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== OTHER HOUSE RULE == === PROFICIENCIES - SKILLS === '''STRENGTH''' </br> '''Athletics''': includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses. With a move of at least 10 feet in a straight line make a check, every 2 you get over a DC10 adds 1 foot to a long jump and ½ foot height for a high jump. Standing jumps halve these distances.</br> ''''''Carrying Capacity''''': Strength x 10 lbs. Small is Strength x 5, Tiny x2, Large x20, Huge x40, etc.</br> '''DEXTERITY'''</br> '''Acrobatics''': per PHB pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC18 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check vs. '''DC15'''. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check vs. '''DC20''' to gain the Disengage action as a Bonus action. Acrobatics is also used when making natural flying maneuver checks like flying through obstacles, etc.</br> '''Drive''' (new): control of hovercraft, wheeled, tracked, walker and watercraft.</br> '''Pilot''' (new): control of all aerocraft, helicopters, anti-grav, spacecraft and transports.</br> '''Sleight of Hand''': per PHB pg. 177 Stealth: per PHB. pg. 177</br> '''INTELLIGENCE'''</br> '''Arcana''': per PHB pg. 177</br> '''Capital Ship Pilot''' (new): piloting of capital classed starships (Behemoth size or larger)</br> '''Computer Use''' (new): is use and program computers and golems, using scanners, etc.</br> '''Culture''' (includes/renamed History): per PHB pg. 177, but also races, planets, laws, etc.</br> '''Mechanic''' (new): basic fixing skill of golem, equipment, starships, etc.</br> '''Investigation''': per PHB pg. 178</br> '''Nature''': per PHB pg. 178, includes life sciences and biology.</br> '''Physical Science''' (new): includes astronomy, geography, planetology, etc.</br> '''Religion''': per PHB pg. 178</br> '''Technology''' (new): this skill covers understanding and working with most technological devices.</br> '''Thievery''' (new): this skill covers using most illegal devices like security and forgery kits.</br> '''WISDOM'''</br> '''Animal Handling''': per PHB pg. 178</br> '''Insight''': per PHB pg. 178</br> ''''''Medicine'''''': per PHB pg. 178</br> '''Perception''': per PHB pg. 178</br> '''Survival''': per PHB pg. 178</br> '''CHARISMA'''</br> '''Deception''': per PHB pg. 178 </br> '''Gambling''' (new): covers all games of chance and gambling styles.</br> '''Gather Information''' (new): gain information from talking to people. </br> '''Intimidate''': per PHB pg. 178</br> '''Performance''': per PHB pg. 178 </br> '''Persuasion''': per PHB pg. 178</br> ==== Expanded and New Skills Uses ==== '''Capital Ship Pilot''' (Intelligence): Piloting the capital class starships (Behemoth size or larger) is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle Houserules (pg. 14-19). '''Computer Use''' (Intelligence): This skill can be used to access data (both hidden and public) from a computer system, and for crafting of programs which are used to program or reprogram a golem (drone and robots), etc.</br> Getting information from a computer system requires that you are connected to the appropriate network or system, have found the system that you wish to access and the system having at least an Indifferent attitude towards you (hence it will share its information with you). In the DragonStar universe there are two major computer systems types. Most are connected via the '''''EtherRealm''''' – a semi-magical internet which is connected over the vastness of space via hyperspace communication boosters and independent systems. The EtherRealm connects millions or billions of different systems (think modern servers and data-houses) creating HUGE amounts of data that might easily overwhelm a searcher who doesn’t know what they are looking for. The second are '''''Closed Systems''''' which are not connected to the galactic network and can only be access locally (physically at their location). In both cases one must be connected in some way to the system to access information. This can be wirelessly or while working on a connected terminal. ''Public'' systems or boards treat all uses as Indifferent with no formal security setup for access of basic information by default. Remember this is the information that someone wants to share with everyone, be it the publicity information for an interstellar corporation or an open public chat room.</br> ''Private'' systems treat all users as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.</br> In order to improve a systems attitude requires one hour of full concentration work and a '''DC10''' Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the '''DC''' by +5 (Indifferent '''DC15''', Unfriendly '''DC20''' and Hostile '''DC25'''). Success improve the systems attitude by one level. You can decrease this '''DC''' by 5 if you spend twice as much time working in the system, and you can reduce the '''DC''' by 10 by spending at least six hours working on the system. However the lowest the '''DC''' can be reduced in this way is to a 10. To make a check every 10 minutes increase the '''DC''' by +5.</br> With a Hackers kit (pg. 79) the base time decreases to 10 minutes and uses the Intelligence (Thievery) skill instead. A hacker can reduces the '''DC''' by 5 if you spend 30 minutes working on the system or by 10 for spending one hour but the minimum '''DC''' is skill 10. For making a check every minute increase the '''DC''' by +5 and to reduce the time to 1 Action increases the '''DC''' by +10.</br> Every hour you are in a computer section that you are not allowed in the systems its A.I. and/or security operates looking for such intrusions, gets a chance to detect you. Makes an opposed Intelligence (Computer Use) with it. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but is made every minute (10 rounds) in a restricted area and every round in a private or secure area. If it successes you are kick out of the system and you cannot access it. You must wait at least 24 hours to try and access a system again.</br> To access the specific information that you wish requires an Action and a Computer Use skill check '''DC5''' with a Helpful system, '''DC10''' Friendly system or a '''DC15''' with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the '''DC''' by +5 grants additional or more detailed information. Each additional +5 you beat the '''DC''' increases the information granted.specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.</br> Systems Attitude {| class="wikitable" | '''Hostile''' || Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection. |- | '''Unfriendly''' || Treats you as an unauthorized users and blocks your access to its programs and information. |- | '''Indifferent''' || Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks. |- | '''Friendly''' || Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands). |- | '''Helpful''' || Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command). |- |} Computer Use is also used to plot a jump course (see StarCaster Navigation) or use scanners (both starships pg. 19 and hand scanners, see Gear).</br> You can also use Computer Use to program a Golem or Vehicle A.I., this includes installing a Skill, Weapon or Armor Proficiency or adding a Feat to one. First the programmer must have to access to a program that can be installed into a Golem or Vehicle. See Vehicle and Golem creation rules for cost. To install it takes one hour of work and a '''DC15''' Computer Use skill check. '''Drive''' (Dexterity): This skill covers the control all landcraft (bikes and landcars), skimmers (hovercraft), walkers (2 or more legs), tracked and watercraft (including submersibles) vehicles. A basic maneuver checks (i.e. avoiding object or making your way around a tight corner) would require a '''DC15''' skill check. Failure should deal 1d6 damage equal to the vehicle size modifier +1. See Vehicle Houserules. '''Gambling''' (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base '''DC15''' is a good starting point. '''Gather Information''' (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a '''DC10''' check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a '''DC15''' and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a '''DC20''' and cost 1d8 x100 credits.</br> One could also try and ''grease the wheels'' by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level. '''Mechanic''' (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Spellware for fixing cybernetics and Vehicle Houserules for repairing vehicles and starships, rerouting power and restoring force fields. For a Golem it takes one hour of work and a '''DC15''' check and restores 1d4 + the mechanic’s proficiency bonus and Intelligence modifier. All of these repair types require 10 credits worth of spare parts per Hit Point repaired (from Widget Bags or purchasing the parts).</br> Planting explosives base '''DC15'''. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Gear) the '''DC''' increases by +5 or +10 if no tools are available (like a repair kit). With a '''DC20'''+ the explosives will ignore Hardness of structures or vehicles that they are placed on. '''Physical Science''' (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, etc.) and how to use them.