Difference between revisions of "AWADE.StarTrek.PrimeD"

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===Starship Scale Weapons===
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====Starship Weapons====
 
These weapons are considered Heavy Weapons.</br>
 
These weapons are considered Heavy Weapons.</br>
 
Weapon range is in Starship/Table top scale. In an atmosphere or on planety scale multiple the range by x1,000 ft.</br>  
 
Weapon range is in Starship/Table top scale. In an atmosphere or on planety scale multiple the range by x1,000 ft.</br>  

Revision as of 19:40, 27 October 2021

SFC UPDATES

These modification and notes are from the Science Fiction Companion, to bring them in line with Star Trek and the Adventure edition of Savage Worlds. Acceleration is no longer used. Climb is replaced by Handling. Crew Space holds 10 crew per Mod.

Starfleet and the Federation enjoy a high enough technology level that their vehicles and ships gain 50% the normal Modifiers for a vessel of its size listed below. The Gorn, the Zinn and the Seltorian are at around the same technological level as the Federation and also gain these additional mod spaces. The Klingons and Romulans are not as advanced and instead have only vessel’s basic mods listed. The Tholians and the Hydran are more advanced and should receive 100% over a vessel’s base mods. For other races it depends but the heroes may or maynot have an idea on how advanced another species might be.

STARSHIP CREATION

Basic Structure or Frame of the Starhip

Structure Size Speed Handling Toughness Mods Crew Energy Examples
Small 6 6 +3 25 (6) 40 4 25 Light shuttle
Medium 8 5 +2 30 (7) 59 10 100 Heavy shuttle, civilian yacth
Large 10 5 +1 35 (8) 60 25 300 Light Science Vessel (Oberth), light civilian transport
Huge 12 4 +0 40 (9) 80 50 1,000 Surveyor (Nova), medium civilian transport
Giant 14 3 -1 50 (12) 100 100 1,000 Escort (Defiant), federation light transport
Garganturan 16 3 -2 60 (15) 150 200 2,000 Light Cruiser (Saber), bulk civilian transport
Behemoth 20 2 -3 70 (20) 200 500 2,000 Mefium Cruiser (Miranda)
Leviathan 24 2 -4 80 (25) 280 1K 2,000 Heavy Cruiser (Constitution), colony ship
World-Class 30 2 -5 100 (40) 400 2K 2,000 Explore (Ambassador)
Galaxy-Class 40 2 -6 130 (60) 600 5K 2,000 Heavy Explore (Odyssey)

Starship Notes For Tabletop combat in Space the squares are basically the same as table top personal combat. This is how may squares (or inches) it can move each round. Also the Space Scale speed of a vessel is about how may AU it can travel in a 24 hour period.

Capital: huge capital starships are size 20+.

Ship Scale Penalties: For every +/-8 in Size scale, -2 to the larger vessel's attack rolls and add +2 to the smaller ships attacking rolls.

Warp Drive Navigation: Plotting a Warp course a Science skill check and 10 minutes time for safty reasons.

MODIFIERS

These are the basic Modifiers that can be added to any vessel (federation or otherwise). They maybe called different things but they tend to operate the same

Mods (x) is how many times it maybe take 1=Once, U=unlimited (up to all the mods the vehicle has)

