SWADE Atomic Rockets Pulp!

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This game is a weird mix of Pulp and Rocket Age but with magic, psionics, aliens and weird science gallor!!!!

This game is basically the Rocket Age setting BUT even more fantastic elements such as Magical Spellcasting, Faith and Psionics manifestation which are real and work. Where Weird Science can produces even strangers more powerful devices and almost anyone might have a spark of the 'Unusal' (low end superpowers),

The standard base History of Rocket Age can be found HERE[1]. The expanded game is below (using Savage Worlds Adventure Edition and the Superpowered Companion).

RULES SETTING

The basic rules setting for this game will be the Savage World Adventure Edition (SWADE) rulesbook along with the Superpowered Companion (SFC) for the new edition.

SETTING RULES

Born a Hero (SW), Conviction (SW), Creative Combat (SW), Death & Defeat (SPC), Fanatics (SW), High Adventure (SW), More Skill Points (SW), Never Surrender (SPC), No Finishing Moves (SPC), Throwdown (SPC), Villainous Conviction (SPC), Wound Cap (SW)

SUPER POWERS

POWER LEVEL I -- Pulp Heroes (enhanced)
SUPER POWER POINYS 20
POWER LIMIT 5

In this setting all Player Characters gain the new Edge - Super Powers which can reflect not only their species traits (for non-Earthlings) but also any 'Unusual' abilites. As Earthlings have left the craddle of their birth they started ex phenomenal abilities such as Arcane, Faith and Psionic powers along with Weird Technology.

For my setting I am allowing up to 20 points instead of 15 for a Pulp level supers game but I leave the base Power Limit of 5 points left in there. Now the Edge - The Best There Is allows you to have one power that can be as high as 10 points.

Houserules

RAY Guns are basically Laser weapons as found in the SWADE pg.

Creating a Character

1.) Pick a Species from the listed below and apply and points.
2.) Assign 5 points for Attribute Traits and 15 points for Skills (including Athletics, Common Knowledge, Notice, Persuasion and Stealth each at a starting value d4)
3.) Assign one of the following...
*(a) a base attribute of a d6 (instead of a d4) and maximum starting value of d12+1
*(b) a free Novice Edge so long as you qualitfy for its other requirements
*(c) pick two skills that have a base starting value of d4 (or d6 if one of the xx skills). These skills also have a maximum starting value of d12+1
4.) Gains the edge Super Powers (Power Level I)
5.) XX to spent on beginning Gear and Equipment.

Sophonts (Species) o the Solar System

Nonhuman Sophonts or Species are built using the SPC power system, not the Positive/Negative Racial Qualities tables. A species may include 1 or 2 Negative Racial Qualities that grant them 1 or 2 more Power Points but these are ALL expressely defined below and not for new player-created Species without heavy GM control/veto power.

Earthlings: what Humans go by offically off planet.

No Species Traits. Instead they can spend the full amount (20) of Superpower Points as they see fit. They are considered 'Unusuals' unless their powers are very subtle.
Common Languages - Any but English is spoken by most Earthlings found offworld.

Europan: enigmatic and eccentric, the Europans possess advanced science and technology, as well as strong psychic abilities. Despite their threats and posturing, they have yet to disintegrate the Earth, just a few ships here and there. In an effort to better understand the 'lesser species', the Europans have sent out Emissaries to learn and understand by participating in the cultures of other species.
Species Traits [costs 6 power points]

Mind Shield [1]: others suffer a -2 to make attempts against mind reading and mind control. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
Super Attribute Smarts +2 [4]: start with a base d8 in Smarts with a maximum start of d12+2.
Telepathy [2]: can communicate with any or all intelligent minds of your choice within 24"
Forced Amnesia (Minor) [-1]: For unknown reasons, any Europans whom leave their moon and interact with of species have some form of psychic block about their culture, homeworld, plans, etc. They cannot make Common Knowledge or any other related skill check on such matters.
Common Languages -

Ganymedians: biologically the strangest of all the sophonts, Ganymedians are a symbiotic organism made up of different species of plant and fungus. Although primitive, they possess a strong sense of honor and a fierce loyalty. Just don’t be around when they flower.
Species Traits [costs 9 power points]

