World evolving | ||
---|---|---|
Starships | ||
Size Rules | ||
Armor | Types | |
Drives | H-Drives | |
Weapon Rules | Weapons | |
Sensors | ||
Shields | ||
Carrier Equipment | Escape | Fighters |
Misc | ||
Wishlist |
- When you shoot at an opponent which is below 50% hullpoints, (25%
if they have heavy armor, 75% if they have thin armor) you start
damaging the systems in the target ship.
- When the attack hits, roll 1d100 and consult the chart below. Add
the damage both to the hull and twice the damage to the system.
(For the specific system hitpoints, see below))
- When a system is hit, it will act improperly until repaired.
Damaged: - Can be repaired, just tempararily out of function. 01-012: Weapon Damage: One weapon, random. (*weapons times) 13-024: Shield Shell Damage: Lose Shield = one firearc. (4 times) 25-034: Internal Stabilizer: Ship-Internal Gravity Damage. 35-044: Sensor Damage. 45-053: Shield Generator Damage: Lose Shield. 54-062: Communications Damage. 63-072: Drive Damage. 73-080: Life Support Damage. (will not refresh air) 81-090: Hyperdrive Damage. 91-100: Internal Electrical Wiring Damage.
- If a hyperdrive has a survival kit, it will have an additional DR 20.
- You cannot hit a backup hyperdrive.
- When a system is hit, you would consult this chart to see the details
behind the hit: What happens, how tough is it to repair, and what
knowledge gives a bonus, you need 5 ranks in a knowledge for the
given bonus to add, if you have 15 you gain double the amount.
- The listed DC is the base DC,
the actual dc is equal to: DC+(damage*0.25 (round down))
HP: 25+5*Size
- When a weapon is hit, it will not fire.
- This system needs a repair DC: 14, takes 4 rounds per damage.
- Knowledge: +2 Physics, +1 Technology.
HP: 15+35*SS
- When hit, determine the direction the attacker is attacking from.
This direction will now not function.
- This system needs a repair DC: 5, takes 1*SS minutes per damage.
- Knowledge: +2 Electronics.
HP: 10+15*SS
- When hit, all gravity inside the ship will be deactivated.
- This sytem needs a repair DC: 16, takes 5 rounds per damage.
- Knowledge: +2 Technology.
HP: 10*CL+10*SS
- When hit, sensor operation is disfunctional. When more than 50%
damage is taken, pilot takes a -1 to piloting, and gunners take a
-1 tohit.
- This system needs a repair DC: 13+CL, takes 3 rounds per damage.
- Knowledge: +2 Electronics.
HP: 10*CL+15*SS
SP: 5+10*CL
- When hit, all shield generation is down, but shield points are
kept. All shields degenerate 5+CL SP per turn, and lose DR.
- The shield replenish at a rate of 1 SP per round.
- This system needs a repair DC: 8, takes 4 rounds per damage.
- Knowledge: +2 Technology.
HP: 20+10*SS
- When hit, communications is down, you can still send a distress
signal, unless its totally broken (reaches 0 HP:)
- This system needs a repair DC: 6, takes 2 rounds per damage.
- Knowledge: +2 Electronics.
HP: 50+10*CL
- When hit, ship will slow 50% slower, at 50% hitpoints it will
fly 25% slower.
- This system needs a repair DC: 12, takes 8 rounds per damage.
- Knowledge: +2 Mechanics, +1 Physics.
HP: 50+20*SS
SP: 50
- When hit, this device will send out a warning in the ship, but
will continue to function until the shields is down (when it
is inflicted more than 50 points of damage).
- The shield replenish at a rate of 1 SP per round.
- This system needs a repair DC: 4, takes 3 rounds per damage.
- Knowledge: +2 Chemistry.
HP: 50+20*SS
SP: 10*CL
- When hit, the ship is “unable” to hyperjump, you can override
this security setting, if you dare.
If a jump is made while the ship is damaged, roll a d100.
If you roll the Hyperdrive's yet received damage, or below
the hyperdrive behaves.
- The shield replenish at a rate of 1 SP per round.
- This system needs a repair DC: 12(7 if survival kit), takes
4 rounds per damage.
- Knowledge: +2 Technology, +2 Physics, +2 Chemistry.
