New WC RPG Demonstrates Combat Scenario Share on Facebook Share on Twitter Update ID

There has been progress on several fronts in capi's Wing Commander Role Playing Game. A massive amount of proofreading has occurred over the past month, which brings that task to almost 90% complete. Work on the Vespus campaign has mainly centered around character creation. He's still looking for callsign suggestions for these folks.


Finally, a demonstration of the RPG's combat style has been put together. Some of the math and setup sounds complicated, but the action-oriented sequences seem quite compelling. You can read up for yourself at the CIC Forums here.

Alright. The strike group flew out to Nav 1 to keep the Cats from tracking Concordia's location. Having hit the turn point, they vectored in on the Fralthra. Upon reaching the Fralthra's nav point, they found her guarded by a group of 5 Sartha, one of which was flown by a Drakhai.

So the combatants are Maverick and Shadow in Ferrets, Primetime and Kilroy in Broadswords, Blackeyes 1-4 in Sarthas, Ape-Ripper in a Sartha, and the Fralthra. First thing that happens is the roll for Initiative to establish the order of battle (this is a 2d10 roll for each combatant plus the Initiative value of their craft. Ape-Ripper came up as 24, so he's up first. Blackeye3 and Primetime both rolled 21, so there's a tie-breaking roll made (1d10 each); Blackeye3 is next (5) followed by Primetime (1). Kilroy and Shadow both rolled 20; Kilroy's next (9) followed by Shadow (6). Blackeey2 and Maverick both rolled 16; Blackeye2 is next (5) followed by Maverick (3). Blackeye1 (14), the Fralthra (12) and Blackeye4 (10) round things out.

Ape-Ripper's turn is first. He targets Primetime (using the auto-targeting schema, all combatants target the opponent with the next highest Initiative Check value) and rolls range (2d10 for everybody this round since everybody's selecting new targets), which comes up as nine. Ape-Ripper afterburns to close the range to 2 (he's down to 4 more afterburns) and fires his Neutron Guns. Ape-Ripper's Marksmanship score is 20; his Tactical score is 120, so there's a +12 DC bonus to all Tactical Skills in effect - his Marksmanship DC is effectively 32. Adjusting the EHD by -2 for range against Primetime (look at the chart I posted already) gives an EHD of 70. So, Ape-Ripper will hit Primetime on an attack result of 70 or less, and rolling less than 32 will give him the opportunity for multiple Neutron Gun hits. The rolls come up as 88 and 82 (he's got two Neutron Guns and he's firing them both, hence two attack rolls), so the result is a clean miss. Even skilled pilots sometimes have problems hitting the broadside of a barn.


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