Does not Eat [1]: they gain all their needs from access to water and Photosynthesis. Extreme (+1), Still requires Water (-1)
Hardy [2]: a second shaken results does not cause a wound.
No Vital Organs [1]: called shots deal no extra damage.
Regeneration [5]: can make a Recovery check every hour. Regrowith (+2), Limited: Requires some kind of plant like matter to attach to their bodies. Generally 4-5lbs of plant matter per wound healed (-2).
Common Languages - Ganymedian, English

Ioites: savage and feral, the Ioites are all that's left of their once glorious civilization. Once a humanoid species like Earthlings or Martians but now they've been afflicted with mutations and damage, walking with a hunch and marked with irregularities. Their home world blasted into an apocalyptic wasteland by the Europans, the Ioites struggle to survive. Yet, as disgusting as their eating habits are, they have an intense drive and are incredibly resourceful, making an Ioite a fine addition to any crew. As a species they all bare some number of 'Unusal' powers.
Species Traits [costs 4 power points]

Environmental Resistance: Radiation [1]
Hardy [2]: a second Shaken does not cause a wound.
Heightened Senses: Low Light Vision [1]
Super Attribute: Vigor [2]: base Vigor of a d6 and maximum starting of a d12+1
Racially Ugly (Major) [-2]: the Ioistes are univserial thought of an ugly and rather disguisting in many of their personal habits.
Constant Mutations - do to their homeworld and how their bodies have adapted to it, Ioites all have several mutations that grant them various powres and abilities. They are rarely considered Unusual themselves as powers are so common among the species.
Common Languages - Ioite, English.

Jovians: the depths of Jupiter have many secrets, but one has been uncovered. The Jovians, ancient enemies of the Europans, have surfaced from their centuries long exile. These winged aliens, long thought extinct by the Europans, were just hiding and waiting for the time to emerge. Their culture is based around competing philosophies of martial virtues and pragmatism, and they promise to change the balance of power in the Jovian System.
Species Traits [costs power points]

Common Languages -

Lizard Monkeys: from Venus comes the Lizard Monkeys. As far as the Lizard Monkeys are concerned they live in a paradise and do not need to make permanent tools, big buildings, or any of that stuff. What they do need to do is Name and Behold the Solar System, for their religion demands that all things must be Named and Beheld to have a soul.
Species Traits [costs power points]

Super Attribute: Agility +1 [2]: base Agility of a d6 and maximum starting of d12+1.
Wall Walker [1]
Common Languages -

Martians: Martians are different than the others. If the Europans are Elves in attitude, then the Martians are Elves in sub-species. Millennia ago, a near-extinction event on Mars resulted in the creation of the Martian caste system. This involved the creation of actual subspecies of Martian divided by caste, only fertile within their own caste. They all lay claim to the name "Martian" but there's more to them than that. There's more specific nuance to it all because there's quite a bit about Martian politics and bureaucracy but the seven types of Martian are...

