SWAE.SF.StarLaw

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SWAE.SF.Regulators.jpg

RULES AND SETTING

* Savage Worlds Adventure Edition (SWAE) with some rules from Science Fiction Companion (SFC)
* Setting Rules (SWAE pg.):
* Languages of the Frontier Space

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Houserules

* Exterme Range:
* Run Die:
* Vehicle Armor:

CHARACTER CREATION

Steps for Character Creation...

1. Choose your Species
2. Assign 5 points to Attribute Traits (Agility, Smarts, Spirits, Strength, Vigor)
3. Assign 15 points for Skills (including base Athletics d4, Common Knowldge d4, Notice d4, Persuasion d4, Stealth d4). Also begin with 1/2 Smarts die in Languages at d6, one that must be Trade (see Setting rules).
4. Choose one Major and two Minor Hindrances.
5. Pick $1,000 (credits) in basic Gear (see Tech and Gear).

SPECIES OF THE STAR FRONTIER

HUMANS

Humas are one of the more common species within Frontier Space. Their numbers have grown quickly from their first colony of Gateway and they have multiple colony worlds now spread throughout the Stellar Cluster. Humans are from the planet Earth and share most of their characteristics for body types, skin, hair and eye colors, etc. but with a mix of generic modifications and hundreds of years of intermigeling. The average human stands 1.7-8 meters tall and weighs on average 75-85kgs. Humans males tend to be slightly taller and heavier then human females but only on average as the species has a great deal of variety of body types, looks, etc.

Biology: Humanoid Mammalian.

Social Structure: Multipolar Competitive or Coorerative.

Lense: Veriaty. Humans are an extemely deverse group when compared to most other species.

Adaptablity [2]: gain a bonus Edge at character creation
Versitility [2]: start with 17 skill points


ALEERIN

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An aleerin can be easily mistaken for a human at a distance or in poor lighting, for he bears the general shape and size of a human. Closer inspection, however, reveals veins of circuitry that weave with the aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair consists of combined protein strands and filaments of cable and wire. Even the aleerin’s skeleton has been reinforced with super-strong synthetic materials, and bony protective plates cover the bioorganic flesh at the shoulders and across the chest. The aleerins’ appearance has led to humans calling them “mechalus” (singular and plural), and the aleerins don’t seem to mind. They tend towards average human heigh and weight with little variant between male and females.

Biology: Humanoid Mammalian(?) (hairless).

Lense: Joureying. The Aleerin seem to posses an almost incurable wanderlust. Their homeworld is somewhere outside the Stellar Cluster and they have few permenent settlements or colonies within. Most are found on wander on starships shattered throughout Frontier Space.

Social Structure: Democratic (with some Oligarchic tendenaces)

Cybernetics [4]: Arleerin double their basic Strain limit (twice the lower of the Spirts or Vigor die) and start with 4 Strain points worth of Cybernetics automatically - AutoDoc (2), Communication (1), Filters (1).
Outsider (Minor) [-1] as Hindrance. Often seen as cool and unfriendly.
Technical [1]: start with a base d4 in Repairs skill


DRALASITE

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A dralasite is a short, rubbery xenomorph that has no bones or hard body parts. Its skin—a flexible, tough, and scratchy membrane— is dull gray and lined with dark veins that meet at the dralasite’s two eyespots. The internal structure of a dralasite is peculiar in many respects. Its central nerve bundle (brain), numerous small hearts, and other internal organs float in a puddinglike mixture of protein and organic fluids. A dralasite breathes by absorbing oxygen directly through its skin, so it has no lungs. Dralasites are omnivorous and eat by surrounding and absorbing their food, so they also have no digestive tract or intestines. The average dralasite stands around 1.2 meters tall and weighs 55kgs on average. All dralasites are hermaphroditic, meaning they go through male, female, and neutral stages during their lives.

Biology: Exotic.

Lense: Indivualism. The Dralasite tend towards exteme independence. Their communities are small, and many Dralasites prefer to live alone. They care little about wealth, power, or status. They judge themselves and others by the quality of their ideas and their ability to discuss important ideas wisely.

Social Structure: Multiplar Cooperative with heavy Independent.

