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'''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>
 
'''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>
 
'''Military Advisor''': dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000</br>
 
'''Military Advisor''': dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000</br>
'''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>  
+
'''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>  
 
'''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>
 
'''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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'''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>
 
'''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>
 
'''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>
 
'''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>
 +
'''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>
 
[[File:SWN.BattleDress.jpg|250px|right]]
 
[[File:SWN.BattleDress.jpg|250px|right]]
'''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>
 
 
'''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>
 
'''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>
 
'''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>
 
'''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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| Laser Rifle || 40/80/160 || 2d6+2 || 1 || 3 || 100 || d6 || 7 || 950 || 3RB, 2-Handed  
 
| Laser Rifle || 40/80/160 || 2d6+2 || 1 || 3 || 100 || d6 || 7 || 950 || 3RB, 2-Handed  
 
|-
 
|-
| Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || 1,750 || Snapfire, 2-Handed  
+
| 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  
+
| 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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===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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<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
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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.
 
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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.  
  
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==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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