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:Tech Level 3: Pre-Stellar Age (Modern Earth, with more in-system space travel)
 
:Tech Level 3: Pre-Stellar Age (Modern Earth, with more in-system space travel)
 
:Tech Level 4: Stellar Age
 
:Tech Level 4: Stellar Age
:Tech Level 5: Multiple FTL Drive Stellar Age
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:Tech Level 5: Super Advanced Stellar Age
Most of the Known Worlds falled under TL4 in and around the Core Worlds and most of the Colonies around TL3. Some species (and some colonies of Man) are lower like the Yeti whom are only around TL1 at best. The Canopan and some other cultures have reach TL5 at least in fast-then-light travel.
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Most of the Known Worlds falled under Tech Level 4
  
 
When TL are listed in gear and weapons below, this is the earliest such an item is available (i.e. you can't get personal computers until TL3 in pre-Stellar societies).
 
When TL are listed in gear and weapons below, this is the earliest such an item is available (i.e. you can't get personal computers until TL3 in pre-Stellar societies).
 
 
==GEAR AND EQUIPMENT==
 
==GEAR AND EQUIPMENT==
 
Gear prices are in credits ($). See SWADE pg. 65+. Can purchase any modern or primative armor, weapons and gear from there with $=credits.   
 
Gear prices are in credits ($). See SWADE pg. 65+. Can purchase any modern or primative armor, weapons and gear from there with $=credits.   
 
===Standard Gear===
 
===Standard Gear===
CLOTHING AND BODYGLOVES</br>
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'''CLOTHING'''
'''Work coveralls''': reinforced for heavy work so as not to ware to quickly. TL1, Wt. 6lbs, Cost -75</br>
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*Work coveralls: reinforced for heavy work so as not to ware to quickly. TL1, Wt. 6lbs, Cost -75
'''Standard/Causal wear''': incluses basic clothing and causal wear. TL1, Wt. 4lbs. Cost -50</br>
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*Standard/Causal wear: incluses basic clothing and causal wear. TL1, Wt. 4lbs. Cost -50
'''Executive wear''': business clothing of the corporate elite. TL2, Wt. 6lbs, Cost -500+</br>
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*Executive wear: business clothing of the corporate elite. TL2, Wt. 6lbs, Cost -500+
'''Shift Fabric''': clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. TL4, Wt. 6lbs, Cost -2,500</br>
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*Shift Fabric: clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. TL4, Wt. 6lbs, Cost -2,500
'''Camouflage Uniform''': in correct environment +2 to ''Stealth'' (-2 in all others). TL2, Wt. 6lbs, Cost -100</br>
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*Camouflage Uniform: in correct environment +2 to ''Stealth'' (-2 in all others). TL2, Wt. 6lbs, Cost -100
'''Night Cloak''': cloak that absorbs ambient light adding +2 to ''Stealth'' at night only. TL3, Wt. 4lbs, Cost -300</br>
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*Night Cloak: cloak that absorbs ambient light adding +2 to ''Stealth'' at night only. TL3, Wt. 4lbs, Cost -300
Camo Cloak: cloak that changes patters with background, adding +2 to ''Stealth''. TL3, Wt. 4lbs, Cost -1,000</br>
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*Camo Cloak: cloak that changes patters with background, adding +2 to ''Stealth''. TL3, Wt. 4lbs, Cost -1,000
'''Synskin''': advanced full body-glove offering superior camouflage and light protection. Adds +2 Armor, +2 to ''Stealth'' checks, and all targets suffer a -2 penalty to ranged attacks (''Shooting'') vs. you. TL4, Wt. 6lbs, Cost – 5,000</br>
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*Synskin: advanced full body-glove offering superior camouflage and light protection. Adds +2 Armor, +2 to ''Stealth'' checks, and all targets suffer a -2 penalty to ranged attacks (''Shooting'') vs. you. TL4, Wt. 6lbs, Cost – 5,000
 