</br> It can be used to understand planetary readings from sensors (and what one might except onsite based on those readings), understand stellar fluctuation readings, etc. The GM should set the skill '''DC''' depending on how much information the user can gain and what its’ trying to discover. '''Pilot''' (Dexterity): This skill is use to control Aerocraft (propeller and jet aircraft), Choppers (helicopters), Filters (anti-grav) and non-Capital Starcraft. For most checks are the same as Drive (see above) but also see Vehicle Houserules. '''Technology''' (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology. It is a '''DC10''' skill check to recognize a model of a simple or common piece of tech like a comlink or dataslate. A '''DC15''' for a more complete model like a Maglock or hand weapon scanner and for extremely advanced items increase to '''DC20''' to recognize a rare or advanced piece of tech like a StarCaster engine.</br> If you are untrained in the use of a particular technology and you made your check to recognize it, you can use your Intelligence (Technology) proficiency to try but the '''DC''' is always increase by at least +5 over the basic difficulty it would normally be. If you fail any such check is at disadvantage.</br> Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources. '''Thievery''' (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Hacking kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use).</br> A Security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See GeneLocks, MagLock, etc. in Gear for most '''DC''' of standard locks. Without the correct tools the '''DC''' is +5 or 10 higher or can be attempted with a Computer Use skill by hacking the system. To overcome a weapons or similar security system or hand scanner requires a '''DC20''' Intelligence (Thievery) skill check.</br> Forgery kit to make fake documents that will fool security check points, the '''DC15-25''' depending on the level of security, area, etc. Most Identification in the DragonStar setting are paperless and maintained on a securer dataslate for most people but others still carry physical IDs in some regions. These can allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc. === PROFICIENCIES - WEAPON AND ARMOR === '''Weapons''': Simple Weapons, Martial Weapons (from the PHB), Pistols, Rifles and Heavy Weapons (Super-Heavy weapons use the Heavy Weapons proficiency. Also has a special feature that you use your Dexterity or Intelligence modifier to attack and damage, but only with these weapons). '''Armor''': Light Armor, Medium Armor, Heavy Armor, Shields and Exo-Armor. === NEW FEATS === '''ADAPTIVE'''</br> Increase your Strength or Constitution score by 1, maximum of 20. You are not at disadvantage to attacks, ability checks, saving throws or skill rolls in high, super-high, low or micro-gravity environments. You have advantage with melee attacks against those who are at disadvantage in these situations. See Environment. '''BOLT-STORM'''</br> Spray and pray! You are skilled at creating even bigger threat area of your automatic weapon attacks. Whenever you use an Autofire feature with an Automatic weapon, you can change the area of effect from a 10x10ft area to either a 15x15ft area or a 5x30ft line area. You only suffer ½ (round up) the penalty for autofire when making AOE attacks. For heavy autofire only weapons the area changes from a base 20x20ft area to either a 30x30ft area or a 10x40ft area. '''COVERING FIRE'''</br> Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat). '''CYBORG'''</br> Increase your Charisma or Constitution score by 1, maximum of 20. You can use the better of your Charisma or Constitution score for the maximum Stain of Spellware (increaase of lowest) and you can hold an additional points +2 points in Stain over the better of the two. '''EXO-ARMOR PROFICIENCY'''</br> Increase your Strength or Dexterity score by 1, maximum of 20. Gain proficiency with exo-armors. '''FIRE DISCIPLINE'''</br> '''''Prerequisite''''': Heavy armor proficiency.</br> Increase your Strength or Dexterity score by 1, to a maximum of 20. You have better control when firing autofire weapons (not heavy autofire only weapons). When you autofire at just one target you have superior trigger control to only use 5 rounds of ammunition (instead of 10). You also suffer no penalty to your attack rolls when using either of the Burst Fire and Double Tab weapon feature. '''FIREARM EXPERTISE'''</br> '''''Prerequisite''''': Pistol, Rifle or Heavy Weapon proficiency.</br> You can reload one clip, magazine, or cell using five feet of movement (instead of 15ft) or 10ft to also collect the expended clip or powercell (instead of 30ft). This only works for firearms, not advanced melee weapons with powercells. Before making a ranged attack with a firearm (no autofire/burst fire) that you are proficient with, you can choose to take a penalty to the attack roll up to your Proficiency bonus. If the attack hits, you add double this penalty to the weapon’s damage (i.e. taking a -2 to hit adds 4 damage with a successful hit). '''SPACER'''</br> Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You are comfortable in zero gravity environments. You no longer suffer disadvantage in weightless/z-g situations. See Environments with basic Strength and Dexterity based skills. You have advantage on any Dexterity (Acrobatics) check to right yourself when tumbling and Intelligence saves if trapped in a vacuum without protection. Zero-gravities does not count as difficult terrain. Finally you have advantage with melee attack rolls in zero-g against those who are normally at a disadvantage (i.e. anyone without this feat, an Elf, voidborn, etc.). '''SNIPER'''</br> '''''Prerequisite''''': Rifle or Heavy Weapons proficiency.</br> You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim Special Action, as an action you make a single ranged attack at advantage if the target is at least 80 feet away from you. If both checks to make this attack would have resulted in a hit, roll the weapon’s damage again and add that to the final damage. '''SUPPRESSING FIRE'''</br> Increase your Strength or Dexterity score by 1, maximum of 20. You are skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save ('''DC8''' + your proficiency bonus + your Dexterity bonus) or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. This is in addition to their Dexterity save for ½ damage. ==== Updated Feats from the PHB ==== First, not using the ''Healer'' Feat (most covered by a Medical Kit). Updating ''Great Weapon Fighter''' and ''Sharp Shooter'' to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For ''Heavy Armor Specialization'', you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons. === NEW SITUATIONS/ACTIONS === '''Aim''': if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover. '''Area of Effects (Explosives)''': (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save). '''Autofire''': When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. '''DC8''' + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage). :''Special'' – the attacker can use a Bonus action to “Brace” to reduce the Autofire penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Also bracing grant advantage from all attacks against the attacker until the start of its next turn. For both Explosive and Autofire AOE :''Special'' - you do not include Strength or Dexterity modifier nor any range Feat or non-specific Feature (like Grenade Expert) bonuses to damage to any AOE damage types listed above. '''Cover''': cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 15 HP, ¾ Cover can absorb 30 HP, Full Cover has 60 HP, and all have Resistance to damage. Full cover that is reduced to 30 HP only provides ¾ cover now, and ¾ cover reduces to 15 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement. '''Falling Prone''': unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too. === THE ENVIRONMENT === In DragonStar and many sci-fi setting the environment can be as dangerous as an enemy. ATMOSPHERE</br> Most major life forms of the setting breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic).</br> '''Vacuum''': The void of space contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), every round it suffers 1d6 hit points of damage and must make a '''DC15''' Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a '''DC15''' Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).</br> The victim recovers back hit points and exhaustion per regular means in normal atmosphere.</br> '''Thin''': Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized void suits or rebreathers to operate safely in a Thin atmosphere. Creatures without a this protection require a '''DC15''' Constitution save every 5 minutes of exposer. Heavy activity can increase save to every minute or every round of combat like activity. Failure causes a level of exhaustion. This can lead to death.</br> The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure.</br> '''Normal''': Standard atmospheres have no special effects. Types between Normal and Thin or Dense may also exist. Use whatever condition is closest but either extend the time before requiring a save and/or decrease the '''DC''' of the save. Also a maximum of 4 levels of exhaustion can be caused from these lower conditions.</br> '''Dense''': A Dense atmospheres have a higher pressure than standard and are generally not as difficult time breathing as in a thin atmospheres. A being must wear some sort of breathing apparatus or make a '''DC15''' Constitution save every 30 minutes or 5 minutes with heavy activity. Failure results in one level of exhaustion. This exhaustion can kill the subject.