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    Expansion Four: Aerospace

    by Francis Greenaway

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    Expansion Four: Aerospace

    Disclaimer ... 2

    Choice of Rules ... 3

    Soucres ... 3

    Aerospace Fighters ... 4

    Standard Aerospace Fighter Armour Diagram ... 4

    Armour ... 4

    Internal Structure ... 5

    Example 3025 TR-10 Transit ... 7

    Example 3025 CHP-W5 Chippewa ... 7

    Example 3025 SYD-21 Seydlitz ... 8

    Combat and Damage Resolution ... 9

    Internal Structure ... 10

    Damage Effects ... 11

    Destroying an Aerospace Fighter ... 12

    Dropships ... 13

    Filling out the Armour Diagram ... 13

    Example Upgraded 3057 Union Class ... 13

    Dropship Combat ... 14

    Jumpships ... 16

    Filling out the Armour Diagram ... 16

    Jumpship Combat ... 16

    Appendix A: Worked armour values ... 18

    Disclaimer:

    BattleTech, Battlespace, Aerotech, Renegade Legion, Interceptor and Leviathon, are Registered Trademarks and Copyrights of FASA

    Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporations copyrighted material or trademarks in this fileshould not be viewed as a challenge to those copyrights or trademarks. Cover art by Jeff Laubenstein, the Renegade Legion Logo by Doug

    Shuler, scanned and combined without permission. The Renegade Tech title graphic by Marco Pederzoli, used with permission.

    Table of Contents:

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    Expansion Four: Aerospace

    Aerospace:

    Aerospace fighter combat has never been handled wonderfully in the BattleTech universe. We currently have no less than

    three sperate sets of rules for the use of fighters in the game (Aerotech, Battlespace and the Air support rules found in the

    BattleTech Rules of Warfare), each of them are different, and each of them does things differently to that found in the standard

    BattleTech rules.

    So for a designer trying to get some sort of continuity where there is none, what is one to do?

    These rules are for small scale fighter skirmishes as found in the original Aerotech rules, as such they are unsuitable for

    creating mammoth battles like those portrayed in Battlespace. Instead these rules will attempt to let players recreate battles

    with a few fighters, a couple of dropships, and for those desperate moments, the odd jumpship.

    Note that these rules can also apply to conventional fighters as well, if desired.

    Choice of Rules:

    Before you go any further though, you have a couple of decisions to make regarding what rules you want to use. Aerospace

    itself will only replace the rules regarding damage to fighters, but for a fuller game the following needs to be taken into

    consideration. The following list is what I use, where there is a choice, then its down to personal preference.

    Space Movement: Aerotech or Battlespace

    (for those with only one set of rules, Safe Thrust = Thrust, Max Thrust = Overthrust)

    Heat Buildup: Aerotech

    Pilots and damage to: Aerotech

    Fuel: Aerotech: 1 thrust = 1 fuel point

    1 overthrust = 2 fuel points

    Battlespace: 1 thrust = 1/5 fuel points

    1 max thrust = 1 fuel pointAtmospheric Entry: Aerotech or Battlespace

    Atmospheric movement and combat: Battlespace

    Air to ground combat: Battlespace

    As can be seen, what I consider the best set of rules to use is a combination of the two.

    Sources:

    By FASA:

    BattleTech Master Rules

    Aerotech (as found in the boxed game, the BattleTech Manual and the BattleTech Compendium).BattleTech The Rules of Warfare: Used for the Air support section dropped from the Master Rules.

    Battlespace

    Jumpships and Dropships sourcebook

    The 2750, 3025, 3055 and 3057 Technical Readouts

    Leviathan the mass fleet combat game of the Renegade Legion series

    By others:

    Intercepter, 2nd Edition, the fighter combat game of the Renegade Legion series, although created for Nightshift Games

    before the license went back to FASA.

    This can be found at Kanniks Renegade Legion web site [http://www.madcoyote.com/renleg/int/int.htm]

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    Expansion Four: Aerospace

    Aerospace Fighters:

    Aerospace fighters share a lot in common with both BattleMechs and vehicles. They have multiple locations and can survive

    the destruction of a location, like Mechs, but their armour diagrams are filled out much like the optional rules for vehicles.