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'''COMPTUERS'''</br>
COMPTUERS</br>
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A basic computer includes a short range communicators (base range of 5 miles unless tied to local boosters), time piece, GPS if there are satellites that preform these functions. It takes an Action to access a skill. [[File:SWN.computers.jpg|200px|right]]
A basic computer includes a short range communicators (base range of 5 miles unless tied to local boosters), time piece, GPS if there are satellites that preform these functions. It takes an Action to access a skill. </br>[[File:SWN.computers.jpg|200px|left]]
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*Advisor: A.I. that can ‘think’ and advise its owner on a number of scientific and academic issuesTL4,  (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). Wt. 2lbs, Cost -500
'''Advisor''': A.I. that can ‘think’ and advise its owner on a number of scientific and academic issues (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). TL4, Wt. 2lbs, Cost -500</br>
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*Comlink: dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. TL3, Wt. ¼lb, Cost -50. Can add holographic projector for +150.
'''Comlink''': dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. TL3, Wt. ¼lb, Cost -50. Can add holographic projector for +150.</br>
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*Facial Scanner: recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). TL3, Wt. 3lbs, Cost -400
'''Facial Scanner''': recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). TL3, Wt. 3lbs, Cost -400</br>
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*Language Translator: Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. TL4, Wt. 1lb, Cost 2,000.  
'''Language Translator''': Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. TL4, Wt. 1lb, Cost 2,000.</br>
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*Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d10+2 and Direction Sense). TL3, Wt.2lbs, Cost -250
'''Mapper''': roll-out clear plastic map-board hand wand, with GPS built in (Notice d10+2, but only to located where you are and Direction Sense). TL3, Wt.2lbs, Cost -250</br>
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*Military Advisor: dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000
'''Military Advisor''': dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000</br>
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*Stellar Chorno: any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. TL4, Cost +50  
'''Stellar Chorno''': any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. TL4, Cost +50</br>
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*Starlight LRCD: backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. TL4, Wt. 20lbs, Cost -500. Can add holographic projector for +150.
'''Starlight LRCD''': backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. TL4, Wt. 20lbs, Cost -500. Can add holographic projector for +150.</br>
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'''MEDICAL GEAR AND DRUGS'''
 
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*Autoinjector: Holds up to six doses of drugs, free action to administer. TL4, Wt. ½lb, Cost -100
MEDICAL GEAR AND DRUGS</br>
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*Injector: Holds a single dose of any drug and takes one Action to load and then another to administer. TL2, Wt. ¼lb, Cost -20
'''Autoinjector''': Holds up to six doses of drugs, free action to administer. TL4, Wt. ½lb, Cost -100</br>
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*Diagnostar: Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. TL4, Wt. 1lb, Cost -500
'''Injector''': Holds a single dose of any drug and takes one Action to load and then another to administer. TL2, Wt. ¼lb, Cost -20</br>
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*Expedition Medpac: advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). TL4, Wt. 2lbs, Cost -150
'''Diagnostar''': Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. TL4, Wt. 1lb, Cost -500</br>
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*Medpac: basic healers kit (+1 ''Healing'', takesn1d4 minutes). TL3, Wt. 5lbs, Cost -100
'''Expedition Medpac''': advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). TL4, Wt. 2lbs, Cost -150</br>
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*Nanotech Medpac: advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). TL4, Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).  
'''Medpac''': basic healers kit (+1 ''Healing'', takesn1d4 minutes). TL3, Wt. 5lbs, Cost -100</br>
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*De-Tox (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. TL3, Wt. nil, Cost -50 each dose.  
'''Nanotech Medpac''': advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). TL4, Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).</br>
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*Frenzon (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. TL4, Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).  
'''De-Tox''' (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. TL3, Wt. nil, Cost -50 each dose.</br>
 
'''Frenzon''' (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. TL4, Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).  
 
 
*Medi-Gel (gel): A tube of advanced healing gel. It adds +2 to ''Healing'' rolls made to heal fresh wounds and/or also stabilize someone who’s bleeding out. Contains 10 uses. TL4, Wt. 6oz tube, Cost -50.
 
*Medi-Gel (gel): A tube of advanced healing gel. It adds +2 to ''Healing'' rolls made to heal fresh wounds and/or also stabilize someone who’s bleeding out. Contains 10 uses. TL4, Wt. 6oz tube, Cost -50.
 
*Obscura (drug): Subject enters a dream like hallucinogen state for 1d6 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. TL3, Wt. nil, Cost -100 per dose, Illegal.  
 
