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

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(The Ship)
(The Ship)
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== The Ship ==
 
== The Ship ==
  
(Will post a separate page when we name the old girl. This is just Leitz's first draft of a ship. Nothing set in stone.)  
+
(Will post a separate page when we name the old girl. This is just Leitz's first draft of a ship. Nothing set in stone. This design uses all the funds, gives us 100 tons of cargo space, and only uses 60% of max power. We can save some cash and build in workshops and an armory as we go.)  
  
 
Start with 800,000
 
Start with 800,000
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Speed 3, Armor 2, HP 20, Crew 1/6, AC 6, Power 10, Free Mass 15, Hard Points 2, Class Frigate
 
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  (Minimum. Prefer Spike 3)
+
100,000  Drive 2 upgrade  (Best we can do and have other stuff)
  
(200,000) Drive 3 upgrade (Prefer this for two reasons. Easier to get to remote planets, and makes us less trackable as we'd generally have more planets to spike to).
+
50,000 Atmos Config (Allows landing)
  
10,000  Atmos Config (Allows landing)
+
25,000  Extended Stores (Let's us last in space while fixing/hiding)
  
10,000  Extended Life support (Optional: Allows more people on board)
+
50,000  Fuel Scoops  (Free fuel)  
  
5,000  Extended Stores (Let's us last in space while fixing/hiding)
+
50,000  Survey Sensor Array (Scope out the planet before landing)
  
10,000  Fuel Scoops  (Free fuel)
+
25,000  Fuel Bunkers (Gives us two jump capability. That is, jump into a hot zone and we can jump right back out if we have to.)
 
 
10,000  Survey Sensor Array  (Scope out the planet before landing)
 
 
 
4,000  Ships locker  (Miscellaneous goodies you always need.)
 
 
 
5,000  Workshops  (Anyone in a space game where things didn't break?)
 
 
 
5,000  Fuel Bunkers (Gives us two jump capability. That is, jump into a hot zone and we can jump right back out if we have to.)
 
 
 
20,000 Advanced Nav Computer (Nav seems the trickiest part of space travel, with shifting routes and such.)
 
  
 
== The Setting ==
 
== The Setting ==

Revision as of 16:19, 1 August 2013

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


Adventurers

Daniele Domici

Albrecht Ester

Stargazer Darque

The Ship

(Will post a separate page when we name the old girl. This is just Leitz's first draft of a ship. Nothing set in stone. This design uses all the funds, gives us 100 tons of cargo space, and only uses 60% of max power. We can save some cash and build in workshops and an armory as we go.)

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 (Best we can do and have other stuff)

50,000 Atmos Config (Allows landing)

25,000 Extended Stores (Let's us last in space while fixing/hiding)

50,000 Fuel Scoops (Free fuel)

50,000 Survey Sensor Array (Scope out the planet before landing)

25,000 Fuel Bunkers (Gives us two jump capability. That is, jump into a hot zone and we can jump right back out if we have to.)

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 do 1d6.
    • Grenades do 2d6.
    • Kinesis Wraps do 1d3+1
    • Stun Batons do 1d6
    • Suit Rippers deal 1d4
    • 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 1d4.
    • Laser Rifles deal 1d6.
    • Thermal Pistols deal 2d4
    • Plasma Projectors deal 2d4+1
    • Shear Rifles deal 2d6
    • Thunder Guns deal 2d6+1, +1d6 on a 19 or 20.
    • Distortion Cannons deal 2d8

Style Guide