Rules of the Game

Duty

Postby Dapper Dog » Tue Jan 09, 2018 8:16 pm

Duty

So this game will use the Duty rules as listed in Age of Rebellion, with some minor tweaks. Each player will begin with 20 Duty, new and reprised characters. From there players can decrease their starting Duty, new players can use the options in the book up to 15 Duty.

In addition, new and old, characters can get a ship for 5 Duty. This will be a Light Freighter capable of space travel. Old Players cannot use the options for Duty in Age of Rebellion but they can spend 10 Obligation for another 1250 credits if they so choose, again the minimum is 5 Duty for all players to start.

At the start of each session, which last 3 game days, the GMs will roll for Duty.

Players will be broken out into 4 man squads, that Squad will have a number we will randomly select a squad via dice roll and then toll precentile for that squad and if Duty is activated it activates for the whole strike force, otherwise nothing happens.

It will be possible to reduce or even gain Duty in play. Duty is up to the player. Duty will increase by 3 for each session completed for each player. Fighter pilots do not need to buy their own ship they will be supplied one for missions by the Republic strike force.
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Re: Duty

Postby Dapper Dog » Tue Jan 09, 2018 8:17 pm

Duty

Due to the fact that Duty is bit modified for this game, think it is best we keep it simple so you can take the option for XP or credits but only one once for new players so say you go to spend 15 Duty you can do either the 10 option for XP or the 5 option and then you can do either the 10 or 5 option for credits as long as it is 15 Duty or less. Or the ship or however you want to do it.

There you go.
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Re: Duty

Postby Dapper Dog » Tue Jan 09, 2018 8:20 pm

For 5 Duty the player can start with a beautiful Freighter!

These come in variety of configurations but are usually lightly armored and armed and are reliable. These are common for smugglers and merchants, and are affordable for many spacers. These ships are often heavily modified and very versatile which makes them a popular design across many manufacturers throughout the galaxy.

Image

Typical Old Republic Era Freighter

Silhouette 4; Speed 2; Handling -2; Defenses (Forward 1/Port 0/Starboard 0/Aft 1) Armor 2; HT Threshold 25; SS Threshold 15

Hull Type/Class: Light Freighter
Manufacturer: Varies
Hyperdrive: Primary: Class 3; Secondary: None
Navicomputer: Yes
Sensor Range: Medium
Ship's Complement: One Pilot, One Co-Pilot
Encumbrance Capacity: 80
Passenger Capacity: 6
Consumables: 1 Month
Price/Rarity: 50,000 credits/5
Customization Hard Points: 4
Weapons: Front Mounted Auto Blaster (Fire Arc Forward); Range Close, Dam 3, Crit 5, Autofire (Pilot Controlled)
Turret Mounted Blaster Cannon (Fire Arc All) Range Close, Dam 4, Crit 4 (Gunner Controlled)
Rear Mounted Auto Blaster (Fire Arc, Aft); Range Close, Dam 3, Crit 5, Autofire (Gunner Controlled)

Image
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Re: Duty

Postby Dapper Dog » Tue Jan 09, 2018 8:22 pm

Typical Old Republic Era Patrol/Scout Ship
scout design.jpg
scout design.jpg (47.67 KiB) Viewed 3574 times

A fairly light and nimble craft, this design was first introduced by Corellian shipyards but was quickly copied by various firms across the galaxy as a light scout and patrol boat for a solo pilot with modest accommodations for long term missions. Both the Republic and Empire have their own varieties of this craft and designs are common throughout the galaxy.

Silhouette 4; Speed 4; Handling +1; Defenses (Forward 1/Port 0/Starboard 0/Aft 0) Armor 2; HT Threshold 15; SS Threshold 9

Hull Type/Class: Patrol Boat/Scout Craft
Manufacturer: Varies
Hyperdrive: Primary: Class 3; Secondary: Backup 10
Navicomputer: Yes
Sensor Range: Long
Ship's Complement: One Pilot
Encumbrance Capacity: 30
Passenger Capacity: 1
Consumables: 2 Months
Price/Rarity: 55,000 credits/5
Customization Hard Points: 2
Weapons: Front Mounted Light Laser Cannon (Fire Arc Forward); Range Close, Dam 5, Crit 3 (Pilot Controlled)
scout design 2.jpg
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Players can choose this ship or the Freighter.
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Re: Duty

Postby Dapper Dog » Mon Apr 09, 2018 3:31 am

RSF-17E - Spitfire.jpg
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RSF-17E "Spitfire"

The Spitfire has been in service for nearly two decades and has proven itself a stable and versatile fighter. The current version, RSF-17E, has seen some refinements with greater range and maneuverability it is the mainstay fighter of the Republic especially in the core worlds.

It had a bad reputation as a hangar when it first debuted but that was due more to a lack of training for the mechanics than a failing of the design. Now it is well regarded and more than a match for the lighter Imperial fighters. One of the main advantages is the inbuilt hyperdrive system that gives it incredible range and versatility.

This the standard space fighter for the strike force on Bankor.

Silhouette 3; Speed 5; Handling +1; Defenses (Forward 1/Port 0/Starboard 0/Aft 1) Armor 3; HT Threshold 10; SS Threshold 10

Hull Type/Class: Starfighter/RSF-17E
Manufacturer: Kuat Drive Yards
Hyperdrive: Primary: Class 2; Secondary: None
Navicomputer: None - Droid Socket
Sensor Range: Close
Ship's Complement: One Pilot, Droid Co-Pilot
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: 1 week
Price/Rarity: 100,000 credits/5
Customization Hard Points: 1
Weapons: Wing Mounted & Nose Mounted Medium Laser Cannons (Fire Arc Forward); Range Close, Dam 6, Crit 3, Linked 2
Forward Mounted Proton Torpedo Launchers (Fire Arc Forward); Range Short, Dam 8, Crit 2, Blast 6, Breach 6, Guided 2, Limited Ammo 4 , Linked 1, Slow-Firing 1
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