The Unknown Regions House Rules: Difference between revisions

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{{infobox star wars/the unknown regions}}
{{infobox star wars/the unknown regions}}


=Combat=
= Character Creation =


==Wounds==
These characters are brand new at being spacers and will start with no additional XP beyond character generation.
 
= Combat =
 
== Wounds ==


* Characters (except minions) do not fall unconscious at 0 wounds, instead they may continue to act normally, but suffer a critical with any hit.
* Characters (except minions) do not fall unconscious at 0 wounds, instead they may continue to act normally, but suffer a critical with any hit.

Revision as of 20:02, 30 June 2019

Star Wars: The Unknown Regions
Unknown Regions Logo.png
GM
Rotating
Player XP
80
Ships
Sunrise Maiden · Extended Notes
Crew
Aryi Tehl · Bredoc
Laurence Clearwater · Dunrel Za
Sarad Kryze · Senroz · Zim'rikk
Allies
Chiskisk
Contacts
Elan the Drug Dealer
The Hardscrabble Collective
Clara-247
Enemies
TBD
Gear
Group Gear
References
House Rules · Adventure Log
The Unknown Regions - Setting Notes

Character Creation

These characters are brand new at being spacers and will start with no additional XP beyond character generation.

Combat

Wounds

  • Characters (except minions) do not fall unconscious at 0 wounds, instead they may continue to act normally, but suffer a critical with any hit.

Cover

  • Defence (Black Dice) granted by Cover adds to defense gained by other sources.

Initiating Combat

  • If both parties are aware of each other, in combat range, and not hostile; the party initiating combat gains a blue die to initiative checks.
  • If one party successfully performs an ambush (is aware of the incoming enemy, prepared and not detected prior to initiating combat) perform the following:
    • Roll an opposed Cool vs. Vigilance check.
      • Success grants a Blue to Initiative, with an additional blue per two additional successes
      • Two advantage may be spent to gain a free maneuver before combat. Unspent Advantages carry over to the Initiative check
      • Triumph may be spent for a top initiative slot, or for a free action (just action, not full round) before combat, or positively affect the battle.
      • Failure has no effect.
      • Three disadvantage may be spent to gain a black die to the initiative check
      • Despair may be spent to lose your free maneuver in the first round, or negatively affect the battle.
    • The ambushing party gains one blue die to initiative (regardless of roll outcome)

Integrated Grenades

  • If a character with a readily accessible grenade is within grenade range of the target, they may spend to advantage to activate the grenades Blast quality at their target's location. This uses up the grenade.
  • Grenades may still be use as per standard rules.

Starships and Travel

Pallets and Packaging

Note: Multiple packaging methods may be used on the same items, but they do not stack; only the best reduction is used.

  • Boxing Up: Using Plasti-board boxes and foam available on any civilized world, items are stacked for shipping.
    • Encumbrance of a box is calculated by adding together the encumbrance of all contained items, dividing by ten, then rounding up to the nearest whole number.
    • Boxed items gain a blue die to resistance rolls against becoming damaged.
    • Boxing items costs 25 credits per point of encumbrance of the box.
    • An additional blue die for resistance by doubling the price of the box, or two for tripling.
    • All boxes have a cumbersome rating equal to their encumbrance.
  • Pallets: Pallets are specifically designed for load lifters, and to be easy to secure in cargo holds.
    • Each pallet may contain between 50 and 100 encumbrance of items.
    • Items under 5 encumbrance must be boxed first. (See above)
    • Each pallet is 5 encumbrance and cumbersome 10. It cannot be lifted by less than 2 size 1 individuals.
    • Pallets may only be used in cargo vehicles.
    • Creating a pallet costs 50 credits.
  • Small Shipping Containers: These containers are 6x2.5x2.5 meters and designed to be used with large machinery and stacked in massive bulk freighter holds.
    • A shipping container may hold up to 500 encumbrance of items.
    • Each shipping container is encumbrance 25. It cannot be lifted by less than 2 binary load lifters.
    • Extremely cumbersome, each vessel may only hold a fixed number of these containers, even if it has cargo room left.
    • Shipping containers are vehicle scale, and have an armor value of 1, and 3 hull points.
    • Shipping containers cost 1,000 credits each.

Personal, Vehicle, Massive Scales

  • Personal Scale: Operates as written.
    • Breach: Breach(1) is now defined as Pierce(10).
  • Massive Scale: Operates as current vehicle rules.
  • Vehicle Scale: A new scale partway in between Personal and Massive. Most things (except some creatures) size 2, 3 or 4 use this scale.
    • Damage Scale: Vehicle scale weapons, hull and armor operate on a 5 to 1 ratio with personal scale, and on a 1 to 2 ratio with Massive scale.
    • Brawn: Droids and other creatures using standard attributes only use brawn for skill rolls; it is not applied to encumbrance, damage or soak.

Operational Costs

Source: Operational Costs Community Book

Fuel

  • Heavy Freighter: 100+ Fuel Cells
  • Usage:
    • 1/2 per Takeoff or landing and reaching Jump Distance
    • 1 per Hyperspace Jump
    • 1 per 6 hours in Hyperspace
    • 1 per 12 hours of Realspace Operation
    • 1 per 1 hour of Maneuvers
    • 1 per 1 hour of Atmospheric flight
    • 1 per 24 hours of Standby
    • 1 per each additional 2 Passengers beyond ship's maximum per day
    • 1 per maximum cargo load (Realspace and Atmospheric ops)

Power

  • Heavy Freighters carry their own power generators and don't need to rely on engines idling to be powered while in port

Crew Consumables

  • Life Support: For every 2 additional beings beyond the ship's limit, the System Strain Threshold is reduced by 1
  • Droids count against crew consumables, but do not count to the above formula affecting Life Support

Maintenance

  • Maintenance is separate from Hull Trauma
  • For every five (5) points earned of Maintenance Events, 1 hour of ship maintenance is required
  • When a ship reaches 10 hours of required Maintenance, things can start going wrong with the ship
  • Maintenance Events
    • 1 point for Landing on a Planet
      • 2 points for Landing on a Planet carrying Heavy cargo (50%+ of Encumbrance)
      • 2 points for a heavy landing (3 points if carrying a Heavy cargo)
    • 1 point for taking off from a planet
      • 2 points for taking off from a planet if carrying a Heavy cargo
    • 1 point for a Combat Encounter
    • Any Collision that doesn't result in Hull Trauma
    • 1 point per day per every 2 beings the life support system is required to support beyond its limit
    • 1 per week of Flight or Continuous engine running
  • Hyperdrive Maintenance is required every 20 jumps or plot relevant jumps
    • Costs around 1000 credits for full service at a port; money can be saved if players do it themselves, but cost of parts is still relevant

Characters

Extended Obligation Rules

  • Both the Flaming Cantina and TLB can accrue Obligation, as separate entities (in our most recent adventure, the Obligation is on the ship, not so much on the company)
  • These will get added to the Obligation listing as two separate entries
  • If at the start of a session either one of these gets rolled, all PCs suffer a -2 Strain penalty for the session. This represents the fear and stress that our (collective) livelihood is being threatened and that we should address it.
  • Unlike personal Obligation, both these new Obligation entries can be reduced to zero. (Personal Obligation can/should never go below 5 points.)

Downtime Activities

At the start of each story arc, players will determine what 'downtime' activities they were doing since the last story. This assumes there was time for a break (and there usually is). The GM will then determine what, if any, effects those activities had on that character.

These rules are still being developed over here.