</br> Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.</br> '''Hazardous''': Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or toxic wastelands (both natural and from pollution, etc.) or do to some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus and/or biosuit to protect their skin must make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Any failed Constitution save also imposes the '''''Poisoned''''' condition onto the target. This condition is not removed until all of the subject’s exhaustion levels have been removed.</br> Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes. GRAVITY</br> Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. Being in higher gravity inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.</br> In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They can still suffer disadvantage on Strength and Dexterity saves. * ''Super-Heavy G''': Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base). * ''Heavy G'': Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base). * ''Low G'': Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal. * ''Micro-G'': Carrying capacity, lifting, leaping distances and Speed are doubled over normal. However, when firing non-recoilless weapons in micro-g environments when not braced (same as Zero-G, but a failed check knocks the attacker prone instead of tumbling). ''Zero-G Effects'': Movement and combat in zero-g is tricky due to momentum and disorientation. When not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Firing non-recoilless weapons in a zero-g environment automatically sends a target tumbling and is at disadvantage. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature attempts a '''DC15''' Dexterity (Acrobatics) skill check to ‘right’ itself (at disadvantage). Success means it is no longer tumbling. A creature can spend its Action and make a '''DC12''' Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface or with a DC15 if firing a non-recoilless weapon using burst fire or autofire weapon features. Magnetic books can latch onto a metal hull as a bonus action and with no check required. Being anchored in this way allows normal Strength and Dexterity based skills checks and attack rolls that will not send you tumbling. However your speed that round is 0. '''OTHER HAZARDS'''</br> COLD WEATHER</br> Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a '''DC15''' Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing normal winter clothing (or a wetsuit if underwater). If not increase the '''DC20'''. Advanced arctic suits ignore the basic condition and grant advantage on the save below 0° F down to around -40° F then standard saves and finally at disadvantage on saves below -80° F.</br> Below -100° F (uncommon except in space) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute. EXCESSIVE HEAT</br> Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day (for a typical Medium sized creature; half that for a Small and double for a Large sized creature), they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make '''DC15''' Constitution check every four hours, add +2 to the '''DC''' if the creature has half the water needed, add +5 to the '''DC''' if less than half. Add +1 to the '''DC''' for every 5 degrees above 90 the temperature is. However lower the '''DC''' by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.</br> The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this. PRESSURE</br> Pressure can come from dense atmospheres on some alien worlds or being deep underwater or hard-g maneuvers in an atmosphere. Dense atmospheric pressure requires a '''DC10''' Constitution saving throw every hour, 10 minutes if exerting oneself.</br> Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to '''DC15''' each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.</br> Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15''' Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a '''DC20''' or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.</br> You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking). RADIATION</br> There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.</br> ''Dangerous'' levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of radiation damage and also a reduction of the creatures maximum hit point total by the same amount. ''Extreme'' levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of radiation damage (½ if you saved) an also a reduction of the creatures maximum hit point total by the same amount. ''Deadly'' levels of radiation require a '''DC15''' save but every round or suffer 3d6 hit points of radiation damage (½ if you saved) and a reduction of the creatures maximum hit point total by the same amount. For all levels a failed Constitution save also imposes the '''''Poisoned''''' condition onto the subject.</br> You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The poisoned condition is not removed until you have restored you maximum hit points to full first.</br> The void of space is considered to have a Dangerous levels of radiation. === VEHICLES === Vehicles ranged from the smallest scoter-bikes to the greatest capital starships. In all cases – the Vehicle Operator is the pilot or driver of the vehicle. The Systems Operator is anyone else although on some smaller vehicles a Vehicle Operator might fill all roles, depending on its actions. Certain actions can only be performed by the Vehicle Operator; see Vehicle Actions below for these cases. A vehicle operations check is the appropriate skill – Capital Ship Pilot, Drive or Pilot – modified by the vehicle’s maneuver modifier. VEHICLE NOTES</br> '''Modifiers''': are a bonus or penalty of the vehicle’s Dexterity modifier minus the vehicle’s size modifier for maneuver actions. Based on the vehicle’s size: Large size 1, Huge 2, Gargantuan 4, Colossal 6, Behemoth 8, Titan 10, Leviathan 12 and Dreadnaught 15.</br> '''Attack Modifier''' are only applies to weapons mounted on a vehicle and fired by an operator or gunner or autonomous vehicles (A.I.). It is based on vehicle’s Intelligence modifier minus the vehicle’s size modifier.</br> '''Vehicle Armor Class'' = 10 - size modifier + armor bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain its ability modifier bonuses (penalties always count).</br> '''Vehicle Damage Threshold''' = 10 + vehicle’s Strength mod + size bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100) A vehicle’s Damage Threshold is the amount of damage that it can take in one hit without suffering ill effects. When an attack deals more damage than this threshold it becomes '''Partially Disable''. When this happens all actions taken by the A.I, the operator and all of the crew are at Disadvantage for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).</br> Vehicles that have be partially disbled i this way and again take the damage equal to exceeding its Damage Threshold becomes Disabled. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash. Other actions that the crew attempts with the vehicle’s systems, while the vehicle is Disable, are at a Disadvantage. Vehicles cannot recover from either Partially Disabled or Disable ‘naturally’. Instead the operator or crew member must Re-rout power (see Vehicle Actions).</br> At zero hit points vehicles is Disabled and out of control and is no longer functioning, all systems tied to the vehicle stop funtioning (if weapons have a seperate power sourse or ammo source it can still fire BUT not missile type weapons). All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the vehicle’s Mod +1 (i.e. a Large vehicle 2 round, while a Colossal vehicle 7). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its Damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants suffer some of this damage; ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage. On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage). ==== Special Vehicle Rules ==== '''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC10 to successfully hit this area, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check equal to '''DC10''' + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters and small vehicles can have Resistance and Cover to certain heavy weapons (see Gear). Also see Missile Lock.</br> '''Autofire''': see new Situation Houserules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10 or higher on its attack check. See Area of Effect for maneuver check.<br> '''Collision Damage''': Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful '''DC18''' Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed)./br> '''Ion Damage''': As with Golems and other devices, after applying all modifiers (SR and Hardness reductions, etc.) double the remaining damage dealt compare it to the vehicle’s Damage Threshold for purposes of Partially Disabling and Disabling a vehicle (Don’t double the damage applies). Ion Vulnerability devices suffer double the damage but do not double it again against the Damage Threshold. Ion Resistant device do not suffer the double affect. Ion damage does not have as lasting affects as other damage. When making regular repairs, a success triples the amount of damage fixed and when making jury-rigging repairs the fixed damage does not go away at the end of the scene.