Into The Sun
A pursuit of raiders into a radiation storm
Plot points/Scenes
Weapons Deployment
Simple Weapons Rules
The following tables are applicable to all ships, but become restricted to the small ships, when the rules catering to diverse weapons are utilized in a game.Bonuses | Penalties | |||
---|---|---|---|---|
Rail, Close | +1 | Missile, Close | -2 | |
Missile, Medium | +2 | PD, Medium | -4 | |
PD, Long | dF*4 | Rail, Long | -6 |
Small Weapons | Range | Dam |
---|---|---|
Boarding Action | Close | n/a |
Machine Guns | Close | 2d6 |
Rails | Medium | 3d6 |
Missiles | Long | 4d6 |
Starship Size | Point-Defense Damage |
---|---|
Medium | 1d12*10 |
Large | 2d12*10 |
Huge | 3d12*10 |
Gigantic | 4d12*10 |
Colossal | 5d12*10 |
Diverse Weapons Rules
As ships get larger, more machine guns (PDs) can wrap around the bow and stern to protect and attack with the same bonuses and penalties depending on target distance. For intercepting missiles, defenders must succeed a DC 10 STR + attacker DEX + PD Damage. If defenders are intercepting, after having attacked earlier with PDs, it changes to a DC 12 STR + attacker DEX + PD Damage.Themes
Weapon | Damage | Critical | Types | Range | Min Ship Size |
---|---|---|---|---|---|
Chemical Missile | 6d12 (39) | 19-20 | Ballistic | Long | Medium |
Cluster Missile | 4d12 (26) | 19-20 | Ballistic | Long | Large |
Nuclear Missile | 16d8 (72) | 19-20 | Energy | Long | Huge |
Dark Matter Missile | 20d8 (90) | 19-20 | Energy | Long | Colossal |
Plasma Missile | 18d8 (81) | 19-20 | Fire | Long | Gigantic |
Needle Rail | 8d12 (52) | 20 | Ballistic | Medium | Gigantic |
Rail Cannon | 6d12 (39) | 20 | Ballistic | Close | Large |
Chemical Mine | 10d8 (45) | - | Energy | - | Medium |
Fusion Mine | 5d100 (275) | - | Energy | - | Colossal |
Structure
Exposition
Each ship in an engagement rolls ( 2d6 + DEX bonus) to determine their starting pool of moves (initiative). The ship with the greater size gains a +1 bonus to its roll.
Once per round, pilots of each fleet may make full use of the relevant modifiers for a Tactics Roll (the difference between the two initiative rolls) that are added or subtracted to the initiative.
These points are then spend in correspondence to:how many missiles are fired in salvos of 1, 2, 6 and 12 the number of dice that are stated to be rolled for rail shots (i.e. 3, 6, 8) 10 for busts of machine gun fire; except for small ships that get it for free. PDs to incept are excluded from this restriction.
Conflict
Sighting (Long Range)
Point Defense (STR) Check | Missile Roll |
---|---|
Minor Failure at -6 or less | 11+ |
Average Failure between -2 to -5 | 10+ |
Critical Failure at -1 | 9+ |
Point Defense (STR) Check | Missile Roll |
---|---|
Minor Success at 0 | 8+ |
Average Success between 1-5 | 7+ |
Critical Success at 6+ | 6+ |
Missile Range | Turns to Impact |
---|---|
Close | Immediate |
Medium | 1-2 |
Long | 5-10 |
Rising Action
Electronic Warfare (Medium Range)
All throughout, the opposing ships are automatically moving closer and closer.The constant encroachment adds tension to the battle, with the enemy ships' sensor arrays growing increasingly precise as distance shrinks.
Every failed electronic countermeasure or missed opportunity to disrupt the enemy’s systems means less time to act before they fall within optimal weapons range.
The opposing vessels, knowing full well the danger of close-quarters combat, spread their formation or angling their drives to create overlapping fields of fire.
