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by Michael S Callahan
Red Alert Rocket Ranger is for Slipstream.
DESIGN THEORY
Lets face it: RPG vehicle combat seems so promising but,
in practice, players often get bored or distracted. Why is
vehicle combat so compelling in the movies?
So I watched TV battles until something occurred to me:
on the show, technical details are kept abstract just
enough background to keep the audience within the story.
The scenes stay character focused as the heroes act and
react to the combat. I love the details of the vehicles, but
the focus should remain on the characters and thus, the
players. The vehicles are just props for the story.
I appreciated the abstraction of the Vehicle Rules and the
Maneuvers in Savage Worlds, but I felt the turning keys
and measuring of ranges in inches set the focus on the
vehicle. So I got rid of them. Ive simplified some rules
and added some to highlight story style. The Red Alert
series of games (of which there will be more for various
genres) intends to keep the focus on characters: arguing
tactics to gain the edge in combat and using their skills to
make those tactics work.
So, seal those bulkheads and gaze into the Radiophone
display! The pirate ships are coming in fast!
What will you do?
GAME PLAY
To keep things simple, vehicle combat is like normal
man-to-man combat with slight differences.
-Consider each vehicle (and the characters on-board) to
be a character in vehicle combat. Vehicles have a few
Attributes, while the crew provides the Skills.
-Basically, we are not going to have inches of movement
or turning keys and such. There is, however, a
Radiophone display to keep track of very abstracted
movement, ranges and special tactics.
-The most important thing is what your crew is being
ordered to do this turn.
SCALE
Time: One round is 6 seconds. This keeps things
synchronized with man-to-man combat.
Movement and the Radiophone: Movement is tracked
(quickly and very abstracted) through the use of the
Radiophone display: an overhead image of the larger
battlefield. This simplification is to reduce the game focus
from ship miniatures and back onto the characters. As
stated earlier, a large amount of cinematic battles are
presented almost entirely from the bridge set or
command center.
Unlike a real world ships RADAR, the Radiophones
center is not focused upon any one ship, but on the
middle of the overall battle. Each vehicle in the battle
will be positioned in one of the areas on the Radiophone:
the Center Circle, the four parts of the Middle Ring and the
eight parts of the Outer Ring.
The areas represent abstracted distance zones. Ships in
the Center Circle are in the fairly small center of the battle,
ships in the Middle Ring areas are in the larger edges of
the battle and ships in the Outer Circle are in the much
larger far outskirts of the battle. The two Rings are divided
into parts each to allow for more strategic battles.
A ship does not need to remain in its starting area of the
display. They may move about using the movement rules.
THE
Radiophone
INITIATIVE CARDS
Just like Savage Worlds character combat, there are cards
dealt for Initiative. All characters within a single vehicle
are a team called the Crew and move with that vehicle.
In order to be dealt an individual Initiative Card, the
rocket must be commanded by a Wild Card hero or villain.
Any other ships should be grouped into squadrons and
dealt a card. Vehicles take their turn in order, allowing for
surprise and Edges.
There is no Hold Action rockets are way too fast for
such tactical precision. So, just use the card your dealt, me
bucko (unless there is an Edge involved!).
Jokers still have their usual effect.
When a ships Initiative Card comes up, the characters on
board decide the ships movement, attacks and any tactics
their vehicle is attempting during its turn in combat. Those
three activities are separate, but they do influence one
another. Tactics adjust combat modifiers and movement
on the Radiophone. Movement will affect range penalties
in combat. But the biggest affect is that, while a simple
one area move is free actions and most attacks are free
actions, each Tactic after the first will provide a Multiple
Action Penalty similar to those in character combat.
When the ships activities are agreed upon, then they are
declared, like the Actions of a character in normal Savage
Worlds combat. The exact order of movement, tactics and
weapons fire is up to the vehicles player and can be
dependent upon the success or failure of Tactic Rolls.
Movement, tactics and weapon fire can be intermingled
(such as: Move/Weapon/Tactic/Move/Weapon) as long as
no single weapon fires more than once and the vehicle has
the required movement.
MOVEMENT
Ships with a Move Trait of 1+ may make one move to an
adjacent area as a Free Action. This is similar to a
character in combat moving his Pace.
