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:'''Reaction Fire''': Anti-missile and torpode weapons. The basic AI of a system grants it a d10 ''Shooting'' skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again)
 
:'''Reaction Fire''': Anti-missile and torpode weapons. The basic AI of a system grants it a d10 ''Shooting'' skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again)
  
'''AUTO-CANNONS''' (In Atmpsphere Only; except for reaction point-defense weapons)</br>
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AUTO-CANNONS(In Atmpsphere Only; except for reaction point-defense weapons)</br>
 
Auto-cannons (also called chain guns) are powered weapons that fire bursts of chemically propelled metal slugs at the target. They are primarily used by light military vehicles and aircraft to destroy ground targets or as point-defense weapons for starships. Ammo costs are for a full load drum of shots. All Auto-Cannons are considered Heavy Weapons.</br>  
 
Auto-cannons (also called chain guns) are powered weapons that fire bursts of chemically propelled metal slugs at the target. They are primarily used by light military vehicles and aircraft to destroy ground targets or as point-defense weapons for starships. Ammo costs are for a full load drum of shots. All Auto-Cannons are considered Heavy Weapons.</br>  
 
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'''BALLISTIC MACHINE GUNS''' (In Atmpsphere Only)</br>
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BALLISTIC MACHINE GUNS (In Atmpsphere Only)</br>
 
Slugthrowers are traditional firearms firing chemically-propelled rounds. Reload is the Cost and Weight for a full Belt or Drum of ammo</br>
 
Slugthrowers are traditional firearms firing chemically-propelled rounds. Reload is the Cost and Weight for a full Belt or Drum of ammo</br>
 
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'''BOMBS''' (In Atmpsphere Only)</br>
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BOMBS (In Atmpsphere Only)</br>
 
Dropping bombs uses ''Battle'' rather than ''Shooting''. Craft must be in atmosphere to drop bombs. Night, cloud cover, rain, very high altitude attacks (GM’s call) or other factors that might interfere with the bomb’s targeting systems inflicts a –2 penalty. All bombs listed below are Heavy Weapons</br>
 
Dropping bombs uses ''Battle'' rather than ''Shooting''. Craft must be in atmosphere to drop bombs. Night, cloud cover, rain, very high altitude attacks (GM’s call) or other factors that might interfere with the bomb’s targeting systems inflicts a –2 penalty. All bombs listed below are Heavy Weapons</br>
 
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* ''An entry with such as 12/1 means 12 bombs take up 1 Mod slot''
 
* ''An entry with such as 12/1 means 12 bombs take up 1 Mod slot''
  
'''CANNONS''' (In Atmpsphere Only)</br>
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CANNONS (In Atmpsphere Only)</br>
 
Cannons fire large, chemically-propelled, explosive shells. The shells listed below are the most common. High explosive versions reduce the damage die type to d8 and halve AP but increase the Burst Template to Large, or to 10” radius if already Large. Ammo costs are per full load. All Cannons are Heavy Weapons.</br>
 
Cannons fire large, chemically-propelled, explosive shells. The shells listed below are the most common. High explosive versions reduce the damage die type to d8 and halve AP but increase the Burst Template to Large, or to 10” radius if already Large. Ammo costs are per full load. All Cannons are Heavy Weapons.</br>
 
A cannon that is used an an Artillery Piece is also available. The cost and damage/AP is the same but range is doubled and the number of shot is 1. With a crew equal to the Mods of the cannon the weaon can be fired every other Round (i.e. Small Cannon has 2 mods so needs 2 crew memeber. Artillery pieces are movable but they cannot fire when doing so as not not generally mounted onto vehicles.</br>
 
A cannon that is used an an Artillery Piece is also available. The cost and damage/AP is the same but range is doubled and the number of shot is 1. With a crew equal to the Mods of the cannon the weaon can be fired every other Round (i.e. Small Cannon has 2 mods so needs 2 crew memeber. Artillery pieces are movable but they cannot fire when doing so as not not generally mounted onto vehicles.</br>
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'''FLAME WEAPONS''' (In Atmpsphere Only)</br>
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FLAME WEAPONS (In Atmpsphere Only)</br>
 
Flamethrowers use liquid or vapor fuel to burn targets. They’re often used to dig opponents out of caves or other tight places. The ones listed here are more powerful, lighter, and carry more propellant than older versions (such as those found in Savage Worlds). The firer can use the Blast Template or fire out to a range of 18" (36 yds) for a Medium or Large Burst template depending on the size of the weapon</br>
 
Flamethrowers use liquid or vapor fuel to burn targets. They’re often used to dig opponents out of caves or other tight places. The ones listed here are more powerful, lighter, and carry more propellant than older versions (such as those found in Savage Worlds). The firer can use the Blast Template or fire out to a range of 18" (36 yds) for a Medium or Large Burst template depending on the size of the weapon</br>
 
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* ''Ignores half of the Armor Points unless a fully sealed (environmental or vacuum).''
 
