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.

Tuesday, 26 December 2017

Lost in the Dungeon

We had another good turnout this session with my 3 eldest plus A&L came over. They brought their 3 year old, so when my 5 year old's attention span went he went off to play with her. He was reluctantly recalled to the table whenever thieving skills were needed.

The Lineup

  1. Princessa- Human Fighter with a bastard sword, ring mail and a shot bow. Watch out for this one!
  2. Melech Yisrael- Elf Fighter/Magic User. He carries a longsword and longbow along with his spellbook
  3. Lavi- Dwarven Fighter/Thief with leather armor, magic longsword, and light crossbow
  4. Ragnar- a bastard of a Ranger with a bastard sword
  5. Moriah- a Cleric lady with a warhammer. Yay, a healer- oh wait, it's S&W so she's waiting to get some spells at second level...


Session Summary


The party decided to change directions and explore the Southwest side of the dungeon. I rolled a random encounter and got 9- Scouting Party of Wolf Warriors.

Now, module B3 may say who the Wolf Warriors are, but if so, I couldn't find it. Also, a quick google search fails to turn up anything. So, I did what DMs do and made something up!

The Wolf Warriors are an evil mercenary band(think The Black Company) scouting out the location to use as a base for their next nefarious plan. Their plate mail has the face of a snarling wolf stamped into it.

After some tense parlay with the party, they decided to team up against the monsters. The party took them to the room with the giant invincible monkeys. The monkeys were defeated at last! One Wolf Warrior was injured, so they took half the treasure in the room and left the dungeon. We may see these guys again though!

The party mapped out most of the West side of the dungeon, with it's weird caves and cult areas. They killed some more monkeys and found treasure locked away in a cell. After failing a few lock-picking rolls they heard boots and harsh voices approaching!

We ended the session there!

Thursday, 7 December 2017

Run From the Killer Monkeys


Characters:
  1. Princessa- Human Fighter with a bastard sword, ring mail and a shot bow. Watch out for this one!
  2. Melech Yisrael- Elf Fighter/Magic User. He carries a longsword and longbow along with his spellbook
  3. Lavi- Dwarven Fighter/Thief with leather armor,  magic longsword, and light crossbow
  4. Minion- a chaotic Elven thief with a two handed sword who has joined the party for obscure reasons
  5. Ragnar- a bastard of a Ranger with a bastard sword
  6. Moriah- a Cleric lady with a warhammer. Yay, a healer- oh wait, it's S&W so she's waiting to get some spells at second level...
Dungeon Map
Picking up from last session, the party rested a few uneventful days, then ventured out into the dungeon. They went downstairs from the tower level and opened the door to the killer monkeys. They immediately changed their minds and closed the door, securing it with a Hold Portal spell. They quickly met two new PCs, Ragnar and Moriah who were lost in the dungeon. They decided to team up in search of slaying Evil critters.

The party did a lot of exploring. They met an even greater than themselves, and found lots of good treasure, including a magic throwing dagger. That said, they don't seem to be any closer to discovering My Lady's Heart or the source of the Goblinoid invasion...

Sunday, 26 November 2017

Silver Princess NPCs

I've been attending the free Yoga class at my work for a few months. One piece of advice the teacher likes to give is to notice where your body is 'weak' and focus your efforts there. I'm going to apply this lesson to the DnD campaign I'm currently running.

So where am I weak? One place I've noticed is in coming up with fully-fleshed out NPCs. So here is a list of some NPCs for the campaign:

Cpt. Vallaria Amazonus


An officer in the Galluvian army. She is haughty and misandrynistic, yet dedicated to her job to the point of self sacrifice.

The party encountered her in session 2. What will she say when she sees them next?

Human F Law F3
HP18 AC17 AB1 Save12
Plate Mail, Shield, Spear, Horseman's Axe, Warhorse, Saddlebags with rations, 10GP

One Eyed Jack


A local bandit of some note. He was born with unnaturally lucky, such that however many times he has lost everything, he always seems to turn up again with a new lot of ruffians.

The party encountered him in session 4. He still holds a grudge over them taking his "eye".

Human M Neutral Th2
HP8 AC15 AB0 Save14
Long Sword, Leather, eye patch, horse


Mooncow the Artificer

A prestigious Gulluvian gem dealer. He old and a bit eccentric. He may give the party escort missions, fetch-quests, etc. He will also buy any gems, jewelry, or other fine relics, though he is a discerning customer. He wants his daughter home to help him with business, rather than running around adventuring.

The party gained his good will in in session 4 and started session 5 in his house..

Mooncalf

Daughter of mooncow. She is a dutiful daughter, participating in her father's business, but she is also well trained in her true passion of sorcery. A bit clumsy on occasion. She has been feeling the itch to go adventuring. As such, she may join the party or meet them after having run away.

Human F Law Mage2 slots2
HP5 AC10 AB0 Save14
Nice but practical dress, emerald necklace, 3 rings, sharp gem file, spellbook: read magic, detect magic, comprehend languages, shocking grasp, Monster Summoning I

King Gob


Big green mean Goblin King. He rules the largest tribe of goblins and has united the hordes, but to what end?

HP22 AC14 AB3 Save14
Battle Axe, armor
Intricate silver ring
Warg Mount

Palace of the Silver Princess

And finally, let's not forget the NPCs mentioned in the module;
  • Tinker and Daughter
  • Catharandamus
  • Xyzom, Boron
  • Aleigha