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===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'')
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