  • Chanari: The Chanari live outside of the caste system, roaming the deserts in a nomadic lifestyle. The arrival of the Earthlings hasn't changed their lives much, now they just have new strangers to deal with.
Species Traits [costs 6 power points]
Environmental Protection: Heat [1]
Heightened Senses: Low-Light Vision [1]
Super-Attribute: Vigor +1 [2]: base starting Vigor of a d6 and maximum starting of d12+1
Super-Edge: Woodsman [2]
Common Languages - Chanari, English
  • Julandri: The Julandri have two main sub-castes, the Laborers and the Courtesans. As a whole, Julandri fill niche roles in Martian society. The Laborers lift, carry and work long hours doing repetitive things. The Courtesans fill the same roles as Geisha, being intelligent and beautiful men and women trained to entertain and converse.
Courtesan
Species Traits [costs 6 power points]
Super-Edges: Attractive and Charismatic [4]
Super Skills: +1 step to Perform, Persuasion [2]
Common Languages - High and Low Martian, English.
Laborer
Species Traits [costs 6 power points]
Super Attribute: Strength +1 and Vigor +1 [4]: base Strength and Vigor of a d6 each and their maximum starting can be d12+1.
Super Edge: Brawny [2]: as Edge.
Common Languages - Low Martian, English.
  • Kastari: The Kastari are the priests of Mars, tied to minor sects, important sects or big sects like the Orthodox Fellowship or Order of the Sacred Hamaxe. Kastari generally live well (especially if they're in a good sect) and are the only caste that allows promotion between the sub-castes/sects.
Species Traits [costs power points]
Mind Shield [1]: others suffer a -2 to make attempts against mind reading and mind control. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
Super-Attribute: +1 step to Spirits [2]
Common Languages -
  • Maduri: The Maduri are the warrior castes, known for being brave and ferocious. They live nicer lives and are counted as an upper caste because the upper castes know if the Maduri were to be mistreated, they would turn on Mars and wreck things for everyone. In practice, they just enjoy the privileges of being upper caste without any of the niceties because they don't want to go soft.
Species Traits [costs 6 power points]
Super Attribute: +1 step to either Agility or Strength [2]: a Maduri warrior starts with either a Agility or Strength of base d6 and maximum starting value in that attribute of a d12+1.
Super Edge: any one Combat Edge [2]: a Maduri warrior starts with any one combat edge so long as they meet non-rank requirements.
Super Skills: +1 step to Fighting and Shooting skills [2]
Common Languages -
  • Pilthuri: On paper, the Pilthuri are the merchant class. In execution, they're the diplomats, the salesmen, the administrators that travel Mars to get things done.
Species Traits [costs power points]
Common Languages -
  • Silthuri: The Silthuri are the noble caste with the upper sub-castes acting as princes and rulers and the lower sub-castes being relegated to bureaucracy and making sure Mars keeps running. In theory, they're princes and nobles. In execution, they're generally tyrants.
Species Traits [costs 7 power points]
Mind Shield [1]: others suffer a -2 to make attempts against mind reading and mind control. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
Super-Edges: Aristocrat, Bolster, Command [6]
Common Languages - High Martian, English.
  • Talandri: The Talandri are craftsmen and the nature of Mars' focus on tradition means they've been confined to making the same things for centuries. The arrival of Earthlings might be the best thing to ever happen to them.
Species Traits [costs 6 power points]
Super Edge: Mr. Fix It and Scholar [4]
Super Skill: +2 steps with Repair [2]
Common Languages -

Metisians: perhaps in response to the return of the Jovians, but more likely for reasons that outsiders cannot comprehend, the Europans have made a new alliance with the Metisians. These six limbed underground dwelling cephalopods serve as the newest arm of the Europan Navy, the Metisian Guard. Warlike and encased in advanced fighting suits that both armor them and support their gelatinous bodies, the Metisians are the Europans newest strike force, the entire species having sworn oaths of loyalty to their strange masters.
Species Traits [cost 9 power points]

Armor [3]: add +4 Armor Points. Sealed (+2) Device (-1) Enviromental Suits.
Extra Limbs 2 [4]: gain a +2 Gang Up bonus in melee combat.
Heighten Senses: Infravision, Low-Light Vision [2].
Common Languages - Metisian, English, Europan.

Robomen: more and more Ancient Robomen of Mars have been dug out of the sands, rebooted, and taken to other worlds. These artificial lifeforms do not have much memory of their lives amongst the Ancients, but they do have an urge to follow millennia old programming. As machines, they face different obstacles, and have different abilities, then flesh and blood beings. However, they still leak fluid if pricked and have something that passes for emotions.
Species Traits [cost 6 power points]

Construction [8]: +2 recover from Shaken, ignore one point of Wound penalties, don’t breathe or eat and are immune to biological diseases and poisons, don’t 'Bleed Out', and Wounds are removed with Repair instead of Healing. Each Repair roll takes one hour of work per current Wound level, but isn’t limited to the usual “Golden Hour” for healing in Savage Worlds.
Outsider (Major) [-2]: Robomen are treated as property and not sentient beings.
Variable Contruction. You should spend your remainder of your 14 power points on your original purpose and programmed role (such as Combat, Labor, Rescue, Maintenance, Research or Service)
Common Languages - Ancient Martian, English

Venusians: the top species on Venus and the only mammal native to that jungle world, the Venusians are a species of hunters and gathers. Their tradition of the Harvititor, or wandering period, has spread the species nearly as far and wide as Earthlings. Although seen by many to be primitive, the Venusians have a long tradition of philosophy, oratory, and logic.
Species Traits [costs 7 power points]

Growth 2 levels [4]: +2 steps to Strength, +1 Toughness. Permanrnt (-2): can't wear normal gear, clothing and armor costs twice as much, etc.
Melee Attack: Claws [2]
Mind Shield [1]: others suffer a -2 to make attempts against mind reading and mind control. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
Common Languages - Western Venusian, English.

