Battle of the Sec-Corps (3e)

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Battle of the Sec-Corps (3e)

Post by GameMaster » Sun Feb 05, 2012 11:02 am

Background
During the Iraq/Afghan War following 9/11, the American military began a practice of hiring private contractors and paramilitary organizations to coordinate with their own troops. Since these mercenary units were only needed during times of war, some relief was given to the struggling economy as there was no need for a large standing army of regulars.

The plan was to bolster the military with mercenaries when large deployments were necessary, but the economy didn't recover quickly enough. When, in 2012, the 99% Occupations grew into an all-out rebellion across America called the Occupation of America, the military was too weak and barely able step in where local police were overwhelmed. Wealthy men, supported by other nations with interests in American resources, hired the same private security firms and contracting paramilitary forces that the government could no longer afford. The resulting battles were hard fought, but inevitably the land of the free was devastated. This is how America fell.

But the practice of using mercenaries to fight a nation's battles was not born in the U.S., and neither did it die there. 200 years later, paramilitary organizations and security firms (now collective referred to as Sec-Corps) are some of the largest, and richest, corporations around. A common remark is that a Sec-Corp doesn't go out of business, it nationalizes - and it's true. To date, seven currently standing nations on three planets in two systems were once Sec-Corps that "went warlord" and claimed a piece of land, and a constitution, as their own - which is really just a formality, as many mega-corporations function as independent or nearly independent entities anyway.

Now, people judge their freedom and sense of security not by which country they live in, but by which corporations they have the most affiliations and market share.
Last edited by GameMaster on Thu Feb 09, 2012 2:55 am, edited 2 times in total.
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Re: <Name> Sci-Fi Setting (3e)

Post by GameMaster » Sun Feb 05, 2012 12:03 pm

Vehicle Combat
The following is an updated system for the vehicle combat rules in the DCA.

Handling
Every vehicle imparts a penalty on the pilot's Vehicles skill equal to the Defense penalty of the vehicle. Typical transport ships and starfighters impart a -6 penalty on the pilot's Vehicles skill, while most capital ships impart a -8 to -10 on the skill.

Ships outfitted with more agile maneuvering systems decrease the penalty (ie. buying off the Defense penalty).

Actions While In a Vehicle
Actions while in a vehicle mirror the actions of personal combat. The only exception is that the pilot must give up a Move action every round to control the vehicle or it continues uncontrolled at the same speed and in the same direction as the previous round.

Passenger Actions
Passengers in a vehicle (anyone who’s not piloting the vehicle) suffer a -2 penalty to attack rolls as the gunner of one of the vehicle's weapons while the vehicle is in motion (-5 if the pilot used a maneuver during his/her last round). The GM may require an Acrobatics check for characters to maintain their balance in fast-moving vehicles.

Attacking Vehicles
Attacking a vehicle is like attacking a character. Roll a ranged attack against the vehicle's Defense (Base Defense - Size Modifier = Vehicle Defense).

The pilot may use the Defend action as normal while piloting a vehicle, substituting his Vehicles skill for Dodge/Parry defense and subtracting the size modifier of the vehicle. (Defend roll = 1d20 + Vehicle Skill - Size Modifier + 10 if the roll equals 1-10).

Targeting Occupants
Occupants have the amount of cover granted by a given vehicle (usually total).

Vehicle Damage
Vehicles suffer damage as items. If a Vehicle fails a Toughness resistance check by 3 degrees it is damaged (normal penalties apply; see below). If the vehicle fails a Toughness resistance check by 4 degrees it is Disabled (no longer functions, drops a speed rank each round and can do nothing but make a 45-degree turn/climb/drop). A Dying vehicle is destroyed.

Vehicles suffering damage loses some effectiveness.
The vehicle loses 1 Feature or suffers a –1 circumstance penalty
on checks involving its operation each time it is damaged. These
penalties are eliminated once the vehicle is repaired.

