Editing
SWADE Atomic Rockets Pulp!
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Rocketship Mods=== These are the basic Modifiers that can be added to any vessel that can exist and travel in space! </br> Mods (x) is how many times a specific Mod maybe taken; i.e. 1=Once, U=unlimited, etc. (up to all the mods the vehicle has) </br> {| class="wikitable" border="0" | '''Rocketship Mods''' || '''Mods''' || '''Cost''' |- | '''Advanced Controls (2)''': Requires 'Rocketship Controls' modifier. Advanced controls add +1 to ''Science'' for Navigation of space route and +1 to ''Repair'' and ''Science'' to fixing systems onboard. If taken a second time these bonuses increase to +2 each || 1 || $5K |- | '''Armor (U)''': Increases a ship’s Armor value by +4. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. || 1 per 10 Size || $500 xSize |- | '''Rocketship Controller (1)''': Required for any rocketship that plans on directed movement in space, such as plotting a Navigation course to another world, landing and taking off from a planet's surface, etc. It also regulates life support, etc. || 1 || $500 xSize |- | '''Atmospheric (1)''': Allows the ship to enter and leave a planet's atmospheres. This includes heat shielding and reinforcement to handle take off and landing on a planet. Also adds reinforced jet-fins to handle the ship's weight to land on it. Max Size 24 (Garganturan) || ½ Size || $1K xSize |- | '''Bomb Bay (U)''': Each bomb bay may drop up to four Small, 2 Medium, or 1 Large (or larger) bomb per round at no penalty. All use the same attack roll. Dropping bombs uses the ''Electronics'' skill. || 1 || $1K each |- | '''Crew Space, Low-Berth (U)''': Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. || 1 || $1K |- | '''Crew Space, Standard (U)''': Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. || 1 || $4K |- | '''Crew Space, Luxtury (U)''': Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. || 1 || $8K |- | '''Deflector Shields (1)''': The vessel is protected by an RADIO energy field that deflects incoming metories and ballistic attacks (it has no effect against energy/RAY weapons). Attackers must subtract –2 from their ''Shooting'' checks. Mod cost is 2 for Tiny to Great ships, 3 for Greater to Gargantuan vessels, and 4 for all larger vessels.|| 2/3/4 || $1K xSize |- | '''Power Reserve (U)''': Extra atomic storage reserves that provided additional energy to the ship. Each Power Reserve adds 100% of the standard Energy rating to the ship || ¼ Size || $5K xSize |- | '''Fewer Crew or Passengers (U)''': For every 4 fewer crew the ship has it gains an additional +1 modifer. || n/a || n/a |- | '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboad (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested ''Pilot'' skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a |- | '''Garage/Hanger (U)''': A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of size of Giant can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for replair and maintance of the vessels. A external lift-hooks can carry a veseel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || $5K, $10K,$25K |- | '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || $2K xSize |- | '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be cammed to hold two persons in each cell). || 1 || $2K |- | '''Life Support (U)''': A Standard Spacecraft has supplies of food, water, oxygen, waste recycling, etc. to last 30 days for Crew listed (i.e. a crew of 5 would have 150 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for ¼ Size in mods. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || ¼ Size || $500 xSize |- | '''Life Support, Short-Term (U)''': For Spacecraft meant to be lived in for a few days at most adds ½ ships Size back in Mods and has only enough supplies of food, water, oxygen, waste recycling, etc. to last 3 days for Crew listed (i.e. a crew of 5 would have 15 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for 1 mod. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || See Text || $10 xSize |- | '''Linked Weapons (U)''': Up to four direct-fire weapons (non-missiles) of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required by half -- i.e. total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) || n/a || n/a |- | '''Mercantile (U)''': Found only on Huge or larger ships that carry a number of 'paying' passengers, this might be a restaurant, commissary, or specialty store. Each generates Size +$1d4K a month for the ship (and the same for the mercantile’s owner). The store has 300 square feet of space. Each additional Mod adds roughly 100 square feet and +$1d4K to revenue. || 2 || $5K |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy missiles to be fired at once. Storage space for missiles is 1 hold holds 12 small missiles or 8 large (or AT) missiles || 1 || $2.5K |- | '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size || $2K xSize |- | '''Sensor Suite, Advanced (1)''': Advanced RADIO/Radar and light scanners systems allowing the sensor's operate 10K miles away with a ''Electronics'' skill check. Also adds +2 to ''Science'' skill checks on planetary scans when in orbit. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. discretion. || 2 || $10K |- | '''Sensor Suite, Basic (1)''': More basic sensors, but has a range of 1K miles. Can also make unmodifier to planetary scans. || 1 || $1K |- | '''Speed (U)''': each level increase the base speed by +1. || ¼ Size || $2.5K xSize |- | '''Speed Reduction (3)''': This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's speed by 1 and gain one-half the ship's Size in Mod slots. Cannot be taken with Speed and the minimim speed is 1 unless it is stationary (like a space station) || n/a || n/a |- | '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other nonstealth signal such as radio signal or active sensor search. || Size || $10K xSize |- | '''Targeting System (1)''': The ship’s internal sensors and computers are linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to two points of ''Shooting'' penalties. || 1 || $10K xSize |- |} ====Some Starship Examples==== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> Note that for unused Mods used as storage in a starship can haul 200lbs x unused Mods x twice the Size</br> Also the '''Wounds*''' works just like extra wounds for large creatures (SWADE pg. 179)</br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information