So I got together with another of my regular players and we came up with a new mechanic to institute into the game. This set of rules allows players to become pirates and actually attack each other for loot.
Now, I know that Firefly-Class Transports do not have any weapons on them. The principle guiding this mechanic would be that the pirate ship is forcibly boarding the defending vessel. Of course, we did not want players to be able to stock up on a single skill then run out and start pillaging every other captain in the 'Verse.
So there is a necessary amount of randomness attached to this, but that is more in the interest of balance. Feel free to leave your feedback in the comments section of the blog.
Firefly: Pirate Wars Rules
Purpose:
In order to
instill more Player vs. Player interaction in the game, the following rules can
be enacted by unanimous decision at the start of the game.
These guidelines are in addition to the standard rules as laid out in the Firefly: The Game instruction manual.
Rules:
I.
Players
can only be attacked by another Firefly if the two ships are occupying the same
sector of space.
II.
A
player wishing to attack another player must use one of his or her actions to
commence the attack by declaring “Pirate Attack”.
III.
The
sequence of combat will be performed as follows:
a. If the defender chooses, he may opt
for an Evasion Roll. If successful, the
Defender evades to an adjacent sector of space.
See chart below.
b. The Attacker rolls for the “Skill
Test Determination”. See Chart below.
c. The Defender rolls for the “Loot
Determination”. See Chart below.
d. Both the Attacker and the Defender
roll a dice and then add that number to applicable skill set as determined in
Step III.B.
e. The winner is whoever has a higher
score.
f.
Winner
receives the loot, as determined by the Loot Determination Roll in step III.C
IV.
If
the loser cannot pay the loot, re-roll the “Loot Determination” roll.
a. If the player has no loot that can be
claimed by any Loot roll, the loser’s captain is disgruntled.
b. The Attacker is free to negotiate his
loot reward, instead of re-rolling the “Loot Determination” roll.
V.
The
Winner will evade upon completion of the attack to an adjacent space.
VI.
Neither
player can hire disgruntled crew from the other once hostilities have
commenced.
Special Rules and Addendums
1. If the Defender wins, the Attacker
receives a Warrant (unless the Defending Ship has an active Warrant award for
pirating).
2. If a ship (that has no Warrants)
attacks a ship that has received a Warrant (and still has that Warrant) from
pirating, they can claim a $500 bounty from Harken if they successfully beat
the pirate ship.
a. This will also make the winning
non-warranted ship captain solid with Harken if they were not already.
b. The bounty will double if the player
is already solid with Harken.
c. This bounty is paid by the bank to
the player and is in addition to any loot obtained during the attack.
d. This bonus does not apply to
Defending ships.
3. If the loot to be received is an
enemy crew member:
a. If the winner does not have space on
his ship for more crew:
i.
The
winner can kill one of the loser’s crew.
OR
OR
ii.
The
winner can kill one of his own crew if he is in open space to make room for the
new crew member.
OR
OR
iii.
The
winner can dismiss one of his crew if the ships are in a sector occupied by a
planet or space station, to make room for the new crew member.
b. If the winner chooses to kill a crew
(either his or his opponent’s), all of his Moral Crew are disgruntled and you
become Solid with Niska.
4. The winning ship cannot loot or
destroy cargo for which he does not have room for on his ship. For example, if an Attacker wins all of the
loser’s 4 Cargos, but only has 2 spaces to store them on his ship, he may only
take two Cargo and leave the other two on the loser’s ship.
5. If the Loot is Cash, that money is
taken from the loser’s cash reserves, and not from the bank.
*If the
loser has a Ship Upgrade to expand their Stash, cargo and contraband stored in
there will not be looted.
EVASION ROLL CHART:
Conditions
|
Results
|
No Modifiers
|
Roll a “6” and discard 1 Fuel to evade.
|
Pilot
|
Roll “5” or greater and discard 1 Fuel
to evade
|
Pilot + Mechanic
|
Roll “4” or greater and discard 1 Fuel
to evade.
|
“Wash”
|
Roll greater than “4” to evade. No fuel needed.
|
CRY BABY in Alliance Space
|
If a “6” is rolled (and only a 6), the
Defender can discard their Cry Baby to call the Cruiser to their
position. The Attacker will have to
play through the Alliance Encounter Card, however, they will have to treat
ALL crew as Wanted Crew.
|
CRY BABY in Border Space
|
If a “6” is rolled (and only a 6), the
Defender can discard their Cry Baby to call the Reaver Cutter to their
position. Both players must perform
the Reaver Encounter Card. Neither ship can evade into the same space.
|
SKILL TEST
DETERMINATION ROLL CHART
Dice Result
|
Description
|
Result
|
1 – 2
|
The
Pirates forcibly board their victim’s vessel, armed and ready to fight…
|
Fight
Skill
|
3 – 4
|
The
Pirates stealthily sneak aboard their victim’s vessel, hoping to steal some
loot without detection…
|
Tech
Skill
|
5 – 6
|
The
Pirates hail their victims and attempt to negotiate their immediate surrender…
|
Negotiate
Skill
|
LOOT DETERMINATION
ROLL CHART:
Dice Result
|
Winner will take from loser:
|
1
|
All fuel and parts the loser has in
his cargo hold and stash*
|
2
|
All cargo and contraband the loser has
in his cargo hold and stash*
|
3
|
One Equipment / Gear of the winner’s
choosing.
|
4
|
One Crew of the winner’s choosing.
|
5
|
One Ship Upgrade of the winner’s
choosing
|
6
|
Cash equal to $500 multiplied by the
difference between the Attacker’s score and the Defender’s score.
|
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