Full Speed Tactic: Ships with a Move Trait of 2 or
more have the option of moving more than one area by
selecting the Full Speed Tactic. This does require using a
Tactic and counts for Multiple Action Penalties much like
Savage Worlds Run Action. The number of areas of
added movement is based upon the Move Trait. Selecting
the Full Speed Tactic allows for all and any movement
allowed by the Move Trait you dont have to select the
Tactic again for each added area. The Full Speed Tactic
does not require the usual Tactics Roll to succeed it is
automatic. It does, however, count when determining
Multiple Action Penalties for other Tactic Rolls.
Full Burn Tactic A ship can attempt the Full Burn
Tactic to temporarily increase its Move Trait for the turn,
even when at 0 Move Trait. This can be used with the
Full Speed Tactic (with MAP) to move more than one
area.
Tactic
-2 Defense
(Raise -4)
+2 Toughness
(Raise +4)
Drop Bombs
Nose Gun
+2 to Hit
Move 2+ Areas
+1 Move Trait
Shield *
Trick*
Escape *
Emergency
Repair*
Fight Fire*
Match Vector*
Trick*
*See Notes, below
Trappings
WC Skill - Position
One Turn Effects
Enemy at Notice Radiophone
Weave
Pilot - Pilot
Damage
Repair - Engineer
Control
Bombing Run Pilot - Pilot
Head On
Pilot - Pilot
Full Power
Repair - Engineer
Out-maneuver Pilot - Pilot
No Roll Needed,
Full Speed
(Move Trait 2+ only)
Full Burn
Repair - Engineer
Spotting
Notice Radiophone
Point Defense Shooting - Gunner
Interference
Pilot - Pilot
????
????
Immediate Effects
Shake Pursuit Pilot Pilot
Repair Wound Engineer Edge for
or Short
any Wound repair
Fight Fire
No Roll Needed
Various effects (See below)
????
????
Tactic Notes
Shield: Sometimes a ship must protect another vessel or
object from attackers. If a ship successfully uses this tactic
and ends its turn within the same area as the object to be
defended, then all attacks against that protected object are
at a -2 (-4 with a Raise). This tactic will also increase
the shielded objects Escape Trait by +1 (+2 with a Raise).
Any other successful uses of Shield add only 1 to the
Defense, maximum, to a total maximum of -6.
If the Gunner skill is used, then the ship is using all its
weapons against the defended objects attackers. It wont
be able to conduct normal attacks during the round. The
defensive fire is one Shooting roll (using the Wild Card
skill or Crew rating). A Crew roll can use a Wild Die if the
ship has more than two Swivel mounts functioning. A Wild
Card roll gets a +2 if the ship has more than two Swivel
mounts functioning.
Escape: A ship may select the Escape Battle Tactic no
matter what Radiophone area the ship currently occupies.
Enemies in your area or nearby fast enemies can be
trouble, though, and modify the Pilots roll:
+Escaping ships Escape Trait
-Enemy ships Escape Trait (use closest enemy ship)
+1 if character with Edge Rocketship Navigator on board
If any enemy within your area (select your area):
-6 (Center Circle), -4 (Middle Ring), -2 (Outer Ring)
WEAPONS FIRE
During its turn, a vehicle may make attacks. As in
Savage Worlds combat, a ship may move, fire, and keep
moving during its turn. Agile ships use this trick to zip in
and out of a better range against slower targets.
-Actions: Any ship with manned Swivel-mounted guns or
manned Dust Dispensers may use them at any time during
the turn. They do not require a Tactic.
Aiming a Nose-mounted gun or dropping bombs requires
the successful use of a Tactic to represent that the ship
trying to maneuver its nose towards a moving target. Only
if the Tactic roll is successful may the To Hit Shooting
roll be attempted.
Multiple Action Penalty (MAP) from Tactics do affect to
hit rolls.
-Die Rolls: Any weapon manned by a Wild Card will use
Shooting skill and the Wild Die, while all others use the
Crew Rating. When the ship attacks, group the attack rolls
by weapon type for speedy play.
Any roll with a Raise or better does +1d6 extra damage.
