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==SFC UPDATES== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> As the Science Fiction Companion is the Deluxe Edition I am using lots of updates and mods to bring them in line with Adventure Edition, See below of Frame and Chassis.</br> [[File:SWN.starship.jpg | 400px | right]] '''Starships''' in this setting use Spike-Drill Drive. This allows a ship to "drill" a way through hyperspace and increadale speed. A Spike-Drill Drive Mark 1 can move a vessel as 1 lightyear per 48 hours. A Drive Mark II can move a vessel at 1 lightyear per 36 hours. A Drive Mark III can move a vessel at 1 lightyear per 24 hours. Finally a Drive Mark IV can move a vessel at 1 lightyear per 12 hours.</br> Most vessels of the UFS are value 2 or 3. Drive 4 are fairly rare and very expensive.</br> No matter the speed however, the longer one spends in Drive Space the greater the danger of dangerous stellar pollutant like energy is built up within the Drive Engines. This happens within a few days within hyperspace and as it gets progressively more dangers most civilians ships don't spend more the 72 hours within drive hyperspace. Military ships and emergency recusue do but have reduced specialize crew to give them the best chance of survival. Luckily most stars within the '''''Stellar Cluster''''' are within one or two lightyears of another and the Srellar Cluster itself is only about 300 lightyears across and 500 lightyears long. The region of '''''Frontier Space''''' is about half of that. </br> Within the Stellar Cluster UFS controlled space has been fairly well navigated and mapped but there is a lot of unnavigated space surrending those control by the various species and colonized space, and Shadow Worlds that might never been visited (at least not by any offical UFS ships). Traveling on uncharted courses is risky especially the longer one spends in hyperspace.</br> STAR SHIP OPPERATION NOTES</br> '''Space Scale Speeds''': For Tabletop scale the Space Speed is multipled by 100 to gain the vessel's mph. For vehicles that somehow makes it to space or for weapons used in space divide mph and range increments by 100 for Space scale. , divide Speed by 100 to get its space scale. The Space Scale speed of a vessel is also about how may AU it can travel in a 24 hour period.</br> '''Plotting Navigational Coruse''': Spike-Drill Drive Course Plotting requires a ''Science'' skill check with a penalty of -1 per light years to destination and takes a base of one hours time. Plotting a course in 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus. A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 3 light years taking 3 hours to be on the safe side. Failure results in the drill drive not engaging and requiring a new course to be plotting. Critical Failure damages the drive and requires 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br> These navigations are along established space is well mapped but plotting course to new uncharted worlds or restricted worlds (like a Shadow World) with these mapping information available is more danger. Depending on the data available and/or a navigator's access to restricted data the GM can imposs and addition penalty to the ''Science'' check from -1 to 5. </br> '''Drive Space Stellar Pollutent Build Up''': A Spike Drive in hyperspace can travel saftely for the first 48 hours. After that first 48 hours in Drive Space if the vessel wishes to remain longer requires both a ''Repair'' and ''Science'' skill check to bleed off this energy so as not to suffer a Starship Critical Hit (SPC p. 44) to a sysem of the ship. If the tests are made the ship is safe for the additional 24 hours. Each additional 24 hours that is spent in Drive Space requires a new set of skill checks as above BUT with a cumlative -1 penalty to them. </br> Once out of hyberspace a vessel need to bleed off this pollutent built up by spending a number of hours with a star system (not deep space). This require 6 hours per day that was spent in hyperspace. An engineer can attempt to burn this off faster with a ''Repair'' skill check to bring this down to 2 hours per day spent in hyperspace. However a critical failure damages the drive requiring 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br> ===Vehicle Scale Weapons=== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> WEAPON NOTES</br> Weapons Ranges are listed for Player's Scale. For Starship Scale divid each Range Increment by 100. This is the space space (so a Range of 100 on the Starship scale has a range of 1).</br> '''Fire''': Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d8 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.</br> '''Reaction Fire''': Anti-missile and torpode weapons. The basic AI of a system grants it a d10 ''Shooting'' skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again) AUTO-CANNONS</br> Auto-cannons (also called chain guns) are powered weapons that fire bursts of chemically propelled metal slugs at the target. They are primarily used by light military vehicles and aircraft to destroy ground targets or as point-defense weapons for starships. Ammo costs are for a full load drum of shots. All Auto-Cannons are considered Heavy Weapons.</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Light || 50/100/200 || 2d12 || 4 || 4 || 200 || 1 || $50K || Reaction Fire. Reload $400 |- | Medium || 100/200/400 || 4d8 || 6 || 3 || 100 || 2 || $75K || Reload $500 |- | Heavy || 100/200/400 || 5d8 || 8 || 3 || 100 || 3 || $200K || Reload $1,000 |- |} BALLISTIC MACHINE GUNS</br> Slugthrowers are traditional firearms firing chemically-propelled rounds. Reload is the Cost and Weight for a full Belt or Drum of ammo</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Medium MG || 50/100/200 || 2d10+1 || 2 || 4 || 200 || 1 || $3K || Reload $400 (wt. 15lbs) |- | Heavy MG || 200/400/800 || 2d12+2 || 4 || 3 || 200 || 2 || $15K || HW, Reloadt $500 (wt. 15lbs) |- | Minigun || 24/48/96 || 2d8+1 || 2 || 5 || 2,000 || 2 || $10K || Reload $1K (wt. 25lbs) |- |} BOMBS (In Atmpsphere Only)</br> Dropping bombs uses ''Battle'' rather than ''Shooting''. Craft must be in atmosphere to drop bombs. Night, cloud cover, rain, very high altitude attacks (GM’s call) or other factors that might interfere with the bomb’s targeting systems inflicts a –2 penalty. All bombs listed below are Heavy Weapons</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Small || Dropped || 6d10 || 10 || 1 || 1 || 12/1* || $500K/12 || LBT |- | Medium || Dropped || 8d10 || 20 || 1 || 1 || 8/1* || $1M/8 || 10" Radius |- | Large || Dropped || 10d10 || 30 || 1 || 1 || 4/1* || $1M/4 || 20" Radius |- | Block Buster || Dropped || 10d10 || 30 || 1 || 1 || 2/1* || $1M/2 || 30" Radius |- | City Buster || Dropped || 10d10 || 30 || 1 || 1 || 1 || $1M || 50" Radius |- |} * ''An entry with such as 12/1 means 12 bombs take up 1 Mod slot'' CANNONS</br> Cannons fire large, chemically-propelled, explosive shells. The shells listed below are the most common. High explosive versions reduce the damage die type to d8 and halve AP but increase the Burst Template to Large, or to 10” radius if already Large. Ammo costs are per full load. All Cannons are Heavy Weapons.