Difference between revisions of "Stars Without Number: Back in Black"

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(The Ship)
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== The Ship ==
 
== The Ship ==
  
 +
(Will post a separate page when we name the old girl)
  
 +
Start with 800,000
  
 +
500,000  Free Trader Hull
 +
Speed 3, Armor 2, HP 20, Crew 1/6, AC 6, Power 10, Free Mass 15, Hard Points 2, Class Frigate
 +
 +
100,000  Drive 2 upgrade
 +
 +
(200,000) Drive 3 upgrade
 +
 +
10,000  Atmos Config
 +
 +
10,000  Extended Life support
 +
 +
5,000  Extended Stores
 +
 +
10,000  Fuel Scoops
 +
 +
10,000  Survey Sensor Array
 +
 +
4,000  Ships locker
 +
 +
5,000  Workshops
 +
 +
5,000  Fuel Bunkers
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 +
20,000 Advanced Nav Computer
  
 
== The Setting ==
 
== The Setting ==

Revision as of 17:37, 28 July 2013

A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard.


Adventurers

Daniele Domici

The Ship

(Will post a separate page when we name the old girl)

Start with 800,000

500,000 Free Trader Hull Speed 3, Armor 2, HP 20, Crew 1/6, AC 6, Power 10, Free Mass 15, Hard Points 2, Class Frigate

100,000 Drive 2 upgrade

(200,000) Drive 3 upgrade

10,000 Atmos Config

10,000 Extended Life support

5,000 Extended Stores

10,000 Fuel Scoops

10,000 Survey Sensor Array

4,000 Ships locker

5,000 Workshops

5,000 Fuel Bunkers

20,000 Advanced Nav Computer

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

Style Guide