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	<title>Carnage Amongst the Web &#187; campaign rules</title>
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		<title>3:16 War Amongst the Stars Handbook</title>
		<link>http://316carnage.com/2010/03/18/316-war-amongst-the-stars-handbook/</link>
		<comments>http://316carnage.com/2010/03/18/316-war-amongst-the-stars-handbook/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 08:47:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
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		<category><![CDATA[campaign rules]]></category>
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		<description><![CDATA[3:16 &#8211; Carnage Amongst the Star Wars is a fan adaptation of 3:16 &#8211; Carnage Amongst the Stars and the supplement So Few by Gregor Hutton. All rights, trademarks etc are the property of their respective owners. This document assumes you have a copy of 3:16 &#8211; Carnage Amongst the Stars and have read it, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2010/03/star-wars-drawing1.jpg"><img class="alignright size-medium wp-image-292" title="star-wars-drawing1" src="http://316carnage.com/wp-content/uploads/2010/03/star-wars-drawing1-210x300.jpg" alt="" width="210" height="300" /></a>3:16  &#8211; Carnage Amongst the Star Wars is a fan adaptation of 3:16 &#8211; Carnage  Amongst the Stars and the supplement So Few by Gregor Hutton. All rights, trademarks etc are  the property of their respective  owners.</p>
<p>This document assumes you have a copy of  3:16 &#8211; Carnage Amongst the Stars and have read it, if you haven&#8217;t I  strongly suggest you buy a copy as it&#8217;s well worth the investment.</p>
<p><span id="more-271"></span><strong><br />
Difference</strong></p>
<p>The main difference  between 3:16 &#8211; Carnage Amongst the Stars and 3:16 &#8211; Carnage Amongst the  Star Wars is that in the original game you play an infantry soldier,  part of a large unit or an elite squad of commando&#8217;s. In this version  you start as a Cadet in the Rebellion and will learn to fly in the  various Rebel craft as you make a name for yourself in the Rebel Army.</p>
<p>Advanced  groups can chose to play the other side, The Imperial Navy.</p>
<p>Ultimately  the goal is the same: &#8220;Kill &#8216;m All&#8221;<strong></strong></p>
<p><strong><br />
Character Creation</strong></p>
<p>Each player  gets 11 (instead of 10) points to split between FA and NFA.</p>
<p>At  character creation the maximum in either FA and NFA is 8 and during the  course of the campaign the maximum is 9.</p>
<p>Special abilities,  bonuses etc can still raise this to 10, but neither FA nor NFA can ever  be increased to a natural 10.</p>
<p>The rest is the same as  normal character generation in the 3:16 manual, the only difference is  that the group needs to chose a squadron callsign: for example Red  Squadron or Gold Squadron.</p>
<p>The highest ranked player will be Red 1 and the second highest player  will be Red 2 and so forth.<strong></strong></p>
<p><strong><br />
Ranks</strong></p>
<ul>
<li>Rank 0 &#8211; Trooper    &#8211;  Cadet</li>
<li>Rank 1 &#8211; Corporal    &#8211; EnsignRank 2 &#8211; Sergeant    &#8211;  Lieutenant</li>
<li>Rank 3 &#8211; Lieutenant    &#8211; Lieutenant Commander</li>
<li>Rank  4 &#8211; Captain    &#8211; Commander</li>
<li>Rank 5 &#8211; Major        &#8211; Captain</li>
<li>Rank  6 &#8211; Lt. Colonel    &#8211; Commodore</li>
<li>Rank 7 &#8211; Colonel    &#8211; Admiral</li>
<li>Rank  8 &#8211; Brigadier    &#8211; Admiral of the Fleet</li>
</ul>
<p><em>I chose to let my players start at the rank  of Cadet and level 10 for a training mission in a simulator. This has  the advantage of the group getting a feel for the setting and the other  players without the risk of dying etc, it also gives your players a  chance to goof off <img src='http://316carnage.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </em></p>
<p><em>After  the training mission they are promoted to the rank of Ensign and (not a  must) the Wingleader to the rank of (Acting) Lieutenant.</em><strong></strong></p>
<p><strong><br />
FA &amp; NFA</strong></p>
<p>Anything (*) that  causes kills is FA and everything else is considered NFA.</p>
<p>A few  examples of NFA:</p>
<ul>
<li>Taking evasive action, Eject, Enter Hyperspace  or getting a Missile Lock.</li>