*Obscura (drug): Subject enters a dream like hallucinogen state for 1d6 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. TL3, Wt. nil, Cost -100 per dose, Illegal.  
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===Armor===
 
===Armor===
'''Eviro-Suit''': This is an armored upgraded Hazmat Suit meant to be worn out in the field where possible dangers can happen (but not genearlly combat). Has all the same fuction as a Hazmat Suit (see Survival gear) and adds +4 Armor points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d4, TL3, Wt. 20lbs, Cost 700.</br>
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<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
'''Body Armor''': This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and reduces ballistic damage by 4 points (not melee or energy). Covers the torso, arms and legs. Str Min d4, TL3, Wt. 8lbs, Cost 200.</br>
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*Eviro-Suit: This is an armored upgraded Hazmat Suit meant to be worn out in the field where possible dangers can happen (but not genearlly combat). Has all the same fuction as a Hazmat Suit (see Survival gear) and adds +4 Armor points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d4, TL3, Wt. 20lbs, Cost 700.
'''Combat Armor''': These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.</br>
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*Body Armor: This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and reduces ballistic damage by 4 points (not melee or energy). Covers the torso, arms and legs. Str Min d4, TL3, Wt. 8lbs, Cost 200.[[File:SWN.BattleDress.jpg|250px|right]]
[[File:SWN.BattleDress.jpg|250px|right]]
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*Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.
'''Energy Skin''': This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from ''Stealth'' checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.</br>
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*Energy Skin: This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from Stealth checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.
'''Tactical Armored Skinsuit''': these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.</br>
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*Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.
'''Vacuum Hardsuit''': a heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.</br>
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*Vacuum Hardsuit: heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.
'''Battle Dress''': the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12 (unpowered), TL4, Cost 15,000.
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*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, TL4, Cost 15,000.
  
 
===Personal Scale Weapons===
 
===Personal Scale Weapons===
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<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
WEAPON NOTES
 
WEAPON NOTES
:'''Hold-out''' add +2 to ''Stealth'' to hide on person
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: '''Hold-out''' add +2 to ''Stealth'' to hide on person
:'''3RB''' - 3 round burst, requires 3 rounds; adds +1 to ''Shooting'' and damage result. SWAE pg. 67
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: '''3RB''' - 3 round burst, requires 3 rounds; adds +1 to ''Shooting'' and damage result. SWAE pg. 67
:'''1/2 Handed''' can be used one or two handed. When fired 1 handed suffer a -1 ''Shooting'' unless you have +1 step over the Min Str required.  
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: '''1/2 Handed''' can be used one or two handed. When fired 1 handed suffer a -1 ''Shooting'' unless you have +1 step over the Min Str required.  
:'''2 Handed''' requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.
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: '''2 Handed''' requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.
:'''Snapshot''' on the round the attacker moves he is -2 ''Shooting'' with weapon. SWAE pg. 66
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: '''Snapshot''' on the round the attacker moves he is -2 ''Shooting'' with weapon. SWAE pg. 66
:'''Shotgun''' do 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range. +2 ''Shooting''. SWAE pg. 74
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: '''Shotgun''' do 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range. +2 ''Shooting''. SWAE pg. 74
  
 
'''MELEE WEAPONS'''</br>
 
'''MELEE WEAPONS'''</br>
Medieval and Modern Melee Weapons are purchased per SWA pg. 72. The following Mods can be applied to these melee weapons, depending on description below...</br>
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Medieval and Modern Melee Weapons are purchased per SWA pg. 72. The following Mods can be applied to these melee weapons, depending on description below...
'''Molecular Blade''': Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (2 AP for a d4, 4 AP for a d8, etc.). Molecular blades require no power. TL4, Cost +500.</br>
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*Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, etc.). Molecular blades require no power. TL4, Cost +500.  
'''Power Weapon''': The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage and a AP of 4. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy. The power cell adds 1lb and lasts for 20 successful hits. TL4, Cost +750.</br>
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*Power Weapon: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy. The power cell adds 1lb and lasts for 20 successful hits. TL4, Cost +750.
'''Stun Charge''': Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage. TL3, Cost +350.</br>
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*Stun Charge: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage. TL3, Cost +350.
'''Vibro Blade''': Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP by 2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. TL4, Cost +250.</br>
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*Vibro Blade: Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP +2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. TL4, Cost +250.
 