Attack rolls need a 4 or better, with these modifiers:
Modifiers:
-MAP penalty
-Range: per Area: -2
-Tactic modifier: +/- as by Tactic description
+2 if Targets MOVE Trait is zero
-Weapon Accuracy: see Weapon Listing
Modifier descriptions:
Range: After a target is selected, the Line of Attack is laid
down from one area to another along the best path selected
by the firer. It need not be a straight line, because of the
abstracted ranges of the Radiophone. For each Area which
the Line of Attack enters, subtract 2 from the attack die
rolls.
Tactics: Any Tactics that are successful and affect the
attack rolls are applied.
Ships Defense: Some targets are more difficult to score a
hit upon then others. This may be due to their own Tactics
or some other situation. The Defense of a ship is
subtracted from the attack rolls against it.
Move Trait Bonus: If a Targets Move Trait is zero, it
can only drift forward in space or fall down in an
atmosphere. Either way, its movements are far more
predictable and that makes it an easier target (though true
Heroes may consider this to be an unfair attack).
Weapon Accuracy: The various weapons used by vehicles
each provide a bonus or penalty to the attack rolls. It
should be noted that the Unstable Platform modifier has
already been added into the Weapon Accuracy. Any ship
wishing to Aim or fly straight to become more stable
should select the +2 to Hit Tactic.
WEAPON LISTING
Weapon
Accuracy
Heat Ray
-4
Graviton Beam
-2
Swivel
Mount
Rocket Gun
-2
Ray Gun
+0
Heat Ray
-2
Graviton Beam
+0
Nose Gun
Rocket Gun
+0
Ray Gun
+2
Light
Dropped
Bombs
Medium
Dropped
Heavy
Dropped
Knockout
Dropped
Dust
Dispenser Poison
Dropped
Damage
2d8
1d8
2d10
2d6
3d8
1d12
3d10
3d6
3d8
4d8
5d8
Inc.
Wound
DROPPED WEAPONS
Two weapon systems (Bombs and the Dust Dispenser)
are dropped weapons that can only be used effectively
upon fixed installations or grounded targets. Even a
drifting ship moves too much for effective targeting.
If such a target exists, place a Map Marker representing
that target within one Area of the Radiophone Display.
The marker represents a map of the target zone, which
should be sketched out on a piece of paper noting normal
Savage Worlds scales.
To attack the Map Marker, a ship must have selected the
Drop Bombs Tactic and be within the markers Area. At
that time, the Pilot must make a successful Tactics Roll
using Pilot to line-up the weapons. He must succeed to
allow the Gunner a Shooting roll to hit.
After the roll is made, dropped weapons use the normal
Area Effect rules on the sketched map. The Dust
Dispenser uses a Cone Template, the Light Bomb has a
Medium Burst Template and the other bombs have Large
Burst Templates. Bombs have a deviation of 3d10 for
failure.
The effects of both the Knockout Dust and the Poison
Dust are detailed in Slipstream, page 30.
HEAVY ARMOR & HEVY WEAPONS
All rocketships are considered to have Heavy Armor
and all rocketship weapons are considered to be Heavy
Weapons. Only Heavy Weapons can have a chance of
damaging something with Heavy Armor.
Some rocketships have even more armor due to Edges.
DAMAGE
Most weapon damage is rolled against the targets
Toughness, which may be adjusted due to the Targets
Tactics, the Heavily Armored Edge or the Very Heavily
Armored Edge.
Weapons roll damage as listed on the Weapon Listing, but
each has its own peculiarities as detailed below.
-Ray Gun: The standard weapon of rocketship combat,
the Ray Gun is dependable and accurate.
-Heat Ray: The least accurate weapon. However, any
successful attack from a Heat Ray, regardless of the
damage roll, causes a very distracting and dangerous fire to
break out on the target ship. Place a game marker to
indicate a Burning vehicle and refer to the rules for
Fires, below.
-Graviton Beam: High-energy Graviton Beams that strike
a vehicle do not cause normal Wounds or Shaken results.
Instead, the Beam slips through hull and armor and can
impair the crews ability to move and can even knock them
unconscious. Roll the Beams damage opposed by the
Crew roll (for general Crew) and Vigor (for Wild Cards)
not against any Toughness or character armor!