HP: 50+20*SS
- When hit consult chart:
Damage:
0-20: Electrical mishaps (doors opens strange, buttons wont work)
21-45: Electrical Malfunction (doors wont open, false error
messages received)
46-80: Electrical Mayhem (electrical devices are dangerous
to touch, electrical devices turn themselves on)
81-100: Electrical Mealstrom (generators in ship goes hyper
and either explode or creates an electric field)
- When an Ion effect hits a target ship, the ship will suffer the equilevant to “Non-lethal” damage. This means that it suffers a stunning damage, if both Lethal and Non-lethal damage when added together is equal to the hull points of the ship, that is is effectively “Ionized” preventing any function of the ship (even refreshing air, or brewing coffee).
- With an ion weapon, you can target a specific system. When targeting a specific system, you inquire a -4 tohit and if miss you will miss the target completely. When hitting a specific system, you deal Non-lethal damage to the target. Most ship systems have hull-points, even if not noted. For every system where hull-points is'nt noted in the description, give it a 10+10*CL hitpoints. - Any system inside a ship targeted this way, acquires the same DR as the ship's armor is granting the ship. - If a hyperdrive has a survival kit, it will have an additional DR 20. - Cannot harm Backup Hyperdrives.
- When you shoot a missile weapon, it isnt an instant hit weapon. It will move in the direction fired, and then if not a rocket, it will home in, and try to collide with the target. - With rockets, you choose a line within the fire-arc. - With missiles you choose a “target ship” meaning the ship (or target) you wish it to destroy.
- Rockets shoot in a line, attacking the first obstacle which square it enters. When it enters a square, it will then roll a tohit with a bonus modifier equal to the one listed on the weapon. If it doesnt hit, it will continue in a straight line, repeat until it has run out of fuel.
- Missiles moves directly after the current target, moving directly into the square it is in, if it enters a square of another object, roll a 50% to “hit” the target, if a “hit” is present, roll a tohit to see if you hit the target, if this doesnt hit it will move the rest of its movement aiming for the target ship. - If it doesnt hit its target ship, it will continue in a straight line for the rest of the movement, and the next turn it will turn arround, and try to hit its target again.
- When fire linking several weapons, each fire at the same target, in the
same direction. These weapons share fire arc, and now acts as one weapons.
- When firing with a firelinked weapon, you roll one attack dice, and add
a +1 tohit for each weapon in the fire link.
- if you hit the target AC you hit with the first weapon, youll hit with
an additional weapon for each 5 points you hit above the target AC.
Damage is rolled seperately.
- These is both multifire and autofire, i will briefly explain them here.
- You cannot Multifire and Autofire at the same time.
- With a Multifire addition to a weapon, you can choose to take a full
attack action to roll an extra attack, but all attacks is at a -4 tohit.
- With the Multishot feat you can shoot 2 times with a -2 tohit.
- With the Rapidshot feat you can shoot 3 times with a -6 tohit.
- With both feats you can shoot 3 times with a -4 tohit.
- With an autofire addition to a weapon, you can choose to take a full
attack action to roll two extra attacks, but all attacks is at a -6 tohit.
- With the Multishot feat you can shoot 3 times with a -4 tohit.
- With the Rapidshot feat you can shoot 4 times with a -8 tohit.
- With both feats you can shoot 4 times with a -6 tohit.
- While it doesn't always seem smart to collide with an opponent, it may
be used as a “last” option, when you collide you track the SS of the
smallest ship. When this is notified, you calculate the current speed
against the colliding object.
- If you are flying against a stationary object, you just use your own
speed, if you are colliding agianst an object flying in your direction
you track both your own and the other objects speed, and add it together.
if you are flying against an object flying the opposite direction, you
take your own speed and substract the objects speed, then you add it
together, and if it becomes 0 or lower, you cant collide (the object
is “outrunning” you).
- When you have SS and Calculated collision speed, you consult the chart
below.
- Both targets are dealt the same amount of damage, substract DR. Substract
Proton Shield Defense.
- If Magnetic shields is present, go up one speed level on the table for each
AC the magnetic shield would grant against missiles.
Speed:
00100-03600 KM/H: 1d20*SS (avg: 10.5)
03600-07200 KM/H: 2d20*SS (avg: 21)
07200-10800 KM/H: 3d20*SS (avg: 31.5)
10800-14400 KM/H: 4d20*SS (avg: 42)
14400-18000 KM/H: 5d20*SS (avg: 52.5)
18000-21600 KM/H: 6d20*SS (avg: 63)
21600-25200 KM/H: 7d20*SS (avg: 73.5)
25200-28800 KM/H: 8d20*SS (avg: 84)
28800-32400 KM/H: 9d20*SS (avg: 94.5)
etc.
