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New Travel and Starship Rules
Topic Started: Dec 17 2010, 10:45 PM (320 Views)
Nordak Johganis
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Game Master
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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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