</ul>
<p>Players are encouraged to come up with  other NFA tricks and as long as the other players or the GM objects,  it&#8217;s allowed.</p>
<p><em>(*) As with everything in life there are always  exceptions.</em></p>
<p>Basicly it comes down to (trying) to do  kills/damage versus avoiding kills, fancy flying, getting to a better  position or trying to rescue someone/something.<strong></strong></p>
<p><strong><br />
NFA Specials</strong></p>
<p>There are several  special abilities which require an NFA roll in a combat situation, this  section describes their effect and their intended use.</p>
<ul>
<li>Taking  evasive action &#8211; On a successful NFA roll the player avoids getting hit  by the enemy even if that players success is lower then that of the  enemy (AA). This basicly works the same way as the Parry special  ability in 3:16</li>
</ul>
<ul>
<li>Enter Hyperspace &#8211; Entering Hyperspace takes two  rounds. The first round is required to plot an escape course that isn&#8217;t  blocked, nor doesn&#8217;t fly you into a planet. At the end of the second  round you successfully enter Hyperspace. You will need to make two  successful NFA rolls to make enter Hyperspace without getting shot to  pieces. If the first roll fails your attempt fails all together,  if the second fails then you still get away but you get a kill.</li>
</ul>
<ul>
<li>Getting a Missile Lock &#8211; To fire a missile, torpedo or a rocket you  first need to attain a missile lock before you can fire your  projectiles.<br />
To get the lock you need to make a successful NFA  roll and the next round you can, but don&#8217;t have to, fire the projectiles  (See the Weapon section for more information). Your missile lock  holds for as long as you don&#8217;t get hit, if you fire the missile you only  need a successful FA roll, you don&#8217;t have to be faster then the enemy.<br />
If  you dont fire that round, you will have to relock as the enemy broke  the lock, you also lose your lock when you perform evasive manouvers or  any other action that makes it improbable that you could&#8217;ve maintained  the missile lock.</li>
</ul>
<p><strong><br />
Specials</strong></p>
<p><em><strong>Mag  Pulse</strong></em> &#8211; Costs 1 Missile/Torpedo Token &#8211; The enemy can&#8217;t do any kills  this turn or if they acted already, next turn. One Use Only &#8211; The enemy  can still do other actions just no kills.<em><strong><br />
Tractor Beam</strong></em> &#8211; Same  round Missile lock (Combined FA/NFA roll) &#8211; Costs an Afterburner Token.<em><strong><br />
Request  for Reinforcements</strong></em> &#8211; Highest ranking only &#8211; Ambush (One Use Only)<br />
<em><strong>Hyperdrive </strong></em>- On two successful NFA rolls player or players can leave combat  without taking a kill. (Described in the NFA section)<em><strong><br />
Jammer </strong></em>-  Costs an Afterburner Token &#8211; You can&#8217;t be targetted by Missiles (Too  Weak)<em><strong><br />
R2 Unit -</strong></em> +1 Shield and +1 repair (Instead of the Kinetic  Shield)<em><strong><br />
SLAM system</strong></em> &#8211; A craft equiped with the SLAM system can  enter combat at a different range then the other players even when  ambushed. If you move 1 range then your next attack is at half kills  (rounded down, sorry) and if you moved 2 ranges then you can&#8217;t attack  that round.</p>
<p>(Note you can not go beyond far range.)<strong></strong></p>
<p><strong><br />
Weapons</strong></p>
<p>Missiles are fast and  can be used against any Craft, but generaly do less kills than Torpedos.</p>
<p>Torpedos  are slower and are meant for large and/or slower targets. They can be  used against Fighters but at a -1 penalty to lock on and to fire.</p>
<p>Rockets  are too slow to be used against anything other than Capital Ships, but  do a lot more kills.</p>
<p>Missiles and Torpedos always earn you a  token unless its a named npc or a capital ship.</p>
<p>Projectile  weapons can be linked together to fire two with one shot.</p>
<p>If it  is a capital ship capable of taking such damage you roll for each  torpedo and sum the results.</p>
<p>If it is a fighter then you get to  chose which result you want to use (hint: Highest).</p>
<p>Either way you  have used one token per projectile fired.<strong></strong></p>