Ambidexterity [2]: as Edge.
Clumby [-2]: Suffer a (but not its linked skills) suffers a –1 penalty to all Dexterity trait tests
Morp [3]: Dralasite have a limited form of shape-shifting ability. They always retain their mass but can somewhat assume the shapes of other species (they are still obviously dralasite in these forms). This also grant them one of the following Abilities (it is a free action to change but only once a round) - ignore one Multi-Action penalty with action that uses a 2nd (or 3rd limb), gain +2 on any type of Grab check, increase Pace +2 or Reach +2
Odd Form [-1]: while a dralasite could fit into almost any other creatures' armor, environmental or vacuum suit they cannot use their Morph ability when in one. A suit made specifically for them costs twice as much. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.
Short legs [-1]: base Pace of 5 and Run die of d3+1
Stout [2]: start with a base Vigor of a d6 and maximum starting of a d12+1
Tough [1]: +1 Toughness
Tracking Scent [1]: in base environments can track tracks by smell alone gaining +2 to Notice and/or Survival to doing so. This can also be used to detect 'invidibile' targets nearby (within 2-3") and halving invisibility penalties.
Vulnerable to Gas Attacks [-1]: As the dralasite 'breaths' with its whole body it suffers a -2 to tests to resist gas attacks or suffers -2 to their Toughness against such attacks.


FRAAL

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A fraal (singular and plural) is a small, spindly humanoid with pale, almost luminous skin and a slightly oversized cranium. Two large, opaque black eyes dominate a fraal’s slightly elongated face, which also features a small pair of nostrils, tiny ear holes, and a narrow slit for a mouth. To other species, fraal possess a wizened, inscrutable, and somewhat disconcerting look about them. The average fraal stands around 1.2 meters tall and weighs around 30kgs. Most fraal are timid, secretive, curious beings who enjoy scientific pursuits, particularly space exploration and xenobiology.

Biology: Humanoid (Small) Mammalian (hairless).

Lense: Sagacity. The Fraal love intellectual and psychic pursuits above all others. Logic, wisdom and erudition are all prized as the best and most glorious ex[ression of their natrure and their rules are sages and scholars of remarkable depth and breadth of understanding.

Social Structure: Democratic Socialism.

Bright [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1
Natural Psionics [3]: begin with Arcane Background (Psionic) and the Psionics skill at a d4
Small [-1]: -1 to Toughness
Weak [-2]: Suffer a (but not its linked skills) suffers a –1 penalty to all Strength trait tests and -1 to melee damage.
Willfull [2]: start with a base Spirits of a d6 and a maximum starting of a d12+1


T'SA

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Even when standing absolutely still—something that’s almost impossible for the creature to do—a t’sa (singular and plural) conveys an impression of speed, sharp reflexes, and constant activity. Standing on average one meter tall and weighing 20kg on average, a t’sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t’sa has a fine covering of interlocking brown or russet scales that provide a modicum of natural protection. Most other species find t’sa, with their expressive eyes and childlike exuberance, extremely likeable. A t’sa has a natural curiosity and an affinity for all things technological. He’s a consummate tinkerer, disassembling devices to discover how they work and find ways to improve them. The t'sa stand around 1.5-6 meters tall and weigh on average 50kg.

Biology: Humanoid Reptilain.

Lense: Curiosity.

Social Structure: Democratic Republic (socialist leanings).

Agile [2]: start with a base Agility of a d6 and a maximum starting of a d12+1
Curiousity [-2]: as Hindrance
Fast on their Feet [2]: base Pace of 8 and Run die of d6+2
Leaping [1]: base leap of 1" (6 feet) high and 2" (12 feet) long. Athletics check can add +1/2" with a success + raise(s)
Natural Athletics [1]: start with a base Athletics skill of a d6 and maximum starting of a d12+1


VRUSK

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A vrusk (singular and plural) resembles a large insect. Eight legs grow from her abdomen, four on each side. Her somewhat humanoid torso is mounted upright in front of the abdomen, and she has two arms connected at the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A vrusk’s shoulders are double-jointed, allowing her to rotate her arms in a full circle without straining any muscles. This flexibility also enables a vrusk to reach any point on her abdomen or behind her back easily. A hard, jointed carapace covers the vrusk’s body. The carapace protects the vrusk from bruises, cuts, scratches, and other minor injuries. A young vrusk has a blue carapace with bright orange near the joints. As the vrusk ages, her carapace changes to dull green with yellow joints. Unlike insects, a vrusk has an internal skeleton supporting her body. Her large eyes are protected by hard, transparent enamel, and four large eating mandibles surround the vrusk’s mouth. A vrusk tend to be around 2.2 meters long from head to end of their abdomen, can rise up to being around 1.7-8 meters tall and they weigh 125kg on average.

