The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Jet Pack and Dodge Bonuses
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Jet Pack and Dodge Bonuses Goto page 1, 2  Next
View previous topic :: View next topic  
Author Message
Dromdarr_Alark
Commander
Commander


Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Fri Jun 07, 2013 12:36 pm    Post subject: Jet Pack and Dodge Bonuses Reply with quote

Hey everyone.

I have a player who uses a jet pack frequently and there is a recurring NPC who also uses one.

I have been making up arbitrary dodge bonuses whenever one of them activates a jet pack in combat, but I want to create a rule that will keep things consistent.

So, how does activating a jet pack in combat improve one's dodge, increase the difficulty to hit, or affect combat in any way?
_________________
"I still wouldn't have a roll for it - but that's just how I roll."
Back to top
View user's profile Send private message
Ral_Brelt
Lieutenant Commander
Lieutenant Commander


Joined: 05 May 2013
Posts: 221

PostPosted: Fri Jun 07, 2013 1:28 pm    Post subject: Reply with quote

Not being entirely fluent on the jetpack mechanic, I'd suggest using the maneuver dice as a bonus on dodge or attack for brawling for rocket punching. I'd apply the same as bonus dmg but I'd have the caveat that you can't use the pack for movement the turn after using it to dodge or attack. I also might require a check to allow for more than just dodging based on success or failure.
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14219
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Jun 07, 2013 2:55 pm    Post subject: Reply with quote

Actually when using jet packs etc, your 'maneuvering' roll for that item REPLACES your dodge roll.. Just like if swimming, your swim skill replaces your dodge roll.

Jet Pack Operation
Time Taken: One round.
This skill represents a character's skill at using jet
packs. Since these back-mounted packs rely on pulling
in surrounding atmosphere and mixing it with regulated
amounts of fuel, they can only be operated within
atmospheres. Characters with/jet pack operation gain
no bonuses when operating "rocket packs," which use
the rocket pack operation skill.
Jet pack operation can be used
as a "reaction skill" to avoid enemy
fire.
• Repulsorlift operation (or other vehicle skill). If your
character is driving or piloting a vehicle, you can make
a "vehicle dodge" to get out of the way of enemy fire.

Basically if you are using your jet/rocket pack (or a vehicle) you use that skil, not your dodge.
Same if you are using a power suit.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Dromdarr_Alark
Commander
Commander


Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Sat Jun 08, 2013 11:32 am    Post subject: Reply with quote

That makes sense.

What about for players who have used their jetpacks during the turn to simply jump somewhere? I surmise that since they were moving so quickly through the air that they should be more difficult to shoot at.

I also think that this should be compounded with the different speeds which jetpacks move. There are some that move 50 meters vertically in a turn and there is one that moves 200 vertical meters. Since one is going four times the speed of the other, I think it should be more difficult to hit - before factoring in the user's jetpack operation skill.
_________________
"I still wouldn't have a roll for it - but that's just how I roll."
Back to top
View user's profile Send private message
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Sat Jun 08, 2013 12:51 pm    Post subject: Reply with quote

Well, how much of an advantage do you think they have?

Slight advantage: +1 to +5 bonus
Good advantage: +6 to +10
Decisive advantage: +11 to +15
Overpowering advantage: +16 or more

This table is on the GM screen revised and in the main book.
_________________
RR
________________________________________________________________
Back to top
View user's profile Send private message
jmanski
Arbiter-General (Moderator)


Joined: 06 Mar 2005
Posts: 2065
Location: Kansas

PostPosted: Sat Jun 08, 2013 1:08 pm    Post subject: Reply with quote

I agree, give a penalty to the shooter based on the jetpacks speed.
_________________
Blasted rules. Why can't they just be perfect?
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14219
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Jun 08, 2013 3:17 pm    Post subject: Reply with quote

Dromdarr_Alark wrote:

I also think that this should be compounded with the different speeds which jetpacks move. There are some that move 50 meters vertically in a turn and there is one that moves 200 vertical meters. Since one is going four times the speed of the other, I think it should be more difficult to hit - before factoring in the user's jetpack operation skill.


Well, other than the following 2 areas
MTFAS for stormies getting a +2d bonus to hit those moving more than 10m a round, and
Missiles/torps in space combat, the 'speed' of targets is not taken into account for how difficult it is to shoot them.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16322
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 08, 2013 3:33 pm    Post subject: Reply with quote

It's worthy of note that non-FS characters in the films and cartoons use jetpacks to great effect when fighting Jedi, specifically with regard to keeping out of lightsaber range. That alone makes a high skill in that area worthwhile. Personally, I liked how Warhammer 40K distinguished between the types; specifically, flight packs were treated like vehicles, while jump packs allowed the character to make a single Move out to the range of the pack.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: RzeszĂłw, Poland

PostPosted: Sun Jun 09, 2013 10:04 am    Post subject: Reply with quote

I'm using following house rules:

To-hit difficulty modifiers
Target moving 20m/round: +3
Target moving 40m/round: +6
Target moving 80m/round: +9
Target moving 160m/round: +12
...

