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==SFC UPDATES== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> ''"None of these are sleek, stream lined ship like you'd see in those old movies. They're tight; they smell bad; and they don't always work the way they're supposed to. But jumping through hyperspace is a beautiful thing, and it's something no normal human will ever know."''</br> - Star Lieutenant Alison Hawkins, Hyperspace Pilot, UTRPF I am using the basic vehicle builds and Mods found in my Star Law setting here[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] so no need to repeat myself. These rules are based on the Science Fiction Companion. Vehicles and Starhips are going to be WELL out of the price range of characters and not really easy to transport to different planets so just ignore costs. The '''''Drill Spike Drive''''' do not exist in this setting. Instead I am using the '''Isler Shuttlewar Drive'''. These drives work by creates a micro-hyperspace blink warp field that causes a ship to move at faster then light travel, as follows. New Mod entry should read as... {| class="wikitable" border="0" | '''Starship Mods''' || '''Mods''' || '''Cost''' |- | '''Shuttleward Drive Engines (6)''': A standard Shuttlewarp Drive allows a vessel to blink into hyperspace hundreds of times a second to travel at fantastic speeds there. The drive uses half the vessel's Size x the Drive Rating in Energy points each week the vessel remains using the Shuttlewarp. This includes both the drive and the astrogation system required to use it. Minimum size of a vessel for shuttlewarp drives is a 16 but unmanned probs can be as small as Size 8. || ½ Size || $1M x Drives x Size |- | '''Statis Field Sleeping Pods (U)''': These add statis tubes that can sustain a human life for years (theoretically) and can be added to both vehicles and starships (and found in a few medical facilities planet side). Each unit holds 20 passengers whom can be keep in statis to protect them from the harmful effects of Shuttlewarp Drives. Each unit of 20 pods uses one Energy of the vessel per month (30 days) that it is running. || 1 || $50K |- |} A basic Shuttlewarp Drive has a Speed Rating of 1 per Drive and can travel at one lightyear a day Divided by the Ship's Size. So a Shuttlewarp Drive II install into a Laviathan Starcraft makes around 0.05 lightyears a day, while the same drives in a Greater Starship would makes 0.125 lightyears a day. Vessel's must spend at least one hour to cold-down its Shuttlewarp drive when it returns to normal space for every day spent in in hyperspace before the engines can be reused again. There is a complication of course (isn't there always?) and that is that traveling in hyperspace is harrazadous to a personal's physical and mental health. Synners (and hench all the players) have an extermely high resistance to these harrazader but normal humans suffer ill effects even for short term skips. To plot a course in Shuttlewarp space requires a ''Science'' skill check with a penalty of -1 per 5 lightyears to the destination. Plotting a course takes a base one hour. Plotting a course is 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus (up to +2). A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 20 light years taking 3 hours to be on the safe side. Failure results in the shuttlewarp not engaging. Critical Failure damages the drive and requires 1d6 days of ''Repair'' and parts. Due to the nature of Starship engines in this setting, a ship that is at low power, orbiting a planet, etc. Recharges 1 Energy Point per Size of the Ship per week. ===Vehicle Examples=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> '''MVII ''Warthog''-Class ATAPC'''[https://www.artstation.com/marketplace/p/96Nn/apc-concept?utm_campaign=amp&utm_source=organic&utm_medium=author]" A standard UTRPF ATAPC (All-Terrain-Armored-Personnel-Carrier) -commonly pronounced "a-tapsy"- land craft used by the Marines