Difference between revisions of "Stars Without Number: Back in Black"
The Wyzard (talk | contribs) (Created page with "A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard. == Adventurers == == The Ship == == The Setting == == Survey Claim Map ...") |
The Wyzard (talk | contribs) (→House Rules) |
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**Mag Rifles deal 2d8 | **Mag Rifles deal 2d8 | ||
**Spike Throwers deal 3d6 | **Spike Throwers deal 3d6 | ||
− | + | **Laser Pistols deal 1d6. | |
+ | **Laser Rifles deal 1d8 | ||
+ | **Thermal Pistols deal 2d4 | ||
+ | **Plasma Projectors deal 2d6 | ||
+ | **Shear Rifles deal 2d6 | ||
+ | **Thunder Guns deal 2d8 | ||
+ | **Distortion Cannons deal 2d10 | ||
== Style Guide == | == Style Guide == |
Revision as of 15:00, 28 July 2013
A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard.
Contents
Adventurers
The Ship
The Setting
Survey Claim Map & Notes
House Rules
- Weapon Damage figures in the base book are a bit too high. The following are revised. Weapons are -2 to hit against armor that is 2 or more Tech Levels higher. Weapons ignore armor that is 2 or more Tech Levels lower.
- Small low-tech weapons such as clubs, daggers, saps, etc. do 1d4.
- Medium-sized one-handed low-tech weapons like swords or maces do 1d6.
- Two-handed low-tech weapons such as greatswords do 1d8.
- Primitive and Advanced bows still do 1d6.
- Grenades do 2d6.
- Kinesis Wraps, Stun Batons, and Suit Rippers are unchanged.
- Dagger-sized monoblades do 1d6+1. Sword-sized monoblades do 1d8+1.
- Firearms don't differ wildly in damage depending on their tech level. However, they do interact differently with armor and of course low-tech guns can't match a modern weapon's rate of fire, ammunition capacity, or in some cases reliability.
- Crude Pistols, Revolvers, and Semi-automatic pistols do 1d6.
- Muskets, Rifles, Combat Rifles, and SMGs deal 1d8.
- Shotguns and Combat Shotguns deal 2d4+1.
- Sniper Rifles deal 1d12
- Void Carbines deal 1d8+1
- Mag Pistols deal 2d6
- Mag Rifles deal 2d8
- Spike Throwers deal 3d6
- Laser Pistols deal 1d6.
- Laser Rifles deal 1d8
- Thermal Pistols deal 2d4
- Plasma Projectors deal 2d6
- Shear Rifles deal 2d6
- Thunder Guns deal 2d8
- Distortion Cannons deal 2d10