    Standard Aerospace Fighter Armour Diagram:

    Depending on which set of rules you are using will decide how you go about filling out the armour diagram, however the order

    to filling out the sheet should go wing internal structure, wing armour, aft armour, internal structure, nose armour and then the

    fuselage and cockpit.

    This is just for ease though.

    Armour:

    Firstly, you have to work out how much armour your fighter has, and this depends on your ruleset.

    Aerotech: If you are using Aerotech, then you can use the values from fighters you have designed or from the various

    Technical Readouts that were designed using that system. Note that Engine is called Aft in these rules.

    These armour values may be translated into rows as if the fighter was a Mech, thus divide the value in the location by four,

    and then add one.

    An expanded armour table appears in Appendix A.

    The cockpit is treated like head armour, and use the following table for the expanded armour values.

    P: Pilot

    F: FCS Radar

    Ls: Life support

    Av: Avionics

    1 2 3 4 5 6 1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3

    Aft

    Left

    Wing

    Cockpit

    Fuselage

    Right

    Wing

    PLsAv

    F

    Nose

    Destroyed DestroyedDest.

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    Expansion Four: Aerospace

    Fighter Tonnage Wing Structure Rows

    0-20 3

    21-40 4

    41-60 5

    61-80 6

    81-100 7

    Internal Structure:

    The internal structure of any fighter craft is worked out in the same way, regardless of what system designed the craft. Only

    wings and the body of the fighter have internal structure locations.

    Wings: Each wing has a certain amount of internal structure which is based on the tonnage of the fighter.

    Divide the tonnage of the fighter by 20 (round up), and then add 2 to get the wing structure.

    Cockpit Armour Armour Rows

    10-12 5

    13-14 6

    15-16 7

    Battlespace: If using fighters designed via Battlespace, then youll have to convert the Battlespace armour values to Aerobattle

    values, and from there you can then convert into Renegade Tech armour rows, as if the fighter was a Mech.

    To get cockpit values, use the following formula:

    4 + ( (Battlespace armour value * 40) / 10 ) rounding up

    This will give the amount of armour rows directly for Renegade Tech.

    BattleTech ROW: If you using the air support rules from the Rules of Warfare, then you can use the values from the

    following table. The tonnages and engine ratings will be used later for placing the internal components of the fighter.

    Cockpit Nose Wings Fuselage Aft Tonnage Engine

    Light Figter 5 4 3 4 3 30 240

    Medium Fighter 6 10 8 10 8 50 200

    Heavy Fighter 7 15 12 15 12 75 225

    Place these internal structure rows next to the thick black destroyed row on the armour diagram, and place the armour on top

    of this.

    Body: The body of the aircraft has a larger internal structure area than the wings. This is worked out by dividing the tonnage

    of the aircraft by ten (round up) and then adding three.

    Before placing the internal structure on the diagram, place the Aft armour on the diagram, then place the internal structure next

    to that, and finally place the nose armour on top.

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    Expansion Four: Aerospace

    Fighter Tonnage Structure Rows

    0-10 4

    10-20 5

    21-30 6

    31-40 7

    41-50 8

    51-60 961-70 10

    71-80 11

    81-90 12

    91-100 13

    Once all the armour and internal structure has been placed on the armour diagram, its time to place the internal components

    on the diagram.

    Every fighter has certain components that must be placed, and once they have been positioned, weapons and other equipment

    may be put down.

    Unless noted, any item may be placed anywhere in the internal structure part of the armour diagram in the main body section.

    Components that may be placed in the wings will be noted so.

    These components include:

    Engine: Every fighter has an engine, and this takes up a large chunk of the fuselage.

    An engine takes up an amount of boxes equalling its rating / 15 (round down). All these boxes must be joined together, and at

    least 2 must be placed on the border of the structure joining the Aft armour.

