red alert rocket ranger v2
TRANSCRIPT
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“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
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by 1ichael - 2allahan
Red Alert Rocket Ranger is for -lipstream.
DESIGN THEORY $et's face it3 4PG vehicle combat seems so promising but,
in practice, players often get bored or distracted. hy isvehicle combat so compelling in the movies5
-o watched T6 battles until something occurred to me3
on the show, technical details are kept abstract 7 %ust
enough background to keep the audience within the story.The scenes stay 8character focused' as the heroes act and
react to the combat. love the details of the vehicles, but
the focus should remain on the characters and thus, the
players. The vehicles are %ust props for the story. appreciated the abstraction of the 6ehicle 4ules and the
1aneuvers in -avage orlds, but felt the turning keys
and measuring of ranges in inches set the focus on thevehicle. -o got rid of them. 've simplified some rulesand added some to highlight story style. The 4ed (lert
series of games 9of which there will be more for various
genres# intends to keep the focus on characters3 arguing
tactics to gain the edge in combat and using their skills tomake those tactics work.
-o, seal those bulkheads and ga:e into the 4adiophone
display; The pirate ships are coming in fast;
hat will you do5
GAME PLAY
To keep things simple, vehicle combat is like normal
man
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INITIATIVE CARDS
@ust like -avage orlds character combat, there are cards
dealt for nitiative. (ll characters within a single vehicle
are a 8team' called the 2rew and move with that vehicle.n order to be dealt an individual nitiative 2ard, the
rocket must be commanded by a ild 2ard hero or villain.
(ny other ships should be grouped into 8suadrons' and
dealt a card. 6ehicles take their turn in order, allowing forsurprise and Edges.
There is no 8Aold' (ction 7 rockets are way too fast for
such tactical precision. -o, %ust use the card your dealt, me
bucko 9unless there is an Edge involved;#.@okers still have their usual effect.
hen a ship's nitiative 2ard comes up, the characters on
board decide the ship's movement , attacks and any tactics
their vehicle is attempting during its turn in combat. Thosethree activities are separate, but they do influence one
another. Tactics ad%ust combat modifiers and movement
on the 4adiophone. 1ovement will affect range penalties
in combat. =ut the biggest affect is that, while a simple
one area move is 8free actions' and most attacks are 8freeactions', each Tactic after the first will provide a 1ultiple
(ction Penalty similar to those in character combat.
hen the ship's activities are agreed upon, then they aredeclared, like the (ctions of a character in normal -avage
orlds combat. The e&act order of movement, tactics and
weapon's fire is up to the vehicle's player and can be
dependent upon the success or failure of Tactic 4olls.1ovement, tactics and weapon fire can be intermingled
9such as3 1oveBeaponBTacticB1oveBeapon# as long as
no single weapon fires more than once and the vehicle has
the reuired movement.
MOVEMENT -hips with a 1ove Trait of CD may make one move to an
ad%acent area as a Free Action. This is similar to acharacter in combat moving his 8Pace'. F!"" Speed’ Tactic3 -hips with a 1ove Trait of or
more have the option of moving more than one area by
selecting the 8Full -peed' Tactic. This does reuire using aTactic and counts for 1ultiple (ction Penalties much like
-avage orld's 84un' (ction. The number of areas of
added movement is based upon the 1ove Trait. -electing
the 8Full -peed' Tactic allows for all and any movementallowed by the 1ove Trait 7 you don't have to select the
Tactic again for each added area. The 8Full -peed' Tactic
does not reuire the usual Tactics 4oll to succeed 7 it isautomatic. t does, however, count when determining1ultiple (ction Penalties for other Tactic 4olls.
F!"" #!rn’ Tactic ( ship can attempt the 8Full =urn'
Tactic to temporarily increase its 1ove Trait for the turn,
even when at 8' 1ove Trait. This can be used with the8Full -peed' Tactic 9with 1(P# to move more than one
area.
Move Trait at $ero or Lo%er
( ship can suffer damage that can lower its normal 1ove
Trait to :ero or less. (t :ero or less 1ove, the ship may not
move areas or perform Tactics reuiring the Pilot. Drifting 3 n space, a :ero 1ove ship will simply drift
onward. Every other turn, it will move towards the >uter
4ing of the 4adiophone. f in the >uter 4ing, each time at
the end of its turn it will automatically drift away from the battle as if it used the 8Escape' Tactic, unless any enemy
ships are in its area.
