Wednesday, February 8, 2017

Starship Combat in Kill Team Part 2 Crew Actions



During a ship combat the characters may make extended actions.  Each character who did not perform a firing action or maneuver action may take one of these actions instead.

Active Augury
Gain information about surrounding area and detect hidden ships. Can also be used to scan an enemy ship to see its components.
Perception + Detection

Aid Machine Spirit
Tech-use
Add +5/+10/+15 to detection or maneuverability for one round.

Emergency Repairs
Tech-Use-10
Repairs one damaged component.
Take 1d5-level of success rounds.

Hit and Run Attack 
Pilot Voidship - enemy turret rating to get in position.
Opposed command check vs enemy captain.
Roll 1d5 on crit chart on a success.
One point of hull damage for each level of success.

Jam Communications
TechUse-10
Stop all communication to and from a ship.

Repel Boarders
Command
+10 to command rolls to defend against hit and run attacks
+5 for every additional level of success.

Put your back into it!
Intimidate or Charm
+5 to Attacks, repairs, or put out one fire.
+10 on a special result.

Triage
Medicae-10
Restore one NPC crew member to action.

Friday, February 3, 2017

Earthdawn to DCC Part 3: Thread Weaving and Group Patterns.


Well here is the 3rd installment of what I have come up with so far.  We are play testing our first adventure in a few weeks so trying to get as much of the rules down as possible before then.


All classes in Earthdawn have an ability called Thread Weaving. This ability can be used to connect a character to magic items or to connect themselves to their adventuring group (Group Pattern).

A characters Thread Weaving ability = d20+stat+level.

Associated Stat
Warriors= Str , Stam, Luck
Spellcasters = Int or Luck
Thief, Elf =Agi or Luck
Windling = Agi or Luck
Troubadour = Per or Luck

When magic items are found a thread can be weaved to it to activate its magic.  This is done as follows.


Magic Items
Finding the Key Knowledge of the item. (Involves research and questing)
Make Thread Weaving roll.
If successful spend XP for appropriate rank.

XP for DCC/Earthdawn is kept as a running total for spending on magic items and for Building your Legend.(more on that later)

XP Cost:

Rank  -  Cost   (If converting from an adventure divide the LP cost by 10... so far it seems to work ..)
1             30
2             50
3             80
4             130
5             210

Ranks cannot be skipped.


Creating a Group True Pattern

Just as people, places, and things can have Names, so can groups of people. If all
the members of a group can agree upon a Name, that Name can form a
True Pattern. The True Pattern represents all that the group is, like other True Patterns. This
process is not easy, and requires that the group fulfill the following conditions, in order:

1. The group chooses a Name for itself which represents the group’s past, present,
and future.
2. The group’s members create a symbol which represents the group and its
history.
3. Each member of the group creates or chooses an item representing the group and that
character’s role in it; this item becomes a Minor Pattern Item for the group.
4. The group is Named during a specific Naming ritual, beginning the formation
of the group’s True Pattern. All characters performing the naming ritual make a thread weaving roll with at DC of 11.
5. The group’s members perform a Group Oath of Blood Peace, concluding the
formation of the Group True Pattern. ( Spellburn 4 stat points)   At least one member of the group needs to have researched and know the Group Oath of Blood Peace.
      
Once a group pattern is formed characters can weave a thread to the pattern and gain a bonus based on what other characters are part of the pattern. The Thread Weaving roll is needed each time a character would like to try and use a bonus from another character. The character must also have of their pattern item to make the Thread Weaving attempt.

Example: Wizard falls in a pit trap and needs to climb out... he's terrible at climbing so he weaves a thread to the pattern and can now use the Trolls STR bonus to climb out.

That's it for now, my next post should cover Patrons and Gods(Passions in ED)









   

Monday, January 9, 2017

Starship combat in Kill Team

 In the original 40k RPGs from Fantasy Flight, starship combat is covered in the Rogue Trader game.  Like most other things in the FF games, it is overly complex. Here is my adaptation for my 40k Kill Team game.

Initiative = Ship Captain's Command Skill + Ship Detection Bonus
On their turn a ship may make a maneuver action, a firing action, and a number of extended actions.

Maneuver Actions

Get in position to fire weapons
Opposed Pilot + Ship Maneuverability
Failure: Ship may not fire
Success: May Fire one weapon
Greater level of success than opponent: May fire all weapons.

Disengage from Combat  
Must be at double weapon range from enemy.
Pilot + Ship Maneuverability  vs enemy Perception + Ship Detection
More success choose to end combat or continue.

Evasive Maneuvers
Pilot + Ship Maneuverability - 10
Each Level of success is a -10 penalty to shooting vs this ship till it's next turn.
On a crit all shots automatically miss.

Change Range to Target
Opposed Pilot + Ship Maneuverability
Most success chooses to increase or decrease range.

Firing actions

One crew member directs all ship fire
Gunnery Skill  - 10 for long range, +10 for short range.

Macrobattery fire
  • Success = 1hit
  • Under Half Skill = Half the shots of the macrobattery hit. 
  • Special Success = All shots hit
  • Critical = All shots hit through armor. 
  • Subtract the void shields from the number of hits
  • Roll damage for all hits, add it together and subtract armor
Lance fire
  • Success = 1hit
  • Under Half Skill = 2 hits
  • Special Success = All shots hit
  • Critical = All shots hit and score an automatic crit. (Roll 1d5 on crit chart)
  • Subtract the void shields from the number of hits
  • If the void shield have already been hit by macrobatteries during this volley then they are down. 
  • Roll damage for all hits, add it together
  • Lances ignore armor
Torpedo Fire
Roll Gunnery -10 X turret rating of the target ship.
  • Torpedoes with standard guidance grant +20  to hit. 
  •  Torpedoes automatically penetrate void shields.
  • Roll damage and subtract armor. 
  • Torpedoes may be fired in volleys. 
  • Success = 1 torpedo hits.
  • Under Half Skill = Half the torpedoes hit.
  • Special Success = All torpedoes hit.
  • Critical = All torpedoes hit through armor.

 The next entry will cover extended action that can be done by the crew.