</br> A cannon that is used an an Artillery Piece is also available. The cost and damage/AP is the same but range is doubled and the number of shot is 1. With a crew equal to the Mods of the cannon the weaon can be fired every other Round (i.e. Small Cannon has 2 mods so needs 2 crew memeber. Artillery pieces are movable but they cannot fire when doing so as not not generally mounted onto vehicles.</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Small || 250/500/1,000 || 3d10 || 10 || 1 || 50 || 2 || $400K || SBT, Reload $5K |- | Medium || 300/600/1,200 || 4d10 || 20 || 1 || 40 || 3 || $600K || MBT, Reload $8K |- | Heavy || 350/700/1,400 || 5d10 || 30 || 1 || 30 || 4 || $800K || MBT, Reload $12K |- | Super-Heavy || 400/800/1,600 || 6d10 || 40 || 1 || 20 || 6 || $1M || LBT, Reload 20K |- |- |} FLAME WEAPONS (In An Athomsphere Only)</br> Flamethrowers use liquid or vapor fuel to burn targets. They’re often used to dig opponents out of caves or other tight places. The ones listed here are more powerful, lighter, and carry more propellant than older versions (such as those found in Savage Worlds). The firer can use the Blast Template or fire out to a range of 18" (36 yds) for a Medium or Large Burst template depending on the size of the weapon</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Light Flamethrower || Blast or MBT || 2d12 || * || 1 || 10 || 2 || $500 || Fire, Reload $250 |- | Heavy Flamethrower || Blast or LBT || 3d12 || * || 1 || 30 || 4 || $1K || Fire, Reload $800 |- |} * ''Ignores half of the Armor Points unless a fully sealed (environmental or vacuum).'' GRENADE LAUNCHER</br> Futuristic grenades are smaller, lighter, and pack a bit more punch than their predecessors. Grenade launchers may also use the grenades found in Personal Scale Weapons. Note that many grenades under Personal Scale Weapons are not Heavy Weapon. The grenade type here is a Heavy Weapon.</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Grenade Launcher || 50/100/200 || 3d6 || 0 || 3 || 60 || 3 || $1,500 || LBT, Reload $1,200 |- |} LASER CANNON</br> Lasers of this size burn through solid materials and flashboil flesh. (They don’t use the rules for personal lasers listed under Personal Scale Weapons. All Laser Cannons are Heavy Weapons</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Light || 800/1,600/3,200 || 2d10 || 5 || 1 || 100 || 1 || $100K || Reaction Fire |- | Medium || 800/1,600/3,200 || 3d10 || 10 || 1 || 100 || 2 || $500K || |- | Heavy || 800/1,600/3,200 || 4d10 || 15 || 1 || 100 || 4 || $1M || |- | Super-Heavy || 800/1,600/3,200 || 5d10 || 20 || 1 || 100 || 6 || $2.5M || |- | Massive || 800/1,600/3,200 || 6d10 || 25 || 1 || 100 || 10 || $4M || |- |} * ''Lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power (not running engines for speed or weapons, etc.) requring 1 Energy per 10 shots (round up). Otherwise can be charged at an energy station for $500 x Mods of the weapon'' MASS DRIVER (Starships only)</br> Mass drivers are large, space-based, rail systems used to magnetically accelerate heavy projectiles at high speed, causing devastating damage wherever they impact. The ranges listed below are practical limits. In space the actual range is infinite. Projectiles are made of dense metallic materials (rocks) such as can be found easily in asteroids or planets with no manufacturing capability, making them favorite weapons for long-range military vessels that need to supply from natural materials (5 shots per hour can be mined from most asteroids). All Mass Drives are Heavy Weapons. As Mass Drives are only usable in Space that scale is used.</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Large || 8/16/32 || 8d10 || 10 || 1 || 20 || 8 || $1M || Reload $500 (100lbs) |- | Heavy || 10/20/40 || 9d10 || 10 || 1 || 20 || 10 || $3M || Reload $1,000 (500lbs) |- | Super-Heavy || 12/24/48 || 10d10 || 10 || 1 || 20 || 12 || $10M || Reload $2,000 (1,000lbs) |- |} MISSILES & TORPEDOES</br> For direct fire against a target, Attackers make a ''Electronics'' or ''Shooting'' opossed by the target's ''Electronics'' or ''Hacking skill''. Success by the attacker means that the ship has a weapons-locked 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, the 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 Half damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br> All missiles and torpodes are Heavy Weapons.</br> '''''EMP Warhead''''': Any of the missiles or torpedoes can be fitted with electromagnetic pulse warheads at no additional cost. These don’t cause actual damage, but still roll “damage” normally and compare to the vessel’s Toughness, ignoring Armor. A success knocks out the ship’s systems so that all electronics are down (deflector screens, shields, weapons, maneuvering, etc.). Starship continue moving in a straight line at its last speed, ground vehicles might crash or roll to a stop, watercraft drift to a stop, aircraft start falling out of the sky. It cannot take actions until the crew mist take an Action and makes a ''Repair'' roll at –2. With a raise on the attack roll was made the penalty is -4. If the ''Repair'' check is successful, the vessel’s electronics reboot and it may function normally on the following round. On a raise, the vessel can function immediately. </br> EMP warheads are stopped by Shields, so an attacker must first eliminate those to effect the ship’s hull and fry its systems.