Repairing Vehicles
Repairing vehicles is a normal use of the Technology skill (Repairing subsection).

Avoidance Checks
If a pilot brings a vehicle within close range of an object or other vehicle, then they must succeed on a Vehicles check (DC 15) to avoid crashing into it. The pilot makes one check per round, even if more than one check is called for during the round, but each additional check is at a +5 penalty to the DC.

If the check fails, then the vehicle, obstacle and all occupants take damage as if they had dealt a slam attack using the vehicle's speed plus one rank of damage per point the Vehicles check failed by. Occupants can make a Dodge check (DC equal to the Avoidance check) to suffer half damage.

In the air or in space the pilot may be required to make Avoidance checks if they fail a maneuver, as they lose their sense of direction and bearings. If the fail the Avoidance check they suffer a stall, requiring a Technology check (or Vehicles check at +5 difficulty) to restart (DC equals the DC of the Avoidance check).
Last edited by GameMaster on Wed Feb 08, 2012 3:42 am, edited 1 time in total.
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Janice Powers - H.E.A.R.T.
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Re: <Name> Sci-Fi Setting (3e)

Post by GameMaster » Wed Feb 08, 2012 3:34 am

Maneuvers
Pilots of vehicles may make maneuvers with a vehicle. Certain Advantages improve on these maneuvers.

Evasive Maneuvers
This is the Defend action taken for a vehicle, substituting the pilot's Vehicles skill minus the vehicle's Size Modifier for Dodge/Parry.

Extra Effort
A pilot can try to squeeze more power out of his vehicle. He must make a Vehicles check (DC 15) to use the Extra Effort with any of the vehicle’s features, weapons or modes of movement. After a successful Vehicles check, the vehicle becomes fatigued (not the pilot), unless the pilot spends a hero point to avoid this.

Outmaneuver
You can attempt to outmaneuver an opponent as a standard action. Make opposed Vehicle checks, modified by your vehicle's size modifier (the opponent uses their own vehicle's size modifier). If you win with one degree of success, you gain an advantageous position (target is Attack Impaired and is Vulnerable [reducing their Vehicle's check by half to make Evasive Maneuvers] to you until he regains position). Two or more degrees establishes a lock-on status (target is Attack Disabled and is Defenseless [cannot make Evasive Maneuvers until after the start of your next round]). You can improve on an existing position with another outmaneuver action on a following turn. Any resulting degrees of success are cumulative, but if you lose, the target breaks free and regains a neutral position.

You are vulnerable to other vehicles while locked in a dogfight (when one of the pilots has an advantageous position). You can maintain a successful outmaneuvering position as a free action each turn (as long as you spend a move action to stay on the target), but cannot perform actions against other targets.

You can break from an advantageous or lock-on position to a neutral position as a free action. If you are unable to take the free/move actions to maintain advantageous position, the target automatically returns to a neutral position. A target can attempt to escape to a neutral position as a move action.

Disadvantaged opponents with rear-facing weapons (noted by the Feature: Rear-Facing) or a gunner ignores the Attack Impaired and Attack Disabled conditions.
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Re: <Name> Sci-Fi Setting (3e)

Post by GameMaster » Wed Feb 08, 2012 3:41 am

Piloting Advantages
Pilots may use their normal combat advantages while in a vehicle with a successful Vehicles check in place of a skill or attack check (as required by the Advantage).

ACE PILOT - COMBAT
Reduce the DC of Avoidance checks by 5. You are not Vulnerable to other opponents while in a dogfight.

COMBAT PILOT - COMBAT
You can perform Evasive Maneuvers (Defend action) as part of the same move action that is required to use a vehicle's mode of movement.

EXPERT GUNNER - COMBAT
You have no penalty to your attack rolls as the gunner of a moving vehicle.

TOP GUN - COMBAT
While in a disadvantaged position in a dogfight, you are not Vulnerable. When an opponent has the Lock On status in a dogfight, you are Vulnerable, not Defenseless.
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