</br> '''Out of Control''': An out of control vehicle (one that is Disabled) is no long under control of the vehicle operator. Ground vehicles require a '''DC15''' Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. The pilot can attempt a '''DC15''' Piloting check to take ¾ falling damage or with a '''DC20+''' for ½ falling damage. Otherwise resolve falling damage as normal, and all passengers and crew suffer ½ this damage.</br> '''Scale''': For space scale, any vehicles smaller than Behemoth can occupy the same square. Colossal and smaller vehicles can occupy the same square as Tiran or larger vehicles. For Colossal vehicles and smaller to enter dogfighting with a larger vehicle share the same square.</br> '''Shields''': Stop any damage first. If the damage exceeds the SR level, subtract 5 points from the rating. When it reaches 0 the shields stop functioning. Shields must be repairs or recharged (see below).</br> '''Tractor Beams''': Work like Grappling (PHB pg. 195) but on a much larger scale. Vehicles have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the beam operator wins, the target has the '''''Restrained''''' Condition and the beam can move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). The target moves 60 feet a round towards the Grappler (or one square in Space scale).</br> '''Turning''': Atmospheric vehicles cannot turn instantly. Instead a vehicle must move at least 50% of its total movement that turn (including from Dash and Increase Speed) to turn 45⁰. If the total movement that turn is more than 180 feet all passengers and crew must constitution save against a high-g turn (pg. 13). In space a ship can turn 180⁰ with just 1 square of movement but this requires a save verses high-g if the vehicle’s movement is greater than 6 squares total that turn. A turn of 90⁰ requires a save verses high-g if the vehicle’s movement is greater than 12 squares total that turn. ==== Vehicle Actions ==== '''Attack'''. As an action a vehicle operator can fire one fixed forward vehicle weapon system. Crew can fire weapons that are manning. For example within the turret or fixed gun point on the vehicle. '''Attack Run''' (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a '''DC18''' Wisdom (Insight) check then target’s saves are at disadvantage instead. '''Computer/A.I. Control'''. Many vehicles employ A.I. automation control. It can act as or aid the Vehicle or System Operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat A.I. can also perform the following tasks independently – Attack, Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan. '''Dogfight''' (Vehicle Operator Only). Only aircraft or starcraft may engage in Dogfights. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage they can be ‘forced’ with a contested vehicle maneuver check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is initiated and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat. * ''Dogfighting'': At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed IF the craft are of equal size or smaller. * ''Disengage from a Dogfight'': When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight. If the target fails it can still leave but all enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Behemoth ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so. * ''Firing into a Dogfight'': for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Behemoth size or larger. '''Hide''' (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system. '''Maneuver''' (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to the vehicle’s Mods +1. This damage is not reduced by Resistance or Hardness. * ''Dash'': The operator can use its’ action to move the vehicle its Base speed movement again. This is a '''DC12''' maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. * ''Dodge'': As its action the operator may take the Dodge action with a vehicle it controls. This is a '''DC15''' maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. * ''Fighter Wings''': For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a '''DC12''' operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks plus +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice. * ''Increase Speed'': As a bonus action, the operator can try and increase the speed of its vehicle. Make a '''DC15''' operator check. Success increase the ship’s speed by +50% this round. A '''DC20'''+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round. * ''Tight Turns'': Atmospheric vehicle operators can attempt to turn with only 20% of the total movement that turn with a '''DC15''' maneuver check. To do a bootleg turn – 180⁰ with only 20% of the total movement that turn – requires a '''DC20''' maneuver check. In either case if the vehicle moves more than 90ft that turn all passengers and crew require a save against high-g. '''Missile Lock'''. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (with base attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it exceeds the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves). * ''Avoid Missiles and Torpedoes'': As a reaction, the vehicle operator can attempt to avoid a missile or torpedo that has just successfully struck his vessel. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage. '''Move''' (Vehicle Operator Only). As vehicle can move up to its base Speed in the round. '''Raise''' or '''Lower Shields'''. As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems. '''Ram''' (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.</br> If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). </br> As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”. '''Repair'''. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a '''DC15''' Intelligence (Mechanics) check. A success repairs 1d8 + proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check. * ''Jury-Rig'': To jury-rig damage of a non-disable vehicle requires a '''DC20''' Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers. : * You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a '''DC15''' Intelligence (Mechanic) check for most situations (GM’s call). : * To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a '''DC20''' Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Partially Disable for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation. Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore additional points (see Restore Force Fields). This is a '''DC15''' Intelligence (Mechanics) check to restore 5 points to a depilated Force Field. This takes a number of rounds equal to twice vehicle’s size mod, min 1 (i.e. a large vehicle takes two round, while a colossal vehicle takes twelve rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the '''DC''' increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies). '''Reroute Power'''. If a vehicle still has at least 1 HP a crew can make a '''DC15''' Intelligence (Mechanics) check to remove the Partially Disabled or the Disable effects from a vehicle (note that the Disabled must first be fixed before the crew can attempt to fix the Disabled). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the '''DC''' increases to 20. Failure at jury-rigging causes a Partially Disabled vehicle to suffer the Disabled effects for one round (then returns to Partially Disabled at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Disabled vehicle to suffer a number of 1d6 damage equal to vehicle’s size Mod +1 (ignores Resistant and Hardness) and the vehicle is still Disabled. '''Restore Force Fields'''. A crew can attempt a '''DC15''' Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the '''DC''' the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating. '''Sensor Scans'''. Scanning the area has slightly different rules for planet side and in space...</br> In space other starships and objects are not automatically seen or detected. At the maximum range this is a '''DC20''' Intelligence (Computer Use) check. At optimal range this drops to '''DC15'''. Sensor Operators can make this check every hour using passive sensors as a free action. All full round actions, can switch to active sensors to make a check every 30 minutes but then others have advantage on detecting them when doing so. Automated Computer A.I. can fulfil this function but it uses the automations Notice check instead of Computer Use.</br> The activation of a StarCaster teleportation ‘fissure’ grants advantage on be detected within the range at the base DCs and a normal '''DC''' out to double these ranges.</br> Active weapons fire lowers the '''DC''' of being detected by 5. Ships traveling at full speed lower the DC by others by 5 while ships moving at ¼ maximum speed increase the '''DC''' of being detected by 5. Ships that are powered down and ‘gone quite’ increase this '''DC''' by 10.</br> No matter the factors the '''DC''' cannot be lower the 10.