</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Light Missile || 1,000/2,000/4,000 || 5d6 || 6 || 1 || 1 || 12/1* || $50K/12 || SBT |- | Heavy Missile || 1,000/2,000/4,000 || 8d6 || 12 || 1 || 1 || 8/1* || $100K/8 || MBT |- | Anti-Tank Missile || 1,000/2,000/4,000 || 8d6 || 50 || 1 || 1 || 4/1* || $200K/4 || SBT |- | Light Torpedo || 1,200/2,400/4,800 || 5d12 || 50 || 1 || 1 || 8/1* || $1M/8 || LBT (1 sq. space). Space or water only (1/2 range for water) |- | Heavy Torpedo || 1,200/2,400/4,800 || 8d12 || 50 || 1 || 1 || 4/1* || $1M/4 || LBT (1 sq. space). Space or water only (Half the range for water) |- |} * ''An entry such as 12/1 means 12 missiles take up 1 Mod slot of storage.'' RAILGUNS</br> “Rail guns” are smaller versions of mass drivers, magnetically propelling dense shells (inatmosphere) or spheroids (space). They fire Light (3” diameter) or Heavy (5”) shells. All Railguns are Heavy Weapons</br> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes''' |- | Light Railgun || 800/1,600/3,200 || 4d10 || 8 || 1 || 20 || 2 || $300K || Reload $100 (10lbs) |- | Heavy Railgun || 800/1,600/3,200 || 5d10 || 8 || 1 || 20 || 3 || $750K || Reload $200 (25lbs) |- |}'' ===Starship Frames=== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> Basic overal Frame and Size of the Starhip which provides it basic speed, handling, etc. {| class="wikitable" border="0" | '''Structure''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Energy''' || '''Cost''' || '''Examples''' |- | Tiny || 6 || 6 || +3 || 25 (6) || 20 || 1 || 25 || $1M || Light shuttle or starfighter |- | Average || 8 || 5 || +2 || 30 (7) || 30 || 5 || 40 || $2.5M || Bomber, heavy shuttle |- | Great || 12 || 5 || +1 || 35 (8) || 40 || 15 || 60 || $5M || Light freighter, partol boat, scout |- | Greater || 16 || 4 || +0 || 40 (9) || 60 || 40 || 100 || $20M || Corvette, freighter |- | Giant || 20 || 3 || -1 || 50 (12) || 80 || 80 || 200 || $100M || Destroyer, light cruiser |- | Garganturan || 24 || 3 || -2 || 60 (15) || 100 || 200 || 300 || $500M || Battle cruiser, bulk freighter |- | Behemoth || 30 || 2 || -3 || 70 (20) || 150 || 400 || 500 || $2B || Dreadnaught, starship carrier |- | Leviathan || 40 || 2 || -4 || 80 (25) || 250 || 1K || 800 || $5B || Super dreadnought, supers carrier, colony transport |- | World-Class || 60 || 2 || -5 || 100 (40) || 400 || 2K || 1,500 || $25B || space station, generational colony transport |- |} '''Starship Notes'''</br> For Tabletop combat in Space the squares are basically 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 a day. If measured in planetary scale x the Speed by 100 to get miles per hour.</br> Spike Drives require a minimum Starship Size of 10 to be installed. ====Starship Mods==== These are the basic Modifiers that can be added to any star vessel. </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" | '''Updated Starship Mods''' || '''Mods''' || '''Cost''' |- | '''Advanced AI (2)''': Requires Aritifical Intelligence modifier. Advanced programming add +1 to ''Science'' for Navigation of space route and +1 to ''Repair'' and ''Science'' to bleed off pollutants safetly in Drive space. If taken a second time these bonuses increase to +2 each || 0 || $500K |- | '''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 ''Piloting'' checks to avoid Tractor Beams. || 1 || $5K xSize |- | '''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 || $5K xSize |- | '''Artificial Intelligence (1)''': The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. There are three levels of 'intelligence' for a AI availabe - Base, Standard and Military. A basic AI has an effective Skill level of d8 and suffers a -2 with ''Shooting'' checks if it makes them. A standard AI has an effective Skill level of d10 as is the military AI but it also gains a d10 in ''Battle'' and a +1 with ''Piloting'' and ''Shooting'' checks (and if giving Support). An AI 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. || 1 || $5K basic, $10K standard, or $25K military xSize |- | '''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 (max size 20?). || ½ Size || $50K 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 || $50K |- | '''Crew Space, Low-Berth (U)''': Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. || 1 || $50K |- | '''Crew Space, Standard (U)''': Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. || 1 || $100K |- | '''Crew Space, Luxtury (U)''': Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. || 1 || $250K |- | '''Deflector Shields (1)''': The vessel is protected by an energy field that deflects incoming metories and ballistic attacks (it has no effect against lasers). 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 || $10K xSize |- | '''Drill Spike Drive -Mark I (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark I allows a vessel to travel at a speed of 1 lightyear per 48 hours in hyperspace. This Drive uses 1 energy times the Size of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark I Drive is Great || ½ Size || $100K xSize |- | '''Drill Spike Drive -Mark II (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark II allows a vessel to travel at a speed of 1 lightyear per 36 hours in hyperspace. This Drive uses 1 energy times the 1½ xSize of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark I Drive is Great || ¾ Size || $250K xSize |- | '''Drill Spike Drive -Mark III (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark III allows a vessel to travel at a speed of 1 lightyear per 24 hours in hyperspace. This Drive uses 1 energy times the 2 xSize of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark III Drive is Greater || Size || $1M xSize |- | '''Drill Spike Drive -Mark IV (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark IV allows a vessel to travel at a speed of 1 lightyear per 12 hours in hyperspace. This Drive uses 1 energy times the 3 xSize of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark IV Drive is Greater || 2 xSize || $10M xSize |- | '''Electromagnetic Shielding (3)''': Adds +6 to the ship’s effective Toughness vs. EMP attacks. || 1 per 10 Size || $5K xSize |- | '''Energy Reserves (U)''': Extra fussion/fission powercores can provided additional energy to the ship. Each energy reserve adds 100% of the standard Energy rating to the ship || ¼ Size || $50K 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 || $500K, $1M, $2M |- | '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || $25K xSize |- | '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be cammed to hold two persons in each cell). || 1 || $50K |- | '''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 || $5K 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 || $150 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 || $100K |- | '''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 || $50K |- | '''Orbiter (1)''': Requires Atmoshpere Mod. Shuttle craft and drop ships meant mostly to ferry cargo and people from space oto a planet's surface and meant operate in space for only a limited time. Halve the Space Speed (round down) but count full atmosphere speed, including Speed Mods. Reduce Engergy to Half Size. Most also that the Short Term Life Support Mod. Adds Size back in additional Mods || n/a || 50% base cost |- | '''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). Full life support and a days worth of food and water is also include for each