- Any normal weapon on this list is forward fired.
Due to flexibility upgrades to any gun from the “battery”, it needs
extensive upgrades from the normal gun.
- A turreted missiles launcher only gives it little bonus when firing
backwards, and often missile launchers aren't turreted for this minor
benefit.
- Price is modified from the original buying price.
- Normal guns have a firing arc of “Forward” (can be changed to any 1
other direction at production at no additional cost).
To increase firing arcs, consult chart below.
Fire Arcs: | Price |
---|---|
1 | 100% |
2 | 115% |
3 | 125% |
4 | 140% |
- Developped: Kul Mining Corp
- Laser Weapon Technology.
Laser, originally thought that it was just a common piece of light, is
actually amplified by radiation. To perform deadly heat. This also makes it
quite exotic, also because of the easy protection invented a few months
after the lasers first show on market, the “Cloud” Shield. Lasers are still
commonly sold on the market, for self-protection useage. Laser is not ment
to be used in orbit of a planet (within the planet atmosphere), and it is
therefore illegal by all companies to have lasers within the planet atmosphere
if they are “powered”. This illegality voids at research labs, which test
laser kind of weapons in a tunnel for minimum dispersion of light.
In fact, it is a beam, but putting up a constant glow, the damage is increased, if the whole beam hits that is. 2 attack rolls is made, adding together the damage dealt (if both rolls hit, roll the amount damage dice 2 times. Damage reduction only reduces this damage after it is added together, making the 2 attacks act as one attack) this represents the gunner's ability to hold the beam focused on the same target for the duration. For each continous turn hit with both weapon attacks, add +1*size cumulative damage to the overall damage. Can only fire for 5 consecutive rounds, whereafter it needs a 1 rounds cooldown due to overheating. Shooting with a pulse Laser is a full round action, and cannot be multi-fired, or rapid-fired. Can only shoot the standard one round, which requires two attack rolls. ; Dmg Dice: Size D4 - +7 - (+1*size) ; Range: 10000*size meters (for each 2500*size meters to the target, -2 to the attack roll of the attacker) ; Price: size*size*1900-1000 ; Heat Sink: 2500*Size A heat sink dissipates the heat, so the pulse gun can endure an extended amount of fire. - Adds 2 rounds of fire before recharge
Small Pulse Laser:
; Dmg Dice: 3d4+7 (avg. 14.5)
- if hit with both attacks, roll 6d4+14 (avg. 29)
- (+3 per consecutive round hit with both attacks)
; Range: 30000 meters, for each 7500 meters to the target -2 tohit.
; Price: 3*3*1900-1000=16100
; Price: Heatsink: 7500
; Price: Firearcs (buy any 1): 2 = +2415, 3 = +4025, 4 = +6440.
A more quicker beam, better for trained gunners, for any untrained gunner this is a downgrade from the pulse. But for anyone profficient with fast-firing weapons, this is quite the weapon. If looking for a laser weapon that is. Can only attack once, plus multifire/autofire (the feat multishot applies) Can gain an extra attack with the "Rapid Shot" feat. ; Dmg Dice: Size D6 - +9 ; Range: 18000*size meters (for each 4500*size meters to the target, -2 to the attack roll of the attacker) ; Mods: Multifire +2000*size, Autofire +3000*size. - To fit an Autofire unit, a Multifire unit must be installed. ; Price: size*size*1400-1000 (small: 3*3*2000-1500=16500)
Small Blast Laser
; Dmg Dice: 3d6+9 (19.5)
; Range: 54000 meters, for each 13500 meters to the target -2 tohit.
; Price: 3*3*1400-1000=12600
; Price: Multifire +6000, Autofire +9000.
; Price: Firearcs (buy any 1): 2 = +1260, 3 = +3150, 4 = +5040.
- Developped: Zen Labs
- Particle Weapon Technology.
Also known as a plasma weapon, this weapon works by proppeling a charged atom
through a barrier of atoms charged with the opposite charge than the first atom
this accelerates the atom. Near the barrel mount end is a stream of gasses that
the accelerated atom is shot through, pulling out a beam of plasma with
tremendous velocity at its target.