</br> Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances. ==== Super Heavy Weapons ==== These weapons are always mounted, either on a gun emplacement, a vehicle or a starship. All require the Heavy Weapon Proficiency. All have disadvantage with direct attacks against medium sized creatures and smaller. These weapons cannot be operated by medium sized or smaller creatures without some form of mounting or fixed position and non-fixed/dropped weapons counted as ‘Bulky’ for large and huge size creatures. All are Military level availability. New weapon properties as follows… *'''Direct Fire''': As personal weapons in that all vehicles in that with a failed attack checks with an AOE have Resistance to damage. This includes any non-targets in the AOE of the targeted vehicle. *'''Dropped''': for bombs dropped from aerocraft and spacecraft. The vehicle moves over the target and drops the bombs dealing an AOE on the group below of the object. Targets on the ground get Dexterity saves verses the DC but even with the Evasion ability still suffer at least ½ damage. Vehicle operators make the vehicle Dexterity save and even with Vehicle Evasion ability still suffer at least ½ damage. *'''Fixed''': these weapons can only be mounted on a Huge-sized vehicle or larger or at a fixed mount (not even giants can use them effectively). Fixed 2 weapons can only be mounted on Gargantuan-sized vehicles or larger. Fixed 3 can only be mounted onto Behemoth sized or greater. Also it suffers disadvantage with attacks checks against moving targets of Colossal size or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ½ cover. Fixed 4 can only be mounted onto a vehicle of Leviathan sized or greater. Also this weapon suffers disadvantage with attacks against moving targets of Colossal sized or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ¾ cover. *'''Ion''': weapons don’t deal much damage, but can also disable the electronic systems of a vehicle with a powercell or energy systems of starships. The vehicle operator makes an Intelligence save verses the listed DC (also gains her Proficiency bonus if she is proficient with the vehicle she is operating + the vehicle save bonus). Hardened cells have advantage on this save. Failure knocks out all electronic systems (movement, non-analog weapons, targeting systems, force fields, life support, etc.) until restored. See Vehicles Houserules. *'''Knockdown''': targets within weapon’s AOE also need to make a DC5+ the base damage dealt Strength save. Failure knocked them prone and back 1d4 x5ft from the weapon. *'''Laser''': In space add an additional +1 to ranged attack rolls. With a critical hit you also disable the target vehicle’s sensors (Blind condition) until the start of your next round. *'''Locking''': the attacker must first establish a ‘weapons lock’. See Vehicles. *'''Magnetic''': On a critical hit the vessel also requires a save against the DC as an Ion effect. *'''Plasma''': On a critical hit the weapon deals +2d additional weapon damage dice (plus the double). *'''Powered''': these weapons are powered by the vehicles powercell or energy source. For powercells a ‘battle’ uses an hour of the vehicle’s battery, starships 1 energy point for each powered weapon. *'''Semi''': these weapons can be carried by Exo-Armor or Huge sized creatures, mounted onto light vehicles or used with a semi-portable mount (wt. 80lbs, cost 200 credits, takes 3 full rounds to set up break-down). Some of these weapons also are listed as powered, but if used semi-portable it requires a powercell. *'''Space''': These weapons are generally only mounted onto spacecraft and their ranges, AOE, etc. are listed on the space scale. Times 100 for personal scale. DESCRIPTIONS</br> '''Bombs''': generally unguided, dropped high-explosive (HE). They require a bomb bay and storage space (see vehicles). Bombs cost is for each bomb. All bombs allow a Dexterity save for ½. EMP bombs costs the same amount as HE but do not add the multiplier to damage (i.e. an EMP Bomb deals only 3d6 explosive damage) and everything with a powercell or energy source suffers the Ion affect.</br> '''Missiles''': are direct fire high explosive (HE) rounds. They require a missile launcher (see vehicles) and prices is for each missile. Those not directly struck by the missile but within its AOE get a DC15 Maneuver save. HEAT missiles (high-explosive, armor piercing) five times the cost and add the AP weapon feature. Also increase the damage multiplier to x5. Missile that fire into and under water are called torpedoes (not to be confused with photon torpedoes). Same cost and only work underwater.</br> '''Photon torpedoes''': only function properly in space and require a torpedo launcher (see vehicles). Price is for each. Those not directly struck by attack but within its AOE get a DC15 Maneuver save.</br> '''Machineguns''': heavy fixed ballistic machineguns, common for squad support and fixed firing points.</br> '''Chainguns''' and '''Caseless chaingun''': are simply heavier versions and fixed protection point weapons.</br> '''Autocannons''': a light explosive cannon with automatic fire for devastating results.</br> '''Cannons''': tank and light personal carrier weapons along with aero-attack craft.</br> '''Lascannon''': the lightest is an advance squad support weapon but also a common starship weapon.</br> '''Vehicle Flamer''': as flame weapons, firing flames out to a 120ft cone (30ft at the widest).</br> '''Mass Drivers''': heavy magnetic railguns. Generally require separate storage for loading rounds.</br> '''Plasma Cannon''': a squad support, fixed location security weapon or on light vehicles.</br> '''Particle Cannons''': heavier plasma guns, found at fixed locations and mounted to larger of vehicles.</br> '''Ion Cannons''': these EMP weapons deal little damage but can knock even the greatest vessels and devices out of commission. Targets missed and those in the AOE gain advantage on their save. '''Tractor Beam''': these weapons use telekinesis to grab other vehicles and starships. They can be used both in a planet’s gravity and in space. A Tractor Beam uses use the Grab trait listed with the vehicle to be initiate a grabble attempt and to resist one. Tractor Beams can only grab a vehicles its own size and smaller. At long range the imitator of the grab is at disadvantage to its initial attack roll but not the gabble check. See vehicle Houserules for details.</br> '''Water Cannon''': this weapon fire high pressure water as a semi-nonlethal crowd control.</br> <font size=1> {| class="wikitable" | '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''SPACE''' ||'''WT''' || '''PROPERTIES''' |- | Bomb* || 1,500 || 3d6 x8 explosive || Drop || -- || 60 || AOE 50ft, fixed, loading (EMP 23) |- | Bomb, breaker* || 3,000 || 4d10 x8 explosive || Drop || -- || 450 || AOE 200ft/space 2, fixed 2, loading (EMP 25) |- | Bomb, buster* || 8,000 || 5d12 x8 explosive || Drop || -- || 1K || AOE 500ft/space 5, fixed 3, loading (EMP 28) |- | Missile, light¹ || 1,000 || 2d12 x4 explosive || 1,500/10,000 || 15/100 || 50 || Direct fire (AOE 10ft), fixed, loading, locking |- | Missile, medium¹ || 2,000 || 4d12 x4 explosives || 1,500/10,000 || 15/100 || 150 || Direct fire (AOE 15ft), fixed 2, loading, locking |- | Missile, heavy¹ || 4,000 || 6d6 x4 explosive || 1,500/10,000 || 15/100 || 450 || Direct fire (AOE 20ft), fixed 2, loading, locking |- | Photon torpedo ² || 10k || 4d10 x8 plasma || -- || 10/50 || 100 || AP, direct fire (AOE space 1), fixed, loading, locking |- | Photon torpedo, heavy ² || 25k || 6d10 x8 plasma || -- || 10/50 || 500 || AP, direct fire (AOE space 2), fixed 2, loading, locking |- | Heavy machinegun* || 5,000 || 3d10 piercing || 400/3,000 || -- || 75 || Auto only, reload (200m), semi |- | Chaingun || 10,000 || 3d12 piercing || 400/3,000 || -- || 150 || Heavy auto only, reload (1,000m), semi |- | Caseless chaingun || 50k || 4d10 piercing || 400/3,000 || -- || 200 || Fixed, heavy auto only, reload (1,000m) |- | Cannon, light || 70k || 3d10 x4 explosive || 500/4,000 || -- || 150 || AP, direct fire (AOE 10ft), fixed, loading |- | Cannon, heavy || 175k || 6d10 x4 explosive || 600/5,000 || -- || 400 || AP, direct fire (AOE 10ft), fixed 2, loading |- | Lascannon || 70k || 4d10 x2 fire || 1,000/10,000 || 10/100 || 300 || AP, laser, fixed, powered |- | Lascannon, heavy || 130k || 5d10 x2 fire || 1,000/10,000 || 10/100 || 600 || AP, laser, fixed 2, powered |- | Lascannon, massive || 200k || 6d12 x2 fire || 1,000/10,000 || 10/100 || 1.2k || AP, laser, fixed 3, powered |- | Mass driver || 60k || 4d10 x2 piercing || -- || 20/40 || 500 || AP, fixed, magnetic, reload (20m) |- | Mass driver cannon || 150k || 4d10 x5 piercing || -- || 20/40 || 1k || AP, fixed 2, magnetic, loading |- | Super mass driver² || 450k || 6d10 x5 piercing || -- || 20/40 || 2.5k || AP, fixed 3, magnetic, loading |- | Plasma cannon || 75k || 5d12 || 400/3,000 || -- || 100 || AP, direct fire (AOE 20ft), plasma, reloading (pc/E shots 20), semi |- | Partial cannon² || 300k || 5d8 x6 plasma || 500/4,000 || 5/40 || 500 || AP, direct fire (AOE 30ft, space 2), fixed, plasma, powered |- | Partial cannon, heavy² || 700k || 6d10 x6 plasma || 500/4,000 || 5/40 || 1.5k || AP, direct fire (AOE 40ft, space 3), fixed, plasma, powered |- | Ion cannon || 50k || 3d10 || 1,000/5,000 || 10/50 || 250 || Direct fire (AOE 10ft), fixed, lon DC20, powered |- | Ion cannon, heavy² || 100k || 5d10 || 1,000/5,000 || 10/50 || 600 || Direct fire (AOE 20ft, space 1), fixed 2, ion DC25, powered |- | Tractor beam || 75k || restrain || 1,000/5,000 || 10/50 || 500 || Fixed 2, powered |- | Water cannon || 20k || 2d8 bludgeoning || 120ftx10ft line || -- || 500 || Fixed, knockedown, reload (500gallons/10 shots) |- |} </font size> ¹ - ''suffer disadvantage on attacks against moving targets Gargantuan size or smaller (or advantage on save vs. AOE) and such targets also have the effect of ½ cover in addition to Resistance to any non-direct hit damage.''