Languages

There are tens of thousands of languages, dialects, creoles, and jargons in the Solar System, far too many for anyone to learn. Earth alone is home to thousands of languages. When you factor in dead languages, such as Latin and Ancient Martian, the number increases greatly.

Ancient Erisian: The language of the long dead natives of the planet Eris. So far any but a few pioneering scientists have decoded this language.

Ancient Greek: Used primarily by either theologians or scholars. Then again this is Rocket Age, and finding an Ancient Greek inscription on Mars might be the kick off to an entire new adventure.

Ancient Martian: The language of Mars before the Death of Eris wrecked it. Also, the liturgical language for nearly all Martian religions.

Arabic: Spoken by a large percentage of Earthlings but currently mostly restricted to Earth due to political and economic pressures. Arabic is also the liturgical language of Islam.

Chanari: The language of nomadic inhabitants of the wastes of Mars. There are many dialects across the hundreds of Chanari tribes.

English: The lingua franca of the Rocket Age. Due to the influence of the first pioneers of the radium rocket drive, English is the standard language of rocket design and piloting.

Europan: An enigmatic language based on both verbal and psychic communication. Non-psychics can still speak and understand Europan, but there is little depth to their conversations.

French: Due to their success during the Kalond Canal Valley wars as well as diplomatic efforts on Mars, French is the second most common Earthling language spoken on the Red Planet.

Ganymedian: The Ganymedians speak a language that sounds a lot like singing and the rustling of leaves in the wind. There is no written version of Ganymedian, but the language does contain a strong silent component of gestures and body positions.

German: Spoken by the expansionistic Nazi government and by a large number of Americans, as well as people of German heritage outside of Germany. The Nazi conquest of Mars has made it the third most common Earthling language on that planet.

Greek: Greece has suffered much in this century, but their colony on Venus is a bright hope for the future and the only major extraterrestrial center of the Greek language.

Hebrew: A language of great cultural value to Jewish populations across Earth as well as theologians, Hebrew has not made a great leap into the Solar System yet, but there is a growing Jewish migration away from Central Europe and to colonies on Mars and Venus, for safety if nothing else.

High Martian: There are dozens of dialects of this language based on region. Spoken by the Kastari, Maduri, and Silthuri castes, High Martian is an intricate language full of shaded meanings. Many Pilthuri and Talandri learn High Martian as well in order to better communicate with their masters.

Ioite: Few other than the Ioites bother to learn this language and it is hardly spoken outside of the blasted moon Io. There is no written form of the language, though Ancient Ioite undoubtedly had a written form, the Europans have gone to great lengths to destroy any trace of it.

Italian: Outside of Italy and Switzerland this language is spoken in Italian Occupied Mars and by many Americans.

Japanese: Japanese is the language of government in Imperial Japan and its holdings both on Earth and Venus.

Jovian: Due to their odd vocal apparatus and tubular mouths Jovian is difficult for non-Jovians to speak. It has a distinct hissing quality and a slight echo, traits that can be found in Jovian speech patterns when they communicate in other species’ languages.

Latin: A language of scholarly and theological import.

Lizard Monkey: Spoken only by the Lizard Monkeys of Venus, and likely only capable of being spoken by them due to a high pitch, broad range of sounds, and unusual vocalizations. As most of the Solar System consider the native sophonts of Venus to be little more than smart animals, it is questionable if few others than the Lizard Monkeys knows this is a language, much less how to understand it.

Low Martian: Spoken by the Talandri, Pilthuri, and Julandri castes. While the Talandri are literate, few Julandri Laborers learn the written form of their language. Among the Courtesans Low Martian is only spoken in private and certainly never in front of the higher castes.

Metisian: As fluid as their bodies, the Metisian language is produced not by a normal set of vocal chords and larynx, but by whistling through various orifices on the underside of the body. If you can’t whistle, you can’t speak Metisian. Portuguese: Spoken by millions on Earth, Portuguese is the dominant language of one of the largest Earthling colonies on Venus.

Spanish: Spoken by a large number of Earthlings across the Americas as well as in Europe. Spanish is slowly making its way into the Solar System.

Turkish: Once the dominant language of much of the Near East on Earth, Turkish is now common in only two places, Turkey on Earth and the Turkish colony on Venus.

