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===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) |- |}''
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