>f course, a ship adrift may run afoul of all sorts of
ha:ards. That is left up to the Gamemaster. Falling Out of the Sky3 n an atmosphere, a :ero 1ove
ship will crash land. The damage will be catastrophic,
unless the Pilot can make a Pilot roll at 7"3
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Tactic Trappin&' (C S)i"" * Position
One Turn Effects
n Pilot . ,ilot
D to AitFull Power 4epair . /ngineer
>ututer 4ing#.
hichever ship scores the highest roll chooses one of the
following options3
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(EAPONS FIRE
?uring its turn, a vehicle may make attacks. (s in
-avage orlds combat, a ship may move, fire, and keep
moving during its turn. (gile ships use this trick to :ip inand out of a better range against slower targets.
nly Aeavy eapons can have a chance ofdamaging something with Aeavy (rmor.
-ome rocketships have even more armor due to Edges.
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DAMAGE
1ost weapon damage is rolled against the target's
Toughness, which may be ad%usted due to the Target's
Tactics, the 8Aeavily (rmored' Edge or the 86ery Aeavily(rmored' Edge.
eapons roll damage as listed on the eapon $isting, but
each has its own peculiarities as detailed below.
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f the vehicle uses the 8Fight Fires' Tactics, it has a
chance to put the entire fire out. -ee the description of the
8Fight Fires' Tactic for more detail.
STARSHIPS
*E+ITOI%, -TT*E
1oveBEscape CBC Toughness 0
2limb ) 2argo C
Aandling
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/7tra Armored
PIR%TE R%I"ER
1oveBEscape MB Toughness 0
2limb ) 2argo "
Aandling 2ost ,
Travel -peed M2rew D/3 C Pilot, C 4P, / Passenger
eapons C Jose D " -wivel
%,'E*I /O-TIP
1oveBEscape MB Toughness C
2limb 2argo
Aandling 2ost C*,
Travel -peed M
2rew D"3 C Pilot, C 4P, " Passenger
eapons C Jose D -wivel
"R%/O "R%'O,IP
1oveBEscape B Toughness CM
2limb M 2argo M
Aandling DC 2ost C0,
Travel -peed M
2rew DC3 C Pilot, C 4P, C Passengers
eapons C Jose D -wivel
+%*0.RI%, RO/0ETIP
1oveBEscape BC Toughness *
2limb 2argo C
Aandling DC 2ost C),
Travel -peed M
2rew CDC3 C PilotB4P, C Passenger
eapons C Jose
/7tra Armored# %ery 'eavily Armored
%,%TR%1I%, $%RIP 1oveBEscape MBM Toughness C
2limb M 2argo
Aandling DC 2ost 1ilitary
Travel -peed "
2rew )D"K3 C PilotB4P, " Gunners, " Passenger
eapons C Jose D " -wivel D ?ust ?ispenser
K>n the arship, Gunners are mandatory and added to the
2rew number.
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/7tra Armored (ILD CARD ROC4ETSHIPS
-ome ships are luckier than others 7 especially those
piloted by the heroes or villains; That being the case,
some ships are 8ild 2ards' in their own right;hat that means is that a ild 2ard ship can have Edges
and Aindrances and each ild 2ard ship has three =ennies
9ad%usted for Edges or Aindrances#. ( =enny can be usedon any Trait roll from the 2rew, to soak damage upon theship or to remove one -haken effect upon the ship.
-AP E?GE- (J? AJ?4(J2E-
Three ships above start with special Edges. (ny ild2ard ship can start its 8life' with up to two AindrancesH
each one earning the ship one 8free' Edge in e&change
9Lep, that's where the 8resources' come from;#. (fter that,
a ship can gain one Edge for every ten E&perience Points.Aow does a ship get its own OP5 ith the happy
donations of the player characters, of course; Each time a
player character earns his OP, he or she can give over any
amount they desire for the good of the ship.ith the e&ception of 8Good 2rew', no Edge or
Aindrance may be taken more than once.
EDGES/
G,ro*'ta1i"i5ed G!n'/ DC to Ait, D to ?amageT!r1o3 DC 1ove, DC 2limb, DC EscapeFire*Contro" E6!ip+ent/ DC Fight FiresH Aeat 4ays and
2riticals only cause a fire with a C
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RACIAL #ENEFITS
Jot all races fight the same. Their natural tendencies and
backgrounds have differentiated some of the races in
combat. =elow is a list of some benefits if a ship iswillingly crewed by +) or more of a particular race.
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Attac) Ro""3 9-kill or 2rew 4ating# vs. "Modi.ier'/
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