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=SFC UPDATES= These rules were created using the Science Fiction Companion but updated below for the Adventure Edition. ==Starship Frames== Basic overall Frame and Size of the Starship which provides it basic speed, handling, etc. <font size=1> {| class="wikitable" border="0" | '''Structure''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Energy''' || '''Wealth''' || '''Examples''' |- | Tiny || 6 || 6 || +3 || 25 (6) || 20 || 1 || 25 || -6 || Light shuttle or TIE Starfighter |- | Average || 8 || 5 || +2 || 30 (7) || 30 || 5 || 30 || -7 || Bomber or X-Wing or Y-Wing |- | Great || 12 || 5 || +1 || 35 (8) || 40 || 15 || 40 || -8 || Light freighter, patrol boat, scout or Lambda-class T-4 Imperial Shuttle |- | Greater || 16 || 4 || +0 || 40 (9) || 60 || 40 || 60 || -10 || Corvette, freighter or YT-1300 light freighter |- | Giant || 20 || 3 || -1 || 50 (12) || 80 || 80 || 100 || -12 || Destroyer, light cruiser or Hammerhead corvette, Corellian corvette |- | Gargantuan || 24 || 3 || -2 || 60 (15) || 100 || 200 || 300 || -15 || Battle cruiser, bulk freighter or Nebulon-B frigate, Lucrehulk-class Battleships |- | Behemoth || 30 || 2 || -3 || 70 (20) || 150 || 400 || 500 || -18 || Dreadnaught, starship carrier or |- | Leviathan || 40 || 2 || -4 || 80 (25) || 250 || 1K || 800 || -21 || Super dreadnought, supers carrier, or Imperial-class Star Destroyer, MC80 Mon Calamari cruiser |- | World-Class || 60 || 2 || -5 || 100 (40) || 400 || 2K || 1,500 || -25 || Space station or Executor-class Star Dreadnought |- |} </font size> '''Starship Notes'''</br> For Tabletop combat in Space the squares are basically the same as table top personal combat. This is how squares (or inches) it can move each round may. 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> ===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> Wealth is an additional penalty to the vessel’s base Wealth penalty for adding the mod to the vessel. Total them and round to the nearest for the Wealth Pen of purchasing such a vessel. <font size=1> {| class="wikitable" border="0" | '''Updated Starship Mods''' || '''Mods''' || '''Wealth''' |- | '''Advanced AI (2)''': Requires Artificial Intelligence modifier. Advanced programming add +1 to ''Science'' for Navigation of space route and +1 to ''Repair'' and ''Science'' checks. If taken a second time these bonuses increase to +2 each || 0 || -0.5 |- | '''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 || -0.2 x Size |- | '''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 || -0.1 x Size |- | '''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 || -0.2 basic or -0.3 standard or -0.5 military x Size |- | '''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?). || ¼ Size || -0.1 x Size |- | '''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 || -0.25 |- | '''Crew Space, Low-Berth (U)''': Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. || 1 || -0.1 |- | '''Crew Space, Standard (U)''': Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. || 1 || -0.2 |- | '''Crew Space, Luxury (U)''': Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. || 1 || -0.3 |- | '''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 || -0.2 x Size |- | '''Electromagnetic Shielding (3)''': Adds +6 to the ship’s effective Toughness vs. EMP attacks. || 1 per 10 Size || -0.2 x Size |- | '''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 || -0.5 x Size |- | '''Fewer Crew or Passengers (U)''': For every 4 fewer crew the ship has it gains an additional +1 modifier. || 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), Starboard (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 |- | '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || -0.25 x Size |- | '''Hanger Bay (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 Giant size or larger can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. A external lift-hooks can carry a vessel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || -1, -2 or -4 |- | '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be crammed to hold two persons in each cell). || 1 || -0.2 |- | '''Hyperdrive, Backup (U)''': takes ten times the base time to travel base distance. Backup drives use 1 energy per 24 hours of travel. || 1 per Size 10 || -0.2 |- | '''Hyperdrive, Slow (1)''': Takes twice the standard time to travel the base distance. Slow drives use ½ the ship’s Size in energy for each 24 hours traveled. || ½ Size || -0.1 x Size |- | '''Hyperdrive, Standard (1)''': Takes the base time to travel the base distance. Standard drives use the ship’s Size in energy for each 24 hours of travel. || Size || -0.2 x Size |- | '''Hyperdrive, Fast (1)''': Takes ½ the base time to travel the base distance. Fast drive use the ship’s Size times two in energy for each 24 hours of travel. || 1½ Size || -0.5 x Size |- | '''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 supplies) 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 || -0.5 x Size |- | '''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 +1 a month for the ship (and the same for the mercantile owner). The store has 300 square feet of space. Each additional Mod adds roughly 100 square feet and cost +0.25. || 