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'''BALLISTIC FIREARMS'''
'''BALLISTIC FIREARMS'''</br>
 
These firearms are slug throwing projectial weapons common at most TL2+ worlds.
 
 
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AMMO NOTES: Standard rounds for a pistols and revolvers costs 10 credits for 50 rounds (1lb); for heavy pistols and SMG cost 15 credits for 50 rounds (1½lb); for hand cannon, assault and hunting rifles cost 25 credits for 50 rounds (2lbs); LMG, sniper rifles and shotgun rounds cost 30 credits for 50 rounds (2½lb). Ballistic rounds are interchangable.
 
AMMO NOTES: Standard rounds for a pistols and revolvers costs 10 credits for 50 rounds (1lb); for heavy pistols and SMG cost 15 credits for 50 rounds (1½lb); for hand cannon, assault and hunting rifles cost 25 credits for 50 rounds (2lbs); LMG, sniper rifles and shotgun rounds cost 30 credits for 50 rounds (2½lb). Ballistic rounds are interchangable.
  
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* Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Cost is 30 credits per 50 rounds (3lbs).
 
* Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Cost is 30 credits per 50 rounds (3lbs).
 
* Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage and AP 8 but halves Shotgun base range (round down). Ammo cost 150 credits for 50 rounds (4lbs) and are considered military (illegal) only.
 
* Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage and AP 8 but halves Shotgun base range (round down). Ammo cost 150 credits for 50 rounds (4lbs) and are considered military (illegal) only.
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'''ENERGY WEAPONS'''</br>
 
'''ENERGY WEAPONS'''</br>
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|-
 
|-
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' ||'''Notes'''
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| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''Notes'''
 
|-
 
|-
 
| Palm Laser || 10/20/40 || 2d6 || 1 || 3 || 20 || d4 || 1 || 450 || Hold-out
 
| Palm Laser || 10/20/40 || 2d6 || 1 || 3 || 20 || d4 || 1 || 450 || Hold-out
 
|-
 
|-
| Laser Pistol || 25/50/100 || 2d6+1 || 1 || 3 || 60 || d4 || 2 || 550 ||   
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| Laser Pistol || 25/50/100 || 2d6+1 || 1 || 3 || 60 || d4 || 550 || 2 ||   
 
|-
 
|-
| Laser Carbine || 30/60/120 || 2d6+2 || 1 || 3 || 80 || d4 || 6 || 750 || 1/2 Handed
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| Laser Carbine || 30/60/120 || 2d6+2 || 1 || 3 || 80 || d4 || 750 || 6 || 1/2 Handed
 
|-
 
|-
| Laser Rifle || 40/80/160 || 2d6+2 || 1 || 3 || 100 || d6 || 7 || 950 || 3RB, 2-Handed  
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| Laser Rifle || 40/80/160 || 2d6+2 || 1 || 3 || 100 || d6 || 8 || 950 || 3RB, 2-Handed  
 
|-
 
|-
| Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || 1,750 || Snapfire, 2-Handed  
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| Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || 3,000 || Snapfire, 2-Handed  
 
|-
 
|-
| Gatlin Laser || 30/60/120 || 3d6 || 1 || 4 || 800 || d8 || 30 || 5,000 || Snapfire, 2-Handed  
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| Gatlin Laser || 30/60/120 || 3d6 || 1 || 4 || 800 || d8 || 30 || 8,000 || Snapfire, 2-Handed  
 
|-
 
|-
 
| Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || 800 || 1/2 Handed
 
| Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || 800 || 1/2 Handed
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| Heavy Blaster Rifle || 24/48/96 || 3d10 || 4 || 1 || 10 || d10 || 28 || 3,000 || Heavy Weapon, Snapfire, 2-Handed  
 
| Heavy Blaster Rifle || 24/48/96 || 3d10 || 4 || 1 || 10 || d10 || 28 || 3,000 || Heavy Weapon, Snapfire, 2-Handed  
 
|-
 
|-
| Plasma Rifle || 20/40/80 || 4d10 || * || 1 || 20 || d12 || 54 || 10,000 || Heavy Weapon, Snapfire, 2-Hand, see below  
+
| Plasma Rifle || 20/40/80 || 3d10 || * || 1 || 20 || d12 || 54 || 10,000 || Heavy Weapon, Snapfire, 2-Hand, see below  
 
|-
 
|-
 
| Flamer || Cone || 3d6 || * || 1 || 15 || d6 || 18 || 600 || Cone Template range, 2-Handed  
 
| Flamer || Cone || 3d6 || * || 1 || 15 || d6 || 18 || 600 || Cone Template range, 2-Handed  
 
|-
 
|-
 
|}
 
|}
</font size>
 
 
: * these weapons ignore Armor Points vs. unsealed (environmental or vacuum) armor.
 