<p><strong><br />
Shields</strong></p>
<p>Each craft is equiped  with shields and in most cases armour plating as to increase the chance  of survival when the going gets tough.</p>
<p><em>A Mess</em> &#8211;   Your ship has  seen better days.</p>
<p><em>Crippled </em>- It&#8217;s still flying, well kinda&#8230; (no  more fancy stuff)</p>
<p><em>Armor </em>- Armor (if the ship has any that is) &#8211;  Usable once only.</p>
<p><strong>Shield Tokens </strong>- Some ships have much stronger  shields and as such they get more shield tokens to use before they  become bloodied.</p>
<p><strong>Favor </strong>- Luck, the Force or anything else a  player wishes to call it. &#8211; Usable once only.</p>
<p><strong>Parry</strong>: Destroy  incoming missile, minor shield impact etc &#8211; whatever the Player  roleplays what they consider to have happened, the dice are merely a  Guideline. &#8211; Usable once only.<strong></strong></p>
<p><strong><br />
GM Tokens</strong></p>
<p>At the start of a  mission the GM gets 7 times the amount of players in tokens.</p>
<p>Per  encounter a gm assigns tokens, with a minimum of one (plot twist) and a  maximum of 2,5 times the amount of players.<strong></strong></p>
<p><strong><br />
Spotlight Scenes</strong></p>
<p>After any  encounter players get a Spotlight scene.</p>
<p>Any unused spotlights are  only lost when the mission ends or a new one becomes available.</p>
<p><em>Assault </em>- Unchanged (Medium)<em><br />
Leverage </em>- Unchanged (Long)<em><br />
Strategem </em>-  Unchanged (Medium)<em><br />
Treatment/Repair</em> &#8211; When docked and a  repaircrew is available you repair 1d3 (Long)Otherwise you repair  just 1 (Short).<em><br />
Repair and reload</em> &#8211; Only at a facility: You can  add 1 Missile/Torpedo and Repair 1 or just reload 2 without repairing.  (Short)</p>
<p>The Flight Leader decides how much time there is  between encounters, this can have repercussions on the next encounter.  What kind of repercussions is up to the GM and ought to be discussed  with the players through the Mission Briefing.<strong></strong></p>
<p><strong><br />
Chain of Command</strong></p>
<p>The Chain of  Command isn&#8217;t as strict as the Imperial Navy and much can be overlooked  (brawls, verbal fights etc) but neglecting ones duty, murder, loss of  Craft etc will be severly punished.<strong></strong></p>
<p><strong><br />
Campaign</strong></p>
<p>The Campaign consists  of about 10 to 20 missions.</p>
<p>The final battle is basicly when  everyone has reached level 18.</p>
<p><em>(Assuming you only have regular  players, if a player only attends every now and then they won&#8217;t be level  18, this shouldn&#8217;t be too much of a problem, but the playergroup can  resolve this any way they like.)</em></p>
<p><strong><br />
Gaining a Level</strong></p>
<ul>
<li>Performing  beyond the call of duty (most kills)</li>
<li>Superior Tactics (most  tokens)</li>
<li>Combat Expertise (lowest level)</li>
</ul>
<p>In case of 3  players 1 and 2 roll to see who gets the level.<strong></strong></p>
<p><strong><br />
Rank</strong></p>
<p>There are multiple ways to  gain or lose a rank.</p>
<p><em>Promotion</em></p>
<p>Promotion  isn&#8217;t automatic, but you do get a chance by rolling NFA.</p>
<ol>
<li> Using a strength</li>
<li>Your commanding officer or your team puts you  up for promotion.</li>
<li>The GM can promote you (don&#8217;t hold your  breath, but it can happen)</li>
<li>Temporary Field promotion when an  officer dies or becomes incapacitated during a mission.</li>
</ol>
<p><em>Demotion</em></p>
<p>Demotion isn&#8217;t  automatic either, instead the one putting you up for demotion makes a  NFA roll and if they are successful you get to make a NFA roll yourself  to avoid being demoted. If they fail or you succeed nothing happens.</p>
<ol>
<li>Using a weakness</li>
<li>Failing a mission (GMs &#8216;choice&#8217;)</li>
<li>Team puts you up for Demotion</li>
<li>Voluntarily</li>
</ol>
<p>Putting  someone up for a demotion isn&#8217;t without risk.</p>
<p>If you fail and the  other (assuming they are higher ranked) succeeds they can demote you.  Normal demotion rules apply, but you don&#8217;t get to demote them in case  they fail also.</p>
<p><em>Field  promotion</em></p>