2 || -0.5 |- | '''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 || -0.4 |- | '''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 || -0.25 |- | '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size || -0.2 x Size |- | '''Sensor Suite, Galactic (1)''': Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' roll. Sensors can also detect 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 || -0.5 |- | '''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 light year away. || 1 || -0.2 |- | '''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 have a threshold of how much damage they can stop from each attack equal to the vessel’s Size. However the vessel can only take a maximum of 10 × Size per mods (½ Size) in points of damage before its depleted. Taking shields up to 3 times increase this maximum amount of damage that the ship can take before being depleted but does not increase the base Threshold. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A craft may regenerate its Size in shield points back to each max for each round that it makes no attacks or is attacked (takes damage). || ½ Size || -0.2 x Size |- | '''Smugglers Compartments (U)''': A hidden compartment that can hold up to 50lbs x the vehicle Size in gear or even people (if big enough). Searches suffer a -4 to Notice and Electronic checks. || 1 || -0.1 |- | '''Speed (U)''': each level increase the base speed by +1. || ¼ Size || -0.1 x Size |- | '''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 minimum speed is 1 unless it is stationary (like a space station) || n/a || n/a |- | '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-stealth signal such as radio signal or active sensor search. || Size || -0.2 x Size |- | '''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 || -2 |- | '''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 || -0.1 per 5 Sizes |- | '''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 || -0.2 |- | ‘’’Tractor Beam, Advanced’’’ (U): This system has a range of 10 on the starship scale and enemy contested rolls are at an additional -2 penalty to resist || 8 || -0.5 |- | '''Torpedo Launch Tube (U)''': Each tube allows a torpedo to be fired with action (ROF 1). || 1 || -0.1 |- |} </font size> ==Vehicle Chassis and Size== The basic Chassis and Size of a vehicles which determines its basic speed, handling, etc. <font size=1> {| class="wikitable" border="0" | '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Wealth''' || '''Examples''' |- | Light || 1 || 40mph || +2 || 9 (2) || 5 || 2 || -1 || Speederbike |- | Moderate || 2 || 35mph || +1 || 12 (3) || 10 || 3 || -2|| Military speeder bike, Light aircar |- | Medium || 3 || 30mph || +0 || 15 (4) || 15 || 5 || -4 || Landspeeder |- | Large || 4 || 25mph || +0 || 20 (5) || 20 || 8 || -5 || Transport landspeeder, Light submersible, AT-ST |- | Heavy || 6 || 20mph || -1 || 25 (6) || 25 || 10 || -6 || Military landspeeder transport, Double Cloud Car |- | Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || -8 || -10|| AAT Trade Federation Tank |- | Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || -10 || Light air yacht, Heavy transport |- | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || -12 || AT-AT, Jawa tracked transport |- | Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 100 || -15 || Pleasure air transport yacht |- |} </font size> ===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) </br> Wealth is an additional penalty to the vessel’s base Wealth penalty for adding the mod to the vessel. Total them and round to the nearest for the Wealth Pen of purchasing such a vessel. <font size=1> {| class="wikitable" border="0" | '''Updated Vehicle Mods''' || '''Mods''' || '''Wealth''' |- | '''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 || -0.2 x Size |- | '''Amphibious (1)''': The vehicle can move at ½ its speed with a -1 Handling for its size on the surface of water. For double the Mods and Wealth penalty it can be modified to be a submersibles. Movement is ¼ speed. Includes a water seal and oxygen supply for 8 hours. || ½ Size || -0.2 x Size |- | '''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 || -0.2 x Size |- | '''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 available - 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 || -0.1 basic pr 0.2 standard or 0.5 military x Size |- | '''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 || -0.3 |- | '''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 || -0.25 x Size |- | '''Electromagnetic Shielding (U)''': Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). || 1 || -0.25 x Size |- | '''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 || -0.2 x Size |- | '''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 Wealth penalty, min +2 |- | '''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 || -0.2 |- | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || -0.3 x Size |- | '''Hanger (U)''': A hangar (or garage) within a vessel of at least Titan size can carry two a vessel of 6 or less. For a vessel of Colossus size can carry up to three size 6 vehicles or two size 8 vessels or a singel size 10 vehicle. For a vessel of Goliath size can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. || 8/10/14 || -1, -2 or -4 |- | '''Inferior Handling''' (2): Can be taken twice. Each time lowers the base Handling by -1. This only affects a vehicles overall cost || n/a || Half base cost, min +2 |- | '''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 || -0.3 |- | '''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 || -0.5 x Size |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy (or AT) missiles to be fired at once. || 1 || -0.5 |- | '''Off Road (1)''': Ignore Driving penalties for difficult terrain for wheeled vehicles. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2” || ¼ Size || -0.1 x Size |- | | '''Radar/Sonar (1)''': Radar can detecting flying objects around 1,000 miles (or the horizon) with a ''Electronics''. Illumination, fog, etc. are ignored. Sonar works the same way but underwater objects and land mass mapping with average range of 300 miles. || 1 || -0.4 |- | '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || ¼ Size || -0.3 x Size |- | '''Repulserlift, Airspeeder (1)''': Basic aircraft style repluserlift engine. It can hover or fly with a Speed of 100mph (150kph), with no upper altitude (although can be set at the max breathable range for safety). The Speed Mod increase TS by 100mph (150kph) instead of 10 || ½ Size || -0.3 x Size |- | '''Repulserlift, Landspeeder (1)''': Basic ground speeder repluserlife engine. Max clearing distance is generally a few feet back can be up to 2 yards/meters (1” game scale) for get over most obstacles. Speed of 50mph (75kph). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || -0.1 x Size |- | '''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 || -0.5 |- | '''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 || -0.5 x Size |- | '''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 || -0.2 x Size |- | '''Speed (U)''': Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) || ¼ Size || -0.1 x Size |- | '''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 |- | '''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 || -0.4 x Size |- | '''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 || -0.2 x Size |- | '''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. || na || -0.2 x Size |- | '''Tractor Beam (U)''': Tractor beams are specialized devices designed to move heavy objects but can also be used as a weapons hold an enemy vessels in place and pull it to the “attacker”. Vehicles can only affect vessels of smaller Size. Their range is short or 40". 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 3d6" rounds. A captive’s Vessel has all locomotion and weapons are shut down. || 5 || -0.2 |- | '''Walker, Two-Legged (1)''' || ½ Size || -0.3 x Size |- | '''Walker, Four-Legged (1)''' || ½ Size || -0.4 x Size |- | '''Walker, Six or Eight-Legged (1)''' || Size || -0.6 x Size |- |} </font size> ==Vehicle Scale Weapons== All vehicle weapons have the Heavy Weapon property. <font size=1> {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MODS''' || '''WEALTH''' || '''NOTES''' |- | Blaster Cannon || 300/600/1,200 || 3d10 || 8 || 3 || n/a || 1 || -3 (M) || -- |- | Ion Cannon || 400/800/1,600 || 3d12 || 0 || 1 || n/a || 1 || -4|| Ion damage |- | Laser Cannon || 600/1,200/2,400 || 4d10 || 15 || 1 || n/a || 2 || -4 (M) || SBT |- | Heavy Laser Cannon || 600/1,200/2,400 || 6d10 || 15 || 1 || n/a || 3 || -5 (M) || MBT |- | Grenade Launcher || 100/200/400 || 4d6 || 0 || 1 || 20/1 || 1 || -3 (M) || MBT |- | Missile Launcher || 1,000/2,000/4,000 || 5d8 || 10 || 1 || 12/1 || 1 || -5 (M) || Capital, MBT |- | Rocket Launcher || 800/1,600/3,200 || 8d8 || 12 || 1 || 10/1 || 2 || -5 (M) || Capital, LBT |- | Photon Torpedo launcher || 500/1,000/2,000 || 8d10 || 20 || 1 || 4/1 || 2 || -6 (M) || Capital, 1 space square |- | Turboblaster Cannons || 600/1,200/2,400 || 6d10 || 20 || 3 || n/a || 6 || -7 (M) || Capital |- | Turboion Cannons || 800/1,600/3.200 || 6d12 || 0 || 1 || n/a || 9 || -8 (M) || Capital, Ion damage, 1 space square |-i | Turbolaser Cannon || 1,200/2,400/4,800 || 10d10 || 20 || 1 || n/a || 12 || -9 (M) || Capital, 2 space squares |- |} </font size> '''Capital Weapons'''- suffer an -2 on Shooting rolls to hit non-Capital Ships. They also suffer an additional -2 (-4 total) when fired against Starfighters and vehicles size 10 or less.</br> '''Shots'''- is for non-energy weapons and how many rounds can be stored per mod (i.e. 4/1 means a bay can hold 4 torpids for 1 mod of space)</br> '''Duel linked weapons'''- deal +2 damage and add +1 to Shooting. Quad linked weapons deal +4 to damage and add +2 to Shooting.</br> '''Ion Weapons''' - ignore all Armor Points and Force Fields damage absorption points and every hit causes the shield to lose half the vehicle's Size of its maximum damage that it can absorb. Vehicles without shields (or disabled shields) suffer a -10% MPH (or -1 to Space Scale Speed) for every hit that equals the target ships’ Toughness. Finally, Ion Cannon cause nonlethal damage to vehicles so the worst that can happens is that its’ disabled.</br> ''Wounds, Shield'' and ''Speed'' loss from ion damage can be restored separately with ''Repair'' skill checks and one minute of work times the vehicles Size modifier. </br>
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