Editing
Savage World Adventure Ed. Star Wars setting
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information