MFTAS
Instead of providing bonus it negates +3 of moving target penalty for each 1D of bonus (e.g. stormtrooper armor negates up to +6 penalty).
Back to top
View user's profile Send private message
Dromdarr_Alark
Commander
Commander


Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Sun Jun 09, 2013 2:25 pm    Post subject: Reply with quote

Tupteq wrote:
I'm using following house rules:

To-hit difficulty modifiers
Target moving 20m/round: +3
Target moving 40m/round: +6
Target moving 80m/round: +9
Target moving 160m/round: +12
...

MFTAS
Instead of providing bonus it negates +3 of moving target penalty for each 1D of bonus (e.g. stormtrooper armor negates up to +6 penalty).


I like this rule. Thank you.


One of the things I was thinking about was giving jet packs a maneuverability score like vehicles, but that would require changing too many things.

This method of scaled speed bonuses will work just fine in my campaign.
_________________
"I still wouldn't have a roll for it - but that's just how I roll."
Back to top
View user's profile Send private message
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2426

PostPosted: Wed Jun 12, 2013 4:08 pm    Post subject: Re: Jet Pack and Dodge Bonuses Reply with quote

Dromdarr_Alark wrote:
Hey everyone.

I have a player who uses a jet pack frequently and there is a recurring NPC who also uses one.

I have been making up arbitrary dodge bonuses whenever one of them activates a jet pack in combat, but I want to create a rule that will keep things consistent.

So, how does activating a jet pack in combat improve one's dodge, increase the difficulty to hit, or affect combat in any way?


The major difficulty hitting a character flying a jetback would be speed and maneuverability.. Just 'hovering' and trying to weave back and forth using maneuverability and skill wouldnt give much of a 'Dodge roll' in my games.. However, flying fast and using maneuverability to alter height, flying between cover or just somewhat erratically would..

Are there any rules for hitting speeding targets?
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message AIM Address
Dromdarr_Alark
Commander
Commander


Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Wed Jun 12, 2013 9:48 pm    Post subject: Re: Jet Pack and Dodge Bonuses Reply with quote

ZzaphodD wrote:
The major difficulty hitting a character flying a jetback would be speed and maneuverability.. Just 'hovering' and trying to weave back and forth using maneuverability and skill wouldnt give much of a 'Dodge roll' in my games.. However, flying fast and using maneuverability to alter height, flying between cover or just somewhat erratically would..

Are there any rules for hitting speeding targets?


I've never seen a maneuverability code for jetpacks. Do they exist? I think they should, but I don't want to go through all of the work of changing equipment stats.

I haven't thought of using jetpacks for short movements. I always thought of them just shooting the user into the air at full blast.

I guess it does make sense to have some sort of control over the output.
_________________
"I still wouldn't have a roll for it - but that's just how I roll."
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14219
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Jun 17, 2013 1:59 am    Post subject: Re: Jet Pack and Dodge Bonuses Reply with quote

ZzaphodD wrote:

Are there any rules for hitting speeding targets?


The only 2 spots in the book i see mentioning modifying the targeting number (or to hit pool) for speed is the MTFAS in stormtroopers helmets, and with missiles/torpedoes.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2426

PostPosted: Mon Jun 17, 2013 3:59 pm    Post subject: Re: Jet Pack and Dodge Bonuses Reply with quote

Dromdarr_Alark wrote:
ZzaphodD wrote:
The major difficulty hitting a character flying a jetback would be speed and maneuverability.. Just 'hovering' and trying to weave back and forth using maneuverability and skill wouldnt give much of a 'Dodge roll' in my games.. However, flying fast and using maneuverability to alter height, flying between cover or just somewhat erratically would..

Are there any rules for hitting speeding targets?


I've never seen a maneuverability code for jetpacks. Do they exist? I think they should, but I don't want to go through all of the work of changing equipment stats.

I haven't thought of using jetpacks for short movements. I always thought of them just shooting the user into the air at full blast.

I guess it does make sense to have some sort of control over the output.


If there are no such stats then our former GM came up with them..

In any case, the fast movement of the jetpack should be the major problem in hitting them...not some kind of weird dodging and weaving.
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message AIM Address
jmanski
Arbiter-General (Moderator)


Joined: 06 Mar 2005
Posts: 2065
Location: Kansas

PostPosted: Mon Jun 17, 2013 4:50 pm    Post subject: Reply with quote

I thought I saw, somewhere, a blurb about a fast moving character being +1d harder to hit. I can't find it anywhere, but I KNOW I saw it.

I think a speed modifier would be the thing to do here.
_________________
Blasted rules. Why can't they just be perfect?
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0