    Fire Control System Radar (FCS Radar): This system controls the gunnery of the craft, and takes up two boxes worth of

    internal structure. They need not be together. Note that the cockpit contains one FCS Radar box.

    Avionics: This also takes up two boxes, and like the FCS Radar, need not be mounted together. Indeed, for the better survival

    of the craft it is probably wise not to mount them both together! Note that the cockpit already contains one Avionics box.

    Fuel: Fuel takes up 2 boxes per ton of fuel carried. Each box may be sperate, and fuel may be mounted in the wings.

    Landing Gear: This takes up 2 boxes that must be together.Life Support: This only takes up one box. One Life Support box also comes with the cockpit.

    Control: This represents the various control systems in the wings that keep the craft flying. Each wing must have two sets of

    2 boxes dedicated to control Each set of two boxes must be joined together.

    Heat Sinks: Each fighter must place excess heat sinks on the armour diagram. The engine contains (rating / 20) heat sinks

    that dont need to be placed (just like a BattleMech), but the rest take up one box each. They need not be joined and may be

    mounted in the wings.

    Weapons: Weapons take up two boxes per critical slot. A weapons boxes must all be located together and be joined.

    The craft design should already state where the weapons are to be mounted.

    Ammo: Ammo takes up 2 boxes per critical slot, but need only be joined in groups of two boxes. Ammo may be placed in any

    location, including the wings.

    Other Equipment: This takes up 2 boxes per critical slot, and generally must be joined together.

    With Battlespace, if you dont know exactly what weapons the craft has, assume that each mount takes a single critical slot,

    and types of LRM, SRM, AC and mixed require 1 ton of ammo per mount.

    Sometimes, with all the equipment that a craft must carry, youll sometimes end up with no room to place it all in the main

    body. If this happens, then you may lower the requirements of the largest weapon (or several if needed) to make all the

    components fit. As long as each weapon has at least one box devoted to it, then it should still be considered legal.

    If youre still having trouble, then the engine may be reduced, but only as a last resort.

    Nearly all the designs from the various technical readouts will fit into the new layout with no tweaking required, and the ones

    that do can fit with only a slight tweak of the weapons.

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    Expansion Four: Aerospace

    Shown below are some example fighters. All were taken from the 3025 Technical Readout.

    1 2 3 4 5 6 1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3

    Aft

    Left

    Wing

    Cockpit

    Fuselage

    Right

    Wing

    PLsAv

    F

    Nose

    Destroyed DestroyedDest.

    AC/20

    Engine

    Av AvLsH LandF F

    ML ML

    Ammo

    Ammo

    Fu Fu Fu FuFu

    Fu Fu Fu FuFuMLMLC

    on.

    Con.

    Con.

    Con.

    P: Pilot

    F: FCS RadarLs: Life Support

    Av: Avionics

    H: Heat Sink

    Land: Landing Gear

    ML: Medium Laser

    AC/20: Autocannon Type 20

    Ammo: Autocannon ammunition

    Con. Control

    Fu: Fuel

    1 2 3 4 5 6 1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3

    Aft

    Left

    Wing

    Cockpit

    Fuselage

    Right

    Wing

    PLsAv

    F

    Nose

    Destroyed DestroyedDest.

    Con.

    Con.

    Con.Fu Fu Fu Fu

    Fu Fu

    Fu Fu Fu FuCon.

    H H H H

    H

    HH H H H

    H LargeLaser

    LargeLaser

    LargeLaser

    LargeLaser

    Engine

    Ls

    LandAv Av

    FF

    SL SL

    ML MLAmmo

    Ammo

    Ammo

    Ammo

    LRM 15 LRM 15

    P: Pilot

    F: FCS Radar

    Ls: Life Support

    Av: Avionics

    H: Heat Sink

    Land: Landing Gear

    SL: Small Laser

    ML: Medium Laser

    LRM 15: Long Range Missiles

    Ammo: LRM ammunition

    Con. ControlFu: Fuel

    Example 3025 TR-10 Transit:

    Example 3025 CHP-W5 Chippewa:

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    Expansion Four: Aerospace

    1 2 3 4 5 61 2 3 4

    5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3

    Aft

    Left

    Wing

    Cockpit

    Fuselage

    Right

    Wing

    PLsAv

    F

    Nose

    Destroyed DestroyedDest. Fu Fu FuFu Fu Fu EngineAv AvF F

    Land LargeLaser

    Con.

