Wednesday, 14 February 2018

SW2020 Ship Combat


So we covered ship combat briefly in a previous post, but now that the party has had a few space battles, let's give some more details.

Initiative

Turn order of the different ships is determined at beginning of combat. Each ship's Pilot rolls initiative as 1d10+REF+Pilot Skill

Movement

Each ship has a maximum speed measured in MGLT. This is roughly how many Meters per Second the ship travels, so each round, ships can travel their MGLT speed x3 meters

Object Size

We'll be talking about the size of things a lot, especially in regard to how hard it is to hit. Here are the general size classes:

  1. Missile
  2. Fighter
  3. Freighter/Shuttle
  4. Corvette
  5. Light Cruiser
  6. Cruiser
  7. Heavy Cruiser
  8. Super Cruiser

Missiles

Long Range

If ships are at long range, they can easily get a missile lock on one another.

Short Range

If ships are at close range, dogfighting, roll your pilot skill 1d10+REF+Pilot Skill to see if you can manage to get a missile lock. Your opponent makes an opposing skill roll to see if he can avoid giving you a lock. If he succeeds, you wasted your turn trying to get a lock.

Avoidance


The pilot is going to have to do some fancy flying to avoid the missile. Roll 1d10+REF+Pilot Skill.

Avoid Missile Roll
  • Small Ship(fighter) vs. Proton Torpedo: 15
  • Small Ship(fighter) vs. Concussion Missile: 20
  • Medium Ship(Freighter, Shuttle) vs. Proton Torpedo: 20
  • Medium Ship(Freighter, Shuttle) vs. Concussion Missile: 25
  • Large Ship(Corvette+) can't avoid
Note: Gunners can also attempt to shoot down missiles.

Guns

Fixed Guns


If ships are engaged in a dogfight then they can attempt to shoot one another. To fire, the pilot should roll 1d10+REF+Pilot Skill for each gun

Turret Guns


If ships are engaged in a dogfight then they can attempt to shoot one another. To fire, the gunner should roll 1d10+REF+Turret Gunner skill

Gun Target To-Hit Roll
  • Target is 2+ size larger 10
  • Target is 1 size larger 10
  • Target of same size 15
  • Target is one size smaller 20
  • Target is two sizes smaller 25
  • Target is three sizes smaller 30

Damage

  • Ships have points for shields. Once those are gone, we go to hull damage
  • Ships have points for hull
  • Each hit that puts hull points at 0 or less damages some critical system(at random)
For example:
  1. Pressurized Hull
  2. Power Cells
  3. Power Distribution
  4. Radiator Fins
  5. Ion Drive
  6. Atmospheric Control Surfaces
  7. Hyperdrive
  8. Nav Computer
  9. Sensors
  10. Communications Antenna
  11. Cloaking Device
  12. Weapon Systems(roll one)
  13. Shield Generator
  14. Life Support
  15. Heating
  16. Astromech Droid
  17. Cargo Bay
  18. Cockpit
  19. Crew Compartment
  20. Turret Gunner Compartment

Monday, 12 February 2018

SW2020 Personal Combat


So this is a rules clarification post. SW2020 combat is, of course, based on Cyberpunk 2020's Friday Night Firefight system. Nevertheless, whenever the party enters combat, I always forget how it works and have to open up CP2020. So consider this a quick cheat-sheet for how combat works.

Initiative/Turns


At the beginning of combat, all participants roll intitiative as 1d10+REF to determine turn order
On your turn you can perform 1 action i.e. Move, Attack, etc.

Movement

You can move 3x your MA in meters

Firing Guns

If you fire a gun, you must roll your skill with the relevant type of firearm (10+REF+SKILL+Modifiers), against the To Hit number for the target's range. If you roll the target number or above, you hit!
Note: target is prone or firing from behind cover gives -4 to attack roll

If you have an automatic weapon firing a 3 round burst, roll 1d3 to see how many hits you scored.















Grenades


Rolling to hit with grenades is similar to guns except that range=BODYx10m . On a hit, roll 2d10 to determine direction and number of meters away from the target where the grenade explodes. On a miss, distance is 10+d10m.

Melee


For a Melee attack, roll 1d10+REF+Relevant Skill vs. your opponent's 1d10+REF+Dodge Skill. If you beat their roll, you hit!

Doing Damage


For each hit scored:

  1. Roll 1d10 for the body part that took the damage. 
  2. Roll for damage
  3. Subtract BTM, Armor, Cover SPS
  4. Mark down damage
  5. Roll death save/stun save vs. Body


Saturday, 10 February 2018

Star Wars 2020 Session 7: University Blues

Darakin University
We're picking up from last time at Darakin University on the planet Dorcin. The party had just convinced Professor Skoff to give them the location of the mysterious Yoberra system.