Sensors (INT) Check | Encounter Distance | Mods |
---|---|---|
Fail | Boarding | n/a |
8 | Close | -4 |
9 | Close | -2 |
10 | Medium | 0 |
10 | Medium | + d5*dF |
11 | Long | +1 |
12 | Long | +2 |
Climax
Target Condition | DC Modifier |
---|---|
Every size category larger | -5 |
Every size category smaller | +5 |
Every tactical difference | -2 |
Size of Grappled Target | DC Pilot (DEX) Check |
---|---|
Colossal | 5 + target’s Defense |
Gigantic | 10 + target’s Defense |
Huge | 15 + target’s Defense |
Large | 20 + target’s Defense |
Medium | 25 + target’s Defense |
Small | 30 + target’s Defense |
Closing (Close Range)
If the pirates were not able to discourage the authorities' approach, they would deploy giant cane claws, electromagnetic pads and long tow-cables to bring themselves within 1km. DC 10 + size modifier + pilot’s bonus to Defense + pilot’s DEX modifier Boarding action is resolved abstractly by rolling 2d6 for both sides and add the following modifiers that reflect personnel:Superior Armour: +1Superior Weaponry: +1Superior Skills and Tactics: +2- Superior Numbers: +1
- Defender has no marines: –2
Falling Action
Boarding (Close Range)
Difference | Attacker Winning | Defender Winning |
---|---|---|
1-3 | ||
4-6 | ||
7+ |
Resolution
Vanish
The small fleet weaves through all obstacles towards the sun. In reality, they are racing to their ever unpredictable asteroid base. It is both a safe haven, and a trap, as the asteroid's vanishing act protects those inside but leaves no hope for rescue if they fail to reach it in time. The fleet's only hope is to reach Dwolman before the orbital window closes and the base disappears for another cycle. When it resurfaces, its position can only be calculated by someone with the knowledge of a secret navigational key.Components
Goals
Pirates
As an established pirate gang, your goal is to escape pursuit towards your invisible asteroid base; where you can recuperate and repair your damaged ships. Meaning it is a manner surviving a number of rounds as your ships match the incoming asteroid's speed.Authorities
As a patrol group, acting on behalf of the pantheons, your goal is to capture the fleeing criminals to be interrogated. Meaning you would need to disable the enemy ships and successfully board (grapple) them.Hooks
Utilizing simplified rules for orbital mechanics, you are conceptually a spacecraft placed within an isolated system with 4 moving bodies:
- Rotation of the Rainbow Aura: Direction can either be 1 or -1.
- Dwolman, Direction of Travel: dF
- If the value of 1 or -1 is the same as the aura, then it has a +1 speed bonus as it is quicker in disappearing into the star's gases
- If not, then it is -1
- If it is 0, then it is moving head on and gets no bonus
- Pirate Fleet, Direction of Travel: dF
- If the value of 1 or -1 is the same as the dwolman, then it has a -1 speed bonus as it is harder to match its speed
- If not, then it is +1
- If it is 0, then it is moving perpendicular to dwolman and can adjust itself
- Pantheon Patrol, Direction of Travel: dF
- If the value of 1 or -1 is the same as the pirates, then it has a +1 speed bonus as it is easier to catch up
- If not, then it is -1
- If it is 0, then it is moving perpendicular to the pirates and has a clear line of sight
The movement of these entities are only considered in relation to each other; as denoted by -1 or 1.
Moral Quandaries
Evacuations
In the event of sufficient damage, crews may be forced to eject from crippled ships and may be captured by the pursuers. It is possible for the remaining fleet to make an impromptu rescue, while still being pursued and fired upon, to revitalize their HP and regain any loss modifiers before then.Size(s) | Inexperienced Evacuation Time | Experienced Evacuation Time |
---|---|---|
Tiny | 1d3 rounds | Move Action |
Small | 1d6 rounds | Full-Round |
Medium | 2d6 rounds | 1d4 rounds |
Large - Huge | 3d6 rounds | 2d4 rounds |
Gigantic + | 4d6 rounds | 3d4 rounds |
Cruel Tricks
Instant Death
Because the pirates are so close to an area damaging to electronics, if they miss the asteroid; their engines, alongside other systems, will permanently shut down. The star's gravity will continue to act on them until the pirates either fall into it or are slingshotted around the star according to their momentum.Reprimand
Conversely, the captains of the pursuing ships may simply get a verbal dressing down when they report their failing. Depending on pantheon politics, they may be reassigned to a less prestigious posting.Red Herrings
Objects | Def | Hard | Hit Point |
---|---|---|---|
Colossal Asteroid | -3 | 8 | 36,000 |
Gigantic Asteroid | 1 | 8 | 9,000 |
Huge Asteroid | 3 | 8 | 4,500 |
Large Asteroid | 4 | 8 | 1,125 |
Colossal Debris Cloud | –3 | 0 | 1,600 |
Gigantic Debris Cloud | 1 | 0 | 400 |
Colossal Iceball | -3 | 0 | 7,200 |
Gigantic Iceball | 1 | 0 | 1,800 |
Huge Iceball | 3 | 0 | 900 |
Large Iceball | 4 | 0 | 225 |
Medium Mine | 5 | 10 | 50 |
Colossal Spacehulk | -3 | 10 | 3,600 |
Gigantic Spacehulk | 1 | 10 | 900 |
Huge Spacehulk | 3 | 10 | 450 |
Obstructions
A fifth body may be included in the scenario for greater tactical gameplay. They are not necessarily solid masses, but clusters of smaller pieces.A GM might use space objects to:
Conversely, it is possible to fly through them; at the GM's discretion.