Updated Starship Mods Mods
AMCM (1): Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Piloting or Electronics rolls made to evade missile attacks (and Tractor Beams).
Armor (U): Increases a ship’s Armor value by +2. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. 1 $10K xSize
Artificial Intelligence (1): The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action Card. Giving the AI a short verbal command is a free action. 1 $10K xSize
Atmospheric (1): Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability. Max size of 16 Half-Size $50K xSize
Bomb Bay (U): Each bomb bay may drop up to four Small, 2 Medium, or 1 Large (or larger) bomb per round at no penalty. All use the same attack roll. Dropping bombs uses the Electronics skill. 1 $50K
Crew Space (U): Living space for four additional crew or passengers, including sleeping area, kitchen, rec area, etc. 1 $100K
Deflector Shields (1): The vessel is protected by an energy field that deflects incoming metories and ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their Shooting rolls. Mod cost is 2 for Small to Large ships, 3 for Huge to Gargantuan vessels, and 4 for all larger vessels. 2/3/4 $10K xSize
Drill Spike Drive 1 (1): A standard Spike Drive that allows the ship to enter hyperspace and travel at fantastic speeds. A basic drive uses its Size in Energy points each day it remains within hyperspace. This includes both the drive and the astrogation system required to use it. Minimum size of 10. 1/3 Size $1M xSize
Drill Spike Drive 2 (1): A enhanced Spike Drive that allows the ship to enter hyperspace and travel at fantastic speeds. A basic drive uses its Size x 2 in Energy points each day it remains within hyperspace. This includes both the drive and the astrogation system required to use it. Minimum Size 10. 1/3 Size $2M xSize
Drill Spike Drive 3 (1): A standard Spike Drive that allows the ship to enter hyperspace and travel at fantastic speeds. A basic drive uses its Size x 3 in Energy points each day it remains within hyperspace. This includes both the drive and the astrogation system required to use it. Minimum Size 10. 1/2 Size $6M xSize
Electromagnetic Shielding (3): Adds +6 to the ship’s effective Toughness from EMP missiles (SFC p. 25). 2 $5K xSize
Fixed (U): “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboad (right), Aft (back). For ships that are 16 or greater can only fire at most craft with weapons facing that side. Small ships can make a contested Pilot skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. n/a n/a
Fuel Pods (U): Each fuel pod increases the vessel’s energy and life support capacity by 50% (SFC p. 40). Half-Size $100K xSize
Garage/Hanger (U): A small hangar (or garage) can carry up 8 Size points of ship or vehicle. A external lift-hooks can carry a veseel of up to Size 12 externally. 004 $1M
Handling (2): The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. 1 $25K xSize
Linked Weapons (U): Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) n/a n/a
Mercantile (U): Found only on Huge or larger ships, this might be a restaurant, commissary, or specialty store. Each generates Size+$1d4K a month for the ship (and the same for the mercantile’s owner). The store has 300 square feet of space. Each additional Mod adds roughly 100 square feet and +$1d4K to revenue. 2 $100K
Missile Launcher (U): Allows up to four Light or two Heavy (or AT) missiles to be fired at once. 1 $50K
Passenger Pods (U): Small and Medium ships only. These are rows of fairly spacious seats with safety harnesses, personal vid-screens, and other amenities designed for short travels (typically less than 24 hours). Each pod seats 10. 1 $50K
Reinforce Structure (Size): Each time this mod is taken add +2 to the ship's Toughness. 1 $50K xSize
Sensor Suite, Galactic (1): Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a Electronics roll. Can also aid Science rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the roll. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s discretion. 1 $1M
Sensor Suite, Planetary (1): This functions exactly like the Medium Sensor Suite (SFC p. 16) but has a range of 10K miles. 1 50K
Shields (3): The craft is protected by an ablative energy field that absorbs its Size in damage each time it is hit before applying the damage to the ships Toughness (and armor). The shields can take a maxmimum of 10×Size per mods (1/2 Size) in points of damage before it’s depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A craft may regenerate its Size in shield points if it makes no attacks in a round. Half Size $25K xSize
Speed (U): Each purchase increase the ship's speed by 100mph (150kph). Cannot be taken with reduced speed mod 1 $100K xSize
Speed Reduction (3): This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's speed by 100mph (150kph) and gain half the ship's Size in Mod slots. Cannot be taken with Speed and the minimim speed is 100mph unless it is stationary (like a space station) n/a n/a
Stealth System (1): Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other noncloakable

