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==STARSHIP CREATION== Basic Structure or Frame of the Starhip {| class="wikitable" border="0" | '''Structure''' || '''Size''' || '''Impulse''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Energy''' || '''Examples''' |- | Small || 6 || 6 || +3 || 25 (6) || 15 || 4 || 10 || Light shuttle |- | Medium || 8 || 5 || +2 || 30 (7) || 30 || 10 || 20 || Heavy shuttle, civilian yacth |- | Large || 10 || 5 || +1 || 35 (8) || 50 || 25 || 50 || Light Science Vessel (Oberth), light civilian transport |- | Huge || 12 || 4 || +0 || 40 (9) || 70 || 50 || 100 || Surveyor (Nova), medium civilian transport |- | Giant || 14 || 3 || -1 || 50 (12) || 100 || 100 || 200 || Escort (Defiant), federation light transport |- | Garganturan || 16 || 3 || -2 || 60 (15) || 140 || 200 || 300 || Light Cruiser (Saber), bulk civilian transport |- | Behemoth || 20 || 2 || -3 || 70 (20) || 180 || 500 || 500 || Mefium Cruiser (Miranda) |- | Leviathan || 24 || 2 || -4 || 80 (25) || 250 || 1K || 800 || Heavy Cruiser (Constitution), colony ship |- | World-Class || 30 || 2 || -5 || 100 (40) || 400 || 2K || 1,500 || Explore (Ambassador) |- | Galaxy-Class || 40 || 2 || -6 || 130 (60) || 600 || 5K || 2,000 || Heavy Explore (Odyssey) |- |} '''Starship Notes'''</br> For Tabletop combat in Space 'Impulse' is the squares are the same as table top personal combat. This is how may squares (or inches) it can move each round. Also the Space Scale speed of a vessel is about how may AU it can travel in am hour. If measured in planetary scale x the Speed by 100 miles per hour.</br> Ship Scale Penalties: For every +/-8 in Size scale, -2 to the larger vessel's attack rolls and add +2 to the smaller ships attacking rolls.</br> Warp Drive Navigation: Plotting a Warp course a ''Science'' skill check at -1 per 20 lightyears to destination and takes 1d6 minutes.</br> ===MODIFIERS=== These are the basic Modifiers that can be added to any vessel (federation or otherwise). They maybe called different things but they tend to operate the same. Mods (x) is how many times it maybe taken; i.e. 1=Once, U=unlimited, etc. (up to all the mods the vehicle has) {| class="wikitable" border="0" | '''Updated Starship Mods''' || '''Mods''' |- | '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus skill checks to avoid Tractor Beams. || 1 |- | '''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 |- | '''Artificial Intelligence (1)''': The ship’s AI (or Ship's Computer) can operate all systems— from locomotion to weapons to opening or closing hatches. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action.|| 2 |- | '''Atmospheric (1)''': Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability. || ½ Size |- | '''Crew Space (U)''': "Living space" for an additional 4 long term crew or passengers, including sleeping area, kitchen, rec area, oxgen and food requirements etc. || 1 |- | '''Deflector Screens (1)''': vessel is protected by an energy field that deflects incoming ballistic and phsyical missile attacks (it has no effect against lasers, pasma or phasers). Attackers must subtract –2 from their ''Shooting'' rolls. Mod cost is 1 for Small to Large ships, 2 for Huge to Gargantuan vessels, and 3 for all larger vessels. It is also important for ship's traveling at warp speed as it 'pushes' debris etc. out of the vessel's path || 1/2/3 |- | '''Electromagnetic Shielding (3)''': Adds +10 to the ship’s effective Toughness vs. EMP attacks. || 1 per 10 size |- | '''Energy Reserves (U)''': Impluse drives and back up fussion banks can provided additional energy to the ship. Each energy reserve adds 100% of the standard Energy rating to the ship || ¼ Size |- | '''Fewer Crew or Passengers (U)''': For every 8 fewer crew or passengers the ship has, it gains an additional 1 modifer. || 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 |- | '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size |- | '''Hanger Bays (U)''': A small hangar (or garage) can carry up to two size 6 vehicles or one size 