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. 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.)
+
[[Lucky Break]]
 
 
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 ==
 
== The Setting ==

Revision as of 03:26, 6 August 2013

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


Adventurers

Albrecht Ester

Carlos Danger

Daniele Domici

Stargazer Darque

Rook

The Ship

Lucky Break

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