<p>When an officer falls in battle or becomes unable  to perform their duty, its important they are replaced so the mission  can continue as planned.</p>
<p>The person taking over gets a field  promotion to the same rank.</p>
<p>When there are two of equal rank they  get to roll for it, unless the ranks already agreed on a successor.</p>
<p>If  at the end of the mission the officer has recovered and the mission is a  success, they get to make a promotion roll to attain their next rank,  if the officer doesn&#8217;t recover they get to make a roll to keep their  field promotion.</p>
<p>If the mission fails the roll is at -2, if you  succeed you keep the field promotion, if you fail but would&#8217;ve made it  without the penalty you gain a rank instead. (The GM can decrease the  penalty if it wasn&#8217;t a complete Failure)<strong></strong></p>
<p><strong><br />
Ships</strong></p>
<p><em>Interceptor Class</em></p>
<p><strong>V-Wing</strong> &#8211;  2 Cannons &#8211; 0 Ion Cannons &#8211; 1 Missile Launchers &#8211; 1 Shield &#8211; 6  Afterburner &#8211; 1 Person<strong><br />
T-Wing</strong> &#8211; 2 Cannons &#8211; 0 Ion  Cannons &#8211; 2 Torpedo Launchers &#8211; 1 Shield &#8211; 9 Afterburner &#8211; 1 Person<br />
<strong>A-Wing</strong> &#8211; 2 Blaster Cannons &#8211; 0 Ions &#8211; 2 Missile Launchers &#8211; 0 Shield &#8211; 2  Afterburner &#8211; 1 Person &#8211; Flanking &#8211; Rank 3</p>
<p><em>Assault Class</em></p>
<p><strong>R-41</strong> &#8211; 2  Laser Cannons &#8211; 2 Ions &#8211; 2 Missile Launchers &#8211; 2 Shield &#8211; 3 Afterburner  &#8211; 1 Person<strong><br />
Y-Wing</strong> &#8211; 2 Blaster Cannons &#8211; 2 Ion Cannons &#8211; 2  Torpedo Launchers &#8211; 2 Shield &#8211; 3 Afterburner &#8211; 1 Person &#8211; None &#8211; Rank 2<strong><br />
B-Wing</strong> &#8211; 3 Heavy Blaster Cannons &#8211; 3 Heavy Ion Cannons &#8211; 2 Torpedo Launchers &#8211;  1 Shield &#8211; 2 Afterburner &#8211; 2 Persons &#8211; S-Foils &#8211; Rank 5</p>
<p><em>General Purpose Class</em></p>
<p><strong>Z-95 </strong>- 3 Lasers &#8211; 0 Ions &#8211; 2 Missile  Launchers &#8211; 0 Shield &#8211; 4 Afterburner &#8211; 1 Person &#8211; None &#8211; Rank 0<strong><br />
X-Wing</strong> &#8211; 4 Blaster Cannons &#8211; 0 Ion Cannons &#8211; 2 Torpedo Launchers &#8211; 1 Shield &#8211; 3  Afterburner &#8211; 1 Person &#8211; S-Foils &#8211; Rank 4<strong></strong></p>
<p><strong><br />
Flanking</strong></p>
<p>Craft with this ability  can enter Flanking on their turn for free assuming they were successful  on their roll (either FA or NFA).</p>
<p><strong>S-Foils</strong></p>
<p>Craft with S-Foils can  close them to move a range for free.</p>
<p>Moving is a NFA roll (can be  combined with most other NFA actions), but you can&#8217;t fire with S-Foils  closed.You can reopen them with another NFA roll. (They open even if you  fail your roll or if someone forgos their success to end the round,  it&#8217;s only flipping a switch after all)<strong></strong></p>
<p><strong><br />
Weapons</strong></p>
<p><em>Weapon Damage  Chart</em></p>
<p>0 &#8211; 1 &#8211; 1D6 &#8211; 2D4/1D8 &#8211; 1D10 &#8211; 1D12/2D6</p>
<p><strong>Weapon &#8211;  Close &#8211; Near &#8211; Far</strong></p>
<p>Laser Cannons &#8211; 1d3 &#8211; 1d4 &#8211; x (Rank 0)</p>
<p>Blaster  Cannons &#8211; 1d3 &#8211; 1d6 &#8211; x (Rank 2)</p>
<p>Heavy Blaster Cannons &#8211; 1d4 &#8211;  1d10 &#8211; 1 (Rank 4)</p>
<p>Ion Cannons &#8211; 1d3 &#8211; 2d3 &#8211; 0 (Rank 2)</p>
<p>Heavy  Ion Cannons &#8211; 1d4 &#8211; 2d4 &#8211; 1 (Rank 5)</p>
<p>Missiles &#8211; 0(*) &#8211; 1d10 &#8211; 2d6  (Rank 0)</p>
<p>Advanced Missiles &#8211; 0(*) &#8211; 1d12 &#8211; 2d10 (Rank 4)</p>
<p>Torpedos  &#8211; 0(*) &#8211; 2d10 &#8211; 3d10 (Rank 2)</p>
<p>Advanced Torpedos &#8211; 0(*) &#8211; 2d12 &#8211;  3d12 (Rank 4)</p>
<p>Rockets &#8211; 1d100 &#8211; x &#8211; x (Rank 5)<strong></strong></p>
<p><strong><br />
Skills</strong></p>
<p><em>Eject (Rank 0)</em></p>
<p>On a succes the  player ejects from their craft and removes themselves from the combat.</p>
<p>On  a failure the player still ejects from the craft, but remains at their  range and is still considered in combat. Another NFA roll can be made  each round to escape from combat, but the player is unable to attack as  all they have left is Harsh Language and in this game that doesn&#8217;t score  you any kills.</p>
