Red Alert Rocket Ranger v2

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    “This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at

    www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of PinnacleEntertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the

    uality, viability, or suitability for purpose of this product.!

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    reasonable attorney's fees, from any breach of this (greement.

    )# The licensee agrees not to reproduce material from the Savage Worlds rulebook or any other copyrighted

    work without the e&press written consent of Pinnacle Entertainment Group or the copyright holder.

    *# Pinnacle Entertainment Group reserves all intellectual property rights to Savage Worlds, including, but

    not limited to, all copyrights, trademarks, hobby game, publishing, entertainment, licensing and

    merchandising rights.

    +# Pinnacle Entertainment Group reserves all rights to its ntellectual Properties, including those used ase&amples or illustrations in the -avage orlds rule book, promotional material, or published works.

    /# This licensee agrees not to charge for the product in any way, shape, or form.

    0# Pinnacle Entertainment Group reserves the right to revoke or alter any aspect of this license as it deems

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     by 1ichael - 2allahan

     Red Alert Rocket Ranger  is for -lipstream.

    DESIGN THEORY $et's face it3 4PG vehicle combat seems so promising but,

    in practice, players often get bored or distracted. hy isvehicle combat so compelling in the movies5

    -o watched T6 battles until something occurred to me3

    on the show, technical details are kept abstract 7 %ust

    enough background to keep the audience within the story.The scenes stay 8character focused' as the heroes act and

    react to the combat. love the details of the vehicles, but

    the focus should remain on the characters and thus, the

     players. The vehicles are %ust props for the story. appreciated the abstraction of the 6ehicle 4ules and the

    1aneuvers in -avage orlds, but felt the turning keys

    and measuring of ranges in inches set the focus on thevehicle. -o got rid of them. 've simplified some rulesand added some to highlight story style. The 4ed (lert

    series of games 9of which there will be more for various

    genres# intends to keep the focus on characters3 arguing

    tactics to gain the edge in combat and using their skills tomake those tactics work.

    -o, seal those bulkheads and ga:e into the 4adiophone

    display; The pirate ships are coming in fast;

    hat will you do5 

    GAME PLAY

      To keep things simple, vehicle combat is like normal

    man

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    INITIATIVE CARDS

      @ust like -avage orlds character combat, there are cards

    dealt for nitiative. (ll characters within a single vehicle

    are a 8team' called the 2rew and move with that vehicle.n order to be dealt an individual nitiative 2ard, the

    rocket must be commanded by a ild 2ard hero or villain.

    (ny other ships should be grouped into 8suadrons' and

    dealt a card. 6ehicles take their turn in order, allowing forsurprise and Edges.

      There is no 8Aold' (ction 7 rockets are way too fast for

    such tactical precision. -o, %ust use the card your dealt, me

     bucko 9unless there is an Edge involved;#.@okers still have their usual effect.

      hen a ship's nitiative 2ard comes up, the characters on

     board decide the ship's movement , attacks and any tactics 

    their vehicle is attempting during its turn in combat. Thosethree activities are separate, but they do influence one

    another. Tactics ad%ust combat modifiers and movement

    on the 4adiophone. 1ovement will affect range penalties

    in combat. =ut the biggest affect is that, while a simple

    one area move is 8free actions' and most attacks are 8freeactions', each Tactic after the first will provide a 1ultiple

    (ction Penalty similar to those in character combat.

    hen the ship's activities are agreed upon, then they aredeclared, like the (ctions of a character in normal -avage

    orlds combat. The e&act order of movement, tactics and

    weapon's fire is up to the vehicle's player and can be

    dependent upon the success or failure of Tactic 4olls.1ovement, tactics and weapon fire can be intermingled

    9such as3 1oveBeaponBTacticB1oveBeapon# as long as

    no single weapon fires more than once and the vehicle has

    the reuired movement.

    MOVEMENT  -hips with a 1ove Trait of CD may make one move to an

    ad%acent area as a Free Action. This is similar to acharacter in combat moving his 8Pace'.  F!"" Speed’ Tactic3 -hips with a 1ove Trait of or

    more have the option of moving more than one area by

    selecting the 8Full -peed' Tactic. This does reuire using aTactic and counts for 1ultiple (ction Penalties much like

    -avage orld's 84un' (ction. The number of areas of

    added movement is based upon the 1ove Trait. -electing

    the 8Full -peed' Tactic allows for all and any movementallowed by the 1ove Trait 7 you don't have to select the

    Tactic again for each added area. The 8Full -peed' Tactic

    does not reuire the usual Tactics 4oll to succeed 7 it isautomatic. t does, however, count when determining1ultiple (ction Penalties for other Tactic 4olls.

      F!"" #!rn’ Tactic ( ship can attempt the 8Full =urn'

    Tactic to temporarily increase its 1ove Trait for the turn,

    even when at 8' 1ove Trait. This can be used with the8Full -peed' Tactic 9with 1(P# to move more than one

    area.