-Success for the Graviton Beam indicates the victims got
knocked about. There is a -2 to any actions by the victims
for their next turn.
-A Raise means the victims were so badly knocked
about by the Graviton Beam that the ship becomes
Shaken (see Damage Effects below).
-Two or more Raises means the victim is unconscious
due to the stress caused by the Beam. This will result in
vital crew positions being unmanned, ships drifting or
crashing and so on. The exact game effects of an
unconscious crew are up to the Gamemaster. If a Wild
Card finds himself conscious with an unconscious crew,
that Wild Card may ignore their crew position and awaken
a fallen Crew at a rate of one crewmember per turn. No
roll is needed: they are just really stunned.
Players should place game markers upon the impaired
ship to remind everyone of the problems.
-Rocket Guns: The Rocket Guns high damage reflects
the higher chances to catch a target in an explosive burst.
However, that can be a problem in a tight battle. When a
Rocket Gun attacks a target within the Center Circle, it
may also strike another target, friend or foe! Roll the
damage dice: any Aced die means another random target
within the Center Circle (friend, foe or firer!) takes 2d6
damage along with the usual Aced effects. This is good
for shelling the Center Circle area!
The Nose-mounted Rocket Gun loads rather large shells
and cannot be fired every turn. It takes a full round to load
a new shell. This does not count as a Tactic because a
gunner or servo device is performing the task.
Shaken
A Shaken vehicle is rocked violently by the damage:
sparks and smoke fill the vessel and the crew is
thrown about. A Shaken vehicle cannot choose
any tactics, fire any weapons, move or Escape
(unless drifting with a Move of zero or less). A
Shaken vehicle may recover by:
-Spending one of its Bennies
-A successful Healing Skill roll by the vehicles
lead doctor, if any (Patch em up, doc!)
-A successful Crew roll to rally (this roll can be
modified by Leadership Edges).
The Benny may be used at any time. The rolls are made at
the very start of the ships turn and are modified
by Wounds upon the vehicle.
Wound
For each Wound a ship takes, apply that Wound to the
ship and roll once on the Critical Hit Table. The
Critical Hit Table replaces the one in Slipstream
to account for changes in the movement and
combat rules.
2-3
4-5
6-7
9-10
11-12
Wrecked
Any ship takes that has 4 or more Wounds is Wrecked.
See Page 46 of Slipstream for the nasty results.
Fires
At the end of a Burning vehicles turn, it must suffer a
damage roll of 1d6 per Fire Marker upon it. This roll is
grouped as one Damage roll and can Ace.
STARSHIPS
Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons
LEVITOSIAN SHUTTLE
1/1
Toughness
9
25
Cargo
1
-1
Cost
5,000
1
2+6: 1 Pilot, 1 RP, 6 Passengers
1 Nose
Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons
Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons
SKALANITE FREIGHTER
1/1
Toughness
15
10
Cargo
12
-2
Cost
22,000
2
3+20: 1 Pilot, 1 RP, 1 Eng, 20 Passengers
1 Nose + 6 Swivel
GYPTOSIAN MERCHANT
Move/Escape
1/0
Toughness
13
Climb
10
Cargo
10
Handling
-1
Cost
25,000
Travel Speed
3
Crew
3+10: 1 Pilot, 1 RP, 1 Eng, 10 Passengers
Weapons
1 Nose + 4 Swivel
Extra Armored
Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons
PIRATE RAIDER
3/2
Toughness
25
Cargo
0
Cost
3
2+8: 1 Pilot, 1 RP, 8 Passenger
1 Nose + 4 Swivel
Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons
ANGELI SCOUTSHIP
3/2
Toughness
20
Cargo
0
Cost
3
2+4: 1 Pilot, 1 RP, 4 Passenger
1 Nose + 2 Swivel
9
4
20,000
10
2
16,000
DRACSOS DRAGONSHIP
Move/Escape
2/2
Toughness
13
Climb
30
Cargo
3
Handling
+1
Cost
19,000
Travel Speed
3
Crew
2+10: 1 Pilot, 1 RP, 10 Passengers
Weapons
1 Nose + 2 Swivel
VALKYRIAN ROCKETSHIP
Move/Escape
2/1
Toughness
Climb
20
Cargo
Handling
+1
Cost
Travel Speed
3
Crew
1+1: 1 Pilot/RP, 1 Passenger
Weapons
1 Nose
Extra Armored, Very Heavily Armored
6
1
15,000
ANATHRAXIAN WARSHIP
Move/Escape
3/3
Toughness
12
Climb
30
Cargo
2
Handling
+1
Cost
Military
Travel Speed
4
Crew
5+4*: 1 Pilot/RP, 4 Gunners, 4 Passenger
Weapons
1 Nose + 4 Swivel + Dust Dispenser
*On the Warship, Gunners are mandatory and added to the
Crew number.