Biology: Insectile.

Lense: Collectivy. While not a hive mind the Vrusk believe strongly in working together for the betterment of the group.

Social Structure: Oligarchic Socialism.

Armored Carapace [2]: natural carapace armor grants them +4 Armor Points. This can stack with out armor but only if specially made for them.
Bright [2]: start with a base Smarts of a d6 and a maximum starting of d12+1
Education [1]: gain base d4 in one of the following skills - Academic, Electronics, Hacking, Healing, Research or Science skill.
Can't Swim [-1]: Vrusk physiology means they can't float and tend to sink in water. They subtract 2 from Athletics (swimming) rolls and each tabletop inch of movement in water uses 4″ of Pace.
Natural Weapons [2]: Bite Str+d4 and Claws Str+d6. Always considered armed.
Odd Shape [-2]: Vrusk are particularly odd shapened when compared to the other species and their hands have a much different shape. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.


WEREN

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Standing roughly 2.8 meters tall and weighing in at a hefty 250kg, a weren (singular and plural) is hard to miss. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he is not carrying a weapon. A great mane of hair flares from his head. His fur ranges from black to shades of gray, brown, or white—regardless of color, weren fur has a shimmer and an ability to shift slightly in hue, varying with the surrounding lighting. Weren males are slightly larger than the females and have two oversized tusks jutting from their lower jaw; the females do not bear tusks but share the males’ powerful builds. A weren approaches life with amazing intensity. When he embraces a new idea of belief, he becomes a zealot. He professes the tenets of his beliefs with word, deed, and weapon. Though built for battle, a weren also loves to talk and share ideas. Despite their fervor and martial nature, not every discussion leads to a fight, and a weren usually won’t fight a weaker creature unless he is left with no choice.

Biology: Humanoid (Large) Mammalian (fur covered).

Lense: Honor. Weren are often obsessed with honorable behavior. Members will obey the social mores and expectations of their roles at all costs. Personal sacrifice for the sake of upholding these principles earns a member glory and esteem.

Social Structure: Unified Clans and Monarchic.

Big [-2]: Weren are particularly large in a world where most others aren’t. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
Bite [1]: base Str+d4
Primitive (Major) [-2]: suffer a -4 penalty to any skill when related to technology about early industrical (muskets, steam power, etc). Can fire a gun just fine but will have a hard time learning how to fix one.
Size [2]: and Toughness +2
Tough [1]: Toughness +1
Very Strong [4]: start with base Strength of a d8 with a maximum starting of a d12+2


YAZIRIAN

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Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin called a patagium grow on either side of their bodies, attached along their arms, torso, and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding, below), Yazirians can glide short distances using these wings. Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light-tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores. The yazirian stand on average around 1.5 meters tall and weigh around 40-45kgs.

Biology: Humanoid Mammalian (fur covered).

Lense: Pride. The Yazirian have a reputation as proud and fierce fighters. They also practice an idea of Life-Enemies... a clan or group or maybe just an individual whom they will dedicate their lives to destorying. A scientist might dedicate their life to finding a cure for a disease. They gain honor by striving to defeat this Life-Enemy. A Yazirian who joins the Regulators might dedicate their lives to destroying the Galactic Cartle, etc.