    Con.

    Con.

    Con.

    P: Pilot

    F: FCS Radar

    Ls: Life Support

    Av: AvionicsH: Heat Sink

    Land: Landing Gear

    Con. Control

    Fu: Fuel

    Example 3025 SYD-21 Seydlitz:

    Ls

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    Expansion Four: Aerospace

    Combat and Damage Resolution:

    Due to the various rules around, there are several ways of determining the type of damage inflicted on the aerospace fighter..

    Aerotech: Generally this is the easiest approach, as the various technical readouts list all the various weapons that the

    fighters carry, so all the basic templates from Renegade Tech can be used as is.

    However, if the Fire Factor system is being used, then use the following template to determine the damage from this:

    Battlespace: If you can get hold of a technical readout to determine what the actual weapons are on the craft, then that is the

    best approach. If you cant but you can work out what the weapons are, then more power to you.

    However, sometimes you cant figure out what the ship is supposed to carry, and in that case, the following system can be

    used.

    Scale up the various fire factors, and then divide into 5 point attacks as normal. Each five point attack will have its own

    template as determined by the following, and may not actually end up as five points of damage.

    AC: Use a AC/5 template

    LRM: Use a 5 point LRM attack

    SRM: Treat as if 2 SRMs hit the ship

    Laser: Treat as a Medium laser

    Pulse: Treat as a Medium Pulse laser

    Point: Treat as three machine gun attacksPPC: Treat as a PPC attack

    Mixed: Treat as a AC/5 template

    Combat then proceeds as normal. Choose the weapons you are going to fire, and the order in which they will be fired in, and

    if you hit, roll 2D6 on the following hit location table.

    Front Aft Left/Right Side Above/Below

    2 Cockpit Aft Cockpit Cockpit/Aft

    3 Nose Fuselage Side wing Fuselage

    4 Fuselage Fuselage Aft Aft

    5 Right wing Right wing Fuselage Right wing

    6 Nose Aft Side wing Aft

    7 Nose Fuselage Fuselage Fuselage

    8 Nose Aft Side wing Nose

    9 Left wing Left wing Nose Left wing

    10 Fuselage Fuselage Aft Nose

    11 Nose Fuselage Side wing Fuselage

    12 Cockpit Aft Aft Cockpit/Aft

    Cockpit/Aft: If attacking from below, the location hit is Aft, else it is the Cockpit

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    Expansion Four: Aerospace

    Once you know the location, you can then roll a centre point and apply the damage template as normal.

    Internal Structure:

    Once the armour on a various location is destroyed, the internal structure underneath is attacked as normal.

    Wings and the Cockpit are easy to work out as the internal structure is directly underneath the armour and thus the damagetemplate can just flow into the internal structure to damage things as normal.

    The Nose and Aft sections on the fighter are also determined in the same way.

    The fuselage is directly connected to the internal structure under the nose, and thus when an attack penetrates the fuselage

    armour, use the same centre point and apply the remaining damage to that part of the internal structure under the nose armour,

    even if the nose armour hasnt been breached yet.

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    Aft

    Fuselage

    Nose

    EngineAv AvF F

    Land Ls1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    Aft

    Fuselage

    Nose

    EngineAv AvF F

    Land LargeLaser

    Ls

    The above diagram shows an SYD-21 Seydlitz before combat (only the Nose, Aft, internal structure block and Fuselage are

    shown for clarity). As can be seen, the Seydlitz isnt intended for stand up combat, so when it gets hit in the fuselage by a

    medium laser (the second diagram), it is in trouble. The laser penetrates the armour of the fighter, and thus the penetrating

    damage will damage the internal armour along the same centre point, which in this case means that the damage will destroy

    the fighters only weapon.