</br> ² - ''suffer disadvantage on attacks against moving targets Colossal size or smaller (or advantage on save vs. AOE). Gargantuan and smaller also have ¾ cover in addition to Resistance to any non-direct hit damage.'' ==== Vehicle Creation ==== {| class="wikitable" | '''SIZE''' || '''MODS''' || '''COST''' || '''CREW''' || '''CARGO''' || '''MAN''' || '''SPEED''' || '''AC''' |- | Medium || 0 || 2,000 || 2 || 40 || +0 || 50ft || 11 +Dex/Int bonus |- | Large || 1 || 4,000 || 5 || 200 || -1 || 40ft || 11 +Dex/Int bonis |- | Huge || 2 || 10,000 || 10 || 1,000 || -2 || 40ft || 12 +Dex/Int bonus (max +2) |- | Gargantuan || 4 || 25,000 || 20 || 4,000 || -4 || 30ft || 12 +Dex/Int bonus (max +2) |- | Colossal || 6 || 75,000 || 40 || 12,000 || -6 || 25ft || 12 |- | Behemoth || 8 || 200k || 80 || 50,000 || -8 || 20ft || 13 |- | Titan || 10 || 500k || 200 || 200k || -10 || 20ft || 13 |- | Leviathan || 12 || 900k || 500 || 500tons || -12 || 15ft || 14 |- | Dreadnaught || 15 || 1.5M || 1K || 5,000tons || -15 || 15ft || 14 |- |} {| class="wikitable" | '''SIZE''' || '''POWERCELL''' || '''ENERGY''' || '''HD''' || '''HP''' || '''SAVE''' || '''THRES''' || '''HARD''' || '''STR''' |- | Medium || 24hrs with 1F || none || 3 || 30 || -2 || 18 || 2 || 16 (+3) |- | Large || 12hrs with 1F || none || 6 || 60 || -1 || 26 || 2 || 22 (+6) |- | Huge || 10hrs with 1G || none || 9 || 90 || +0 || 35 || 3 || 30 (+10) |- | Gargantuan || 8hrs with 2G || 5 || 12 || 120 || +1 || 45 || 3 || 40 (+15) |- | Colossal || 8hrs with 2H || 20 (5) || 16 || 160 || +2 || 55 || 4 || 50 (+20) |- | Behemoth || 8hrs with 4H || 50 (10) || 20 || 200 || +4 || 70 || 5 || 70 (+30) |- | Titan || 8hrs with 8H || 100 (20) || 25 || 250 || +6 || 90 || 6 || 90 (+40) |- | Leviathan || none || 150 (30) || 35 || 350 || +8 || 110 || 8 || 110 (+50) |- | Dreadnaught || none || 250 (50) || 50 || 500 || +10 || 130 || 12 || 130 (+60) |- |} '''Size''': How big the vehicle is.</br> '''Mods''': basic size mod used for upgrades but also for some stats (like Grab) and some upgrades.</br> '''Cost''': the basic cost in credits, the number in parentheses is the cost for powercells power source. Note that gas engines are considered Analog and unaffected by anti-magic and dispel.</br> '''Crew''': basic number of passengers and crew that a vehicle can hold.</br> '''Cargo''': the standard amount of cargo a vehicle can transport.</br> '''Maneuver''': vehicle’s Dexterity mod minus this modifier. Attack Modifier is listed in parentheses and only applies to weapons mounted on the vehicle and fired through advanced assistance (A.I.). This is based on the Vehicles Intelligence minus the vehicle’s maneuver modifier.</br> '''Speed''': The base speed in feet. The maximum MPH in parentheses in vehicles.</br> '''Powercell''': How many and the type of powercell are used to power the vehcile.</br> '''Energy''': Spacecraft require enhanced super-efficient powercells along with a refined liquid-mithal fuel. These systems are only added to spacecraft. The number in parentheses is how much energy a StarCaster uses for each teleportation (no matter the distance).</br> '''AC''' (Armor Class): The basic armor class of the vehicle.</br> '''HD''' (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.</br> '''HP''' (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells.</br> '''Saves''': The vehicles base save verse Ion and Pincher EMP attacks. Only required for powered vehicles (things like horse carts and hang gliders don't have these saves)</br> '''Thres''' (Damage Threshold): 10 + Strength modifier + bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).</br> '''Hardness''': Reduce all damage dealt by this amount, after resistance is applied.</br> '''Strength''': the minimum Strength for a vehicle of that size. Dexterity is a base 10 unless upgraded.</br> Other Characteristics of Vehicles</br> '''Cover''': the cover bonus to all crew and passengers. Full means enclosed within the vehicle, partial lists the bonus while exposed means no cover.</br> '''Other Abilities''': basic ability scores of vehicles including Dexterity, Intelligence and Wisdom. Vehicles Dexterity is base 10. Intelligence and Wisdom must be added with A.I. upgrade.</br> '''Proficiency''': These are any skills that the vehicle’s A.I. can perform as directed by the owner/ operator. A vehicle A.I. can perform all tasks at the same time.</br> '''Propulsion Type'''</br> '''Aerocraft, Jet''': Four time base cost and triple base Speed. MPH is four times feet Speed. Min size Huge; Max size Titan. Minus one Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add stall speed of base speed x2. Runway required of 2,000 feet. Double the powercells required.</br> *'''''Afterburners''''' engine cost five times base cost and quadruple base Speed. MPH is four times feet Speed. Increase the powercells required by one step and +1 additional powercell.</br> *'''''Turbo-Sonic engine''''' cost six times base cost and changes MPH to ten times base feet Speed and increase runway requirement to 4,000 feet. Also increase the powercells by one step and double number required.</br> *'''''VTOL Jet craft''''' cost base cost times five and triple base Speed. MPH is three times feet Speed. Can hove, no minimum speed or runway. Increase the powercells required by one step and +1 additional powercell. Minus 1 from AC but increase the AC bonus by one step (auto 1 level of Advanced Controls upgrade).</br> '''''Aerocraft, Rotor''''': Triples base cost and double Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Can hover, no minimum speed or runway. Double the powercells required. Minus 1 from AC but increase the AC bonus by one step (as if automatically 1 level of Advanced Controls upgrade).</br> *'''''Tilt-Wing Rotor''''' upgrade increase cost to Four times base cost (instead of times 3) and increases MPH to triple base feet Speed. Double powercells.</br> '''Aerocraft, Propeller''': Double base cost and base Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add Stall Speed of ½ base Speed. Runway required of 800 feet. Double the powercells required.</br> '''Anti-Grav''': Five time base cost and four time base Speed. MPH is three times feet Speed. Minus one from HD/HP and Hardness. Can hover, no minimum speed or runway. Double the powercells required. Unless sealed safety features limit altitude to 500ft.</br> '''Hover''': Double the base cost but Speed remains unchanged. MPH are 150% feet Speed. Max size Colossal. Can hover, no minimum speed. Ignores difficult terrain and obstacles under 6ft in height. Can ‘fly’ over water at base speed. </br> '''Spacecraft''': Ten times the base cost and double base Speed. MPH is ten times speed but add Space scale speed is 1 for every 10 full feet of base speed movement. Requires Energy cells (factored into cost). Increase their HD and Hit Points by +50% (round up) and triple base Hardness.</br> '''Tracked''': Double the base cost and lower base speed by 5ft. MPH are double feet Speed. Add two to AC, HD and Hardness, but lower the AC bonus to base (no dex/int mod). Add +5 to base Threshold. Ignores most difficult terrain and obstacles. Add +4 to all Maneuver rolls (not attack). Double the powercells required.</br> '''Walker''': Four times base cost and increase Speed by +10ft. MPH are double feet Speed. Add +2 to Maneuver rolls (not attack) for 2-legged, +3 for 4-legged and +4 for 6 or more legs. Increase the powercells required by one step.</br> Watercraft: Halve base cost for normal Speed. MPH are Speed in feet. Can only operate on water. Operational duration is doubled.</br> Wheeled: all features as listed under basic vehicle builds. MPH are double feet Speed. For a Turbo-Charged engine, cost is the base vehicle size cost again. Increase Speed by +40ft (and +80MPH) but all operation checks and maneuvers are at disadvantage. Half the base duration of the powercell's battery life.</br> Unpowered: ¼ base cost. Analog. No power. Speed is dependent on type of vehicle, how it is powered, etc. GM’s call.</br> UPGRADES</br> '''Advanced Controls''' (cannot be added to Tracked or Watercraft vehicles): Cost is the base vehicle cost, including propulsion type modifier to cost. Increase the basic AC bonus by one step (AC only to AC +Dex/Int, max +2 or AC +Dex/Int, max +2 to AC +Dex/Int). Can be taken twice by those vehicles that start with AC but the price for the four times as much.</br> '''Advanced Crash systems''': Can be added to any vehicle for ¼ its base cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Ground vehicles, with crash system engaged, passengers take ¼ damage from the crash. Aerocraft and Spacecraft, with the crash system engaged, passengers take ½ damage from crash.</br> '''AMCM''': Cost ¼ base vehicle cost, including propulsion modifiers to cost. Anti-Missile Counter Measures are integrated jammers and decoys. The ship imposes disadvantage on Computer Use check to gain missile locks and gains advantage against the tractor beam Grapple check.</br> '''Armor Upgrade''': Cost is the base vehicle cost, for a +1 AC and Hardness (half this cost for Tracked vehicles and Starships). Maximum of 6 times, for same cost and benefit, except Aerocraft which can only take this upgrade twice.