: * these weapons ignore Armor Points vs. unsealed (environmental or vacuum) armor.
 
AMMO NOTES: Power cells for Palm Laser Wt. ¼lb and cost 35 credits, Laser Pistol Wt. ¼lb and cost 50 credits, Laser Carbines Wt. ½lb and cost 80 credits, Laser Rifle and Sniper Rifles Wt. 1lb and cost 100 credits, Gatlin laser Wt. 10lb and cost 500, Blaster Pistols Wt. 1lb and cost 75 credits, Blaster Rifles Wt. 3lb and cost 125 credits, Heavy Blaster Rifle Wt. 20lb and cost 400 credits, Plasma Rifles Wt. 30lb and cost 750 credits each, a Flamer fuel-cell wt. 5lbs and costs 50 credits. Power cells are not interchangable.
 
AMMO NOTES: Power cells for Palm Laser Wt. ¼lb and cost 35 credits, Laser Pistol Wt. ¼lb and cost 50 credits, Laser Carbines Wt. ½lb and cost 80 credits, Laser Rifle and Sniper Rifles Wt. 1lb and cost 100 credits, Gatlin laser Wt. 10lb and cost 500, Blaster Pistols Wt. 1lb and cost 75 credits, Blaster Rifles Wt. 3lb and cost 125 credits, Heavy Blaster Rifle Wt. 20lb and cost 400 credits, Plasma Rifles Wt. 30lb and cost 750 credits each, a Flamer fuel-cell wt. 5lbs and costs 50 credits. Power cells are not interchangable.
  
 
Too recharge a power sell at most high-tech stations takes about 1 hour per pound of the cell and costs 6 credits per hour at a public station.
 
Too recharge a power sell at most high-tech stations takes about 1 hour per pound of the cell and costs 6 credits per hour at a public station.
 +
 +
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[[File:SWN.rifle.jpg]]
 
[[File:SWN.rifle.jpg]]
  
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|-
 
|-
 
|}
 
|}
</font size>
 
 
AMMO NOTES
 
AMMO NOTES
 
*Gyrojet base ammo cost 60 and weighs 2 for a pistol clip and cost 125 and weigh 5 for rifles. '''''Boomer''''' rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, cost triple the base ammo cost. '''''HEAT Seeker''''' rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons.
 
*Gyrojet base ammo cost 60 and weighs 2 for a pistol clip and cost 125 and weigh 5 for rifles. '''''Boomer''''' rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, cost triple the base ammo cost. '''''HEAT Seeker''''' rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons.
 
*Needler pistols ammo weigh ½ and cost 150 for a full clip and needler rifles wt. 1 and cost 300. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal.
 
*Needler pistols ammo weigh ½ and cost 150 for a full clip and needler rifles wt. 1 and cost 300. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal.
 +
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===Weapon Weapon Accessory and Upgrades===
 
===Weapon Weapon Accessory and Upgrades===
 +
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
*Motion Predictor: complex target-tracking cogitator. Eliminates 2 penalty from range weapon attack for range and mutltiattacks. TL4, Wt. +1lb, Cost -800
 
*Motion Predictor: complex target-tracking cogitator. Eliminates 2 penalty from range weapon attack for range and mutltiattacks. TL4, Wt. +1lb, Cost -800
 
*Recoil Gloves: advanced grav gloves adds +1 to the uses Str vs. Min. Str requirements and elemination 1 point of Multiattack penalties (for ROF 2+ weapons). TL4, Wt. 3lbs, Price -900.
 