    Internal locations are destroyed when a single point penetrates into the thick black destroyed area on the armour diagram, or

    (in the case of the internal block sandwiched between the nose and aft armour locations) when an unbroken line of damage can

    be traced straight through it. This damage doesnt need to breach either armour locations.

    1 2 3 4 5 6

    1 2 3 4 5 6

    1 2 3 4 5 6

    Aft

    Fuselage

    Nose

    Av AvF FLand Ls

    Continuing the example above, the Seydlitz gets into further trouble, and in a display of some very lucky die rolling, the

    unfortunate craft gets hit in the same fuselage location by an AC/5 and then a medium laser. This damage is enough to case

    an unbroken line through the internal structure, and thus the craft is destroyed.

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    Expansion Four: Aerospace

    Damage Effects:

    When a craft gets damaged, various systems will start to fail, bringing on the ultimate demise of the craft.

    Wing Effects:

    Control: When a control box gets hit, the craft starts to lose its manoeuvrability. When this happens, roll on the following

    table. Note that you have to roll whenever a control box is hit, thus if one of the control boxes on a wing takes 1 point ofdamage, then that is one roll. If it gets damaged later, then that requires another roll.

    1: Random movement

    2: No turns to that side

    3: No turns to that side

    4: Random movement

    5: Control lock - no turns at all

    6: No turns to that side (permanent)

    With the exception of (6), all results will clear with a successful Piloting roll.

    All effects take effect at the beginning of the next turn, with rolls to clear them happening in the end phase of that turnonwards.

    In an atmosphere, a Control effect will cause the craft to lose 2 levels of altitude unless a Piloting roll is made.

    Random Movement: Roll on the following table for Each point of current velocity that the craft has.

    2: Hard left

    3: Soft left

    4: Hard left

    5: Soft left

    6: Straight

    7: Straight

    8: Straight9: Soft right

    10: Hard right

    11: Soft right

    12: Hard right

    Hard: Forward one hex, 120 degree (2 hexsides) turn

    Soft: Forward one hex, 60 degree (1 hexside) turn

    Straight: Forward one hex

    A random movement effect at Very Low or NOE altitude will cause the craft to crash automatically.

    Wing Destroyed: If a wing is destroyed, then each turn the pilot must make a Piloting roll, and if unsuccessful, must roll asif the craft had suffered a Control result.

    Regardless, in an atmosphere, the craft will lose one level of altitude per turn.

    A destroyed wing gives a +5 to all landing rolls.

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    Expansion Four: Aerospace

    Internal Structure Block:

    Engine: Whenever the engine is hit, roll 1D6 and add the damage that was inflicted to the engine this turn (not the total

    amount).

    1: Craft loses 1/4 current thrust

    2: Craft loses 1/4 current thrust

    3: Craft loses 1/4 current thrust

    4: Craft loses 1/4 current thrust

    5: Engine shielding hit - +5 heat per turn

    6: Craft loses 1/3 current thrust

    7: Craft loses 1/3 current thrust

    8: Craft loses 1/3 current thrust

    9: Engine shielding hit - +10 heat per turn

    10: Craft loses 1/2 current thrust

    11: Craft loses 1/2 current thrust

    12+ Engine explodes, craft destroyed

    Any thrust loss will require a recalculation of the overthrust of the craft.

    Fuel: Each box destroyed loses the craft 2D6 worth of fuel points. The last fuel box destroyed loses all remaining fuel.

    FCS Radar: Each hit to this system gives the craft a +2 to hit modifier. When the last box is destroyed, the craft may no

    longer fire or target its weapons.

    Avionics: Each hit gives a +1 to all piloting roll. After three hits, all rolls are at +5.

    Life Support: When hit, the life support is destroyed. This gives 30 minutes of oxygen left for the pilot, and all heat avoid

    rolls are made with a -2 modifier.

    Landing Gear: The crafts landing struts are destroyed, meaning all landing rolls are at +5.