Social Structure: Tribalism (Clans) with loose Democratic (while clans and tribes are still inportant the Yazirian have a very democratic form of overall government)

Aggressive [1]: gain a +1 bonus to Fighting skill (armed and unarmed)
Agile [2]: start with a base Agility of d6 with a maximum starting of a d12+1
Infravision [1]: Yazirian “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings).
Gliding [1]: base flight of 12" a round but for each round in the air loss 6" of altitude. This also means that must have some altitude to begin with in order to 'fly'. Cannot run unless moving with strong winds.
Light Blindness [-1]: suffer a -4 to any Agility trait test and/or skills that reilse on vision in normal light situations. Can purchase speciall light daming goggles for 100 credits ($) that reduce this penalty to -1 to Shooting attack or Notice to seeing something more then 10" (60ft) away.
Night Vision [1]: along with their IR vision yazirian ignore Dim and Dark illumination penalties.
Odd Shape [-1]: Due to their gliding membrans, the yazirian cannot wear the armor or clothing or suits of other species. They must use one that have been specificially designed for them and then cannot normally use their guild ability in them (GM call for ceratin low-G situations, etc.). Armor, evironmental and vacuum suits and clothing cost double the listed price. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.


ROBOT/ANDROID

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Robots and Andriods are artifical contructs - Robots that are fairly obviously a machine and Androids whom often look very Human like - while rare on the Frontier are fairly common in Human and Aleerin space. The UFS treats most as property unless proven to be sentient (through various legalize means) in which case they are granted special citizenship statues. The Regulators has accepted a few of these special cases into their ranks. Most worlds are nervous about sentient VI and treat them as non-citizens with few rights (as the property of other PCs). A few worlds are out right hostile to them while other treat them as full citizens of the UFS. Lense: Servitude or Independence. Robots and Androids are programmed to be basically property (slaves?) of their owner. Those that develop sentients tend towards to be very independent. Some are still very cooropartive towards a group.

Biology: Artifical Construction

Social Structure: Property of others unless granted citizenship.

Constructs [8]: Androids and Robots add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and not limited to the “Golden Hour”. Cannot take the Arcane Background or any Power Edges. Also cannot benefit from any Power enhancer or healing, cannot be control by or sensed as a living creature with a Power, but still suffers damage from hostile damaging Powers, etc.
Dependency [-1]: Energy (batteries). Robots and androids must have contact with a energy source for an hour out of every 24. FOr every day that the miss this energy source they suffer a level of Fatigue. After 3 days the shutdown and no longer function. Each hour spent recovering connected to a energy source they restores a level of Fatigue. They cannot die by these means.
Function Programs [2]: start with one of the following Edges - Attractive, Brawny, Linguistic, Jack of All Trades, Mr. Fix-It, Soldier
Outsider or Secret (Major) [-2]: Robots tend to be treated as property by others and they suffer the -2 to most Persuasion checks. Androids that are designed to look Human tend to keep this a secret least they suffer a similar fate.
Pacificed or Drive (Major) [-2]: Most robots and almost all androids are programmed with "Do no harm to living beings or through my actions due harm". Those without tend to be programmed with other directives that cause them to focus on certain tasks. This only applies to sentient robots and androids though. Others simily follow orders and their programming.
Vow (Minor) [-1]: Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive

ROBOT/ANDRIOD ONLY EDGES

External Memory Storage:
Extra Battery:
Reinforced Structure: reinroced structure and armor is added to the robot's systems. Adds +1 to Toughness and +2 Armor Points. This edge can be taken 3 times. This armor does not stack with armor worn.

UPDATED HINDRANCES & EDGES

NEW EDGES

TECH AND GEAR

TECH LEVELS

Tech Level 0: Stone Age
Tech Level 1: Pre-Industrial Age
Tech Level 2: Industrial Age
Tech Level 3: Pre-Stellar Age (Modern Earth, with more in-system space travel)
Tech Level 4: Stellar Age
Tech Level 5: PsiTech, Super Advanced Stellar Age

Most of the UFS is Tech Level 3-4 (a bit lower on newer colonies, higher in the core worlds or oldest colonies) with a few pieces of 5 (mostly artifacts of the old Space-Gods or specific tech advences by certain member species). The Weren are only around 1 (pre-industrial but with musket weapons).