and transported planetside by the KM4 drop ship (or to be moved around the planet quickly as needed) </br> '''Size''' 6 - Heavy, '''Handling''' +0, '''TS''' 45mph, '''Toughness''' 33 (10) Heavy, '''Wounds*''' +1, '''Crew''' 2+12 :'''Mods''' (3 remaining mostly for storage; extra ammo. etc): Amphibious (can move at 1/2 its speed with a -1 Handling for its size on the surface of water) (3), Armor II (+4/Heavy) (2), Imroved Handling I (1), Command Post (allows and officer to monitor troopers via their comms and vidcamm if with range) (2), Crew Space I (1), Link Weapons (2), Off Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Reinforced Chassis II (Toughness +4) (2), Speed 3 (+30mph) (2), Targeting System (ignore 4 range penalties) (1)</br> :Weapons ::Twin Linked Turreted Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW ===Spacecraft Examples=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> '''Alex-Martin KM4 Heavy Dropship'''[https://www.pinterest.com/pin/375346950193640248/]: This is the standard work-horse of the UTRPF, piloted and operated by the Navy Corp branch (Clone troopers of course). While not a true Spacecraft they are launched from space and can operate in a vaccum. Note of course their speed in space and in an atmoshpere is different to reflect that</br> '''Size''' Great -Size 12, '''TS''' 2 (800mph), '''Handling''' +1, '''Toughness''' 35 (7), '''Crew''' 2+12, '''Energy''' 6</br> :'''Mods''' (5 remaining; extra gear, equipment, ammo, etc. ): AMCM (Anti-Missile Counter Measures. Add +2 to ''Piloting'' or ''Electronics'' checks to evade missile attacks) (1), Armor I (AP+3) (1), Artificial Intelligence (vehicle’s AI can operate all systems with 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 operater’s Action Card. Giving the AI a short verbal command is a free action. AI can also give Support) (1), Atmospheric (the ship to enter planetary atmospheres) (6), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles) (2), Forward Fixed and Linked Weapon Mount (1), Hanger (carrying a size 6 vehicle within its hold. Special mounting, doors, etc. allows for the vessel to be load or unloaded for 1d6 rounds) (7), Life Support, Short Term (3 days a supplies with an additional 3 days of emgency), Missile Launcher IV (each launcher allows up to four Light or two Heavy missiles to be fired at once) (4) with internal Storage for 24 light and 24 heavy missiles (5), Orbiter (+12), Reinforce Structure II (+4 Toughness) (6), Sensor Suite, Planetary (base range of 10K miles) (1), Speed III (+200mph) (9), Targeting System (ignore 4 range penalties) (1)</br> :Weapons ::Twin Linked Forward Fixed Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW ::Four Forward Mounted Missile Launchers: Range 1,000/2,000/4,000. By Missile Type. ''Light Missiles'' - Damage 5d6, AP 6, Small Burst Template; ''Heavy Missiles'' - Damage 8d6, AP 12, Medium Burst Template (both are HW) '''UTRPF ''Katana''-Class Space Interspetor'''[https://www.pinterest.com/pin/674977062909228303/visual-search/]: Operated by the UTRPF Navy this is a standard light ineterspector starfighter that can also operate within a planet's atmosphere to offer ground support to Marine units.</br> '''Size''' Tiny -6, '''TS''' 12 (1,200mph), '''Handling''' +3, '''Toughness''' 31 (10), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25 :'''Mods''' (0 remaining) - AMCM (Anti-Missile Counter Measures. Add +2 to ''Electronics'' or ''Hacking'' checks to evade missile attacks) (1), Armor I (AP+4) (1), Artificial Intelligence (vehicle’s AI can operate all systems with 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 operater’s Action Card. Giving the AI a short verbal command is a free action. AI can also give Support) (1), Atmospheric (the ship to enter planetary atmosphere) (3), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles) (2), Forward Fixed and Linked Weapon Mount (1), Life Support, Short Term (6 days a supplies with an additional 