     Move Trait at $ero or Lo%er

      ( ship can suffer damage that can lower its normal 1ove

    Trait to :ero or less. (t :ero or less 1ove, the ship may not

    move areas or perform Tactics reuiring the Pilot. Drifting 3 n space, a :ero 1ove ship will simply drift

    onward. Every other  turn, it will move towards the >uter

    4ing of the 4adiophone. f in the >uter 4ing, each time at

    the end of its turn it will automatically drift away from the battle as if it used the 8Escape' Tactic, unless any enemy

    ships are in its area.

      >f course, a ship adrift may run afoul of all sorts of

    ha:ards. That is left up to the Gamemaster. Falling Out of the Sky3 n an atmosphere, a :ero 1ove

    ship will crash land. The damage will be catastrophic,

    unless the Pilot can make a Pilot roll at 7"3

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    Tactic Trappin&' (C S)i"" * Position

    One Turn Effects

    n Pilot . ,ilot 

    D to AitFull Power 4epair . /ngineer 

    >ututer 4ing#.

    hichever ship scores the highest roll chooses one of the

    following options3

     

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    (EAPONS FIRE

      ?uring its turn, a vehicle may make attacks. (s in

    -avage orlds combat, a ship may move, fire, and keep

    moving during its turn. (gile ships use this trick to :ip inand out of a better range against slower targets.

      nly Aeavy eapons can have a chance ofdamaging something with Aeavy (rmor.

    -ome rocketships have even more armor due to Edges.

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     DAMAGE

      1ost weapon damage is rolled against the target's

    Toughness, which may be ad%usted due to the Target's

    Tactics, the 8Aeavily (rmored' Edge or the 86ery Aeavily(rmored' Edge.

    eapons roll damage as listed on the eapon $isting, but

    each has its own peculiarities as detailed below.

     

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      f the vehicle uses the 8Fight Fires' Tactics, it has a

    chance to put the entire fire out. -ee the description of the

    8Fight Fires' Tactic for more detail.

    STARSHIPS

     *E+ITOI%, -TT*E 

    1oveBEscape CBC Toughness 0

    2limb ) 2argo C

    Aandling

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     /7tra Armored 

     PIR%TE R%I"ER

    1oveBEscape MB Toughness 0

    2limb ) 2argo "

    Aandling 2ost ,

    Travel -peed M2rew D/3 C Pilot, C 4P, / Passenger  

    eapons C Jose D " -wivel

     %,'E*I /O-TIP 

    1oveBEscape MB Toughness C

    2limb 2argo

    Aandling 2ost C*,

    Travel -peed M

    2rew D"3 C Pilot, C 4P, " Passenger  

    eapons C Jose D -wivel

     "R%/O "R%'O,IP 

    1oveBEscape B Toughness CM

    2limb M 2argo M

    Aandling DC 2ost C0,

    Travel -peed M

    2rew DC3 C Pilot, C 4P, C Passengers

    eapons C Jose D -wivel

    +%*0.RI%, RO/0ETIP 

    1oveBEscape BC Toughness *

    2limb 2argo C

    Aandling DC 2ost C),

    Travel -peed M

    2rew CDC3 C PilotB4P, C Passenger  

    eapons C Jose

     /7tra Armored# %ery 'eavily Armored 

     %,%TR%1I%, $%RIP 1oveBEscape MBM Toughness C

    2limb M 2argo

    Aandling DC 2ost 1ilitary

    Travel -peed "

    2rew )D"K3 C PilotB4P, " Gunners, " Passenger  

    eapons C Jose D " -wivel D ?ust ?ispenser  

    K>n the arship, Gunners are mandatory and added to the

    2rew number.

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     /7tra Armored  (ILD CARD ROC4ETSHIPS

      -ome ships are luckier than others 7 especially those

     piloted by the heroes or villains; That being the case,

    some ships are 8ild 2ards' in their own right;hat that means is that a ild 2ard ship can have Edges

    and Aindrances and each ild 2ard ship has three =ennies

    9ad%usted for Edges or Aindrances#. ( =enny can be usedon any Trait roll from the 2rew, to soak damage upon theship or to remove one -haken effect upon the ship.

    -AP E?GE- (J? AJ?4(J2E-

      Three ships above start with special Edges. (ny ild2ard ship can start its 8life' with up to two AindrancesH

    each one earning the ship one 8free' Edge in e&change

    9Lep, that's where the 8resources' come from;#. (fter that,

    a ship can gain one Edge for every ten E&perience Points.Aow does a ship get its own OP5 ith the happy

    donations of the player characters, of course; Each time a

     player character earns his OP, he or she can give over any

    amount they desire for the good of the ship.ith the e&ception of 8Good 2rew', no Edge or

    Aindrance may be taken more than once.

    EDGES/

    G,ro*'ta1i"i5ed G!n'/ DC to Ait, D to ?amageT!r1o3 DC 1ove, DC 2limb, DC EscapeFire*Contro" E6!ip+ent/ DC Fight FiresH Aeat 4ays and

    2riticals only cause a fire with a C

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     RACIAL #ENEFITS

      Jot all races fight the same. Their natural tendencies and

     backgrounds have differentiated some of the races in

    combat. =elow is a list of some benefits if a ship iswillingly crewed by +) or more of a particular race.

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     Attac) Ro""3 9-kill or  2rew 4ating# vs. "Modi.ier'/

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