Only real way a Blaster weapon fires, is through short deadly bursts. This is also referred to as a blast. Can only attack once, plus multi/autofire (the feat multishot applies) Can gain an extra attack with the "Rapid Shot" feat. ; Dmg Dice: Size D8 - +8 ; Range: 16000*size meters (for each 3200*size meters to the target, -2 to the attack roll of the attacker) ; Mods: Multifire +1000*size-500, Autofire +2000*size. - To fit an Autofire unit, a Multifire unit must be installed. ; Price: size*size*2400-1500
Small Blaster Weapon
; Dmg Dice: 3d8+8 (21.5)
; Range: 48000 meters, for each 9600 meters to the target -2 tohit.
; Price: 3*3*2400-1500=20100
; Price: Multifire +2500, Autofire +6000.
; Price: Firearcs (buy any 1): 2 = +3015, 3 = +5025, 4 = +8040.
- Slug Weapon Technology.
Propels a projectile at very high velocity against a target, hoping for the
kinetic energy to be sufficient to break the object.
This is the standard fire of any slug weapon. Shooting one projectile at a time, then an auto-load mechanism reloads the weapon, for one more shot to be taken. Takes a Slug per shot, which must be bought seperately, and refilled. Attacks twice, plus multi/autofire (the feat multishot applies) Can gain an extra attack with the "Rapid Shot" feat. ; Dmg Dice: Size D6 - +7 ; Range: 20000*size meters (for each 4000*size meters to the target, -2 to the attack roll of the attacker) ; Price: size*size*900-500 (Small: 3*3*1500-1100=12400) ; Mods: Multifire +500*size, Autofire +800*size. - To fit an Autofire unit, a Multifire unit must be installed. ; Slugs Price: size*2 per shell. (for diminutive its fixed to 1 cred per shell) ; Holds 180 shells per standard, can be increased by 30 for a price of: 20*size, can be done as many times as you like.
Small “Mass Driver”
; Dmg Dice: 3d6+7
; Range: 60000 meters, for each 12000 meters to the target -2 tohit.
; Price: 3*3*900-500=7600
; Slug Price: 3*2=6 (180*6=1080)
; Price: Multifire +1500, Autofire +2400.
; Price: Firearcs (buy any 1): 2 = +1140, 3 = +1900, 4 = +3040.
- Developped: Hann Corp.
- Particle Weapon Technology.
- Ion Damage.
- Charging up particles to what is called ions, this was also firstly called a
lightning gun, later called an ion cannon. This weapon fires a stream of charged
ions against a target, stunning the target and dealing damage to electronic
systems.
- For the damage of this weapon, look up Ion Damage and Effects at the top
of this list.
An extended duration of charged ion particles is fired toward a target. This weapon, these have been reported, that sometimes they Will even shut whole ships down in an instant, or even worse. Start overheating systems. Effectively, this can make a ship go boom if something goes wrong. Each turn, there will be made 2 attack rolls, if both hits, damage reduction will be halved for the duration of this attack. These two rolls is each an attack of the same beam, representing the gunners ability to hold the beam on the target. But will still deal damage seperately (so if both beams hit, the DR will be halfed, on the two damage rolls.) For each continous turn hit with both weapon attacks, add +4*size cumulative damage to the overall damage. Can only fire for 6 consecutive rounds, whereafter it needs a 2 rounds cooldown due to overheating. Shooting with a pulse Ion Cannon is a full round action, and cannot be multi-fired, or rapid-fired. Can only shoot the standard one round, which requires two attack rolls. ; Dmg Dice: Size D6 - +12 - (+4*size) ; Range: 8000*size meters (for each 1600*size meters to the target, -2 to the attack roll of the attacker) ; Price: size*size*2100 (Small: 3*3*2100=19800) ; Heat Sink: 2500*Size A heat sink dissipates the heat, so the pulse gun can endure an extended amount of fire. - Adds 2 rounds of fire before recharge
A short blast of charged ion particles, ment to set out some single ships systems. These systems are overcharged, and if not jury-rigged or in a similar bad shape. It will be shut off in a few minutes. Attacks twice, plus multi/autofire (the feat multishot applies) Can gain an extra attack with the "Rapid Shot" feat. ; Dmg Dice: Size D4 - +12+Size ; Range: 12000*size meters (for each 1600*size meters to the target, -2 to the attack roll of the attacker) ; Price: size*size*1600 (Small: 3*3*1700=15300) ; Mods: Multifire +2000*size.
- Common explosives missiles are well know, also for theyre destructive power.
These weapons hurl alot of damage per shot, but requires hard-mass refills.
Making it cost alot to shoot something down.
- These explosives where not available in space due to the lack of air, until
the corp: Kul Mining Corp., found a special gas residing in most
asteroids. This gas, contains the key components to thermonuclear fusion.