HISTORY OF THE STELLAR CLUSTER (FRONTIER SPACE)

450

Sometime around the late 24th century Humans from Earth found a stable worm-hole in the Sol System (this was some 600 years ago from when the game is set). Massive amounts of colonization took place for almost 100 years after it was discovered, settling on the planet Gateway, a habital lush garden world on the other side of the worm hole in what would be called the Great Stellar Cluster several hundred thousand lightyears from Sol. Strange astrological quirks lead to the development of faster-then-travel within this stellar cluster at around the same time that the worm-hole suddenly closed some 500 years ago.

As Humans spread out from Gateway they quickly discovered that they were not alone in this region of space and made contact with over a dozen different Stellar Governments and Alien societies (some with FTL some without it yet). Early on the various groups negotated a peace accord between the different governments and groups to form a huge Neutral Space between and among them. This space would eventually be formally called the United Frontier Space (UFS) as a semi-independent boarder region of interstellar trade and cooperation.

This treaty was called the Concord of Frontier Worlds was formally signed by most of the princale members some 400 years ago and the formal start of the UFS. The UFS serves to bring the variousty worlds and species together, and although it strives to maintain order and peace through diplomacy and judicious use of military force, it has proven ineffective in dealing with the galaxy’s criminal elements and hostile xeno/alien species. To deal with these hostile aliens, criminals and criminal organizations, the UFS formed the Regulators -- a quasi-military/law enforcement agency with the power and resources to locate and arrest criminals on any Frontier world and aid any resident against hostile external threats. Although the Regulators activities are closely monitored by the UFS’s intelligence community, the agency has been given sufficient latitude to pursue its directives as it sees fit.

The chief rival of the Regulators and the UFS are the criminal organizations known and the Galactic Cartles, The Malthar Crime Family and various Shadow Worlds. The Galactic Cartles are extorsion, smugglers (especially weapons and illegal tech) and pirates. The Malthar Crime Family are lead by a group of renegade dralasites and specialize in slavery and forced labor but also competes with the Cartel on piracy and stolen tech (especially PsiTech). The Shadow Worlds are simply worlds that don't adhere to UFS laws or are not part of the Concord of Frontier Worlds. Many are inhabited by hostile aliens (and a few Humans) who are extemely xenophobic or are primative and under protection from the UFS so as not to be exploited unfairly. This also makes these worlds attractive to criminals or wanted outlaws and anyone not wanting to draw UFS attention to themselves.

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Another threat to the UFS are the aliens. The first are called the 'Clicks', due to their disctinctive clicking noises they made. UFS Intelligence has no idea what they call themselves as they have refused all forms of communication, including telepathic requests. It is not even known if they are sentient or controlled by another species but they do have access to somekind of advanced tech. Unfortuniaty for UFS Intelligence and the Regulators when one is killed its body rapidly starts to decompose and their technology with it. It is believe some kind of acid is responsable but again... unknown.

The second group of hostile aliens are called Briizin Raiders. They are believed to have orginated from outside the cluster although even those captured whom have been turned over to by UFS Intelligence don't seem to know for sure. They say they are exiles from their homeworld who were banished to this region of space. They claim that only their species is really worthy and that all other species should be ruled over by them. At present they have only raiderd along the Galatic North space and the worlds that they inhabit are said to be in that region of space but the UFS does not know where excately. They seem to be less advanced then most of the UFS but they are great at adapting stolen technology and have incorperated much of it into their own. Humans have describe the Briizin as looking like humanoid Shark-headed creatures (or at least what pics from old Earth shark would look like). They are amphibious, stand around 2 meters tall and weigh an average of 100kg. Females are slightly larger then males of the species and the most aggressive (and both are very aggresssive).

The heroes are officers working for the Regulators. Such officers are drawn from all corners of the Stellar Cluster, but they share an unwavering sense of duty to protect the innocent and uphold the laws of the Frontier. Every year, thousands of hopefuls apply to the Regulators, for the job of a Officer is one of neverending exploration, excitement, and peril. However, only a few hundred applicants can pass the rigorous physical, intellectual, and psychological testing, and even fewer make it through the months of training and indoctrination once they’re accepted.

A Regulators campaign consists of a series of missions, and almost all missions begin the same way: A squad of Regulators Officers receives an assignment to locate a capture a wanted criminal (or gang of criminals) or to protect a settlement from hostile forces or rescue endangered citizens, etc. How they pursue their assignment is up to them; sometimes the direct approach works best, but Regulators Officers must also be prepared for undercover work, relying on their keen wits as well as sharp reflexes to take down their targets.