    Heat Sinks: Each heat sink destroyed decreases the crafts ability to dissipate heat by 1 or 2 points.

    Weapons: A hit to the weapon destroys it.

    Ammo: The ammunition has been hit and explodes, as per the Renegade Tech rules.

    Internal Structure Destroyed: If the internal structure is destroyed, then the craft is considered destroyed and out of play.

    Cockpit:

    Pilot: If the pilot is hit, they are killed, and the craft is considered destroyed.

    Cockpit destroyed: This result will kill the pilot and render the craft destroyed.

    Destroying an Aerospace Fighter:

    A fighter is considered destroyed when:

    The Pilot is killed

    The Cockpit is destroyed

    The Internal Structure Block is destroyed

    The Engine explodes

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    Expansion Four: Aerospace

    Dropships:

    Dropships are treated as large aerospace fighters.

    The main difference is that they have 2 armour blocks per location instead of the normal one, and they only have one internal

    structure diagram.

    Filling out the Armour Diagram:

    If using Aerotech or the Jumpships and Dropships sourcebook, then all armour values may be gotten from that.

    Once gotten, divide the values by two and then apply this new value to each armour block as if the dropship was a Mech.

    If using Battlespace, youll have to scale the armour values up.

    This is done by adding up all the dropship armour values (remembering that they have four sides), multiplying this value by

    ten, and then splitting this new value into the following locations:

    Nose: 20%

    Left side/wing: 20%

    Right side/wing: 20%

    Fuselage: 25%

    Aft: 15%

    Then divide each location by 2, and apply this halved value to each armour block as if the dropship was a Mech.

    Example Upgraded Version, 3057 Union Class Dropship:

    1 2 3 4 5 6 1 2 3 4 5 61-3 4-6

    1 2 3 4 5 6 1 2 3 4 5 61-3 4-6

    1 2 3 4 5 6 1 2 3 4 5 61-3 4-6

    1 2 3 4 5 6 1 2 3 4 5 61-3 4-6

    1 2 3 4 5 6 1 2 3 4 5 61-3 4-6

    Nose Left Side Right Side Fuselage Aft

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    Expansion Four: Aerospace

    Dropship Combat:

    Dropships in combat are handled pretty much like any other vessel with just a couple of twists to make things interesting.

    Firstly you have to hit the target as normal, and then you have to roll for a location.

    Aerodyne dropships use the same hit location table as aerospace fighters (although all cockpit hits become nose hits), while

    Spheriod dropships use the following table:

    Nose Aft Left/Right side

    2 Nose Aft Nose

    3 Nose Fuselage Side

    4 Fuselage Fuselage Aft

    5 Right side Right side Fuselage

    6 Nose Aft Side

    7 Nose Fuselage Fuselage

    8 Nose Aft Side

    9 Left side Left side Nose

    10 Fuselage Fuselage Aft

    11 Nose Fuselage Side12 Nose Aft Aft

    Once the location has been found, the armour is damaged. Youll notice that dropships have extra wide armour blocks. To

    gain a centre number for these, you can do one of two things.

    If you have one, you can simply roll a 1D12 to gain the centre point, or else you can roll 1D6 to determine which block the

    template will be placed in, and then you can roll another 1D6 to determine the exact centre number.

    In either case, templates can be positioned to cover either block, but they cannot be placed to cover a block in a different

    location.

    Then its just a simple case of applying enough firepower to breach the armour.

    When the armour is breached, any and all damage is transferred to the single internal structure diagram. The same centre point

    is used to determine where the damage falls and what components are damaged.

    The damage effects are as follows:

    Bays: When a bay takes damage, the cargo is damaged, and is destroyed when the bay is destroyed.

    Bay Doors: When a bay door is damaged, each box hit increases the time taken to load and unload cargo. When all boxes are

    crossed off, that door is destroyed, the bay is depressurised and it may not be used until repaired, thus fighters may not be

    launched.