This and a few upgrades from various research corps made space missiles
available.
- Explosive/Heat Weapon.
- Each launcher only fires one rocket/missile per round, no matter how much
base attack is available. You can on most launchers fit autofire and
rapidfire, which allows them to shoot more projectiles faster.
- Unless otherwise noted Missile Weapons have Bad Maneuverability.
A rocket is quite simple, you take some explosive, and propel them using an explosive engine. This will make the package fly quite fast, and when it hits any hard surface it will detonate. Causing quite some damage. Launcher: Can fire any rocket. ; Price: size*size*1200-500 (Small: 3*3*1200-500=10300) ; Holds as many rockets as there is made cargo space for. ; Autofire: +750*Size ; Rapidfire: +1250*Size Class 1 ; Dmg Dice: Size D6 - +10+3*Size ; Speed: 18000km/h - 30000 meters/round (6 seconds.) ; Flight time: 9 (Rounds) ; Max range: 270 KM ; Tohit: +14 ; Price per rocket: 40*Size Class 2 ; Dmg Dice: Size D6 - +12+4*Size ; Speed: 21000km/h - 35000 meters/round (6 seconds.) ; Flight time: 10 (Rounds) ; Max range: 350 KM ; Tohit: +15 ; Price per rocket: 100*Size
Small Rocket Launcher:
; Dmg Dice: Class 1 - 3d6+19
; Dmg Dice: Class 2 - 3d6+24
; Price: 3*3*1200-500=10300
; Price: Multifire +2250, Autofire +3750.
Works by, the launching system points a guiding laser at a target, all the missiles will then intercept that precise target the laser hits. this is cheaper than Radar Guidance, and brings same power to bear. Laser Guidance. Launcher: ; Price: size*size*2800-900 (Small: 3*3*2800-900=21900) ; Holds as many missiles as there is made cargo space for. ; Autofire: +1250*Size ; Rapidfire: +2250*Size Class 1 ; Dmg Dice: Size D6 - +7+3*Size ; Speed: 13000km/h - 21666.66 meters/round (6 seconds.) ; Flight time: 14 (Rounds) ; Max range: 303,3 KM ; Tohit: +12 ; Price per rocket: 250*Size Class 2 ; Dmg Dice: Size D6 - +8+4*Size ; Speed: 15000km/h - 25000 meters/round (6 seconds.) ; Flight time: 15 (Rounds) ; Max range: 375 KM ; Tohit: +17 ; Price per rocket: 500*Size
The target is added to a radar guidance system each missile has, this reduces the cost of the launcher (slightly) (not needing a laser pointer). But each missile costs more. Radar Guidance. Launcher: ; Price: size*size*2100-1100 (Small: 3*3*2100-1100=17800) ; Holds as many missiles as there is made cargo space for. ; Autofire: +1300*Size ; Rapidfire: +2300*Size - Can also fire EMP Payload missiles. Class 1 ; Dmg Dice: Size D6 - +7+3*Size ; Speed: 13000km/h - 21666.66 meters/round (6 seconds.) ; Flight time: 14 (Rounds) ; Max range: 303,3 KM ; Tohit: +11 ; Price per rocket: 300*Size Class 2 ; Dmg Dice: Size D6 - +8+4*Size ; Speed: 15000km/h - 25000 meters/round (6 seconds.) ; Flight time: 15 (Rounds) ; Max range: 375 KM ; Tohit: +16 ; Price per rocket: 600*Size
A standard Radar guided Missile, but with a devastating EMP charge instead of an explosive payload. This can be quite devastating, but can also be insuficient. Radar Guidance. Ion Damage. Launcher: ; Price: size*size*2100-1100 (Small: 3*3*2100-1100=17800) ; Holds as many missiles as there is made cargo space for. ; Autofire: +1300*Size ; Rapidfire: +2300*Size - Can also fire Radar Guidance missiles. Class 1 ; Dmg Dice: Size D8 - +10+4*Size ; Speed: 13000km/h - 21666.66 meters/round (6 seconds.) ; Flight time: 260 (Rounds) ; Max range: 43,33 KM ; Tohit: +10 ; Price per rocket: 325*Size Class 2 ; Dmg Dice: Size D8 - +12+5*Size ; Speed: 15000km/h - 25000 meters/round (6 seconds.) ; Flight time: 13 (Rounds) ; Max range: 325 KM ; Tohit: +15 ; Price per rocket: 650*Size