Other Historical Setting Notes...

The Fraal are from outside the Stellar Clusters (as are the Aleerin) and their legends talk about something they called the Scream that originated from the Stellar Cluster some 2,000 years ago. The Scream was a psychic scream that traveled faster then lights speed out from the cluster and killed or drove insane almost all psychically aware individuals. The Freel were far enough away that they suffered little effects from this event but there are ruins of various technologies with super advanced Psitech found shattered thoughout the Stellar Cluster. The other species native to the Stellar Cluster all have legends of a time where they encounterd strange "space gods" who were all wiped out during this event (along with many of the psychically empowered memebers). They did however leave behind many PsiTech artifacts. These artifacts are way more advanced then anything that any species of the UFS have ever developed. It seemed that this tech drove all of the space-gods tech-- from basic household AI to their startravel ability. UFS Intelligence and the government have made the trade of PsiTech illegal but they pay large rewards for any pieces that are turned into them.

The first star-faring species native to the Stellar Cluster where the Vrusk some 900 years ago. The Dralasite and the Yazirian quickly followed suite some 700 years ago. The Fraal immigrated into the Stellar Cluster on great generation starships some 650 years ago while the Aleerin arrived on their huge trading/space-colony starships some 500 years ago. The T'Sa are native to the Cluster and developed stardrives around 300 years ago and they joined the UFS some 200 years ago. The Weren are a primitive people still and were only "discovered" by others in the last 100 years. They are not offically members of the UFS instead their homeworld is still considered a Shadow World (most Weren on the planet are still very xenophobic and hostile to outsiders).

The Stellar Cluster...

The Stellar Cluster itself includes maybe a thosand stars and there are thosands of planets within it and several hundred that are habitable by most of the species. No one really controls more then a few star systems, the Vrusk Collective (as their society is called) has the most with control of 13 systems. The Humans of Gateway have formed what they call the Stellar Alliance of six systems. All of these colonies though are at least partially part of the UFS. The Yazirian have a loose collection of four worlds they call the Sendi-Clans of States that includes their homeworld. The Fraal had settled on three worlds that the called the Foundation Worlds, the T'sa control their homeworld and one other colony. The Dralasite only control their homeworld (and then with a very loose form of government) where most of the colony worldds joined the UFS or remain independent. The Aleerin have no permanent worlds that they have settled in any numbers and prefer their huge space-colony ships to this day. They often travel throughout the UFS on these ships, trading or simply exploring.

Most other planets have been colonized by multiple species are part of the UFS government. United Frontier Space includes well over a hundred worlds. This is where most of the game will be set.

For stellar mapping the UFS and most of the independent species call the Gallatic Core or 'North' and the Gallatic Spinward or 'South'. Following the gallatic rotation is the Gallatic Spin or 'West' and opposite is Gallatic Ward or 'East'.

To the Gallatic North is a dark nebula called the Daarkin Cloud. Many of the stars within this region are partially hidden from USF observation and a bit of a mystery. It is however also where the Yazirian homeworld is located.

SFC UPDATES

Starships in this setting use Spike-Drill Drive. This allows a ship to "drill" a way through hyperspace. A basic Drill Drive 1 can travel at around 1 lightyear a day in hyperspace. Drill Drive 2 can travel around 2 lightyears a day as it can 'sink' deeper into hyperspace. A Drive Drive 3 can travel around 4 lightyears a day. Most ships do not spend more the 2 or 3 days in hyperspace as it gets progressively more dangers each 24 drilling through hyperspace. Most stars within the Stellar Cluster are within one or two lightyears of another and the Cluster itself is only about 300 lightyears across and 500 lightyears long. The region of Frontier Space is about half of that.

Most of the Drill Drives within the USF are rating only 1 or 2. Drive 3 are available but tend to be very expensive and used only by the extermely wealth and elite. The Stellar Cluster has been fairly well navigated and mapped but there is a lot of unnavigated space and Shadow Worlds that have never been visited (at least not by any offical UFS ships). Traveling on uncharted courses is risky especially the longer one spends in hyperspace.