6 days of emgency) (1), Reinforce Structure I (Tough +4) (2), Sensor Suite, Planetary (base range of 10K miles) (1), Speed VI (+600mph) (6), Targeting System (ignore 4 range penalties) (1)</br> :Weapons ::Twin Linked Medium Laser Cannon: Range 800/1,600/3,200 (space 8/16/32), Damage 3d10+2, AP 10, HW, ROF 1, Shots 100 (''Laser cannon linked guns can be recharged with 4 energy point'') ::Four Forward Mounted Missile Launchers: Range 1,000/2,000/4,000 (space 10/20/40). By Missile Type. ''Light Missiles'' - Damage 5d6, AP 6, Small Burst Template; ''Heavy Missiles'' - Damage 8d6, AP 12, Medium Burst Template (both HW) ===Intersteller Craft=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> '''UTRPF X223A 'Victorious' ''Templar''-Class Light Cruiser'''[https://www.pinterest.com/pin/367395282075406283/]: This light cuirser is the standard UTRPF troop transport and fighting vessel of the Navy, crewed almost initerly by synner personal. Marine troopers and the crew are fairly crammed in as the ship is stuffed with the Shuttlewarp drive, extra gear and equipment, engines, life support, etc. The standard navy crew of 10 and up to 30 marines. Human officers generally spend their time in statis (an extra for emergencies), leaving the Synners the run of the place. The vessel tends to carry two MVII 'Warthog' ATAPC, two Alex-Martin KM4 Heavy Dropships and two UTRPF 'Katana'-Class Space Interspetor in it dual Hanger bays and the same amount of each in storage (takes on average 2 days per Size of the vessel to ready them)</br> '''Size''' 24 -Garganturan, '''TS''' 5, '''Handling''' -2, '''Toughness''' 66 (19), '''Wounds*''' +6, '''Crew''' 10+30, '''Energy''' 600 :'''Mods''' (13 remeaining; used to store extra gear, spare parts and vehicles) - AMCM (Anti-Missile Counter Measures. Add +2 to ''Piloting'' or ''Electronics'' or ''Hacking'' to avoid missile attacks) (1), Armor I (+4) (2), Artificial Intelligence (ship’s AI 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. Can also make Support checks) (1), Electromagnetic Shielding (Adds +6 to the vehicle’s effective Toughness from EMP missiles) (6), Energy Reserves I (+300 energy points (6), Fewer Crew (160 less crew due to advanced automation and almost no passenger space) (+40), Fixed Mounted Weapons Systems (5), Hangers (two internal hangers; can carry a total of twenty size 6 or ten size 8 vessels or vehicles, eight size 10 vessels or four size 12 vessels. Includes tools for replair and maintance of the vessels) (28), Life Support (30 days for standard and 30 days of emgency crew and passengers of fourty; 1.2000 days of supply, and emgency supplies), Linked Weapon Systems (6), Reinforced Structure (+2) (6), Sensor Suite, Galactic (base range 1 lightyear away; +2 rolls within 10K miles) (2), Shuttlewarp Drive III (Drive Speed 3, can travel 0.15 lightyears a day. Uses 36 energy per week spent in hyperspace) (36), Speed II (+2) (12), Statis Field Sleeping Pods (20 pods, uses 1 energy per month of operation) (1), Stored for 20 light torpedos and 10 heavy torpedos (5), Targeting System (negates 4 range penalties) (1), Torpode Launchers 2 (2)</br> :Weapons ::Four (one each Arc) Duel Linked Fix Light Auto-Cannon Defense Guns: Range 1*, Damage 2d12+2, AP 4, ROF 4, Shoots 200, Reaction Fire ::Turreted Duel Linked Heavy Laser Cannon: Range 8/16/32, Damage 4d10+2, AP 15, ROF 1, Shots 100 (''Laser cannon linked guns can be recharged with 4 energy point'') ::Forward Fixed Heavy Mass Driver: Range 10/20/40, Damage 9d10, AP 0, ROF 1, Shots 15 ::Two Forward Torbedo Launcher: Rabge 12/24/48, Damage by Torpedo Type, ROF 1, Light Torpedo Damage 5d12, AP 50, AOE 1; Heavy Torpedo Damage 8d12, AP 50, AOE 1 '''UTS LA13 ''Icarus''-Class Transport'''[https://www.pinterest.com/pin/87890630218233813/visual-search/]: This is a standard UT Colony Ship that can transport up too 6,000 colonist in statis. The vessel carries four civilian large shuttles landers to transport the pasengers when they wake up down a planet. The crew of 40 only needs 10 'awake' at a time and they take turns with two days 'awake' and six days asleep in statis.