Hazard Size | DC Pilot (DEX) Check |
---|---|
Colossal | 5 |
Gigantic | 20 |
Huge | 15 |
Large | 10 |
Ramming
The following table applies to any structural collisions including between ships.Size of Smaller Object | Collision Damage on Both |
---|---|
Colossal | 12d6*10 |
Gigantic | 6d6*10 |
Huge | 3d6*10 |
Large | 1d6*10 |
Medium or smaller | Automatically Destroyed |
Relations
Protagonists
Ship Choice
Basics
Propulsion
Ship Modifiers
Crew Modifiers
Crew Distribution
Size(s) | Length | Hull Hard | Def | Crew | Examples |
---|---|---|---|---|---|
Tiny | 5m | 1 | 7 | 1-2 | Escape Pods |
Small | 10m | 1d3 | 6 | 1-2 | Shuttle/Skiff |
Medium | 25m | 1d6 | 5 | 2-4 | Boat/Drop ship |
Large | 50m | 2d6 | 4 | d20min4 | Frigate |
Huge | 100m | 3d6 | 3 | d100min20 | Destroyer |
Gigantic | 250m | 4d6 | 1 | d500min100 | Cruiser |
Colossal | 500m + | 5d6 | -3 | d2000min500 | Battleship |
Pearl-Built | 4 km + | 6d6 | -5 | 2000-8000 |
Starship Size | Size Modifier on all attack rolls and Defense | Targeting System Bonus on all attack rolls | Auto System Bonus to Defense |
---|---|---|---|
Colossal | -8 | +3 | +3 |
Gigantic | -4 | +2 | +2 |
Huge | -2 | +1 | +1 |
Large | -1 | 0 | 0 |
Medium | 0 | -1 | +2 |
Small | +1 | -2 | +4 |
Tiny | +2 | -3 | +8 |
Crew Quality | Skill Modifier | Pilot Bonus to Defense | Pilot DEX Modifier | Gunner Bonus to Attack |
---|---|---|---|---|
Untrained | +0 | +1 | +0 | –4 |
Trained | +4 | +3 | +2 | +2 |
Expert | +8 | +5 | +4 | +4 |
Ace | +12 | +7 | +6 | +8/+3 |
Position Order | Minimum Crew | Effects |
---|---|---|
Pilot | d3 | |
Navigator | d%max5+d3 | |
Engineer | d%max50 | |
Medics | 0 or d%max25 | |
Gunner | d4+1 | |
Steward | 0 or d%max5 | |
Officers | 0 or d%max10 |
Notes
Hull Stress: The hull value reflects ship toughness. One way it can be improved is by selecting a ship size smaller than the hull hardness and gaining a +2 modifier to every size category difference, provided the smaller size has the max capacity to fit them. Similarly, there is a -2 penalty in the other direction. Difficulty: Generally, the larger the size disparity, the greater the combat challenge will be for the side escaping. Crew Composition:- The number of crew acts as the ship's hp pool.
- Once a ship's total crew count is determined, they are assigned positions in the order of distribution
- Those same crew members contribute their own modifiers depending on the distribution and their level of experience.
- However, these modifiers decrease categorically as these crew subgroups are killed.
Alternatively
d100 + Relevant Skill + Modifiers ± Bonuses/Penalties
- ⅔ hp loss: -10 to all Crew Rolls. Each PC aboard rolls a d10.
- On a 1 they take d10+2 damage
- ⅓ hp loss: - 20 to all Crew Rolls. Each PC aboard rolls a d5.
