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McKinley Sub-Lieutenant
Joined: 12 Jun 2008 Posts: 63 Location: Calgary, Alberta
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Posted: Sun Nov 23, 2008 4:31 pm Post subject: Combined Fire |
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Can someone explain the rules for Combined actions, in particular, Combined Fire?
Can you explain with an example? I'm not sure I'm doing it correctly.
Cheers _________________ -The Wookie has no pants- |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Nov 23, 2008 5:57 pm Post subject: |
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With combined fire you first need a commander. For every D in his command skill he can co-ordinate 1 person, but those who are considered extordinarily skilled, or used to team work can go beyond that.
Then he has to make his command roll.
For 4 people with an average skill of 5d, his roll would be moderate to combine them.
With revised and expanded, when commanded successfully the HIGHEST SKILL of the group combined gains a bonus from all the others.
2 people give 1d
4 give 2d
6 give 3d
10 give 4d
15 give 5d
25 give 6d and so on..
If they get combined successfully, BOTH the to hit roll and the damage gain that bonus.
NOTE: When combined, those in the 'group' can only do reaction skills in addition to the combined shot.
So lets say we have a group of 6 players who just stormed into an imperial camp. The leader is under orders to take prisoners, but with the armor and 2 wookies present, he knows that is a tall order. Seeing one wookie and both the armored humans peal off to go into another area, he decides to combine his 7 remaining stormtroopers onto the last wookie in his sight.
He has 5d command, but as he is commanding stormtroopers he can go over the 5 he would normally get. He has called that he is taking a command, and is saving an action for a dodge. So that takes one D of his 5d command. His troops have an average 5d+2 blaster and so he needs a moderate roll to combine thhem.
He makes the roll with a 16, and so his 7 troops combine their single shot onto the wookie. The lead trooper (who has 6d+1 to shoot) gains 3d more, which makes their shot hit. Then they roll ONE Damage check with 3d bonus (now giving them 8d) against the wookie's 5d strength.. He drops. _________________ Confucious sayeth, don't wash cat while drunk! |
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DarthMortis Lieutenant Commander
Joined: 23 Sep 2008 Posts: 124 Location: Moorhead
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Posted: Tue Nov 25, 2008 6:49 am Post subject: |
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garhkal wrote: | His troops have an average 5d+2 blaster and so he needs a moderate roll to combine thhem.
He makes the roll with a 16, and so his 7 troops combine their single shot onto the wookie. The lead trooper (who has 6d+1 to shoot) |
Those are some skilled Storm Troopers _________________ "I believe the Jedi are weak so they give up their emotions. I believe the Sith are weak so they give up to their emotions. I lay somewhere in the middle, not afraid to keep my emotions, but afraid to lose myself in them." - Daroth Mortanis |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Tue Nov 25, 2008 8:25 am Post subject: |
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My understanding was that it was an increase either to damage or to hit, not both. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Tue Nov 25, 2008 12:07 pm Post subject: |
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From page 83 (R&E):
If a group of characters are combining actions on a
combat task, the bonus can be split between the attack roll
and the damage roll. Likewise, if the task requires two or
more skill rolls, the bonus can be split up among any of these
rolls.
So in Garhkal's example, they could add the full 3D to hit or damage, or split it, giving say a +1D to help make sure they hit, and +2D to damage |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 25, 2008 5:28 pm Post subject: |
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I never noticed that got changed... _________________ Confucious sayeth, don't wash cat while drunk! |
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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Tue Nov 25, 2008 6:07 pm Post subject: |
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Just looked at it again, and, it would only be +2d+1 bonus, not 3D
In R+E 1D per 3 involved + 1 pip for each extra person commanded, so:
3 people give 1D
4 people give 1D+1
5 people give 1D+2
6 people give 2D
7 people give 2D+1
9 people give 3D
12 people give 4D
15 people give 5D
Looks like they rebalanced it to make it less of an insta-kill for small numbers of people |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Nov 26, 2008 5:00 pm Post subject: |
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I did notice that..
In our sparks group we have a mix up of the 2nd ed base combined fire.
2 people get 1d
4 get 2d
6 get 3d
10 get 4d
15 get 5d
25 get 6d... _________________ Confucious sayeth, don't wash cat while drunk! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 26, 2014 4:33 pm Post subject: |
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Bringing this question back to the forefront for some of our newer folk
When pcs or npcs combine fire (or other actions) do you go by the 2e way (where the # of people scales up as i wrote, 2=1d 10=4d and so on) or by the 2e revised where each person adds +1 (so 4 is +1d+1)?
Do you go by the 2e way for combining shots where its added to both the to hit AND damage pool, or by the revised way where its split (shooters choice)? _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Jan 26, 2014 6:18 pm Post subject: |
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2E way, but with split dice. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Feb 01, 2014 1:31 pm Post subject: |
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I actually like the doubling method that somebody (I forgot who deserves the credit) came up with a couple years back. It's easier to do in my head.
2 people are worth 1D, 4 are worth 2D, 8 is worth +3D, 16 is worth +4D and so on.
25% over the number is worth +1
60% over the number is worth +2
So 10 people would be 3D+1, and 13 is 3D+2
With such a progression I think splitting the bonuses works best.
Oh, and the cap from Command gets upped to the bonus equal to the Command Dice, not people. Otherwise it is either not worth the trouble or gets silly with lots and lots of people all combining and trying to overlap bonuses. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Feb 02, 2014 1:45 am Post subject: |
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I use the double method, and so does cmrneill, iirc. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Feb 02, 2014 1:54 am Post subject: |
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jmanski wrote: | I use the double method, and so does cmrneill, iirc. |
Sure, I do. All the time.
What are we talking about? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Feb 02, 2014 1:59 am Post subject: |
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A question I have never had adequately answered is how to combine actions of characters with unequal skill levels, or weapons with unequal damage ratings. Like on the ISD II, it has 50 turbolaser cannon that hit for 7D and 50 heavy turbolaser batteries that inflict 10D. If you try to combine the two for a full broadside, how do you stack the damage and the combined fire bonus? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Feb 02, 2014 3:03 am Post subject: |
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crmcneill wrote: | A question I have never had adequately answered is how to combine actions of characters with unequal skill levels, or weapons with unequal damage ratings. Like on the ISD II, it has 50 turbolaser cannon that hit for 7D and 50 heavy turbolaser batteries that inflict 10D. If you try to combine the two for a full broadside, how do you stack the damage and the combined fire bonus? |
2R&E actually had you use the highest skill level. It was one of the perks for the lower bonuses.
But here are a few options:
1) Average the values. You can treat it as pips and do the math, or eyeball it.
2) If you use the doubling system, take the lowest value and then treat the higher values as if you had already combined. For instance, threat a 10D turbolasers as 16 more 7D turbos and combine. So in the example above 50 10D turbolasers would equal 800 (16x50) 7D turbolasters. And 750 turbolasers would get an extra 9D+1 Damage (+1D per doubling) for a total of 16D.
Personally, I live option 2. It's much faster. And if you got a scientific calculator handy during play, you can get the dice add by:
Dice= log (combined)*3.32
Remainder
0.25 = +1
0.59 = +2
(Or approximately Pips= log (combined)*10) |
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