</br> '''Artificial Intelligence''' (A.I.): Cost 1,000 credits times vehicle Mods, minimum 1. A basic A.I. can run passive systems (scanners, open doors, regulate interior temperature). For full A.I. can operate active systems – takeoff, landing, and flying, fire all weapons, to opening and closing hatches. Has a Proficiency bonus of +2 and Intelligence 12 and Wisdom 10. To increase the proficiency bonus to +3 costs 10,000 credits. Proficiency bonus of +4 (max) costs an additional +25,000 credits (must still pay the+3 cost). Either Intelligence or Wisdom can be increased separately at a cost 500 times the vehicles Mods per +2 max score 30.</br> '''Atmospheric''' (Spacecraft only): Cost base vehicle cost x5. This allows a starship to enter and leave a planetary atmospheres. Includes heat shielding and additional work to handle the stress and strain of entry. All starships with this modification include vertical takeoff and landing (VTOL) capacities.</br> '''Attribute Boost''': Increase the vehicle’s Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (max 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can increase to 48).</br> '''Automation''' (Requires an A.I.): Cost is ½ the base vehicle cost, including propulsion modifiers to cost. This vehicle can drive itself and preform any normal vehicle function or actions (see A.I. Vehicle Actions). Counts as the operator, crew and/or gunner. Hover and Wheeled Bikes type vehicles must also have the Gyrostabilization upgrade.</br> '''Bomb Bay''' (Minimum size Huge or larger and only Aerocraft or Spacecraft vehicles): Cost 5,000 credits each. Each bomb bay may drop one bomb a round. All use the same attack roll (see Vehicle Combat). Require 150% the bomb’s weight in storage (cargo) space for each bomb carried.</br> '''Cargo''': increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to the vehicles Mods number of times.</br> '''Electromagnetic Shielding''': Cost ½ vehicle cost, including propulsion modifiers to cost. Each level adds +2 to a vehicle’s save against EMP, Ion and Pincher affects.</br> '''Enhanced Powercells''': Cost base vehicle cost, including propulsion modifiers to cost. Increases the battery duration of a vehicle by +2 hours but also ads +½hr to recharge. Can be taken up to the vehicles Mods times.</br> '''Environmentally Sealed''' (Atmosphere vehicles only): Costs 500 credits per passengers. Sealed vs. hostile environments.</br> Extra Batteries (Powercell only): Cost double base vehicle cost, including propulsion modifiers to cost. Doubles the basic battery number the vehicles has and operating duration is also doubles along with recharge time.</br> '''FTL StarCaster''' (Starships only): Minimum size of ship Colossal. Cost base vehicle cost x10. Includes both the StarCaster engine and astrogation computer plotting systems requirements.</br> '''Fuel Pods''' (Starship only): Cost base vehicle cost for each ‘pod’. Each pod increases energy capacity by +20%. Can be take up to the vehicle’s Mod times.</br> '''Fine/Luxury-Class Features''': Costs the same price as the basic vehicle cost. The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Can be taken twice as Luxury features. Passenger fees can be increased over 100% standard rates for each level.</br> '''Hardened Frame''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count the vehicle propulsion for this cost). Each level adds +5 to the vehicle’s Damage Threshold. Can be taken a number of times equal to the vehicle’s Mod.</br> '''Hardening''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count these increase for this cost). Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Can be taken vehicle Mod times, except by Aerocraft which can take it a maximum of 3 times (if Mods are higher).</br> '''Hauler''' (Atmospheric vehicles only): Costs ¼ the basic vehicle cost, including propulsion modifiers to cost. The vehicle has some external cargo capacity not included within the vehicle. For example a trailer for a ground vehicle or sling for a helicopter or anti-grav craft. Most vehicles can haul ten times the base vehicles Cargo load. Rotorcraft are the only type of Aerocraft that can have this upgrade and halve the weight (i.e. x5). Watercraft increased this cargo weight by four times.</br> '''Inferior Controls''': Cost reduction -20% off the base vehicle cost, including propulsion, each level. Reduces AC bonuses by one step (AC +Dex/Int is reduced to AC + Dex/Int (max +2) and the vehicle’s Maneuver by -2 each level. Can be taken twice down to AC for smaller vehicles.</br> '''Ion Hardening''': Cost is base vehicle cost, including propulsion modifier. Advantage again Ion and Pincher saving throws and don’t double damage to impose affects.</br> '''Ion Vulnerability''': Reduces cost -20% off base vehicle cost, including propulsion modifiers. Vehicle suffers double damage against Ion and Pincher damage (don’t double again to impose affects).</br> '''Garage/Hanger''' (Titan or larger only): Cost 100,000 credits. A hangar (or garage) can carry up twenty-four Medium, twelve Large, six Huge or three Gargantuan sized vehicles. Garage/Hanger (Colossal or larger only): Cost 25,000 credits. A small hanger (or garage) that can carry up to five Medium, four Large or one Huge sized vehicle.</br> '''Gyrostabilization''' (Atmsphere vehicles only): Cost is base vehicle cost, including propulsion modifiers to cost. Adds +4 to Maneuver and allows for self-driving/automation checks for bikes and hovercraft.</br> '''Life Support''' (Non-Spacecraft. Requires Environmentally Sealed): Cost ½ base vehicle cost. For vacuum environments. Requires a separate B powercell per passenger for 18 hours of air, each. A separate C powercell will instead provide the same air for 4 passengers, while a D powercell will provide the same air for 20 passengers.</br> '''Mercantile''' (Minimum size Behemoth or larger): Cost 80,000 credits each. Each generates vehicle’s Mods x 1d4K credits a month for the ship. Each has roughly 300 square feet of space. Each addition add unit roughly 150 square feet and +1d4K revenue a month. Most be open to public, etc.</br> '''Missile Launcher''': Cost 5,000 credits each. Allows up to four Light or two Medium or one Heavy missiles to be fired at once each round. Requires twice the storage (cargo) space equal to the weight of each missile carried.</br> '''Passenger Compartment''': Costs is ½ the base vehicle cost, including propulsion modifiers to cost. +50% the base Crew number as passengers. Can be taken a number of times equal to vehicle mod.</br> '''Off-Road''' (Wheeled vehicles only; Tracked vehicles already include this mod automtically): Cost is base vehicle cost. This allows a vehicle to ignore off-road and difficult terrain penalties. If taken a second time at base vehicle cost, add Resistance against maneuver damage for the same cost again.</br> '''Ram''': Cost is base vehicle cost. The vessels has a reinforced port and superstructure allowing it to ram other vehicle without destroying itself (at least in theory). It has resistance on any ramming damage that it would suffer when it rams another vessel (but not when rammed by another).</br> '''Reinforced Chassis''': Cost is ½ the base vehicle cost, including propulsion modifiers to cost, for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic HD level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). When adding to tracked and space vehicles instead add +2 HD and +20 Hit Points for each level.</br> '''Sensor Suites, Basic''' (Spacecraft only and all require at least this level). Cost 50,000 credits. Requires Intelligence (Computer Use) to operate properly. Include light, chemical, motion and other active sensors allow detection of target up to 100 AU away with a DC20 Computer Use skill check. Within 5 AU (optimal) this drops to DC15. Illumination and cover are ignored. Targets don’t have to be in line of sight but asteroids, small moons or powerful energy fields may cause inaccurate or false readings, counting as obscure to hide, etc.</br> '''Sensor Suits, Advanced''': Cost 500,000 credits. As basic sensor suite but superior tech extends detection of maximum range to 500 AU (base DC20). Within 25 AU it drops to DC15. All other factors as Basic Sensor Suite.</br> '''Sensor Systems''' (Atmospheric only): Variable cost. Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Radar (Blindsense aerial 10 miles, however not for attacks) for 4,000 credits, Combat Radar (Blindsense 500ft base, 10 mile extended) for 8,000 credits. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Auspex Hand Scanner, but range is five miles (+5DC for every additional mile) 5,000 credits. Ether-Scope Screen (Darkvision 1,000ft base) 2,000 credits.</br> '''Shields''': Cost is ½ the base vehicle cost, including the propulsion types increases, per level. Acting like Temporary Hit Points and a Threshold, the amount of damage that it will stop from each attack. Active shields also detonate missiles and torpedoes before they strike, giving the ship Resistance to these attacks (and canceling any AP affect). Level I rating 5/50 (threshold/temporary hit points); Level II rating 10/100, requires a minimum vehicle size of Huge; Level III grants 20/200 requires minimum size of Gargantuan. Level IV grants 30/300 and requires minimum size of Colossal; Level V grants 40/400 and requires a minimum size of Behemoth. Enhanced Shields increase cost by 25% and increase the total temporary HP by +50% (i.e. 100 becomes 150, etc.). This enhancement can be taken twice for same cost each time.