* ''Ignores half of the Armor Points unless a fully sealed (environmental or vacuum).''
  
'''GRENADE LAUNCHER''' (In Atmpsphere Only)</br>
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GRENADE LAUNCHER (In Atmpsphere Only)</br>
 
Futuristic grenades are smaller, lighter, and pack a bit more punch than their predecessors. Grenade launchers may also use the grenades found in Personal Scale Weapons. Note that many grenades under Personal Scale Weapons are not Heavy Weapon. The grenade type here is a Heavy Weapon.</br>
 
Futuristic grenades are smaller, lighter, and pack a bit more punch than their predecessors. Grenade launchers may also use the grenades found in Personal Scale Weapons. Note that many grenades under Personal Scale Weapons are not Heavy Weapon. The grenade type here is a Heavy Weapon.</br>
 
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'''LASER CANNON'''</br>
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LASER CANNON</br>
 
Lasers of this size burn through solid materials and flashboil flesh. (They don’t use the rules for personal lasers listed under Personal Scale Weapons. All Laser Cannons are Heavy Weapons</br>
 
Lasers of this size burn through solid materials and flashboil flesh. (They don’t use the rules for personal lasers listed under Personal Scale Weapons. All Laser Cannons are Heavy Weapons</br>
 
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* ''Lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power (not running engines for speed or weapons, etc.) requring 1 Energy per 10 shots (round up). Otherwise can be charged at an energy station for $500 x Mods of the weapon''  
 
* ''Lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power (not running engines for speed or weapons, etc.) requring 1 Energy per 10 shots (round up). Otherwise can be charged at an energy station for $500 x Mods of the weapon''  
  
'''MASS DRIVER''' (Starships only)</br>
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MASS DRIVER (Starships only)</br>
 
Mass drivers are large, space-based, rail systems used to magnetically accelerate heavy projectiles at high speed, causing devastating damage wherever they impact. The ranges listed below are practical limits. In space the actual range is infinite. Projectiles are made of
 
Mass drivers are large, space-based, rail systems used to magnetically accelerate heavy projectiles at high speed, causing devastating damage wherever they impact. The ranges listed below are practical limits. In space the actual range is infinite. Projectiles are made of
 
dense metallic materials (rocks) such as can be found easily in asteroids or planets with no manufacturing capability, making them favorite weapons for long-range military vessels that need to supply from natural materials (5 shots per hour can be mined from most asteroids). All Mass Drives are Heavy Weapons. As Mass Drives are only usable in Space that scale is used.</br>
 
dense metallic materials (rocks) such as can be found easily in asteroids or planets with no manufacturing capability, making them favorite weapons for long-range military vessels that need to supply from natural materials (5 shots per hour can be mined from most asteroids). All Mass Drives are Heavy Weapons. As Mass Drives are only usable in Space that scale is used.</br>
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'''MISSILES & TORPEDOES'''</br>
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MISSILES & TORPEDOES</br>
 
For direct fire against a target, Attackers make a ''Electronics'' or ''Shooting'' opossed by the target's ''Electronics'' or ''Hacking skill''. Success by the attacker means that the ship has a weapons-locked the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br>
 
For direct fire against a target, Attackers make a ''Electronics'' or ''Shooting'' opossed by the target's ''Electronics'' or ''Hacking skill''. Success by the attacker means that the ship has a weapons-locked the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br>
 
For proximity or AOE fire at a target, the Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers Half damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br>
 
For proximity or AOE fire at a target, the Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers Half damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br>
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* ''An entry such as 12/1 means 12 missiles take up 1 Mod slot of storage.''
 
* ''An entry such as 12/1 means 12 missiles take up 1 Mod slot of storage.''
  
'''RAILGUNS'''</br>
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RAILGUNS</br>
 
“Rail guns” are smaller versions of mass drivers, magnetically propelling dense shells (inatmosphere) or spheroids (space). They fire Light (3” diameter) or Heavy (5”) shells. All Railguns are Heavy Weapons</br>
 
“Rail guns” are smaller versions of mass drivers, magnetically propelling dense shells (inatmosphere) or spheroids (space). They fire Light (3” diameter) or Heavy (5”) shells. All Railguns are Heavy Weapons</br>
 
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