passenger. Each pod seats 20. || 2 || $10K |- | '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size || $50K xSize |- | '''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 Spike Drive warping 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 || $1M |- | '''Sensor Suite, Planetary (1)''': This functions exactly like the Sensor Suite, see Gear, but has a range of 10K miles. It can also detect Spike Drive at 1 lght year away. || 1 || $50K |- | '''Shields (3)''': The craft is protected by an ablative energy field that absorbs its Size in damage each time it is hit before applying the damage to the ships Toughness (and armor). The shields can take a maxmimum of 10×Size per mods (1/2 Size) in points of damage before it’s depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A craft may regenerate its Size in shield points if it makes no attacks in a round || ½ Size || $50K xSize |- | '''Speed (U)''': each level increase the base speed by +1. || ¼ Size || $50K 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 |- | '''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 4 individuals whom can be keep within for long term without requiring food, water and oxygen. Each unit of pods uses one Energy of the vessel per month (30 days) that it is running. || 1 || $50K |- | '''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 || $150K xSize |- | '''Superstructure (U)''': Superstructures are massive extensions that add great amounts of space to Greater Size or larger 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 pg. 47). || 10 || $5M |- | '''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 || $10K xSize |- | '''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 || $1M |- | '''Torpedo Launch Tube (U)''': Each tube allows a torpedo to be fired wirh action (ROF 1). || 1 || $500K |- |} ====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> </br> '''STARFIGHTERS'''[https://www.pinterest.com/pin/552816923018971294/visual-search/] and other species '''STARFIGHTERS'''[http://www.jeffcarlisle.com/node/88?size=_original]</br> There are two types of standard starfighters used by most of the species of Known Space - the heavy armored fighter and the fast, light fighter. The example below is a heavy fighter. </br> '''Cost''' $4/98M (+2M for replacement torpedos). '''Frame''' Tiny-Size 6, '''Speed''' 8 (800mph), '''Handling''' +3, '''Toughness''' 37 (14), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25</br> :'''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor II (AP +8) (2), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (3), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+3), Reinforced Structure (Toughness +4) (2), Sensor Suite, Planetary (as Sensor Suite above, see Gear but range of 10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1), Torpedo Tubes 2 (2) with storage for 8 light and 4 heavy torpedoes (2)</br> :Weapons ::Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up'') ::Two Forward fixed Torpedo Launchers: Range 12/24/48, ROF1. ''Light'' Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. ''Heavy'' Torpedo -Damage 8d12, AP 50, AOE 1 sq. space </br> '''MEDIUM SHUTTLE/LANDER'''[https://www.pinterest.com/pin/431360470543275393/] and [https://www.pinterest.com/pin/22236591900382010/]</br> Basic Shuttle lander used for either crew or cargo. </br> '''Cost''' $1.15M. '''Frame''' Medium -Size 8, '''Speed''' 2 (500mph), '''Handling''' +2, '''Toughness''' 30 (7), '''Wounds*''' +2, '''Crew''' 1+4, '''Energy''' 4</br> :'''Mods''' (34 remaining): Atmospheric (can land on planetary surfaces) (4), Life Support, Short-Term (15 mandays of both standard and emergy), Orbiter (+8) :For Passenger Transport: add Standard Passenger Space XXXII (32) which can hold 128 passengers and includes Life Support for all for 3 days (plus 3 days in emergency) and can carry 3.2 tons (mostly personal baggage) and adds $3.2M to the cost. :For Cargo Transport: carries 54.4 tons of cargo </br> '''HEAVY SHUTTLE LANDER'''[https://www.pinterest.com/pin/331436853829085520/]</br> These are heavy civilian shuttles who carry large cargo loads to and from a planets orbit, often to an orbiting space station or awaiting large starships that cannot make planetfall. They are unarmed and on hostile worlds require escourt vehicles for protection.</br> '''Cost''' $3.402M. '''Chassis''' Great -Size 12, '''TS''' 2 (700mph), '''Handling''' +1, '''Toughness''' 43 (12), '''Wounds*''' +3, '''Crew''' 15, '''Energy''' 6</br> :'''Mods''' (42 remaining; for cargo 100.8 tons. Passenger Pads for a passenger shuttle service can drop this depending): Armor I (AP+4) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Life Support, Short-Term (6 days of standard and emergy supplies for crew of 15; or 90 man-days worth) (1), Orbiter (+12), Reinforced Structure II (Tough +4) (6), Speed I (+2) (6) </br> '''LIGHT FREIGHTER'''[https://www.pinterest.com/pin/227009637439760631/visual-search/] and [https://www.pinterest.com/pin/533958099579426873/visual-search/] and [https://www.pinterest.com/pin/535928424394874104/visual-search/]</br> A common light friegther used to carry a moderate ammout of cargo between close star systems. Mounts only a single mounted laser for defense. </br> '''Cost''' $9.28M. '''Frame''' Great -Size 12, '''Speed''' 4 (400mph), '''Handling''' +1, '''Toughness''' 39 (12), '''Wounds*''' +3, '''Crew''' 5+10, '''Energy''' 120</br> :'''Mods''' (23 remaining; for cargo 55.2 tons): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Drill Spike Drive -Mark II (speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserve I (energy +60) (3), Life Support (30 days of standard and emergency supplies for a crew of 15; or 50 mandays), Speed Reduction I (+6), Weapon mount (2)</br> :Weapon ::Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'') </br> '''PIRATE RAIDER'''[https://www.pinterest.com/pin/4644405856239286/visual-search/] and [https://www.pinterest.com/pin/914862411258997/visual-search/]</br> Wherever there is trade, there are pirates. Most use captured and converted commercial vessels, rigged together with a hodgepodge of equipment scavenged from their victims. Leftover space is used for their ill-gotten gains but the real money is in capturing a prize ship. This example is on a light freighter.