| New Travel and Starship Rules | |
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| Tweet Topic Started: Dec 17 2010, 10:45 PM (320 Views) | |
| Nordak Johganis | Dec 17 2010, 10:45 PM Post #1 |
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Game Master
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These are the new rules for travel and Starships, updating the old rules: Each player starts out on a planet based on their race. In order to travel to another planet, they must book passage with either an NPC or a Player with a starship. Players with starships may travel themselves. Travel between two planets takes varying amounts of time. To travel to an adjacent planet, the trip takes a base time of 12 hours (which may be modified by ship drives), after which the Player will be informed by the GM that he or she has arrived, and they may carry on business as usual. Each planet beyond adjacent takes an additional 12 hours, after which the Player will be informed that they arrive. Players can craft items while they are traveling, but otherwise may take no actions. Smugglers and Bounty Hunters receive a free civilian-model starship at Level 1 (from the list below), and can buy and pilot Military-model Starships. Pilots receive a free military-model starship at Level 1 (either a Z-95 Headhunter or an I-7 Howlrunner only); Pilots belonging to a Faction may also be granted additional starships at higher levels (see the Galactic Civil War topic). Below is a list of starships and their statistics. Members of the Civilian class may purchase starships once they have acquired the Basic Piloting ability, but may only fly Civilian Model Starships. CIVILIAN MODEL STARSHIPS YG-4210 Light Freighter ![]() Type: Transport Interplanetary Travel Speed: 12 hours Passenger Capacity: 5 Cargo Capacity: 50 lbs Battle Speed: 2 Maneuverability: 1 Hit Points: 70 Weapons: None Equipment: None Price: 2000 C/ Barloz-Class Freighter ![]() Type: Transport Interplanetary Travel Speed: 12 hours Passenger Capacity: 1 Cargo Capacity: 150 lbs Battle Speed: 2 Maneuverability: 1 Hit Points: 70 Weapons: None Equipment: None Cost: 2000 C/ YT-700 Type: Transport Interplanetary Travel Speed: 10 hours Passenger Capacity: 1 Cargo Capacity: 50 lbs Battle Speed: 2 Maneuverability: 1 Hit Points: 50 Weapons: None Equipment: None Cost: 2000 C/ MILITARY MODEL STARSHIPS Z-95 Headhunter ![]() Type: Starfighter Interplanetary Travel Speed: 12 hours Passenger Capacity: 0 Cargo Capacity: 0 lbs Battle Speed: 3 Maneuverability: 2 Hit Points: 40 Weapons: 2 Laser Cannons Equipment: Ejector Seat Cost: 1500 C/ I-7 Howlrunner ![]() Type: Starfighter Interplanetary Travel Speed: N/A Passenger Capacity: 0 Cargo Capacity: 0 lbs Battle Speed: 5 Maneuverability: 4 Hit Points: 30 Weapons: 2 Laser Cannons Equipment: None Cost: 1500 C/ A-9 Vigilance Interceptor ![]() Type: Starfighter Interplanetary Travel Speed: N/A Passenger Capacity: 0 Cargo Capacity: 0 lbs Battle Speed: 6 Maneuverability: 4 Hit Points: 30 Weapons: 2 Laser Cannons Equipment: None Cost: 3000 C/ Firespray-class Patrol Ship ![]() Type: Starfighter Interplanetary Travel Speed: 10 hours Passenger Capacity: 2 Cargo Capacity: 50 lbs Battle Speed: 3 Maneuverability: 2 Hit Points: 70 Weapons: 2 Laser Cannons, 2 Concussion Missile Launchers Equipment: Ejector Seat Cost: 6000 C/ TIE Fighter Type: Starfighter Interplanetary Travel Speed: N/A Passenger Capacity: 0 Cargo Capacity: 0 Battle Speed: 5 Maneuverability: 4 Hit Points: 30 Weapons: 2 Laser Cannons Equipment: None Cost: N/A (faction only) TIE Interceptor ![]() Type: Starfighter Interplanetary Travel Speed: N/A Passenger Capacity: 0 Cargo Capacity: 0 Battle Speed: 7 Maneuverability: 6 Hit Points: 30 Weapons: 2 Laser Cannons Equipment: None Cost: N/A (faction only) TIE Defender ![]() Type: Starfighter Interplanetary Travel Speed: 9 Hours Passenger Capacity: 0 Cargo Capacity: 0 Battle Speed: 5 Maneuverability: 4 Hit Points: 70 Weapons: 3 Laser Cannons, 1 Ion Cannon, 1 Proton Torpedo Launcher Equipment: Ejector Seat Cost: N/A (faction only) RZ-1 A-Wing Interceptor ![]() Type: Starfighter Interplanetary Travel Speed: 8 days Passenger Capacity: 0 Cargo Capacity: 0 Battle Speed: 8 Maneuverability: 4 Hit Points: 40 Weapons: 2 Laser Cannons Equipment: Ejector Seat Cost: N/A (faction only) T-65 X-Wing Fighter ![]() Type: Starfighter Interplanetary Travel Speed: 9 Hours Passenger Capacity: 0 Cargo Capacity: 0 Battle Speed: 5 Maneuverability: 4 Hit Points: 70 Weapons: 4 Laser Cannons, 2 Proton Torpedo Launchers Equipment: Ejector Seat Cost: N/A (faction only) Battles between starships follow most of the same rules as infantry battles, with the following changes: --Players may shoot either up to two laser cannons per turn or 1 other weapon (such as ion cannons or torpedo launcher) per turn. --Moving has no effect on accuracy, as starships constantly are moving in battle. --The Battle Speed rating of starships is how many spaces the starship can move per turn. --When a starship loses all of its HP, it is "dead in space," which is the same as being incapacitated. At -15 HP, the ship is destroyed and the Pilot dies. --At any point, a starship pilot may leave the battle. --Maneuverability is a modifier which certain Piloting abilities may use. WEAPONS AND EQUIPMENT Players may upgrade their ships if they have the appropriate credits. Faction Pilots may not add weapons to their ships, but they can add any equipment that does not say "Civilian Models Only." Laser Cannon Short Range: 10 squares Medium Range: 20 squares Long Range: 30 squares Damage: D10 Critical Damage: 6+D4. Special: None Cost: 500 C/ (max 4 per ship) Concussion Missile Launcher Unlimited Range (11-20 to hit) Damage: D10 Critical Damge: 10 Special: +5 on roll to hit, takes 2 turns to reload Cost: 1250 C/ Proton Torpedo Launcher Unlimited Range (11-20 to hit) Damage: D12 Critical Damage: 12 Special: +5 on roll to hit, takes 2 turns to reload Cost: 2000 C/ Ion Cannon Short Range: 6 squares Medium Range: 12 squares Long Range: 18 squares Damage: N/A Critical Damage: N/A Special: Roll a D3 to determine effect: 1=weapons disabled, 2=engines disables, 3=equipment disabled Cost: 2000 C/ Ejection Seat Special: If a player's ship reaches 15 HP, the player can eject and save his or her life. Cost: 500 C/ Scrambler Special: Enemy concussion missile launchers and proton torpedo launchers fire at normal accuracy. Cost: 2000 C/ Upgraded Engines Special: (Civilian Models Only) Increases Battle Speed by 2 Cost: 1000 C/ Maneuvering Jets Special: (Civilian Models only) Increase Maneuverability by 2 Cost: 1000 C/ Edited by Nordak Johganis, Dec 17 2010, 10:46 PM.
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