Western Venusian: The common language of the Ishtar Highlands, Western Venusian is often confused as being the only Venusian language. Although there is a written form, only the Speakers bother to learn it.

New Hindrances and Edges

THE ATOMIC AGE

This game is basically the Rockate Age setting but using SWADE and low end super powers.

The year is 1938. Earthman have been exploring the Solar System for the last 5 years since the return of XXX, from Mars!

ROCKETSHIPS

The great wonders of the age are the mighty rocket ships that have carried humanity from its earthly home to distant planets, and hold out the hope of penetrating to the farthest reaches of the Solar System. Powered by radium-fuelled rocket engines, rocket ships are by far the fastest and most impressive vehicles humanity has ever developed. In the seven years since the first Einstein-Goddard-Tesla design, the rocket engine has undergone a rapid development becoming more efficient, providing greater thrust, and capable of reaching speeds that boggle the mind. Hundreds of companies build rocket engines and rocket ships, as well as all the other secondary components such as life support, communications, armor, and weaponry. The competition to build a better engine or other ship component is great. This has lead to a range of dirty tricks, industrial sabotage and espionage, and the scouring of the Solar System for ancient technologies like those found on Mars. So far, the basic radium engine is the norm, but experiments are being carried out with cesium, uranium, and other exotic elements.

Rocket Ship Basics

The core component of a rocket ship is the rocket engine, without this the vessel is just a silver spear floating through space. Rocket engines work by accelerating radium (or other elements) to a higher energy state, and then expelling these atomic and sub-atomic particles out the back end, thus providing thrust. By altering the flow rate out the nozzle or the mix ratio in the acceleration chamber, the velocity of the ship can be increased or decreased. It should be noted that rocket ship exhaust is hot, both in temperature and radioactivity, and a person caught in the blast of a landing or take-off will likely die.

A rocket engine without some sort of control would just be a missile launched into the void, never to return. In an atmosphere, normal aviation control surfaces, such as wings and rudders, can be used, but this is not an option in the void between planets. While travelling through a vacuum, adjusting the angel of thrust controls rocket ships, basically the nozzle or nozzles at the end of a rocket engine are angled, directing the thrust in a different direction and the ship on the opposite vector. This is not as fine a control system as aviation rudders and flaps, but allows for maneuvers. Fine control outside of an atmosphere relies on a series of thruster plates, small conventional rocket engines spaced around the outside of the hull. These thruster plates are not powerful enough to launch the vessel out of atmosphere and break a gravity well, but are more than capable of creating small course and attitude alterations.

Beyond the systems need to move and maneuver the vessel, there is a great deal of diversity with regards to rocket ship design. All have some kind of life support system, as well as landing gear, communications equipment, and a hull.

Many have armor or weaponry for the Solar System is a dangerous place and far out among the planets there is little or no law. Mining ships have specialized compartments for cargo as well as processing facilities. Merchant ships have a lot of cargo space, though most of the cargo that is profitable to transport by rocket ship is of the small, but expensive variety, bulk shipments being generally limited to rare ores such as radium. Warships have more weapons and armor, but also more crew, as well as redundant systems in case of damage. Finally, the broad class of personal rocket ships, the kind used by freebooters, private explorers, and the idle rich, knows no limits to the variety of components installed.

ROCKETSHIP FRAMES

Basic overal Frame and Size of the Rocketship which provides it basic speed, handling, etc.

Structure Size Speed Handling Toughness Mods Crew Energy Cost Examples
Tiny 6 6 +3 25 (6) 10 1 25 $10K Light shuttle or starfighter
Average 8 5 +2 30 (7) 20 5 40 $25K Bomber, heavy shuttle
Great 12 5 +1 35 (8) 30 10 60 $50K Light freighter, partol boat, scout
Greater 16 4 +0 40 (9) 40 20 100 $150K Corvette, freighter
Giant 20 3 -1 50 (12) 50 50 200 $500K Destroyer, heavy freighter
Garganturan 24 2 -2 60 (15) 70 100 300 $1.5M Battle cruiser, carrier
Behemoth 30 1 -3 70 (20) 100 200 500 $5M Space Station

Rocketship 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 day. If measured in planetary scale x the Speed by 100 to get miles per hour.

Rocketship Mods

These are the basic Modifiers that can be added to any vessel that can exist and travel in space!