</br> '''Cost''' $11.67M. '''Frame''' Great -Size 12, '''Speed''' 6 (600mph), '''Handling''' +1, '''Toughness''' 43 (12), '''Wounds*''' +3, '''Crew''' 15, '''Energy''' 120</br> :'''Mods''' (6 remaining' for ill gotten cargo; 14.4 tons): Armor II (AP +8) (2), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Drill Spike Drive -Mark II (speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves (+60 energy points) (3), Life Support (30 days of standard and emergency supplies for a crew of 15; or 450 mandays), Sensor Suite, Planetary (10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed I (3), Targeting System (1) :Weapons ::two Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up, per duel weapon bank'') </br> '''CUTTER/PATROL CRAFT'''[https://www.pinterest.com/pin/439804719841085437/]</br> The ''Cutter''-Class system patrol boats were designed originally for wolf-pack hit and run attacks on larger ships and went out of date at least a hundred years ago. The UFS has re-assigned a number of these older model ships to use as their patrol and transports of the Regulator teams. Many of the systems have been updated but it is still not as efficient as modern combat ships. They are however equipment with enough updates to make them more the a match for most civilian and priate vessels.</br> '''Cost''' $12.33M, '''Size''' 12 -Great, '''Speed''' 7 (700mph), '''Handling''' +1, '''Toughness''' 48 (20), '''Wounds*''' +3, '''Crew''' 3+4 (plus 4 prsioners), '''Energy''' 100</br> :'''Mods''' (1 remaining; cargo space 2.4 tons) - AMCM (Anti-Missile Counter Measures, Add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor III (AP +12) (3), Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Drill Spike Drive -Mark II ( speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Energy Reserves (+50 energy points) (3), Fewer Crew (+2), Fixed Linked Weapons (1), Holding Space 2 (includes four individual holding cells or can be cammed to hold two persons in each cell) (2), Life Suport I (60 days of standard supply plus emergency supplies for fifteen; or 900 man days) (3), Linked Weapon Systems (2), Sensor Suite, Planetary (as Sensor Suite above, see Gear but range of 10K miles. It can also detect Spike Drive at 1 lght year away) (1), Shields I (Threshold 12, max damage 120) (3), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1)</br> :Weapons</br> ::forward Fixed Duel-linked Light Railgun: Range 800/1,600/2,400 (8/16/32), Damage 4d10+2, AP 8, Shots 20 (realoads $100, 10lbs) ::Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up'') Roll 1d4 Starship Quirks for these vessels due to their age (see above under Space Trucker Setting).</br> </br> '''MEDIUM FREIGTHER'''[https://www.pinterest.com/pin/292593307024761172/visual-search/] and [https://www.pinterest.com/pin/768848967606107162/visual-search/]</br> Another cpmmon civilian frieghter these include 3 bulk interchangage Superstructure modular holds that are mostly used for Bulk Cargo. Common in the Core Worlds and travelling well established (and generally safe) routes they only mounting a single laser cannon on a turret for defense. </br> '''Cost''' $38.39M. '''Frame''' Greater -Size 16, '''Speed''' 3 (300mph), '''Handling''' +0, '''Toughness''' 44 (13), '''Wounds*''' +4, '''Crew''' 10+14, '''Energy''' 200</br> :'''Mods''' (1 remaining; personal of cargo 3.2 tons): Armor I (AP+4) (1), Artificial Intelligence (Basic; can operate all ship's systems— skill level of d8, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (8), Drill Spike Drive -Mark II ( speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 32 hours in hyperspace) (12), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves (+100 energy points) (4), Fewer Crew (+4), Life Support (30 days of standard and emergency supplies for a crew of of 20; or 600 mandays), Sensor Suite, Planetary (10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed Reduction I (+8), Superstructures III (30) Weapon Mount (2)</br> :Weapons ::Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'') ''Bulk Cargo Superstructure Modular Containers'' can carry up to 180,000 cube feet of marterals but only 1,800 tons of cargo (each) if the vessel is to land on a planetary surface.</br> </br> '''EXPLORER/SCOUT TRANSPORT'''[https://www.pinterest.com/pin/39969515427327240/visual-search/] and [https://www.pinterest.com/pin/66146688264254371/visual-search/]</br> A very tough and rugged explorer and scout starcraft with advanced sensors and long term life support for the crew and passengers. It only carry light defensive weapons as it is not a combat vessel. Its large reserves of energy and supplies means it can operate independenty for months at a time. It also carries an expensive Mark IV Spike Drive Drive system meaning it can travel a lightyear every day in drive space.</br> '''Cost''' $44.26M. '''Frame''' Greater -Size 16, '''Speed''' 5 (500mph), '''Handling''' +0, '''Toughness''' 60 (23), '''Wounds*''' +4, '''Crew''' 6+4, '''Energy''' 500</br> :'''Mods''' (2 remaining; for gear and such 3.1 tons): Advanced AI (+2 to ''Science'' for Navigation of space route and +2 to ''Repair'' and ''Science'' to bleed off pollutants safetly in Drive space) (0), AMCM (Anti-Missile Counter Measures. Adds +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor III (AP +12) (3), Artificial Intelligence (Stanard; can operate all ship's systems— skill level of d10, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (8), Drill Spike Drive -Mark III (speed of 1 lightyear per 24 hours in hyperspace. Uses 24 energy per 24 hours in hyperspace) (16), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves IV (+400 energy points) (16), Fewer Crew (+10), Life Support (90 days standard and 90 days emergence supplies for 10 crew or 900 days) (4), Linked Weapons (4), Reinforce Structure II (Toughness +4) (8), Sensor Suite, Galactic (Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' check. Sensors can also detect Spike Drive warping 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 rolls. 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), Shields (Threshold 16, Total 160) (8)</br> :Weapons </br> ::two Dual Linked (in two turrets) Medium Laser Cannons: Range 800/1,600/32.000 (8/16/32). Damage 3d10+2, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots. round up, per duel linked bank'') </br> '''EMERGENCY CORVETTE'''[https://www.pinterest.com/pin/335096028515631375/visual-search/]</br> These corvette are used by the UFS for emergency recuse. They are rare and extermely expensive with the Spike Drive of IV emabling them to get within the Star Cluster fairly quickly.</br> '''Cost''' $163.82M. '''Frame''' Greater - Size 16, '''Speed''' 6 (600mph). '''Handling''' +0, '''Toughness''' 48 (17), '''Wounds*''' +4, '''Crew''' 10+30, '''Energy''' 200</br> :'''Mods''' (2 remaining): Advanced AI (+2 to ''Science'' for Navigation of space route and +2 to ''Repair'' and ''Science'' to bleed off pollutants safetly in Drive space) (0), Advanced Medical (can hold 18 passagents; Dedicated AI with Healing & Science skills d10) (9), Armor II (AP+8) (2), Artificial Intelligence (Standard; can operate all ship's systems— skill level of d10, but is an “Extra”. 