Spaceships and Vehicles use the basic rules from the SFC (p. 40-47 and p. 51-55) but with the following updates for SWAE...

STARSHIPS

Structure Size Speed Handling Toughness Mods Crew Energy Cost Examples
Small 6 700mph +3 25 (6) 20 1 25 $2.5M Light shuttle, starfighter
Medium 8 600mph +2 30 (7) 25 5 100 $5M Bomber, heavy shuttle
Large 10 500mph +1 35 (8) 30 50 300 $20M Light freighters, partol boats, scouts
Huge 12 400mph +0 40 (9) 40 200 1,000 $50M Corvettes, freighter
Giant 14 300mph -1 50 (12) 50 500 1,000 $200M Destroyer, light cruisers
Garganturan 16 200mph -2 60 (15) 70 2K 2,000 $1B Battle cruisers, bulk freighters
Behemoth 28 200mph -3 70 (20) 100 8K 2,000 $5B Dreadnaughts, starship carriers
Leviathan 32 200mph -4 80 (25) 140 20K 2,000 $10B Super dreadnoughts, supers carriers, settlement ships
World-Killer 40 100mph -5 100 (40) 200 50K 2,000 $25B Mega-dreadnaughts, space station, super colony ships

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 Cost
ANCM (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). 001 $5K x Size
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. 001 $10K x Size
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. 001 $10K x Size
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 x Size
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. 001 $50K
Crew Space (U): Living space for four additional crew or passengers, including sleeping area, kitchen, rec area, etc. 001 $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 x Size
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 $2M x Size
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 $4M x Size
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 $8M x Size
Electromagnetic Shielding (1): Adds +6 to the ship’s effective Toughness from EMP missiles (SFC p. 25). 002 $5K x Size
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 capacity by 50% (SFC p. 40). Half-Size $100K x Size
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
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. 002 $100K
Missile Launcher (U): Allows up to four Light or two Heavy (or AT) missiles to be fired at once. 001 $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. 001 $50K
Reinforce Structure (Size): Each time this mod is taken add +2 to the ship's Toughness. 001 $50K x Size
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. 001 $1M
Sensor Suite, Planetary (1): This functions exactly like the Medium Sensor Suite (SFC p. 16) but has a range of 10K miles. 001 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 x Size
Speed (U): Each purchase increase the ship's speed by 100mph (150kph). Cannot be taken with reduced speed mod 001 $100K x Size
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 x Size

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). 10.0 $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. 001 $10K x Size
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). 001 $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. 005 $1M

VEHICLES

Chassis Size Speed Handling Toughness Mods Crew Cost Examples
Ultralight 0 35mph +3 5 2 1 $200 Bike
Light 1 30mph +2 9 (2) 5 2 $1K Street bike
Moderate 2 25mph +1 12 (3) 10 3 $4K Heavy bike, off-road rec-ATV
Medium 3 20mph +0 15 (4) 15 5 $10K Motor car
Large 4 15mph +0 20 (5) 20 8 $20K SUV, pickup truck
Heavy 6 15mph -1 25 (6) 25 10 $45K APC, semi cab
Super Heavy 8 10mph -2 30 (7) 30 20 $75K Tank
Titan 10 10mph -2 35 (8) 40 40 $200K Train engine or car, fighter aircraft
Colossus 12 10mph -3 40 (9) 50 60 $500K Heavy aircraft transport,jet liner
Goliath 14 10mph -4 45 (10) 60 100 $1M Cruise liner, light carrier water ship

Mods (x)