    Bridge: Each 2 boxes crossed off means that all piloting rolls the ship has to make are at +1. Also everytime the ship spends

    2 or more thrust points, it must make a piloting roll. If successful, nothing adverse happens, else the ship is out of control and

    next turn it may not spend any thrust points and all combat is at a +2. This only effects the one turn.

    When the bridge is destroyed the ship gets a further +1 to all piloting rolls, and must roll whenever it attempts to spend a thrust

    point.

    If the CIC is also destroyed, then the ship may not longer expend thrust points.

    Combat Information Centre (CIC): During a normal game this will have no effect except to function as an auxiliary bridge

    to let the craft use thrust when the bridge is destroyed. However in mass battles this functions as a control centre for coordi-

    nating the battle.

    Computer: When the computer is damaged, add a +1 to all gunnery and piloting rolls for each two points of damage it has

    sustained. A destroyed computer gives no additional ill effects, a ship has enough back up systems to still continue to operate,

    although at a much reduced rate.

    Crew Quarters: In battle this has no effect other than to act as a damage sink. In campaigns however, this will have serious

    effects for the crew, resulting in decreased performance until repaired.

    Docking Collar: When the collar is damaged, all times taken for a dropship to reattach back to a mother ship are doubled.When destroyed, the dropship may no longer hook back unto a jumpship.

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    Fusion Plant: When damaged, the ship may no longer supply all the power to feed all the weapons and ships drives. Thus for

    every two points of damage inflicted after the first four, either one weapons bay or the transit drive may not be used. This may

    be changed every turn as power is redirected towards deferent systems. When the fusion plant is destroyed, the ship may no

    longer fire weapons, generate thrust or operate the life support systems.

    Hull Collapse: When this happens, the crafts integrity gives way, the ship is holed and it may no longer fire weapons,

    generate life support or operate the transit drive. When this is destroyed, so is the craft.

    Landing Gear: When damaged, all rolls to land are made at +5. When destroyed, all landing rolls are made at +10.

    Left/Right Thruster: For each two points of damage in these locations, it takes an additional thrust point to be able to turn inthat direction. When the thrusters are destroyed, turning in that direction is impossible.

    Life Support: When damaged, all further piloting rolls are made at a +1. When destroyed, the crew must wear pressure suits

    and all rolls (piloting and gunnery) are made at a further +1.

    Navigation Systems: During combat, this is essentially a free hit, but in campaigns, this means that the ship will have trouble

    getting where it wants to go.

    Plant Destroyed: When this is damaged, it means that the ship no longer has power, cannot generate any thrust and the life

    support is non functional.

    Radar: Again, during combat this will have no effect, but when destroyed it means that the craft is effectively blind.

    Reaction Mass: Every hit to this reduces the available fuel by 15 points. There is also a chance that the ship will explode -

    roll 2D6, and subtract 1 for each hit inflicted on the fuel. On a 4-, the fuel explodes destroying the ship.

    Ship Destroyed: The vessel is out of play.

    Transfer: This is how stuff gets from a dropship to a jumpship, and vice versa. When damaged, all transfer times aredoubled, and when destroyed, any transfers cannot happen.

    Transit Drive: Every two hits inflicted on the drives reduces the available thrust by 1. Recalculate Overthrust as appropriate.

    Weapon Bays (marked WP): When damaged, half the weapons in that arc are destroyed and cannot function. When

    destroyed, all weapons in that arc are destroyed.

    The various weapon arcs are:

    FL: Forward left (or left wing)

    FR: Forward right (or right wing)

    Nose

    AL: Aft left

    AR: Aft right

    Aft

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    Jumpships:

    Jumpships are treated much like dropships. They have double-spaced armour locations and a single internal structure loca-

    tion. However they have more armour locations than dropships do to account for their much larger size!

    Filling out the Armour Diagram:

    If you are using Aerotech rules, then you can simply take the armour values from the various technical readouts, multiply by

    0.75 and then apply this value (converted to Renegade Tech rows) to each half of the double-space armour blocks, much like

    a dropship.