</br> '''Speed''': Cost is ¼ the base vehicle cost, including the propulsion types increases, per level. Each level adds +5ft to the base speed times the propulsion types. Max levels double base speed.</br> '''Speed Reduction''': Cost reduction -5% off the base vehicle cost. Each time this is taken, reduce base speed by -5ft (then calculate vehicle speed by propulsion). Minimum speed of 10ft.</br> '''Stealth System''': Cost is the base vehicle cost, including propulsion modifiers to cost. Radar absorbing paint, heat baffles, scramblers and other tech make this ship difficult to detect. Those trying to located, attack, lock-on, etc. are at a disadvantage against this ship. The effect is negated any round in which the ship fires a weapon or emits some other non-cloak signal such as radio signals or active sensor searches. The vehicle can also attempt to Hide without cover but at a basic check. Cover gain advantage on check. Use operator’s Intelligence modifier instead of Dexterity.</br> '''Submersible''' (Watercraft only): Cost is double the base vehicle cost, including propulsion modifiers to cost. Base Watercraft feature to the vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Powercell battery life includes basic life support features. </br> '''Superstructure''' (Leviathan sized vehicles or larger only): Cost 500,000 credits each. Superstructures are massive extensions that add a great amount of space to a ships. Typically to accommodate more passengers or cargo. Each superstructure uses +1 more Energy per day and reduces HD/HP base by -1d/-10HP x the vehicles Mods as they reduces the overall structural integrity. *'''''Bulk Cargo''''': These massive hulls that can handle 800,000 cubic feet of cargo (20,000 tons or 5,000 tons if the ship enters is to enter the atmosphere). Halve cost if the area is not sealed verses vacuum/environment but then it cannot enter an atmosphere. *'''''Factory''''': These units can process raw material into manufactured goods. Adds 100 crew. Each factory requires one shuttle to take in raw goods. Each factory can generate 2d6 x 5,000 credits in goods, supplies, etc. a week in an average mineral rich environment (asteroid field, etc.). *'''''Hanger''''': Large dedicated flight bay that holds up to 20 gargantuan sized vehicles or 10 colossal sized one. Includes additional fuel storage, maintenance bays, training and briefing rooms and ads 50 additional crew members (not counting flight crew). *'''''Passenger, Civilian''''': Accommodations for long-term comfortable travel, includes hydroponic gardens, theaters, gyms, malls, restaurants, shopping and logging for 700 passengers and 50 additional crew. Generates 2d4 x 5,000 credits each month in revenue. *'''''Passenger, Military''''': Spartan barracks, training facilities, armories, and a few multi-purpose recreations areas for 500 troopers and 50 additional crew (cooks, techs, etc.) '''Teleporter''' (Minimum size Colossal): Cost 500,000 credits each. Teleporters can transport up to six Medium size creatures at a time, or 1,000lbs of cargo up to 100 miles distance, or up to 1,000 miles if linked with a transmitter beacon at the destination.</br> '''Torpedo Tubes''' (Starships only): Cost 10,000 credits each. Each tube allows one torpedo to be fired a round. Requires twice each torpedo’s weight of in storage (cargo) space.</br> '''Tractor Beams''': Cost ¼ base vehicle cost, including propulsion modifiers to cost, each. Tractor beams are designed to hold enemy vessel in place and to pull them to the attacker. Vehicles can only affect vessels of similar size or smaller Size. Their range is 500/5,000 (10/50 in space). This works just like a Grapple check adding a reverse of the vehicle’s size modifier plus its Strength bonus. If the attacker wins, the target ship is Restrained. The attack can also move the target towards itself up to 1 space a round (1,000 feet).</br> '''Workspace''' (Minimum sized Colossal): Cost 5,000 credits each. The vehicle has a scientific laboratory, a small medical bay (up to 2 people), a machine room, etc. The properties of these stations vary but most grants advantage with a limited set of skills.</br> '''Weapon Mount''': Cost for fixed Heavy Weapon mounts cost 1,000 credits each. Super-heavy mount (minimum size Large vehicle) cost 2,000 credits each. Weapons with Super-Heavy Fixed weapon properties (minimum size Huge vehicle) cost 4,000 credits each. Fixed 2 weapon properties (minimum size Gargantuan vehicle) cost 8,000 credits each. Fixed 3 weapon properties (minimum size Behemoth vehicle) cost 12,000 credits each. Fixed 4 weapon properties (minimum size Leviathan vehicle) cost 20,000 credits each. Turrets triple these prices.</br> ''Note – duel linked weapons add an additional +1d to the weapon dice total (3d8 becomes 4d8) while quad linked weapons add an additional +2d to the weapon dice total''.</br> ==== Golem Creation ==== All golems basic constructs automatically have Basic Artificial Intelligence (A.I.) and Automation (as Vehicles) are included in price. They have the following attribute bases Intelligence 8, Wisdom 10, Charisma 6; Proficiency bonus +2; Proficiency with Intelligence saves, Proficiency with Computer Use skill. Its unarmed damage is bludgeoning.</br> See vehicles for Propulsion types. Same cost and effects, except ignore minimum sizes and minimum mods of 1 for all upgrades. </br> Available Vehicle upgrades – Electromagnetic Shielding, Enhanced Batteries, Extra Batteries, Hardened Frame, Reinforced Chassis, Speed and Stealth System. <font size=1> {| class="wikitable" | '''SIZE''' || '''COST''' || '''STR/DEX''' || '''SAVE''' || '''BONUS''' || '''SPEED''' || '''AC''' || '''HARD''' || '''HD''' || '''HP''' || '''POWERCELL''' || '''UNARMED''' |- | Tiny || 1,600 || 6/14 || Dexterity || -4 || 30ft || 10 || 0 || 1 || 10 || 2C/72hrs || 1d3 |- | Small || 2,200 || 8/12 || Dexterity || -2 || 25ft || 11 || 1 || 2 || 20 || D/72hrs || 1d4 |- | Medium || 4,000 || 12/10 || Dexterity || -1 || 30ft || 12 || 2 || 4|| 40 || D/48hrs || 1d6 |- | Large || 8.400 || 18/10 || Strength || +0 || 25ft || 13 || 4 || 6 || 60 || E/48hrs || 2d6 |- | Huge || 17,000 || 24/10 || Strength || +1 || 25ft || 14 || 6 || 10 || 100 || 2E/48hrs || 3d8 |- | Gargantuan || 40,000 || 30/10 || Strength || +2 || 20ft || 14 || 10 || 16 || 160 || 2F/48hrs || 4d10 |- | Colossal || 100k || 40/10 || Strength || +4 || 20ft || 15 || 15 || 22 || 220 || 4F/48hrs || 5d12 |- |} </font size> GOLEM UPGRADES</br> '''Android''': Cost 5,000 credits +¼ the base golem cost. Looks and feel organic, DC15 Wisdom (Insight) check to realize its’ not. Attractive upgrade costs 10,000 credits +½ base cost instead.</br> '''Armor Upgrade''': Cost is the base vehicle cost, for a +1 AC and Hardness. Three levels counts as Medium armor (disadvantage to stealth and max Dex bonus of +2) while four to six levels counts as Heavy armor (disadvantage on stealth and no Dexterity modifier).</br> Attribute Boost: As vehicles. Strength max is double base, Dexterity max is 24 and Intelligence, Wisdom and Charisma maximum are 20. Charisma costs the same as Wisdom (paid separately). '''Built-In Tools or Weapon''': any tool kit or weapon, double the cost and base weight.</br> '''Combat Tracking Software''': Cost base golem cost. Grants +1 to its ranged attack rolls. Can be taken a second time +2 with ranged attacks. Second upgrade cost triple base cost that is paid separately.</br> '''Expertise''' (with any skill that the golem is proficient with): Cost 2,000 credits each.</br> '''Golem Control''': Costs ½ base golem cost. Adds remote golem (drone) control rigging (see Gear).</br> '''Magnetic Pads''': Cost base golem cost. Base Climb speed on metal surfaces, semi-size dependent.</br> '''Proficiency''': Cost base golem cost for a mental Skill (Int, Wis, Cha). Cost 150% base golem cost for a physical Skill (Str, Dex).</br> '''Resilient''': Add proficiency bonus to an additional Attribute save. For Strength or Dexterity cost base golem cost, for Intelligence, Wisdom or Charisma costs ½ base golem cost.</br> '''Sensors''': as any hand sensor built in, double the cost and base weight.</br> '''Software Upgrade''': increase proficiency bonus to +3 costs double base golem cost; to +4 costs triple base golem cost; to +5 cost five time base golem cost and for +6 costs ten times base golem cost. NOTE that each level must be paid for separately.</br> '''Target Acquisition''': Costs 1,000. Update targeting system re-rolls any 1s or 2s that it rolls on ranged attack damage. It must accept the result of these rerolls.</br> '''Target Scanner''': Cost 5,000 credits. Update targeting system now scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target).</br> '''Wall Walker''': Cost base golem cost. Requires Walker propulsion. Maximum size Medium.</br> Weapon Mount: pistol sized 500 credits, rifle sized 1,000 credits, heavy weapon 2,000 credits. Super heavy and Super Heavy fixed as vehicle (including minimum size).</br> '''Weapon Proficiency''': Simple weapons 500 credits, Martial weapons 750 credits each, Pistols or Rifles 1,000 credits each, and Heavy weapons 1,500 credits.</br> '''Void Sealed''': Cost 500 x ¼ base cost. Can operate without problems in a vacuum. Ignores all but Extreme radiation which it is resistance to the damage and advantage on the save.</br>
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