained to perform a powerful kick. - Difficulty: Moderate - The character can add +1D to her kick damage if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates that the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Shoulder Throw - The character can throw a target. - Difficulty: Moderate - A successful skill check indicates that the target is hurled to the ground(provided the attack is not parried or dodged), suffering 3D damage.

Weapon Block - The character is trained to parry melee attacks, even when she does not posess a melee weapon. - Difficulty: Opposed martial arts vs. melee combat roll - if the character makes the required difficulty roll, she successfully blocks a melee attack.

Additional Optional Martial Arts Rules:

Martial Arts Styles: Using the above system, it is unlikely that a character will ever possess all the hand-to-hand techniques. (On average, an extremely advanced character will likely only possess 13-15 of the hand-to-hand techniques.) However, gamemasters can limit the number of techniques a character can possess by developing martial arts "style packages." and players must select from that list. Learning a technique from outside a style costs 10 Character Points and takes three weeks of training.

Parrying: To speed the combat procedure (and to more accurately reflect the deadly nature of martial arts), trained combatants can use brawling: martial arts to both parry and attack.
Back to top
View user's profile Send private message
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 1699
Location: Pullman, WA

PostPosted: Mon Jan 25, 2010 12:41 pm    Post subject: Reply with quote

Far Orbit Project - Pg 25 wrote:

Optional Rule: Power Control
"More power to shields!"
"Route additional power to main guns."
Although the Star Wars films refer to power switching and rerouting available power, the Star Wars Roleplaying Game has downplayed this mechanic in order to maintain simplicity. A gamemaster interested in increasing the level of technical detail can use the following rules.

A ship has enough power available to run all of its systems simultaneously, and has enough carrying capacity to channel up to an additional +2D to any system, rerouted from any other system. This power is in raw form, and has no benefit to computer systems, like the navigational computer or targeting systems. It might be able to boost communications range or active sensor scans.
In addition, power is commonly routed from an inactive system to an active one, and from non-firing weapons to firing weapons.
For example, the Far Orbit is in an exchange with another escort frigate. Captain Vedij orders extra power routed to the main weapons and shields. Power Control takes this power from the ship's two tractor beams with 4D of power each -- 8D of additional power to be divided among the 12 main turbolasers. Power Control allocates 1D to each forward turbolaser and 1D+2 to the forward shields, leaving +1 left over and of no benefit to any system.
As the enemy ship passes the Far Orbit on the right in the exchange, power control switches the extra power from the forward turbolasers to the right arc weapons and shields. The 8D are distributed differently this time, with 1D+2 going to each of the three right turbolasers, for a total of 5D (3D straight over with 2D getting split into 6 pips) and 1D+2 going to shields. The remaining 1D+1 goes either to waste in the power buffer or gets routed to some other system.
The power controller might have routed power from the left arc shields or weapons, but that would have meant that the left arc would be with little or no defenses to fend off surprises from that side of the ship. Starfighters with shields do this occasionally, switching shield power to a particular side the pilot expects to come under heavy fire.
Please note that ships moving All-Out (at the highest rate of speed) cannot fire or maneuver, and may not be able to use shields, at the gamemaster's discretion, this can be chalked up to routing all available power to the engines.
Transferring power is a demanding task, and carries some built-in difficulties. Use the following as benchmark difficulty numbers:

Condition: - Base Difficulty
Simple power rerouting (single system to single recipient) - Moderate
Rerouting multiple systems to a single recipient - Difficult
Rerouting multiple systems to multiple recipients - Very Difficult

Power switching takes time, however, When the shield operator rolls as indicated above, compare the result to the table below:

Operators Roll: Time taken:
1-5 = 2D rounds
6-10 = 1D rounds
11-15 = 2 rounds
16-20 = 1 round
21+ = 1 second


I assume that the skill rolled depends on the system routing to.
Back to top
View user's profile Send private message
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 1699
Location: Pullman, WA

PostPosted: Mon Jan 25, 2010 3:35 pm    Post subject: Reply with quote

Far Orbit Project - Pg 30 wrote:

Optional Rule: Ship Location Targeting

Raiders (and military vessels) occasionally have to use full-power energy weapons against a target (if they don't have ion cannons, for example). This is quite dangerous, since these weapons might accidentally destroy the prize. To avoid this, gunners may choose to "call a shot" target a particular location on a ship. This is harder than just hammering away at the enemy ship. Also, a higher-scale weappon cannot target a location on a lower scale target -- for example, a capital scale ship can target a capital ship's engines or a capital ship's bridge, but not awalker's legs or head.
Targeting a primary section of a ship (the conning tower of a Star Destroyer, the engines, the landing bay, the main body) adds +2D to the difficulty to hit. Targetting a sub-section of a ship (a gun battery, a particular engine, the shield generators, the command section.) adds +4D to the difficulty to hit. Targeting a specific location of a ship (a specific gun, the bridge, a maneuvering thruster, an engine's thermal exhaust port) adds +8D to the difficulty to hit.

Location: - Modifiers:
Primary Section +2D
Sub-Section +4D
Specific Location +8D

Damage should be worked out normally. The specific results should be determined by the gamemaster using the normal starship results guidelines.
In general, a lightly damaged location loses -1D or -1 Move, a heavily damaged location loses -2D or -2 Move, a severely damaged location is disabled and unable to perform its function, and a destroyed result indicates that the location has suffered catastrophic damage (this may mean that the engines have overloaded, or that a gun explodes, setting off a chain reaction of gun explosions). Targeting locations does guarantee that a ship will be simply disabled, but it does increase the odds of capturing a ship with minimal damage.

Damage: = Penalty
Light Damage = -1D or -1 Move
Heavy Damage = -2D or -2 Moves
Severe Damage = System Disabled
Destroyed = Catastrophic damage; threatens ship
Back to top
View user's profile Send private message
Nico_Davout
Commander
Commander


Joined: 09 Feb 2009
Posts: 384
Location: Sevilla, Spain

PostPosted: Thu Jan 28, 2010 7:55 am    Post subject: Reply with quote

This can be helpful for all of you.

http://krapz.free.fr/
_________________
Nico,

Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
Back to top
View user's profile Send private message
Nico_Davout
Commander
Commander


Joined: 09 Feb 2009
Posts: 384
Location: Sevilla, Spain

PostPosted: Thu Feb 04, 2010 7:41 am    Post subject: Reply with quote

Clarification for Martial Arts rules.

You get one MA technic for each 1D above the attribute base.
_________________
Nico,

Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
Back to top
View user's profile Send private message
Nico_Davout
Commander
Commander


Joined: 09 Feb 2009
Posts: 384
Location: Sevilla, Spain

PostPosted: Sat Mar 20, 2010 3:06 am    Post subject: Reply with quote

I have thought about communication rules.

HoloNet

Each sector has his own HoloNet node. If you get to the HoloNet transceiver you can communicate with your HQ. Such transceiver should be in the Imperial Base. In times we play such devices have only on Imp Forces, main planets, companies and rich folks.

So the communication satellite you have seen was only to strengthen the signal from the base. Since the communication signal goes in straight line from base (or any other place) to the HoloNet node, to cut someone from communication it is good to destroy its comm satellite and jamm area through which comm signal goes.
_________________
Nico,

Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Imperial Campaign - Nico_Davout All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0