*Recoil Gloves: advanced grav gloves adds +1 to the uses Str vs. Min. Str requirements and elemination 1 point of Multiattack penalties (for ROF 2+ weapons). TL4, Wt. 3lbs, Price -900.
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===Launchers and Explosives===
 
===Launchers and Explosives===
 +
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{| class="wikitable" border="0"
 
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 +
AMMO NOTES
 +
:Grenade launchers use grenades, cost and weight the same as hand grenades.
 +
:Missile launchers are one-use and dispose of the firing tube afterwards. Cost is pre-loaded.
 
</font size>
 
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AMMO NOTES: Grenade launchers use grenades, cost and weight the same as hand grenades. A Missile launchers are one-use and dispose of the firing tube afterwards. Cost is pre-loaded. Replacement Missiles for a Multi-Missile Laucher include standard anti-armor missiles for 1,000 credits each.
 
 
 
LAUNCHER NOTES
 
LAUNCHER NOTES
 
*UB is Under-Barrel and maybe attached to any Rifle sized weapon. Price already reflects this.  
 
*UB is Under-Barrel and maybe attached to any Rifle sized weapon. Price already reflects this.  
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===Cybernetics===
 
===Cybernetics===
 +
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.  
 
Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.  
  
Line 555: Line 556:
  
 
==STARSHIPS AND VEHICLES==
 
==STARSHIPS AND VEHICLES==
As the Science Fiction Companion is the Deluxe Edition I am using lots of updates and mods to bring up to date the basic building blocks of both Starships and Vehicles (and maybe Walkers) to bring them in line with Adventure Edition, See below of Frame and Chassis.</br>
 
 
NOTES ON STARSHIP RULES/OPERATIONS</br>
 
'''Space Scale Speeds''': For Tabletop scale the Space Speed is multipled by 100 to gain the vessel's mph. For vehicles that somehow makes it to space or for weapons used in space divide mph and range increments by 100 for Space scale. , divide Speed by 100 to get its space scale. The Space Scale speed of a vessel is also about how may AU it can travel in a 24 hour period.</br>
 
'''Faster-Then-Light Travel.''' At the present time there are three basic forms of FTL drives in the setting are fairly common and used by all Stellar Civilizations. They are '''''Warp-Folding Drives''''', '''''Hyperspace-Drill Drives''''' and '''''Wormhole Gate Portals'''.</br>
 
Each drive has its own advantages and disadvantages. Both the Warp-Folding Drive and Hyperspace-Drill Drives require specialized engines and navigational systems to chart real spaces at FTL speeds. Wormhole Gate Portals do not as these gateways only lead from the 'stationary' entry point to one exit points. The Gate Portals themselves include all the navigation information incorporated in their system. Those wishing to travel through the Gate Portal must a base fee and then awaits the system to open the gateway for them to pass through.
 
 
 
 
'''Plotting Navigational Coruse''': As there are at present three different FTL
 
 
Spike-Drill Drive Course Plotting requires a ''Science'' skill check with a penalty of -1 per light years to destination and takes a base of one hours time. Plotting a course in 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus. A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 3 light years taking 3 hours to be on the safe side. Failure results in the drill drive not engaging and requiring a new course to be plotting. Critical Failure damages the drive and requires 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br>
 
These navigations are along established space is well mapped but plotting course to new uncharted worlds or restricted worlds (like a Shadow World) with these mapping information available is more danger. Depending on the data available and/or a navigator's access to restricted data the GM can imposs and addition penalty to the ''Science'' check from -1 to 5. </br>
 
'''Drive Space Stellar Pollutent Build Up''': A Spike Drive in hyperspace can travel saftely for the first 48 hours. After that first 48 hours in Drive Space if the vessel wishes to remain longer requires both a ''Repair'' and ''Science'' skill check to bleed off this energy so as not to suffer a Starship Critical Hit (SPC p. 44) to a sysem of the ship. If the tests are made the ship is safe for the additional 24 hours. Each additional 24 hours that is spent in Drive Space requires a new set of skill checks as above BUT with a cumlative -1 penalty to them. </br>
 
Once out of hyberspace a vessel need to bleed off this pollutent built up by spending a number of hours with a star system (not deep space). This require 6 hours per day that was spent in hyperspace. An engineer can attempt to burn this off faster with a ''Repair'' skill check to bring this down to 2 hours per day spent in hyperspace. However a critical failure damages the drive requiring 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br>
 