<p><em>Formation  Flying (Rank 2)</em></p>
<p>This allows you to change range if another  pilot with the Formation Flying skill does so. Note that you must have  enough Fuel to perform this task. You change range at the same time as  the other pilot (i.e. at the end of their turn).</p>
<p><em>Superior Tactics (Rank 3)</em></p>
<p>This  allows you to enter combat at one Range band nearer or further away if  you wish to do so. You cannot use Superior Tactics to start an encounter  beyond Far Range (as this is clearly cowardice!). It costs one Fuel  Token to use this skill. For no Fuel cost you can elect to start at the  same Range as the squadron, of course.</p>
<p><em>Abort (Rank 4)</em></p>
<p>This allows you  use the E-Vac from the main  3:16 rules. (Highest Ranked Only)</p>
<p><em>Break and Run (Rank 5)</em></p>
<p>This allows you use the E-Vac from the main rules but  without anyone taking a Kill in the process of ending the encounter.  (Highest Ranked Only)</p>
<p><em>Deflect  (Rank 6)</em></p>
<p>This allows you to direct a Kill on you to  someone else at the same Range Band.<strong></strong></p>
<p><strong><br />
Tokens/Chips</strong></p>
<ul>
<li>Black &#8211; Afterburner  Tokens</li>
<li>Blue &#8211; Torpedo Tokens</li>
<li>Green &#8211; Shield Tokens</li>
<li>Red  &#8211; Missile Tokens</li>
<li>White &#8211; Special Tokens</li>
</ul>
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		<title>Campaign rules! by MadCow</title>
		<link>http://316carnage.com/2009/10/21/campaign-rules-by-madcow/</link>
		<comments>http://316carnage.com/2009/10/21/campaign-rules-by-madcow/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 09:28:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Campaign]]></category>
		<category><![CDATA[New Rules]]></category>
		<category><![CDATA[campaign rules]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=6</guid>
		<description><![CDATA[Here&#8217;s some random crazy whacked shit that I thought of while taking my shower today: 1) World Map Sketch out a map of the world you are invading, divided into regions so that it looks like a Risk board. 2) Invade! At the beginning, all regions are controlled by the aliens. Pick one region to [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-103" title="tpk" src="/wp-content/uploads/2009/10/tpk-207x300.gif" alt="tpk" width="207" height="300" />Here&#8217;s some random crazy whacked shit that I thought of while taking my shower today:</p>
<p><strong>1) World Map</strong><br />
Sketch out a map of the world you are invading, divided into regions so that it looks like a Risk board.</p>
<p><strong>2) Invade!</strong><br />
At the beginning, all regions are controlled by the aliens. Pick one region to drop into and assault. Play mission.</p>
<p><strong>3) Enemy Movement</strong><br />
At the end of the mission, if the PCs are successful (i.e. reduce threat tokens to 0) they control the region they attacked. Also roll 1d10 and apply the following modifiers:</p>
<p>+1 if the mission was successful<br />
+1 for each Strength used during the mission<br />
+1 if the PCs control 50% but less than 75% of regions over the aliens<br />
+2 if the PCs control 75% or more regions over the aliens<br />
-1 for each Weakness used during the mission<br />
-2 if the mission ended in a TPK</p>
<p>Results:<br />
<em>3 or less:</em> The aliens attack! They take over and control any one region that is adjacent to another alien-controlled region. If there is an available neutral region to capture, they take that one instead of a PC-controlled region. If they take over all regions on this world, the campaign has ended in failure and the PCs are lucky if they manage to get to the escape ships and flee the planet.</p>
<p><em>4-7:</em> The status quo is more or less maintained. No one gains or loses any more ground.</p>
<p><em>8 or more:</em> The aliens are forced to consolidate their strength, and abandon one region (GM picks). This region becomes neutral, and is not under control of any side.</p>
<p><strong>4) Plan Next Move</strong><br />
Players decide which adjacent region they want to attack next. If they attack a neutral region, they automatically control it and proceed to Step 3. If they attack an alien-controlled region, play mission then proceed to Step 3.</p>
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