Talk:Sphere RPG System Mechanics: Difference between revisions

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If a character ever has Wounds higher than their Shock Resistance, they automatically pass out.
If a character ever has Wounds higher than their Shock Resistance, they automatically pass out.
===Electronic Warfare===
Electronic Warfare (EW) is a vital part of any military conflict in the 22nd century.  Sensors, guided weapons and electromagnetic defenses all provide critical advantages to those who use them.  Electronic warfare can be used to shape a battlefield or open an enemy up for crippling attacks.
====Guided Weapons====
Guided weapons use some sort of onboard or offboard sensor to engage a target.  The advantage of guided weapons is they are highly accurate and merely hiding behind a convenient trench or hillock provides no defense.  As guided weapons are typically missiles or bombs, they also tend to be powerful but available in limited numbers.  This combination makes them quite deadly.
Unfortunately for the children of the guided missile revolution, electronic defenses have kept pace.  ECM can shut guided weapons down with near-perfect results; consequently the struggle between guidance systems and electronic defenses is a continuing one with new frequencies, clever tricks and raw radiated power all moving back and forth as one side attempts to match or defeat the other.  This occurs in the weapon test labs and with data gathered by ELINT ships
On the battlefield an attacker who does not have a clear and undefended electronic hole (aquiring one such could be an adventure in itself) must rely on 'pinging' the enemy's electronic defenses in an attempt to temporarily nullify them.  This is an all or nothing prospect; either the ECM works or it does not.  See ECM for how this works.
A weapon that is fired through a successful ping has a Guided bonus, this may range from a couple extra dice for guided direct-fire shells to substantial for weapons that are otherwise intrinsically inaccurate (bombs, etc) - some weapons are designed to ''only'' be used in connection with a ping, such as infantry backpack micromissiles.
===ECM===
Conventional self-defense ECM has two important stats:
:'''Strength''' is more or less a measure of how much energy the ECM system outputs - sheer power can defeat any clever trickery.  This is how many successes the pinger must acquire in order to have a successful ping.
:'''Spectrum''' is how wide-band the ECM system is - narrow band emitters can be more powerful for a given size and power draw, but are easier to work around.  Spectrum is the base target number for the skill check to conduct a ping.

Revision as of 15:35, 7 June 2012

Wounding

Weapons attack with their Impact value, which is their physical ability to inflict damage. If the weapon exceeds the defender's summed resistance threshold it inflicts a wound. Higher thresholds may result in more severe effects, such as instant death (literally or functionally for combat purposes).

Entities with Stamina also need to roll the Shock value of the weapon against their Shock Resistance - Success means that the individual continues to fight. Failure means that they slide into unconsciousness or combat ineffectiveness as their body goes into shock. Characters in this state are incapacitated for combat, though hardly dead - they may still be conscious of their surroundings and even if not, modern battlefield medicine can keep almost anyone alive so long as their brain remains intact.

Being in a fight is not a static experience though; with adrenaline released into the bloodstream, humans can perform physical tasks better, react more quickly and resist pain. As a result, every point of Adrenaline a character has provides the following bonuses, to a maximum of double the base value:

+1 Shock Resistance
+1D to any perception or physical actions that involve major movement (running, spotting enemies, etc)
-1D to any any actions that require concentration or fine motion (hacking a control cortex, running a bypass, etc)

Events that modify a character's Adrenaline are as follows:

Gunfire (first time): +1
Getting hit (first time): +1
Taking a wound (first time): +2
Taking additional wounds: +1/per
Calming exercises: -1
Lull in fighting: -1 to -3

If a character ever has Wounds higher than their Shock Resistance, they automatically pass out.


Electronic Warfare

Electronic Warfare (EW) is a vital part of any military conflict in the 22nd century. Sensors, guided weapons and electromagnetic defenses all provide critical advantages to those who use them. Electronic warfare can be used to shape a battlefield or open an enemy up for crippling attacks.

Guided Weapons

Guided weapons use some sort of onboard or offboard sensor to engage a target. The advantage of guided weapons is they are highly accurate and merely hiding behind a convenient trench or hillock provides no defense. As guided weapons are typically missiles or bombs, they also tend to be powerful but available in limited numbers. This combination makes them quite deadly.

Unfortunately for the children of the guided missile revolution, electronic defenses have kept pace. ECM can shut guided weapons down with near-perfect results; consequently the struggle between guidance systems and electronic defenses is a continuing one with new frequencies, clever tricks and raw radiated power all moving back and forth as one side attempts to match or defeat the other. This occurs in the weapon test labs and with data gathered by ELINT ships

On the battlefield an attacker who does not have a clear and undefended electronic hole (aquiring one such could be an adventure in itself) must rely on 'pinging' the enemy's electronic defenses in an attempt to temporarily nullify them. This is an all or nothing prospect; either the ECM works or it does not. See ECM for how this works.

A weapon that is fired through a successful ping has a Guided bonus, this may range from a couple extra dice for guided direct-fire shells to substantial for weapons that are otherwise intrinsically inaccurate (bombs, etc) - some weapons are designed to only be used in connection with a ping, such as infantry backpack micromissiles.

ECM

Conventional self-defense ECM has two important stats:

Strength is more or less a measure of how much energy the ECM system outputs - sheer power can defeat any clever trickery. This is how many successes the pinger must acquire in order to have a successful ping.
Spectrum is how wide-band the ECM system is - narrow band emitters can be more powerful for a given size and power draw, but are easier to work around. Spectrum is the base target number for the skill check to conduct a ping.