The Roster:

  • Art- Ithorian Force user, tech Rock gardener, healing(Avi)
  • Lucky- a Gran with many natural talents, good at dodging, explosives, stock market, interstellar navigation, leadership, pharmaceuticals(Lauren)
  • Deeberjay- a spoiled young Ilay Squib prince with mad hacking ability(Art)
  • Jonah- a space fighter pilot with a revolver from some primitive planet. Han Solo meets Dirty Harry(Michael)
  • Malcolm- this tough spacer Woman is a hyperdrive wiz with blaster(Gittel)
  • Roy- NPC scavenger from Nocto II(NPC)
The professor took the party, via train, to the University's spaceport hangar. He asked them about the First Order and Rebels, and whether they would take him to his Rebel contacts on Yelsain to hide from the First Order. They boarded a light freighter, converted to a Research Vessel. Jonah stayed outside to guard the ship while the rest of the party climbed aboard. Professor Skoff started transferring the coordinates to Deeberjay's Astromech unit.

While this was happening, a couple heavily armed characters began approaching the ship. Jonah ran aboard to warn the party. The gunmen demanded the Professor surrender to them immediately. Jonah fired up the ship's engines and attempted to crush the two assailants.

One was crushed, the other fought a cat and mouse battle with the party before eventually being cut-down by Art's lightsabre. Their terminal identified them as bounty hunters who were ordered to bring the Professor to Nodgra V. Deeberjay tried unsuccessfully to discourage Spaceport Security from arriving. 

The party left the professor in his ship and made haste for their shuttle. They successfully bluffed the approaching security team. The space port was on lockdown so Lucky jammed the hanger entrance while Deeberjay hacked the hanger bay doors. The party took off in their shuttle. Once they were safe, they took the opportunity to argue about whether they should have brought Professor Skoff with them.


While heading for their jump point, three A Wings came out of hyperspace and fired warning shots. They announced:

"Lambda Shuttle Space Ball, cut your engines and prepare to be boarded!"

After attempting to flee, the party eventually won the fight and made the long jump to Yelsain.

Saturday, 3 February 2018

Star Wars 2020- Session 6: Dirty Harry in Space


So, after about 8 months, we're picking-up our Star Wars-Cyberpunk 2020 mashup off from where it left off.

The Roster:

  • Art- Ithorian Force user, tech Rock gardener, healing(Avi)
  • Lucky- a Gran with many natural talents, good at dodging, explosives, stock market, interstellar navigation, leadership, pharmaceuticals(Lauren)
  • Candy- a pretty Mon Calamari princess who swings a mean plasteel sword(BC)
  • Deeberjay- a spoiled young Ilay Squib prince with mad hacking ability(Art)
  • Jonah- a space fighter pilot with a revolver from some primitive planet. Han Solo meets Dirty Harry(Michael)
  • Malcolm- this tough spacer Woman is a hyperdrive wiz with blaster(Gittel)
  • Roy- NPC scavenger from Nocto II(NPC)

Hanging out on Myloc IV, the party ran into their friend Deeberjay from Session 3. They were also in need of a new pilot and a hyperdrive techie, so they picked up two Human crew members. They decided to follow up the First Order-related lead about the Yoberra from last session:

Yoberra- find them and report on them. Can they be used to our advantage? An academic knows how to reach them(Emiel Skoff, Darakin University, Dorcin, Dorkin System, Minos Cluster)

The party didn't have a hyperlane to Minos in their Nav Computer, but Deeberjay suggested they they could find one on Skor II. The party made a direct jump to Squab from Myloc, avoiding mishaps with a sufficiently high check by Malcolm.
Minos. Dorkin system is 10 hours
Hyperspace travel from Adarlon

Once on planet, Deeberjay managed to use his hacking skills to find data on the lane from Squab to Yelsain. He also found some papers published by Professor Skoff. He couldn't find a sector map of Minos though.

Art, Deeberjay, and Jonah went to a trading post in hope of obtaining a map. When the busy attendant asked for 200 credits, Jonah shot him in the knee and grabbed the data cube. Chaos ensued and the trio made their way quickly back to the space port. While trying to figure out how to get past the checkpoint, Art was pulled into an alley by a shady-looking Squib who offered to take him to "Naked Squib Ladies". Jonah shot him in the head and Art smeared the blood onto Jonah to make him appear injured. They trio talked their way past the checkpoint and the party took off in their salvaged Lambda Shuttle.

The party jumped to Yelsain, Travin, Adarlon, then Dorkin, mostly avoiding distractions on the way, except from some bizarre dispatches to a Pergator Freighter.

They ignored a small space yacht loitering in the area and landed on the moon with the University. They took a train to the Xenobiology deparment, and threatened a droid into taking them to the professor.

Darakin University

The party began interrogating the Professor about the Yoberra. He denied any involvement with the First Order. He told them that the Yoberra are Force sensitive in a way utterly unique in the known Galaxy. He referred them to his papers, discouraging from disrupting a sensitive primitive culture. When Jonah threatened him, he agreed to give them the coordinates of Yoberra system.