- On a 1 they take d10+4 damage
Allies
Kamikaze Drones
Once pirates are at close range to Dwolman, they are sent aid in the form of d13min3 sacrificial drones to distract their pursuers.Armour Class: 20
Hit Points: 45 ( 6d8+18 )
Speed: Close
Saving Throws: DEX +8
Hit Points: 45 ( 6d8+18 )
Speed: Close
Saving Throws: DEX +8
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 20 (+5) | 16 (+3) | 11 (+0) | 11 (+0) | 11 (+0) |
Lock-On
Locks onto an object at close range and remains so until redirected out of range.Ram:
No chance for a save against 2d10+5 damage.Self-Destruct (once):
Everything within close range must make a DC 17 DEX saving throw or take 6d8 impact and 6d8 fire damage on a fail. Half damage on a success. The explosion deals double damage against objects and structures.Backdrops
Locations
Theodqueyne
Þeodcwéne is a binary star group at the center of a ring of highly irradiated space that scrambles and obscures monitoring instruments. It is composed of the modest and stable Coşmar star (Class A), which is subservient to the much larger and less stable Cereasca (Class O). See the "Table on the Degree of Ionizing Radiation from Stars" for when they become a factor See the "Exposure to Irradiated Area and Sickness" for when they become a factorThreats
Meteor Impacts
Roll | Meteoroid Size | Impact Damage |
DC Auto Check |
DC Piloting Check |
Defense | Hardness | Hit Points |
---|---|---|---|---|---|---|---|
01–75 | None | - | - | - | - | - | - |
76–80 | Diminutive | 1d6 | 35 | 5 | 9 | 8 | 15 |
81–85 | Tiny | 2d6 | 30 | 10 | 7 | 8 | 30 |
86–88 | Small | 3d6 | 25 | 15 | 6 | 8 | 90 |
89–91 | Medium | 4d6 | 20 | 20 | 5 | 8 | 225 |
92–94 | Large | 1d6*5 | 15 | 25 | 4 | 8 | 1,125 |
95–97 | Huge | 3d6*5 | 10 | 30 | 3 | 8 | 4,500 |
98–99 | Gargantuan | 6d6*5 | 5 | 35 | 1 | 8 | 9,000 |
100 | Colossal | 12d6*5 | 0 | 40 | -3 | 8 | 36,000 |
Plot type
Stand Alone One-on-One
Related Characters
Related Locations
Damages
Breach Size | Decompression Time |
---|---|
Fine (1 in²) | 3 rounds per 10ft³ of air |
Diminutive (3 in²) | 3 rounds per 10ft³ of air |
Tiny (6 in²) | 2 rounds per 10ft³ of air |
Small (1 ft²) | 2 rounds per 10ft³ of air |
Medium (2½ ft²) | 1 round per 10ft³ of air |
Large (5 ft²) | 1 round per 10ft³ of air |
Huge (10 ft²) | 1 round per 20ft³ of air |
Gigantic (15 ft²) | 1 round per 30ft³ of air |
Colossal (20 ft²) | 1 round per 40ft³ of air |
Impromptu Repair
Every medium and higher breech requires a DC 30 repair attempt to patch battle damage to the hull. It is a jury-rig solution to stretch the ship's survivability just long enough to complete their respective mission. Long-term repairs or replacements are only available when their are dock at their base.Breech Size | HP Restored |
---|---|
Tiny | 1d10 |
Small | 2d10 |
Medium | 3d10 |
Large-Huge | 4d10 |
Gigantic+ | 5d10 |
Repair (Example) | DC Repair (INT+DEX) | Time |
---|---|---|
Simple (Tools, Small Weapons) | 10 | 1min. |
Moderate (Comms, Sensors) | 15 | 10 mins. |
Complex (Targeting Systems, Weapons) | 20 | 1hr. |
Advanced (Engines, Defense Systems) | 25 | 10hrs. |
Critical Hits
Roll d% | Effect(s) |
---|---|
01–35 | Normal Critical Hit |
36–50 | Normal Critical Hit, Casualties: |
51–55 | Severe Critical Hit, Gravity Disabled: For d10 rounds: |
56–60 | Severe Critical Hit, Casualties: |
61–65 | Damaged System: Comm System |
66–70 | Damaged System: Defense System |
71–75 | Damaged System: Engines |
76–80 | Damaged System: Sensors |
81–85 | Damaged System: Targeting System |
86–90 | Damaged System: Weapon |
91–95 | Destroyed Defensive System |
96–100 | Destroyed Weapon |
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