USH'S ORIGINAL TRILOGY GAME EPISODE I 'LANZAR'- Imperial Thread

Started by Ushgarak372 pages

Sensors are registering physical obstruction.

Oddly enough if you had listened to me none of this would be happening 😛

Edit

"Oh, thank you, Sensors, I couldn't have registered that myself," Arvus says, grabbing his bowcaster. "Rylis, something's got my ship glued to the ground, probably has yours too. I'm going out to check..."

Arvus will pack his railgun and his bowcaster for this.

Really, you shoudn't. The wild animals in the jungle will murder you.

Or he can stay stuck there for the rest of the game, sounds so much better...

You peer outside, Arvus.

A green vine the width of a large tree trunk is wrapped around the underside of your ship.

The round goes badly. Two TIEs are brought down- one from the light fighter, the other by a damn good turret shot- and the torpedoes get more direct hits, though unit B is not quite finished yet.

Now you have arrived, Ulrand.

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ARTILLERY ASSAULT

Black Dawn: 21

Tip of the Lance: 7

RFT: 0

Artillery Unit B: 18

AT-ST units x8: 0

Artillery Unit C: 0

AT-ST units x8: 0

TIEs x24: 2

Ulrand: 0

(Where are fighting rules for fighters?)

"Annihilate them as you see fit," Coll says to Ulrand. "Scout walkers, attack the ships that continue their bombing runs."

"Where did you come from?" Arvus asks rhetorically, glaring at the vine. He looks for the source of the vine, bowcaster raised.

It's coming out from the ground.

In this thread, the fighting rules were last posted during the oribtal battle, I think.

Hmm, if Rebels continue making torpedo runs on artillery, wouldn`t it make them much easier targets for our fighters?

What is Tie Fighter pilot skill? 8?

Ulrand needs to engage the Bomber/Freighter thing with a few Ties and have the rest attack the fighter.

Originally posted by Lord Melkor
Hmm, if Rebels continue making torpedo runs on artillery, wouldn`t it make them much easier targets for our fighters?

What is Tie Fighter pilot skill? 8?

7

Hmm, the same main fighting skill as Stormtroopers....isn`t being a starfighter pilot a bit more elite job?

Originally posted by Ushgarak
Ok, some ground rules for space combat here.

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[b]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 putting 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.

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[/B]

I have found the rules for Ulrand.

Apparently not.

Nice!

Arvus will throw a rock at it and see if anything happens.

Might as well be a Star Destroyer hull.