 
'''Starships''' in this setting use Spike-Drill Drive. This allows a ship to "drill" a way through hyperspace and increadale speed. A Spike-Drill Drive Mark 1 can move a vessel as 1 lightyear per 48 hours. A Drive Mark II can move a vessel at 1 lightyear per 36 hours. A Drive Mark III can move a vessel at 1 lightyear per 24 hours. Finally a Drive Mark IV can move a vessel at 1 lightyear per 12 hours.</br>
 
Most vessels of the UFS are value 2 or 3. Drive 4 are fairly rare and very expensive.</br>
 
No matter the speed however, the longer one spends in Drive Space the greater the danger of dangerous stellar pollutant like energy is built up within the Drive Engines. This happens within a few days within hyperspace and as it gets progressively more dangers most civilians ships don't spend more the 72 hours within drive hyperspace. Military ships and emergency recusue do but have reduced specialize crew to give them the best chance of survival. Luckily most stars within the '''''Stellar Cluster''''' are within one or two lightyears of another and the Srellar Cluster itself is only about 300 lightyears across and 500 lightyears long. The region of '''''Frontier Space''''' is about half of that. </br>
 
Within the Stellar Cluster UFS controlled space has been fairly well navigated and mapped but there is a lot of unnavigated space surrending those control by the various species and colonized space, and Shadow Worlds that might never been visited (at least not by any offical UFS ships). Traveling on uncharted courses is risky especially the longer one spends in hyperspace.</br>
 
 
 
=== Vehicle Class Weapons ===
 
WEAPON NOTES</br>
 
Weapons Ranges are listed for Player's Scale. For Starship Scale Weapons divide each Range Increment by 100. This is the space space (so a Range of 100 on the Starship scale has a range of 1).
 
:'''Fire''': Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d8 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.
 
:'''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>
 
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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light || 50/100/200 || 2d12 || 4 || 4 || 200 || 1 || $50K || Reaction Fire. Reload $400
 
|- 
 
| Medium || 100/200/400 || 4d8 || 6 || 3 || 100 || 2 || $75K || Reload $500
 
|-
 
| Heavy || 100/200/400 || 5d8 || 8 || 3 || 100 || 3 || $200K || Reload $1,000 
 
|-
 
|}
 
 
'''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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Medium MG || 50/100/200 || 2d10+1 || 2 || 4 || 200 || 1 || $3K || Reload $400 (wt. 15lbs)   
 
|-
 
| Heavy MG || 200/400/800 || 2d12+2 || 4 || 3 || 200 || 2 || $15K || HW, Reloadt $500 (wt. 15lbs)
 
|-
 
| Minigun || 24/48/96 || 2d8+1 || 2 || 5 || 2,000 || 2 || $10K || Reload $1K (wt. 25lbs)
 
|-
 
|}
 
 
'''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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Small || Dropped || 6d10 || 10 || 1 || 1 || 12/1* || $500K/12 || LBT 
 
|-
 
| Medium || Dropped || 8d10 || 20 || 1 || 1 || 8/1* || $1M/8 || 10" Radius
 
|-
 
| Large || Dropped || 10d10 || 30 || 1 || 1 || 4/1* || $1M/4 || 20" Radius
 
|-
 
| Block Buster || Dropped || 10d10 || 30 || 1 || 1 || 2/1* || $1M/2 || 30" Radius 
 
|-
 
| City Buster || Dropped || 10d10 || 30 || 1 || 1 || 1 || $1M || 50" Radius
 
|-
 
|}
 
* ''An entry with such as 12/1 means 12 bombs take up 1 Mod slot''
 
 
'''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>
 
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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Small || 250/500/1,000 || 3d10 || 10 || 1 || 50 || 2 || $400K || SBT, Reload $5K 
 
|-
 
| Medium || 300/600/1,200 || 4d10 || 20 || 1 || 40 || 3 || $600K || MBT, Reload $8K
 
|-
 
| Heavy || 350/700/1,400 || 5d10 || 30 || 1 || 30 || 4 || $800K || MBT, Reload $12K
 
|-
 
| Super-Heavy || 400/800/1,600 || 6d10 || 40 || 1 || 20 || 6 || $1M || LBT, Reload 20K 
 
|-
 
|}
 
 
'''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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light Flamethrower || Blast or MBT || 2d12 || * || 1 || 10 || 2 || $500 || Fire, Reload $250 
 
|-
 
| Heavy Flamethrower || Blast or LBT || 3d12 || * || 1 || 30 || 4 || $1K || Fire, Reload $800
 
|-
 
|}
 
* ''Ignores half of the Armor Points unless a fully sealed (environmental or vacuum).''
 