8 vessels or vehicles. For double the mods can carry up to ten size 6 or five size 8 vessels or one size 12 vessel. || 5 or 10 |- | '''Impulse Drive Enhancer (U)''': each level increase the base speed by +1. || ¼ Size |- | '''Impulse Speed Reduction (3)''': This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's Impulse 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 |- | '''Life Support (1)''': base is 365 days for base crew and passengers for ¼ Size in mods. To increase to 3 ½ years (1,368.75 days) is ½ Size in mods and for 5 years (1,825 days) is Size in mods. Emergency Life support can be added for twice the base duration for half the Mod (round down). Short Term Supplies last for a week with all standard crew and passenger uses 1 mod per 10 ten passengers (round down, min 1). || see text |- | '''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 +4 per additional weapon and reducing the total number of Mods required -- total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) || n/a |- | '''Luxury Areas (U)''': Found only on Huge or larger ships, this might be a restaurant, commissary, or specialty store. Each increases crew and/or passengers moral by +1 || 5 |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy missiles to be fired at once. || 1 |- | '''Passenger Pods (U)''': Small and Medium ships only. These are rows of fairly spacious seats with safety harnesses, personal vid-screens, and other amenities designed for short travels (typically less than 24 hours). Each pod seats 20. || 2 |- | '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size |- | '''Sensor Suite, Galactic (1)''': Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' roll. Sensors can also detect Warp Speed out to 5 light years with a check (+2 within 1 light-years; or -2 out to 10 light years). Can also aid ''Science'' rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the roll. 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 |- | '''Sensor Suite, Planetary (1)''': This functions exactly like the Sensor Suite (SFC p. 16) but has a range of 10K miles. It can also detect Warp Speed at 1 lght year away. || 1 |- | '''Shields (¼ Size)''': The vessel protected by an ablative energy field that absorbs the ship’s Size x10 point of damage before being depleted. The threshold, or maximum amount of damage that the shield can stop from each individual shot is the ship’s Size. Apply this damage first and all remaining to the vessel. Each additional time this Mod is taken add an additional amount of maximum damage to the shield equal to the ship’s Size x5 and increase the threshold by ¼ the ship’s Size. Shields detonate missiles and torpedoes before they hit, reducing their damage by ½ (but see EMPs). A craft regenerates ½ is Size back in points on any round that it does not suffer any damage. || ¼ Size |- | '''Stealth System (1)''': Not true Cloaking tech. 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 |- | '''Superstructure (U)''': Superstructures are massive extensions that add great amounts of space to Large or greater Size ships, typically to accommodate more passengers or cargo. Each superstructure adds one to the fuel used per day, consumes 10 regular Mods, and subtracts 1 from the ship’s base Toughness (not Armor) as it reduces overall structural integrity. Choose the type from the Superstructure sidebar (SFC p. 47). || 20 |- | '''Sub-Space Radio (1)''': This communicators travel at Warp 15 but even so Starship far from base can take many hours to send and receieve messages back || 1 |- | '''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 four points of ''Shooting'' penalties. || 1 |- | '''Tractor Beam (U)''': Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size. Their range is short or 4 on the starship scale, so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's ''Electronics'' roll at –4 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting''. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. || 5 |- | '''Transporters (Standard)''' (U): Can transport 6 size 0 targets up to 100 miles. This is an ''Electronics'' skil check and various factors can add bonuses or penalties to this roll. Generally takes 2d6 rounds to program a safe teleport. -2 to the check for just 2 rounds or -4 to the check for just one round. || 1 |- | '''Transporters (Emergency) (U)''': Used for emgencies only. Can transport 22 size 0 creatures at a time up to 100 miles but the basic ''Electronics'' skill roll is at -2 (and could be more). The standard time to program a emergency transport is 1d6 rounds. To do it in one rounds is an additional -2 to the check. || 3 |- | '''Transporters (Cargo) (U)''': Cargo only with the transporters able to handle up to 50 tons at a time with a range of 100 miles. To transport living beings is a base -2 to the ''Electronics'' skill roll. Standard time to program a safe transport is 1d6 minutes. || 3 |- | '''Torpedo Launch Tube (U)''': Each tube allows a torpedo to be fired each action (ROF 1). || 1 |- | '''Torpedo Tubes. Advanced (U)''': These tubes have a ROF of 3. || 2 |- | '''Warp Drives (1)''': The Federation has access to six levels of Warp Drive at this time. Type I - cruising speed warp 4, emergency warp 6; Type II - cruising speed warp 5, emergency warp 7; Type III - cruising speed warp 6, emergency warp 9; Type IV - cruising speed warp 7, emergency warp 10; Type V - cruising speed warp 8, emergency warp 11; Type VI - cruising speed warp 9, emergency warp 12.</br> Cruising speed uses 1 + Warp Drive level in Energy point a day of travel, while emergency uses a vessel’s (Size +Warp Drive level) x2 in Energy points per day of travel. Each day of travel at emergency warp requires a ''Repair'' -4 check. Failure destroys the engine’s dilithium crystals resulting in a loss of ½ all remaining Energy and no warp until they are replaced. </br> Slow cruising is ½ cruising Warp speed (round down) and uses 1 Energy point for every 2 days of warp travel. Slow cruising also imposes a -4 to ''Electronic'' sensor scans to detect warp travel. || Type I = ¼ Size; Type II = ½ Size; Type III = ¾ Size; Type IV = Size; Type V = 1½ Size; Type VI = 2 x ship's Size. |- |} ====Starship Weapons==== These weapons are considered Heavy Weapons. Weapon range is in Starship/Table top scale. In an atmosphere or on planety scale multiple the range by x1,000 ft.</br> '''Energy Weapons''' {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Min Size''' |- | Lasercannon || 6/12/24 || 5d8 || 5 || 3 || 100 || 1 || +8 |- | Lasercannon, Heavy || 6/12/24 || 6d8 || 5 || 3 || 100 || 3 || +12 |- | Plasma Cannon || 3/6/12 || 5d12 || 15 || 1 || 50 || 4 || +12 |- | Plasma Cannon, Heavy || 3/6/12 || 7d12 || 15 || 1 || 50 || 6 || +16 |- | Disrupter Cannons || 6/12/24 || 6d12 || 15 || 1 || 50 || 3 || +8 |- | Disrupter Cannons, Heavy || 6/12/24 || 8d12 || 15 || 1 || 50 || 5 || +12 |- | Phaser Cannon Type I || 8/16/32 || 4d10 || 20 || 1 || 50 || 2 || +8 |- | Phaser Cannon Type II || 8/16/32 || 5d10 || 20 || 1 || 50 || 3 || +12 |- | Phaser Cannon Type III || 8/16/32 || 6d10 || 20 || 1 || 50 || 4 || +16 |- | Phaser Cannon Type IV || 8/16/32 || 7d10 || 25 || 1 || 50 || 5 || +20 |- | Phaser Cannon Type V || 8/16/32 || 8d10 || 25 || 1 || 50 || 6 || +24 |- | Tractor Beams || 5/10/20 || n/a || 30 || 1 || 3 || +8 |- |} For Energy Weapons 'Shots' this is the number of shots that a ship can fire before 'recharging' the weapon's banks. It cost the weapon's Mods required x2 to fully recharge a bank. Linked weapons are considered one weapon bank (after the Mod reduction).</br> Engergy weapons on a starships can also be fired down onto the planets. These attacks can be precise, dealing base damage and effecting a Large Burst Template. </br> Distruptors and Phaser tech can spread these attacks out to effecting everything within 20 ft. x the base number of damage d (i.e. a Distruptor that deals 6d10 can attack a planatry target within 120ft). For truly wide beam is instead upgraded to 1000 ft x the base number of dice.