signal such as radio signal or active sensor search. || Size || $50K xSize

Superstructure (U): Superstructures are massive extensions that add great amounts of space to Large or greater Size ships, typically to accommodate more passengers or cargo. Each superstructure adds one to the fuel used per day, consumes 10 regular Mods, and subtracts 1 from the ship’s base Toughness (not Armor) as it reduces overall structural integrity. Choose the type from the Superstructure sidebar (SFC p. 47). 10 $5M
Targeting System (1): The ship’s internal sensors and computers are linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. 1 $10K xSize
Torpedo Tubes (U): Each tube allows up to two Light or one Heavy torpedo to be fired at once (at one or two targets, as desired). 1 $500K
Trackor Beam (U): Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker.” Ships can only affect vessels of smaller Size. Their range is quite short (about 1000 yards/meters), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed Electronics roll at –4 vs the defender’s Piloting (or Electronics in Large or larger ships). If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. 5 $1M

Starship Weapons

These weapons are considered Heavy Weapons.
Weapon range is in Starship/Table top scale. In an atmosphere or on planety scale multiple the range by x1,000 ft.

ENERGY WEAPONS

Name Range Damage AP ROF Shots Mods Min Size
Lasercannon 6/12/24 5d8 5 3 100 1 +8
Lasercannon, Heavy 6/12/24 6d8 5 3 100 3 +12
Plasma Cannon 3/6/12 5d12 15 1 50 4 +12
Plasma Cannon, Heavy 3/6/12 6d12 15 1 50 6 +16
Disrupter Cannons 6/12/24 6d10 25 1 50 3 +8
Disrupter Cannons, Heavy 6/12/24 8d10 25 1 50 5 +12
Phaser Cannon Type I 8/16/32 4d10 20 1 50 2 +8
Phaser Cannon Type II 8/16/32 5d10 20 1 50 3 +12
Phaser Cannon Type III 800/1,600/3,200 6d10 20 1 50 4 +16
Phaser Cannon Type IV 800/1,600/3,200 8d10 25 1 50 5 +20

For Energy Weapons 'Shots' this is the number of shots that a ship can fire before 'recharging' the weapon's banks. It cost the vessel Mods required x2 to fully recharge a bank. Linked weapons are considered one weapon bank.

MISSILES & TORPEDOES
For direct fire against a target, Attackers make a Electronics or Science opossed by the target's Electronics or Hacking skill. Success by the attacker means that the ship has a weapons-lock 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).
For proximity or AOE fire at a target, 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 1/2 damage. The target could attempt a seperate Piloting check at -4 to 'dive out of the way' and suffer no damage.

EMP Warhead any missile or torpedo can be fitted as an electromagnetic pulse warhead. For missiles this must be done for each missile before it is fitting onto a ship's missile bay. For Torpedos this can be done by Engineering or Science actions as an Action and a successful Repair or Science check. These don’t cause actual damage, but roll “damage” normally and compare to the vessel’s Toughness, including Armor (ignore shields of the target and the AP of the missile/torpedo). Damage from EMPs attacks are not long lasting but can still knock out a ship as normal. They can also cause Ship Crises but for Immedate and Acture the damage effect is halved and for Continual crises there is no additional penalty to Dealing with the Criss. Recovering Wounds from such damage requires a Damage Control but the affects are not temporary (see Starship Actions and Ship Crises for more details)

Name Range Damage AP ROF Shots Mods* Min Size AOE
Missile 5/10/20 10d6 20 1 1 12/1 +16 AOE (1 square)
Missile, Nucular 5/10/20 20d6 50 1 1 10/1 +16 AOE (10x10 squares)
Plasma Torpedo 6/12/24 10d10 40 1 1 6/1 +12 AOE (2x2 squares)
Photon Torpedo 6/12/24 10d12 40 1 1 8/1 +12 AOE (2x2 squards)
*An entry such as 12/1 means 12 missiles take up 1 Mod slot.