Extra Armored
RACIAL BENEFITS
Not all races fight the same. Their natural tendencies and
backgrounds have differentiated some of the races in
combat. Below is a list of some benefits if a ship is
willingly crewed by 75% or more of a particular race.
-Anarchs: Evasive- -2 Defense making them hard to hit.
-Babelonian: Tactician- may redraw any Initiative Card 4-.
-Bird Man: Flyers- +2 Handling
-Earthling: Adaptable- +1 Vehicle Benny
-Lion Man: Trained- +1 to all Crew Rolls
-Psiclops: Linked- ignores one level of MAP with Tactics.
-Robot Man: Reset- +2 for rocket to recover from Shaken.
-Septosian: Squishy- +2 Toughness to Vehicle
-Valkyria: Amazonian- Ignore 1 Wound penalty
Your Gamemaster can determine if other races have a
bonus or not.
CHARACTER EDGES AND HINDRANCES
Because of the change in rulings, some Edges and
Hindrances for characters give altered or added bonuses.
Ace: functions as written
One Man Crew: A character with the One Man Crew
Edge can ignore the first -2 level of any Multiple Action
Penalties on Tactics Rolls, if he is actively being used for
two or more Tactic skill rolls that round. The bonus only
applies to this characters Tactic Rolls.
Improved One Man Crew: A character with the One
Man Crew Edge can ignore the first -2 level of any
Multiple Action Penalties on Tactics Rolls, if he is actively
being used for two or more Tactic skill rolls that round.
The bonus only applies to this characters Tactic Rolls.
Engineer: Operates the same as in Slipstream. Selecting
the Emergency Repairs Tactic to repair Wounds (not
Short) requires a character with the Engineer Edge.
Rocketship Gunner: Functions the same as in Slipstream.
Rocketship Navigator: Functions the same as in
Slipstream with the addition that a Navigator supplies a
+1 to any Escape Tactic rolls.
OPTIONAL RULES
Squadrons: If a Gamemaster wants a Really Big
Battle, then he can group similar ship types into a
squadron. This squadron will be represented on the
Radiophone by one ship mini.
Squadrons act like single ships in all respects (and that
includes their Wounds) except for the following rules:
Squadrons are always Extras, but they roll the Wild Die
for all rolls.
Because ships stay in formation, a Critical Hit effects all
ships in the Squadron equally.
Squadrons cause +2 damage for each ship in the
squadron.
Squadrons have +2 Toughness for each ship in the
squadron.
Each Wound on a Squadron removes one ship in regards
to the above rules for Damage and Toughness.
Trappings
WC Skill - Position
One Turn Effects
Enemy at Notice Radiophone
Weave
Pilot - Pilot
Damage
Repair - Engineer
Control
Bombing Run Pilot - Pilot
Head On
Pilot - Pilot
Full Power
Repair - Engineer
Out-maneuver Pilot - Pilot
Full Speed
No Roll Needed
Full Burn
Repair - Engineer
Spotting
Notice Radiophone
Point Defense Shooting - Gunner
Interference
Pilot - Pilot
????
????
Immediate Effects
Shake Pursuit Pilot Pilot
Repair Wound Engineer Edge for
or Short
any Wound repair
Fight Fire
Anyone
Various effects (See below)
????
????
Accuracy
-4
-2
-2
+0
-2
+0
+0
+2
Dropped
Dropped
Dropped
Dropped
Dropped
Damage
2d8
1d8
2d10
2d6
3d8
1d12
3d10
3d6
3d8
4d8
5d8
Inc.
Wound
2-3
4-5
6-7
9-10
11-12