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====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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