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 offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (8), Drill Spike Drive -Mark IV (speed of 1 lightyear per 12 hours in hyperspace. Uses 32 energy per 24 hours in hyperspace) (24), Energy Reserve (+100 points) (4), Life Support (30 days of standard and emergency supplies for 40), Speed II (8), Statis Pod (can hold 16 patients in statis; uses 4 Energy per month) (4) </br> '''PASSENGER LINER'''[https://www.pinterest.com/pin/334040497370756990/visual-search/]</br> Passenger liners are the cruise ships of the future, transporting thousands of passengers between the stars. This massive version holds over 4,900 passengers with luxury accommodations for long-term travelers, including hydroponic gardens, theatres, gyms, malls, restaurants, shopping, and lodging. It also has a large hangar bay with six medium shuttles for embarkation, debarkation, and planetary excursions (5 passage and one cargo standard). They only carry a few light weapons for anti-piracy defense. </br> '''Cost''' $1.006B. '''Frame''' Garganturan Size -24, '''Speed''' 3. '''Handling''' -2, '''Toughness''' 51 (15), '''Wounds*''' +6, '''Crew''' 100 (+450)+4,900, '''Energy''' 600</br> :'''Mods''' (0 remaining): Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. 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 offer Support rolls) (1), Drill Drive Mark II (allows the vessel to travel 1 lightyear every 36 hours. Costs 36 energy points per 24 in drive space) (16), Energy Reserve I (energy +300) (6), Fewer Crew (+29), Life Suport (60 days standard supplies and emergency supplies for a total of 5,450 persons) (6), Mercantile (speciality business to generate extra wealth) (2), Superstructure (Civilian Passengers; with 350 stewards, cooks, etc. Passengers can bring 100lbs of personal luggage each) VII (70), Superstructure (Hangars; each can hold a total of 24 ships with max size of 12 each. Supplies, fuel, etc. and 100 mechanics, etc.) II (20), Weaon Systems (8) :Weapons ::Four turreted mounted Medium Laser Cannons: Range 8/16/32, Damage 3d10, AP 15, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'') ===Vehicle Chassis=== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> The basic Chassis and Size of a vehicles which determines its basic speed, handling, etc. {| class="wikitable" border="0" | '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples''' |- | Ultralight || 0 || 40mph || +3 || 5 || 2 || 1 || $200 || Bicycle |- | Light || 1 || 40mph || +2 || 9 (2) || 5 || 2 || $1K || Street motorbike |- | Moderate || 2 || 35mph || +1 || 12 (3) || 10 || 3 || $4K || Heavy motorbike, off-road rec-ATV |- | Medium || 3 || 30mph || +0 || 15 (4) || 15 || 5 || $10K || Motor car |- | Large || 4 || 25mph || +0 || 20 (5) || 20 || 8 || $20K || SUV, pickup truck |- | Heavy || 6 || 20mph || -1 || 25 (6) || 25 || 10 || $45K || APC, semi cab |- | Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || 20 || $75K || Assault Tank, fighter aircraft |- | Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || $200K || Train engine or car, pleasure yacht |- | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || $500K || Heavy aircraft transport, jet liner |- | Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 100 || $1M || Cruise liner, light Sea carrier ship |- |} ====Vehicle Mods==== Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) {| class="wikitable" border="0" | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' |- | '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph (120kph) but suffers -1 Handling for their Size. The Speed Mod increase TS by 40mph (75 kph) instead of 10 || ½ Size || $5K xSize |- | '''Aircraft, Jet Plane (1)''': Jetplanes have a Speed of 600mph. They must move at half their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100mph (150kph) instead of 10 || ½ Size || $10K xSize |- | '''Aircraft, Propeller (1)''': A traditional prop plane has a base Speed of 150mph (225kph). Propeller planes must move at least 1/2 their speed every round r go Out of Control (stall). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || $5K xSize |- | '''Aircraft, VTOL (1)''': VTOL (Vertical Take Off and Landing) aircraft have a base speed of 300mph (150kph) and a +1 to their Handling based on size. They can hover and fly and have no stall speed. The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || Size || $10K xSize |- | '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Electronics rolls made to evade missile attacks. || 1 || $5K xSize |- | '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || ½ Size || $1K xSize |- | '''Armor (U)''': Increases the vehicle's Armor value by +2 for each Mod. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and cost is doubled. Armor Points might also be directional for combat type ones. In this case it each Mod adds +6 to Front Armor, +4 to Sides (and top side of the vessel), and +2 to Rear (and undercarriage) || 1 || $500 xSize |- | '''Artificial Intelligence (1)''': The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. There are three levels of 'intelligence' for a AI availabe - Base, Standard and Military. A basic AI has an effective Skill level of d8 and suffers a -2 with ''Shooting'' checks if it makes them. A standard AI has an effective Skill level of d10 as is the military AI but it also gains a d10 in ''Battle'' and a +1 with ''Piloting'' and ''Shooting'' checks (and if giving Support). An AI 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. || 1 || $5K basic, $10K standard, or $25K military xSize |- | '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize |- | '''Crew Reduction (U)''': Add 1 Mod slot for every four crew/passengers deducted (round up) || n/a || n/a |- | '''Crew Space (U)''': Space for four additional crew or passengers || 1 || $1K |- | '''Deflector Screens (1)''': The vehicle is protected by an energy field that deflects incoming ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their ''Shooting'' rolls. || 2 || $10K xSize |- | '''Ejection System (1)''': Should a vehicle suffer a Wrecked result, crew members may make Agility rolls at –4 (or no penalty if an individual was on Hold or hasn’t acted yet that round). Failure results in damage as usual and failure to eject that round. Those who succeed are launched into the air and descend safely via parachute. The system covers all passengers and crew. || ½ Size || $5K xSize |- | '''Electromagnetic Shielding (U)''': Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). || 1 || $5K