</br> '''Size''' 40 -Levathan, '''TS''' 2, '''Handling''' -4, '''Toughness''' 80 (25), '''Wounds*''' +10, '''Crew''' 40, '''Energy''' 4,000 :'''Mods''' (29 remaining; used to carry serveral ktons of supplies to support the new cononist) - Energy Reserve (+3,200 energy points) (40), Fewer Crew (advanced automatic and space for extra Statis Pods -900 less) (+240), Hangers (two internal hangers; can carry a total of twenty size 6 or ten size 8 vessels or vehicles, eight size 10 vessels or four size 12 vessels. Includes tools for replair and maintance of the vessels) (28), Life Support (30 days for standard and 30 days of emgency crew and passengers of fourty; or 1,200 days of supply, and emgency supplies), Sensor Suite, Planetary (functions exactly like the Sensor Suite (base range of 10K miles) (1), Shuttlewarp Drive II (Drive Speed 2, can travel at 0.05 lightyears a day. Uses 80 energy per week of in hyperspace) (40), Statis Field Sleeping Pods 302 (6,040 pods, uses 302 energy per month of operation) (302) ===Isler Field Sickness=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> Normal Huamans require a Vigor check even with a short time exposer to a Shuttlewarp field (within 1d8 minutes!). Failure of this check causes nausea in the person or one level of ''Fatigue'' (takes 12 hours outside an active Shuttlewarp field to recover. Cannot while Shuttlewarp is active). A Critical Failure on this check requires a roll on the '''''Isler Field Sickness Chart''''' below. A Synner can suffer these affects after a week but they gain +4 to their Vigor roll (see Jump Acclimation above under New Edges) and suffer the affects as a Critical Fumble as above but this roll on rhw chart is at -4 on the result. After spending a 24 hours in an Shuttlewarp field regular humans requires another Vigor roll as above and a Spirits check. Failure of the Vigor roll causes the nausea or one level of ''Fatigue'' (as above and is cumlative). Failing the Spirits check cause mild delusions or hallucinations which cause ''Distraction'' and ''Vulnerable'' (SWADE pg. 100) to the subject. A Critical Fumble roll on either check requires a roll on the '''''Isler Field Sickness Chart''''' below. Each time additional time one must make a roll on this chart their is also a cumlative +1 to the rolls result. For every day after that requires an additional seperate Vigor and Spirits but now with a cumulative -1 penalty for every 24 hours after the first spent in an active Shuttlwarp field. Any Incapacitation from Fatigue does not cause death BUT a normal human must continue to make these checks every 24 hours they are exposed to the field as they suffer can suffer from the '''''Isler Field Sickness Chart'''''. Synners need these rolls after spending one additional week within an active Shuttlewarp field, and the affects are cumulative as above. But again they still start with a +4 bonus to both checks. Critical Fumble on either of these checks requires a roll on the '''''Isler Field Sickness Chart''''' below. As with normally additional rolls on that chart have a cumulative +1 to the results (but again Synners start with a -4 on the chart results). The edge Strong Will helps against both the Vigor and Spirits checks to resist the affects Isler Field Sickness. If taken by a Synner the affects stack (so a base +6 starting to resist) but normal Humans also benifit somewhat with this edge. This is why most Humans (and occasionally Synners) spent the entire Shuttlewarp trips in a ''Statis Field Sleeping Pods'' (see new SPC mods above). Time spent within these pods provides full immunity to all effects of normal Isler Field Sickness. '''Isler Field Sickness Chart''' {| class="wikitable" border="0" | '''1d20''' || '''Results''' |- | 1 || xx |- |}
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