Mods (x) is how many times a specific Mod maybe taken; i.e. 1=Once, U=unlimited, etc. (up to all the mods the vehicle has)

Rocketship Mods Mods Cost
Advanced Controls (2): Requires 'Rocketship Controls' modifier. Advanced controls add +1 to Science for Navigation of space route and +1 to Repair and Science to fixing systems onboard. If taken a second time these bonuses increase to +2 each 1 $5K
Armor (U): Increases a ship’s Armor value by +4. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. 1 per 10 Size $500 xSize
Rocketship Controller (1): Required for any rocketship that plans on directed movement in space, such as plotting a Navigation course to another world, landing and taking off from a planet's surface, etc. It also regulates life support, etc. 1 $500 xSize
Atmospheric (1): Allows the ship to enter and leave a planet's atmospheres. This includes heat shielding and reinforcement to handle take off and landing on a planet. Also adds reinforced jet-fins to handle the ship's weight to land on it. Max Size 24 (Garganturan) ½ Size $1K 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 $1K each
Crew Space, Low-Berth (U): Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. 1 $1K
Crew Space, Standard (U): Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. 1 $4K
Crew Space, Luxtury (U): Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. 1 $8K
Deflector Shields (1): The vessel is protected by an RADIO energy field that deflects incoming metories and ballistic attacks (it has no effect against energy/RAY weapons). Attackers must subtract –2 from their Shooting checks. Mod cost is 2 for Tiny to Great ships, 3 for Greater to Gargantuan vessels, and 4 for all larger vessels. 2/3/4 $1K xSize
Power Reserve (U): Extra atomic storage reserves that provided additional energy to the ship. Each Power Reserve adds 100% of the standard Energy rating to the ship ¼ Size $5K xSize
Fewer Crew or Passengers (U): For every 4 fewer crew the ship has it gains an additional +1 modifer. n/a n/a
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 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller 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
Garage/Hanger (U): A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of size of Giant can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for replair and maintance of the vessels. A external lift-hooks can carry a veseel that is one Size bigger then normally allowed for half the mods and cost 8/10/14 $5K, $10K,$25K
Handling (2): The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. ¼ Size $2K xSize
Holding Space (Jails) (U): This includes two individual holding cells (can be cammed to hold two persons in each cell). 1 $2K
Life Support (U): A Standard Spacecraft has supplies of food, water, oxygen, waste recycling, etc. to last 30 days for Crew listed (i.e. a crew of 5 would have 150 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for ¼ Size in mods. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew ¼ Size $500 xSize
Life Support, Short-Term (U): For Spacecraft meant to be lived in for a few days at most adds ½ ships Size back in Mods and has only enough supplies of food, water, oxygen, waste recycling, etc. to last 3 days for Crew listed (i.e. a crew of 5 would have 15 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for 1 mod. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew See Text $10 xSize
Linked Weapons (U): Up to four direct-fire weapons (non-missiles) 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 by half -- i.e. total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) n/a n/a
Mercantile (U): Found only on Huge or larger ships that carry a number of 'paying' passengers, 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 $5K
Missile Launcher (U): Allows up to four Light or two Heavy missiles to be fired at once. Storage space for missiles is 1 hold holds 12 small missiles or 8 large (or AT) missiles 1 $2.5K
Reinforce Structure (Size): Each time this mod is taken add +2 to the ship's Toughness. ¼ Size $2K xSize
Sensor Suite, Advanced (1): Advanced RADIO/Radar and light scanners systems allowing the sensor's operate 10K miles away with a Electronics skill check. Also adds +2 to Science skill checks on planetary scans when in orbit. 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. 2 $10K
Sensor Suite, Basic (1): More basic sensors, but has a range of 1K miles. Can also make unmodifier to planetary scans. 1 $1K
Speed (U): each level increase the base speed by +1. ¼ Size $2.5K 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 1 and gain one-half the ship's Size in Mod slots. Cannot be taken with Speed and the minimim speed is 1 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 4 from 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 nonstealth signal such as radio signal or active sensor search. Size $10K xSize
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 two points of Shooting penalties. 1 $10K xSize

Some Starship Examples

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Note that for unused Mods used as storage in a starship can haul 200lbs x unused Mods x twice the Size
Also the Wounds* works just like extra wounds for large creatures (SWADE pg. 179)