USH'S ORIGINAL TRILOGY GAME EPISODE I 'LANZAR'- Rebel Alliance Thread

Started by Jazzman_78280 pages

(Excellent idea!)

I meant if you can think of a better place to lose them Alka. Not a critique- just pointing out that this is an entirely open scenario! A battle here was not planned.

Ah, We have more luck points anyway, were gonna have to burn some...

Ok, some ground rules for space combat here.

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SHIPS

Ships have the following stats:

Thrust: A general measure of speed

Performance: A general measure of handling

Payload: A ship's ability to destroy large targets (e.g. with torpedoes)

Armour: In two ratings, one for Pilots and one for Aces.

Turrets: Relevant for freighters and the like

Special: Any special rules

In starship situations, Named Characters are called Aces, and Mooks are called Pilots.

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STARFIGHTS

Starfights are when you are trying to blow the crap out of each other.

Each turn, an Ace must declare which of the following actions he is taking:

DOGFIGHT- Attack a random target on the enemy side. Dogfighting never targets Aces unless there are more Aces than Pilots- all these Pilots just get in the way!

HUNT- Attack a specific target. This makes yourself easier to hit, and it also means you lose your immunity to Dogfights. If two pilots Hunt each other, it becomes a Duel... which we shall deal with if it comes.

EVADE- Get the hell out of the way. You cna change to an Evade once all other actions have been declared, but it is not as good this way.

BOMB RUN- Make an attack on a large ship. This involves patience, nerve and targetting. Bomb Runs make you easier to bit and also make you lose your immunity to Dogfights

ESCORT- Cover any ship you choose. You get to attack any ship that attacks your charge. Escorting does not make you easier to hit, but it does remove your immunity to Dogfights.

Pilots always Dogfight by default unless inappropriate (e.g. Bomb Runs). A person in authority can get the attention of a few pilots in his local area to force them to take another action.

ESCAPE- Get out of Dodge! Can leads to c chase.

All actions in Starship combat take the same amount of time, so Initaitve really just gives people the drop.

All Combat rolls are made on Pilot. Your stats give you bonuses in various areas- for example, Thrust is very handy for Escapes. Don';t forget your Pilot Schticks!

If a Pilot is hit, he is destroyed if the Outcome is twice his armour rating or more. If the Outcome is less than that, the Pilot's armour rating is reduced by one.

If an Ace is hit, his armour rating is reduced by the Outcome. The ship is going down at zero.

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CHASES

These are different.

In Chases, we are only interesed in one value- Pep. Pep is equal to the combination of your Thrust and Performance. The person ahead in the Chase gets a bonus to his starting Pep according to how far he is ahead!

Each turn you can try and do two things:

1. Gain Pep. Do this by putitng the foot down, taking short cuts, re-routing power... whatever...

2. Cause enemy to lose pep. Do this by performing insane stunts through asteroids, or twisty manoeuvres to confound a foe. Or, if your Pep scores are close and you are appropriately equipped, shooting at him!

Anyone chasing reduced to zero pep has been lost and is out the chase.

If the person being chased goes down to zero pep, he can flee no longer and it becomes a fight.

(I guess we should all try for an Escape? Or should we dogfight on the way down first? Are the other freighter pilots Mooks or Character?)

All the Smugglers count as Aces.

Well, Eerin is getting the LL's turrets online...

I say we just stick to our original plan.
Line up, and me and LL go fighting while the rest of you just run for it.

(Well, in that case, Eerin and I will Dogfight as soon as it starts.)

Ok, those of you with the 'Ship' merit, could you quickly get to me an answer to these two questions:

1. Size- Light Fighter, Fighter, Small Trader, Large trader (where large trader is Mellenium Falcon size, and is the class below Freighter which is the big bulk stuff)

2. Bonus attribute- Merit ships are a cut above the rest. Choose if you want a bonus of Thrust, Manoeuvrability, Armour, Turrets or Payload.

Though I'm not involved in the current chase run thingy *sigh*...

Small Trader, bonus to Maneuverability.

Which begs the question, what the hell are the Duchess and Rhys doing right now?

The deal for the weapons should be being finalised, and then you guys are probably off to the Jungle.

(For the Last Laugh I come up with:
1. Large Trader - it's the same ship as the Falcon.
2. Armor bonus.)

Fighter with menuerability.

Ok, stats here then:

LAST LAUGH

Thrust: 1

Performance: 2

Armour: 60

Turrets: 2

Special: Clear target. Is never immune from attacks due to presence of friendly Mooks.

Note- if those stats look low, don't worry; Large traders are basically where everyhting else calibreates up from. Larger vessels cannot fight using these rules.

Sorry, Kall, dunno your ship's name.

Thrust: 2

Performance: 3

Armour: 40

And Cass' fighter...

Thrust: 10

Performance: 11

Armour: 25

TIE FIGHTERS

Thrust: 10

Performance: 11

Armour: 2/15

Special: Hard to hit; -2 to all attack rolls against a TIE.

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Everyone ready? Btw, it is Pilot or Heavy Weapons to fire a turret.

(WooHooo! I'm flying a blaster-magnet tank! Just as it should be. Now let's fight. Eerin, shoot anything that gets close enough. I think we'll be dogfighting to start out, right?)

Yup.
Lets roll.
Don't be afraid to just take off if its getting to heavy!

Frankly, not a big difference being a big target, Kyle, because there aren't any Pilots on your side to cover you anyway!

It;s where the numbers work in favour of the Imperials. Their Aces can't be targetted unless you Hunt them, which will make you more vulnerable.

(I dunno what Cass named his fighter, but I believe Rhys flies Black Dawn)

Ah, found your earlier question, Sasha.

No, it will be a very even 50/50 split of stuff.