 
'''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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Grenade Launcher || 50/100/200 || 3d6 || 0 || 3 || 60 || 3 || $1,500 || LBT, Reload $1,200 
 
|-
 
|}
 
 
'''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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light || 800/1,600/3,200 || 2d10 || 5 || 1 || 100 || 1 || $100K || Reaction Fire 
 
|-
 
| Medium || 800/1,600/3,200 || 3d10 || 10 || 1 || 100 || 2 || $500K ||
 
|-
 
| Heavy || 800/1,600/3,200 || 4d10 || 15 || 1 || 100 || 4 || $1M ||
 
|-
 
| Super-Heavy || 800/1,600/3,200 || 5d10 || 20 || 1 || 100 || 6 || $2.5M ||
 
|-
 
| Massive || 800/1,600/3,200 || 6d10 || 25 || 1 || 100 || 10 || $4M ||
 
|-
 
|}
 
* ''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>
 
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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Large || 8/16/32 || 8d10 || 10 || 1 || 20 || 8 || $1M || Reload $500 (100lbs) 
 
|-
 
| Heavy || 10/20/40 || 9d10 || 10 || 1 || 20 || 10 || $3M || Reload $1,000 (500lbs)
 
|-
 
| Super-Heavy || 12/24/48 || 10d10 || 10 || 1 || 20 || 12 || $10M || Reload $2,000 (1,000lbs)
 
|-
 
|}
 
 
'''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 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>
 
All missiles and torpodes are Heavy Weapons.</br>
 
'''''EMP Warhead''''': Any of the missiles or torpedoes can be fitted with electromagnetic pulse warheads at no additional cost. These don’t cause actual damage, but still roll “damage” normally and compare to the vessel’s Toughness, ignoring Armor. A success knocks out the ship’s systems so that all electronics are down (deflector screens, shields, weapons, maneuvering, etc.). Starship continue moving in a straight line at its last speed, ground vehicles might crash or roll to a stop, watercraft drift to a stop, aircraft start falling out of the sky. It cannot take actions until the crew mist take an Action and makes a ''Repair'' roll at –2. With a raise on the attack roll was made the penalty is -4. If the ''Repair'' check is successful, the vessel’s electronics reboot and it may function normally on the following round. On a raise, the vessel can function immediately. </br>
 
EMP warheads are stopped by Shields, so an attacker must first eliminate those to effect the ship’s hull and fry its systems.</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light Missile || 1,000/2,000/4,000 || 5d6 || 6 || 1 || 1 || 12/1* || $50K/12 || SBT 
 
|-
 
| Heavy Missile || 1,000/2,000/4,000 || 8d6 || 12 || 1 || 1 || 8/1* || $100K/8 || MBT
 
|-
 
| Anti-Tank Missile || 1,000/2,000/4,000 || 8d6 || 50 || 1 || 1 || 4/1* || $200K/4 || SBT
 
|-
 
| Light Torpedo || 1,200/2,400/4,800 || 5d12 || 50 || 1 || 1 || 8/1* || $1M/8 || LBT (1 sq. space). Space or water only (1/2 range for water)
 
|-
 
| Heavy Torpedo || 1,200/2,400/4,800 || 8d12 || 50 || 1 || 1 || 4/1* || $1M/4 || LBT (1 sq. space). Space or water only (Half the range for water) 
 
|-
 
|}
 
* ''An entry such as 12/1 means 12 missiles take up 1 Mod slot of storage.''
 
 
'''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>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light Railgun || 800/1,600/3,200 || 4d10 || 8 || 1 || 20 || 2 || $300K || Reload $100 (10lbs)
 
|-
 
| Heavy Railgun || 800/1,600/3,200 || 5d10 || 8 || 1 || 20 || 3 || $750K || Reload $200 (25lbs)
 
|-
 
|}
 

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