    If you are using Battlespace, then youll have to convert the armour values. This is done by adding up the armour values of

    all sides of the jumpship (remembering that there are six sides), and then multiplying this value by ten.

    Then divide the armour amongst the following locations:

    Command Section: Nose: 15%

    Right side: 12.5%

    Left side: 12.5%

    Cargo Section: Right side: 15%

    Left side: 15%

    Engine Section: Right side: 10%

    Left side: 10%

    Aft: 10%

    Then multiply the armour value in each location by 0.75, convert it to Renegade Tech rows, and apply the value to each half

    of the double-spaced armour blocks.

    Jumpship Combat:

    Jumpships in combat behave much like dropships in combat. Well, technically they dont, theyre not as agile (!), dont packas much of a punch and cant carry nearly as much armour, but rule wise they are very similar.

    After a hit has been achieved, the location must be known, which is done by rolling on the following hit location table.

    Nose Aft Sides

    2 Command section: Nose Engine section: Aft Command section: Nose

    3 Command section: Right Engine section: Right Engine section: Side

    4 Command section: Right Dropship/Egine: Right Command section: Side

    5 Command section: Right Engine section: Right Command section: Side

    6 Dropship/Command: Right Engine section: Right Dropship/Cargo: Side

    7 Command section: Nose Engine section: Aft Cargo section: Side

    8 Dropship/Command: Left Engine section: Left Dropship/Cargo: Side9 Command section: Left Engine section: Left Engine section: side

    10 Command section: Left Dropship/Engine: Left Engine section: Side

    11 Command section: Left Engine section: Left Command section: Side

    12 Command section: Nose Engine section: Aft Engine Section: Aft

    Once all the armour is breached, then the single internal structure block begins to take damage, and this is handled in the

    same way as for dropships.

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    Damage Effects:

    For the most part, a jumpship has the same damageable components as a dropship, but it also some special ones which are

    listed below:

    Grav Deck: Grav decks cannot be used while the ship is in motion, so it is unlikely that these be critical to a ships operation,

    but their destruction will mean that the crew will have no ability to be in a simulated gravity environment, and this can have

    long term harmful effects. Any damage will prevent a grav decks use.

    Jump Sail Array: This is the mechanism that coils and unfurls the delicate jump sail. For every point of damage inflicted, the

    time taken to coil and unfurl the sail is increased by 50%, although the risk that the sail will be damaged in the process is

    drastically increased also.

    K-F Drive Destroyed: With this destroyed, the ship may no longer attempt to make jump.

    K-F Drive System Components:

    Drive Charging System

    Helium Tank

    Field Initiator

    Drive Coil

    Drive Controller

    Lithium Fusion Battery

    See Battlespace for the long term effects the damage to these systems will have on a campaign, suffice it to say that each willhave a significant effect on a ships ability to make a safe jump.

    Station Keeping Drive: This is what enables a jumpship to maintain its station in space. Any damage will mean that the ship

    cannot even attempt long distance thrust movement, but as long as one point of damage remains, the ship will still be able to

    maintain its station.

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    Expansion Four: Aerospace

    Appendix A:

    This appendix lists standard Battletech armour points and their corresponding value in armour rows for the Renegade Tech

    system.

    Battletech Rentech

    'Mech Armour 'Mech Armour

    Value Value

    1 1

    2-5 2

    6-9 3

    10-13 4

    14-17 5

    18-21 6

    22-25 7

    26-29 8

    30-33 9

    34-37 10

    38-41 1142-45 12

    46-49 13

    50-53 14

    54-57 15

    58-61 16

    62-65 17

    66-69 18

    70-73 19

    74-77 20

    78-81 21

    82-85 22

    86-89 23

    90-93 24

    94-97 2598-101 26

    102-105 27

    106-109 28

    110-113 29

    114-117 30

    118-121 31

    122-125 32

    126-129 33

    130-133 34

    134-137 35

    138-141 36

    142-145 37

    146-149 38

    150-153 39

    154-157 40

    Armour Points RenTech Rows

    10-12 5

    13-14 6

    15-16 7

    Cockpit Armour