Updated Vehicle Mods Mods Cost
Aircraft, Helicoper (1): the vehicle is a helicopter. It can hover or fly with a Speed of 80mph (120kph) but suffers -1 Handling for their Size. Half-Size $5K x Size
Aircraft, Jet Plane (1): Jetplanes have a Speed of 600 and Handling +1 for their Size. They must move at half their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100mph (150kph) instead of 10 Half-Size $10K x Size
Aircraft, Propeller (1): A traditional prop plane has a base Speed of 150mph (225kph). Propeller planes must move at least 1/2 their speed every round r go Out of Control (stall). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 1/3 Size $5K x Size
Aircraft, VTOL (1): VTOL (Vertical Take Off and Landing) aircraft have a speed of 100mph (150kph) and a +1 to their Handling based on size. They can hover and fly and have no stall speed. The Speed Mod increases the top speed by 50mph (75kph) instead of 10 Half-Size $10K x Size
AMCM (1): Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Electronics rolls made to evade missile attacks. 001 $5K x Size
Amphibious (1): The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. 001 $1K x Size
Armor (U): Increases the vehicle's Armor value by +2 001 $1K x Size
Armor, Heavy (U): Advanced metals, reactive, or composite materials are used for military-grade vehicles. Each time it’s taken, it adds +6 to Front Armor, +4 to Sides, and +2 to Rear; or +4 Armor all around (builder’s choice). Only Heavy Weapons may cause damage to vehicles with Heavy Armor, regardless of damage rolls. Bottom armor is equal to a vehicle’s rear. Top armor is equal to its sides (important when getting too close to taller foes such as walkers). 002 $5K x Size
Artificial Intelligence (1): The vehicle’s AI can operate all systems—from driving to weapons. 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 driver’s Action Card. Giving the AI a short verbal command is a free action. 001 $10K x Size
Booster (U): Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. 001 $1K x Size
Crew Reduction (U): Add 1 Mod slot for every four crew/passengers deducted (round up) n/a n/a
Crew Space (U): Space for four additional crew or passengers 001 $1K
Deflector Screens (1): The vehicle is protected by an energy field that deflects incoming ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their Shooting rolls. 002 $10K x Size
Ejection System (1): Should a vehicle suffer a Wrecked result, crew members may make Agility rolls at –4 (or no penalty if an individual was on Hold or hasn’t acted yet that round). Failure results in damage as usual and failure to eject that round. Those who succeed are launched into the air and descend safely via parachute. The system covers all passengers and crew. Half-Size $5K x Size
Electromagnetic Shielding (U): Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). 002 $5K x Size
Exposed Crew (1): Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. n/a 50% base Cost
Fixed (U): “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. In the Chase rules, fixed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost. n/a n/a
Handling (3): The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. 001 $5K x Size
Hover Vehicle (1): The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. 005 $5K x Size
Linked (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.) 001 $K x
Living Space (Special): Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness. 004 $5K
Luxury Features (1): Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, and other comforts. The larger the vehicle, the more extravagant the features. 001 $1K x Size
Missile Launcher (U): Allows up to four Light or two Heavy (or AT) missiles to be fired at once. 001 $50K
Off Road (1): Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”. 001 $1K x Size
Reinforced Chassis (3): Increases Toughness of the chassis by +2. 001 $1K x Size
Sensor Suite (1): This functions exactly like the Medium Sensor Suite (SFC p. 16). 001 $50K
Shields (1): The vehicle is protected by an ablative energy field that absorbs the vehicle's Size points of damage from each attack its suffers. Apply all damage to the shield first, then any left over to the vehicle (AP counts as usual). It can absorb Sizex10 before the shields are depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no attacks in a round. Half-Size $25K x Size
Sloped Armor (1): The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with Shooting direct-fire, non-energy weapons. 002 $3K x Size
Speed (U): Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) 001 $1K x Size
Speed Reduction (3): The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gain half Size in Mod slots. n/a n/a
Stealth System (1): Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. Size $10K x Size
Targeting System (1): The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. 001 $10K x Size
Tracked (1): The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 5mph, but adds +1 to Handling and ignores Driving penalties for difficult terrain. On the table-top, every inch

of movement is treated as 1.5”. || n/a || $1K x Size

Watercraft (1): The vehicle is a boat or ship. It’s base Speed are halved (round up). Speed Modifications increase

Speed by 5. For larger vessels such as naval vessels or cruise ships, use the Starship rules for Size, Toughness, and Crew, and add any enhancements that aren’t specifically designed for space such as FTL drives. If a Modification is listed under Vehicles, use that instead. Ships may have Torpedo Tubes. || n/a || n/a

Regulators Campaign

SWN.SpaceStation.jpg

The Regulaters will be assigned a starship for mission and most players should have a few skills that allow them to assist in normal ship functions (pilot, enginer, captain, etc.) SWN.starship.jpg