xSize |- | '''Environmental Seal (1)''': The vehicle is sealed verses hazardous chemicals, toxins, radiation, and environmental conditions. It allows the crew to operate safeful in such along with enhanced heater/colder system to operate on most any planet so long as they is some time of atmosphere. It can add oxygen tanks to provide breathable air for all passenger and crew for 12 hours for double the price but this is not vacuum rated. To be vaccum rated costs double again || 2 || $1K xSize |- | '''Exposed Crew (1)''': Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. || n/a || 50% base($) |- | '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. In the Chase rules, fixed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a |- | '''Food Storage (U)''': A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). || 1 || $1K |- | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || $5K xSize |- | '''Hover Vehicle (1)''': The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. Also add +5mph to its base speed. || 5 || $5K xSize |- | '''Linked (U)''': Up to four direct-fire weapons 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. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) || n/a || n/a |- | '''Living Space (Special)''': Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness. || 4 || $5K |- | '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. || 1 || $5K xSize |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy (or AT) missiles to be fired at once. || 1 || $50K |- | '''Muscle Powers (1)''': Ultra-light and light vehicles only. Muscle power locamotion like those of Bicycles. Top Speed is change to 10mph +½ operators Strength die. Most Mods are not allowed (GMs call) but those that are also have a reduced cost of ¼ its base. Already includes Exposed Crew Mod. || n/a || 25% base($) |- | '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2” || ¼ Size || $1K xSize |- | | '''Radar/Sonar (1)''': Radar can detecting flying objects around 1,000 miles (or the horizon) with a ''Electronics''. Illumination, fog, etc. are ignored. Sonor works the same way but underwater objects and land mass mapping with average range of 300 miles. || 1 || $50K |- | '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || ¼ Size || $1K xSize |- | '''Sensor Suite (1)''': This functions exactly like a Sensor Suite (see Gear: Sensor and Security Devices above), Range 5 miles; Double the price Range of 100 miles. || 1 || $25K |- | '''Shields (1)''': The vehicle is protected by an ablative energy field that absorbs the vehicle's Size points of damage from each attack its suffers. Apply all damage to the shield first, then any left over to the vehicle (AP counts as usual). It can absorb Sizex10 before the shields are depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no attacks in a round. || ½ Size || $25K xSize |- | '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || $3K xSize |- | '''Speed (U)''': Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) || ¼ Size || $1K xSize |- | '''Speed Reduction (3)''': The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gain half Size in Mod slots. || n/a || n/a |- | '''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 4 individuals whom can be keep within for long term without requiring food, water and oxygen. Each unit of pods uses one Energy of the vessel per month (30 days) that it is running. || 1 || $50K |- | '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. || Size || $10K xSize |- | '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || $10K xSize |- | '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 10mph (or 5mph if 10 would reduce it to 0), but adds +2 to Handling based and ignores ''Driving'' penalties for difficult terrain. On the table-top causes no reduction in speed. || n/a || $5K xSize |- | '''Watercraft (1)''': The vehicle is a boat or ship. It’s base Speed are halved (round up). Speed Modifications increase Speed only by 5 (instead of 10). For expermely larger vessels such as super carries vessels or cruise ships, use the Starship rules for Size, Toughness, and Crew, and add any enhancements that aren’t for non space travel. They also do not have 'energy' points. If a Modification is listed under Vehicles, use that instead. Ships may have Torpedo Tubes. || n/a || n/a |- |} ====Some Vehicle 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 a vehicle can haul 50lbs x unused Mods x twice the Size (for land vehicles) or just Size (for aircraft)</br> Also the '''Wounds*''' works just like extra wounds for large creatures (SWADE pg. 179)</br> </br> '''DIRT BIKE'''[https://www.pinterest.com/pin/626633735659494394/visual-search/] and [https://www.pinterest.com/pin/260153315965226984/]</br> Common on frontier worlds and as a sports motorbike on more developed worlds. </br> '''Cost''' $3.5K. '''Chassis''' Light -Size 1, '''TS''' 60mph, '''Handling''' +2, '''Toughness''' 13 (2), '''Crew''' 1+1 (or 2)</br> :'''Mods''' (0 remaining): Exposed Crew, Off-Road (1), Reinforced Chassis II (Tough +4) (3), Speed II (+20mph) (2)</br> </br> '''STREET/RACER BIKE'''[https://www.pinterest.com/pin/671528994444568286/visual-search/] and [https://www.pinterest.com/pin/383650461999626984/visual-search/]</br> A standard racer motorbike that is found mostly on more developed worlds with developed roads and highways between settlements. </br> '''Cost''' $5.5K. '''Chassis''' Light -Size 1, '''TS''' 90mph, '''Handling''' +2, '''Toughness''' 9 (2), '''Crew''' 1+1</br> :'''Mods''' (0 remaining): Exposed Crew, Speed V (+50mph) (5)</br> </br> '''HOVER BIKE'''[https://www.pinterest.com/pin/299700550206078376/visual-search/?x=16&y=8&w=530&h=275] and [https://www.pinterest.com/pin/4574037101507362/visual-search/]</br> Light hover bike popular on both civilized and frontier worlds.</br> '''Cost''' $5.5K. '''Chassis''' Light -Size 1, '''TS''' 45mph, '''Handling''' +2, '''Toughness''' 9 (2), '''Crew''' 1+1</br> :'''Mods''' (0 remaining): Exposed Crew, Hovrcraft (5)</br> </br> '''PASSANGER TRANSPORT'''[https://www.pinterest.com/pin/297448750399649058/] and [https://www.pinterest.com/pin/225672631316635434/]</br> Standard passenger car that is found on most roads. Its structure has been lighty reinforced making it fond is more developed frontier worlds.</br> '''Cost''' $13.5K. '''Chassis''' Medium -Size 3, '''TS''' 60mph, '''Toughness''' 17 (4), '''Crew''' 1+4</br> :'''Mods''' (10 remaining; if used for cargo sortage 4,000lbs): Armor I (AP +2) (1), Reinforced Chassis I (Tough +2) (1), Speed III (+30mph) (3)</br> </br> '''LUXURY HOVER CAR'''[https://www.pinterest.com/pin/709105903804078264/visual-search/]</br> Generally only found among the rich with good roads they can be found on some rich frontier worlds where the 'boss' likes to show off. Its enhanced turbo fan engine give it superor speed and standard models come with armor and reinforcements for the passengers protection.