</br> Phaser can also use Stun damage vs. planets also. Standard wide beam use the same AOE as above. All targets within the area of the lower AOE requires all targets to make a Vigor check minus the one-half base number of dice, round up (i,e. Type II requires a Vigor -3 or be knocked out). At the wide beam AOE requires a Vigor check.</br> Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then its own. This is an opposed attacker's ''Electronics'' check at –2 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting'' check. If the attacker is successful, the enemy ship is caught and is reduced to a Impulse speed of 0 and its weapons suffer -2 on their attack rolls. Each round after that it can be pulled into contact with the "attacker" at 5 squards per roind. '''Missiles and Torpedos'''</br> For direct fire against a target, Attackers make a ''Electronics'' or ''Science'' opossed by the target's ''Electronics'' or ''Hacking'' skill. Success by the attacker means that the ship has a weapons-lock the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br> For proximity or AOE fire at a target, Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers 1/2 damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br> '''''EMP Warhead''''' any missile or torpedo can be fitted as an electromagnetic pulse warhead. For missiles this must be done for each missile before it is fitting onto a ship's missile bay. For Torpedos this can be done by Engineering or Science actions as an Action and a successful ''Repair'' or ''Science'' check. These don’t cause actual damage, but roll “damage” normally and compare to the vessel’s Toughness, including Armor (ignore shields of the target and the AP of the missile/torpedo). Damage from EMPs attacks are not long lasting but can still knock out a ship as normal. They can also cause '''Ship Crises''' but for Immedate and Acture the damage effect is halved and for Continual crises there is no additional penalty to ''Dealing with the Criss''. Recovering Wounds from such damage requires a '''''Damage Control''''' but the affects are not temporary (see '''Starship Actions''' and '''Ship Crises''' for more details) {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods*''' || '''Min Size''' || '''AOE''' |- | Missile || 8/16/32 || 10d6 || 0 || 1 || 1 || 12/1 || +16 || AOE (1 square) |- | Missile, Nucular || 8/16/32 || 20d8 || 0 || 1 || 1 || 10/1 || +16 || AOE (10x10 squares) |- | Plasma Torpedo || 10/20/40 || 10d10 || 40 || 1 || 1 || 6/1 || +12 || AOE (2x2 squares) |- | Photon Torpedo || 12/24/48 || 10d12 || 40 || 1 || 1 || 8/1 || +12 || AOE (2x2 squards) |- |} : *''An entry such as 12/1 means 12 missiles take up 1 Mod slot.'' Nucular missiles and bombs are illegal by most stellar society but still occational used. They deal their base damage and then again as an EMP effect as a second pulse damage. Plasma and Photon torpedos use 1 Energy point when firing the Mod size in rounds (i.e. Plasma torpedos use 1 Energy point for every 6 rounds fired). ====Warp Speed Chart==== {| class="wikitable" border="0" |- | '''Warp Rating''' || '''Speed''' |- | 1 || Light Speed (The Speed of Light) |- | 2 || 8 times the speed of light (one light year every 45.6 days) |- | 3 || 27 times the speed of light (one light year every 13.4 days) |- | 4 || 64 times the speed of light (one light year every 5.7 days) |- | 5 || 125 times the speed of light (one light year every 2.9 days) |- | 6 || 216 times the speed of light (one light year every 1.7 days) |- | 7 || 343 times the speed of light (one light year every 1.05 days) |- | 8 || 512 times the speed of light (one light year every 0.7 days) |- | 9 || 729 times the speed of light (one light year every 0.5 days) |- | 10 || 1,000 times the speed of light (one light year every 0.38 days) |- | 11 || 1,331 times the speed of light (one light year every 0.27 days) |- | 12 || 1,728 times the speed of light (one light year every 0.21 days) |- | 15 (Sub-Space radio)|| 3,375 times the speed of light (one light year every 0.1 days) |- |}
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