</br> '''Cost''' $73K. '''Chassis''' Medium -Size 3, '''TS''' 85mph, '''Handling''' +1, '''Toughness''' 25 (12) Heavy, '''Crew''' 1+4</br> :'''Mods''' (1 remaining; cargo space 400lbs): Armor, Heavy II (AP+4) (2), Hovrcraft (5), Luxury Features (1), Reinforced Chassis I(Tough +2) (1), Speed V (+50mph) (5) </br> </br> ''' FRONTIER EXPLORER'''[https://www.pinterest.com/pin/31454897385306431/]</br> This is a small scout veseel with an advanced sensor system that is used on frontier worlds with possible hostile enviroments. </br> '''Cost''' $93K. '''Chassis''' Large -Size 4, '''TS''' 40mph, '''Handling''' +1, '''Toughness''' 28 (9), '''Wounds*''' +1, '''Crew''' 2+2</br> :'''Mods''' (7 remaining; if used for cargo 2,800lbs): Armor II (AP +4) (2), Environmental Seal (sealed verses hazardous chemicals, toxins, radiation, and environmental conditions) (2), Fewer Crew (+1), Food Storage (preversed food for 80 days; crew of four 20 days worth for each) (4), Handling I (2), Off Road (Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”) (1), Reinforced Chassis II (Tough +4) (2), Sensor Suite (as Sensor Suite but Range 10 miles) (1), Speed I (+10mph) (1) </br> ''For an additional $4,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$8,000 credits above that this supply is vaccum rated.''</br> </br> '''TRANSPORT'''[https://www.pinterest.com/pin/211598882481981230/]</br> A common sight on frontier worlds where infastructure has not been developed or underdeveloped and low end toxic atmoshperes. Its four wheel drive and oversized wheels give it excellent off-road preformace. Use a transport, light cargo hauler used by many colonist (often leased by the local government or corp that sponsoured the colony)</br> ''Cost''' $76K. '''Chassis''' Heavy -Size 6, '''TS''' 40mph, '''Handling''' -1, '''Toughness''' 29 (6), '''Wounds*''' +1, '''Crew''' 2+8</br> :'''Mods''' (17 remaining; if used for cargo 10,200lbs): Environmental Seal (sealed verses hazardous chemicals, toxins, radiation, and environmental conditions) (2), Off Road (Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”) (2), Reinforced Chassis II (Toughness +4) (3), Speed II (+20mph) (3) </br> ''For an additional $6,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$12,000 credits above that this supply is vaccum rated.'' </br> </br> '''FRONTIER HAULER'''[https://www.pinterest.com/pin/519321400785954867/] and [https://www.pinterest.com/pin/496873771396929144/]</br> Another frontier car for underdevelped words with possible toxic environments. Its six wheel and high clearance make it an excellent off-road rugged tarnsport and hauler.</br> '''Cost''' $120K. '''Chassis''' Super Heavy -Size 8, '''TS''' 35mph, '''Handling''' -2, '''Toughness''' 32 (7), '''Wounds*''' +2, '''Crew''' 2+6</br> :'''Mods''' (23 remaining; if used for cargo 18,400lbs): Environmental Seal (sealed verses hazardous chemicals, toxins, radiation, and environmental conditions) (2), Fewer Crew (+3), Off Road (Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”) (2), Reinforced Chassis I (Toughness +2) (2), Speed II (+20mph) (4)</br> ''For an additional $8,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$16,000 credits above that this supply is vaccum rated.'' </br> </br> '''HOPPER'''[https://www.pinterest.com/pin/44824958782583133/visual-search/]</br> A common light duty hybrid helipter-plane found on both civilized worlds and frontier colonies. Generally used as a transport for cargo or passengers. </br> '''Cost''' $123K. '''Chassis''' Heavy -Size 6 , '''TS''' 200mph, '''Handling''' +0, '''Toughness''' 25 (6), '''Wounds*''' +1, '''Crew''' 2+8 </br> :'''Mods''' (15 remaining; standard 4,500lbs): Aircraft, Helicoper (3), Handling I (3), Speed III (+120mp) (4)</br> :''Cargo Hopper Mods'': Fewer Crew (+2). Has a Crew of 2 and can carry and additional 5,000lbs in an external sling to carry and addition. :''Passsenger Hoope Mods'': Crew Space V (adds +20 passengers) (5) and can carry 3,000lbs of cargo. Increase cost +$25K </br> '''LIGHT ARMORED VAN/TRUCH'''[https://www.pinterest.com/pin/30610472456698271/]</br> Common amoug law enforcement and light military vehicles this armored vehicle does not carry any weapons itself although it can be upgraded if the owner wants it (can can afford it).</br> '''Cost''' $50K. '''Chassis''' Large -Size 4, '''TS''' 45mph, '''Handling''' +0, '''Toughness''' 32 (11) Heavy, '''Wounds*''' +1, '''Crew''' 1+7 :'''Mods''' (10 remaining; if all extra gear and equipment up to 4,000lbs): Armor III Heavy (AP+6) (3), Enviromental Sealed (verse toxic enviroments) (2), Reinforced Chassis IIi (Tough +6) (3), Speed II (+20mph) (3) </br> '''ASSAULT TANK'''[https://www.pinterest.com/pin/316589048785702175/visual-search/]</br> The assault battle tank is a rare sight and generally only seen on modern battle fields betwen core worlds (which has not happened sense the UFS was form). However some core worlds still maintain them, just in case. Some Shadow World criminal elements are rumored to have a few but it would only be for show as they are overkill in moar situations.</br> '''Cost''' $2.408M (w/full load of missiles and cannon rounds). '''Chassis''' Super-Heavy-Size 8, '''TS''' 35mph, '''Handling''' +0, '''Toughness''' 56 (27) Heavy, '''Wounds*''' +2, '''Crew''' 4 :'''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to ''Driving'', ''Electronics'' or ''Hacking'' to avoid nissile fire) (1), Armore X Heavy (AP+20) (10), Crew Reduction (+4), Enviromental Sealed (verse toxic enviroments) (2), Linked Weaon Systems (4), 2 Missile Launcher (Each can fire four Light or two Heavy/AT missiles an Action) (2), with storage for 12 light missiles, 8 heavy missiles and 8 AT missiles (4), Reinforced Chassis III (Tough +6) (6), Speed III (+30mph) (6), Targeting System (elimates 4 penalties for vehicles weapon fire) (1), Tracked (no off road penalties and no speed reduction for difficult terrain), Weapon Sytem (2) :Weapons ::Duel-linked turret mounted Heavy Cannons: Range 350/700/1,400, Damage 5d10+2, AP 30, ROF 1, Shots 30, HW, MBT ::turret mounted Heavy Ballistic Machinegun: Range 200/400/800, Damage 2d12+2, AP 4, ROF 3, Shots 200, HW ::Two turret mounted Missile Launchers: Range 1,000/2,000/4.000, damage by missile type, all HW. ''Light Missile'' -Damage 5d6, A 6, SBT; ''Heavy Missile'' -Damage 8d6, AP 12, MBTl ''AT (Anti-Tank) Missile'' -8d6, AP 50, SMT.
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