A vehicle’s systems are what defines one vehicle from another, even within the same chassis, chassis weight and user type. Vehicles in SFRPG are designed to be relatively easy to build and customize, and so there are only a few main systems that need to be installed for the vehicle to function. A vehicle’s equipment affects it in many of the same ways a character’s equipment affects the character, defining how hard it is to damage the vehicle and what abilities the vehicle has.
Vehicles may have several main systems aboard. These systems include:
- Armor: Some vehicles have armor plates attached to the vehicle's outer surface. Armor is designed for several functions, including passenger safety and mitigation of damage to the chassis in the event of an accident. Armor is also effective at reducing the amount of damage a vehicle receives due to incoming weapons fire.
- Engines: Vehicles derive their power from a single main reactor system, which channels its energy into whatever propulsive system the vehicle uses, be it wheels, repulsors, or other types of engines. Regardless of the vehicle type, the engine will determine how fast the vehicle will move and how fuel efficient the vehicle is.
- Shields: Shields perform many of the same jobs as armor. Shields have two advantages over armor: they can be added without an HD penalty, and they regenerate over time. On the other hand, shields can be knocked out of commission, they're more expensive, they count against the vehicle's accessory count, and are only available to Starfaring Age craft. Shields aboard vehicles are typically small, one piece combination emitter/charger arrays.
- Weapons: Commercial, Industrial, and (of course) Military Vehicles may incorporate one or more weapons systems aboard. These weapons are included when a vehicle needs an offensive arm for one reason or another, be it to fend off pirates, to provide extra cutting power, or to kick butt when needed. Vehicle weapons come in two varieties: beams (lasers, flamethrowers, etc.) and projectiles (slugthrowers, missiles, etc.).
- Accessories: Accessories are additional systems included in a vehicle to help it perform specific tasks. Some of these tasks include terraforming duties, cargo hauling, passenger ferrying, and weapons delivery systems. Most vehicles can hold only one or two accessory systems, though some can hold as many as thirty-five or more.
In addition to these main systems and depending on a vehicle’s chassis, a vehicle may have one or more internal systems, such as sensors or communications arrays. These systems tend to be hardwired into the chassis (meaning they can't be removed or modified), and are included in the cost of the chassis. These systems can usually be augmented through the addition of accessories. The vehicle's speed governor is considered an internal system, and can be removed from a vehicle during the course of game play
(see Chapter 6.2).
The following is an overview of these systems, what they can do, and how much they may cost to add to a vehicle. A list of example equipment is included with each section. GMs who are interested in creating their own equipment to be installed on vehicles are more than welcome to create their own (
for instructions on how to create equipment, see Chapter 10.2.4.)
Armor
A vehicle’s armor consists of several plates of additional hull material that are attached to the outer hull of a vehicle in order to give it extra protection. Armor is not a required system for vehicles to have but many users are still glad to have it, despite the additional cost. Vehicles are limited in the type of armor they can utilize in the same manner that they are limited in the kinds of hulls they may use. Armor falls under the category of
Defenses.
Basic Armor
- Type: Armor
- Availability: Metal Age
- Regeneration: None
- Nebula HPR: None
- Beam DR: None
- Projectile DR: None
- Effects: -2 HD/BHD/FHD per Class
Basic Armor| | Basic Cost | Armor Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | .5 | 1 |
|---|
| Class One | 1.5 | 50 |
|---|
| Class Two | 3.1 | 75 |
|---|
| Class Three | 6.2 | 100 |
|---|
| Class Four | 12.5 | 125 |
|---|
| Class Five | 25 | 150 |
|---|
| Class Six | 50 | 175 |
|---|
| Class Seven | 100 | 200 |
|---|
| Class Eight | 200 | 225 |
|---|
| Class Nine | 400 | 250 |
|---|
| Class Ten | 8 |
00275 |
Reflective Armor
- Type: Armor
- Availability: Starfaring Age
- Regeneration: None
- Nebula HPR: None
- Beam DR: 1/2 All Damage
- Projectile DR: None
- Effects: -3 HD/BHD/FHD per Class
Reflective Armor| | Basic Cost | Armor Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | .5 | 1 |
|---|
| Class One | 3 | 50 |
|---|
| Class Two | 6.2 | 75 |
|---|
| Class Three | 12.4 | 100 |
|---|
| Class Four | 25 | 125 |
|---|
| Class Five | 50 | 150 |
|---|
| Class Six | 100 | 175 |
|---|
| Class Seven | 200 | 200 |
|---|
| Class Eight | 400 | 225 |
|---|
| Class Nine | 800 | 250 |
|---|
| Class Ten | 1 |
,600275 |
Engines
Engines provide electrical and propulsive power to a vehicle. They directly determine how fast a vehicle may go during travel, as well as the number of "spaces" the vehicle may move during combat. Higher classes of engine, in addition to being capable of propelling a vehicle faster, are also more fuel efficient than lower engine classes (
see Chapter 8.1). If character-scale equipment is installed on a vehicle, the engine provides a constant power source for that equipment (negating the need for batteries).
Engines come in too many different shapes, sizes and forms to provide a comprehensive list for all technological development ages and vehicle types. The following is a generic engine listing. It can be adapted for more specific environments by adjusting some of the basic engine stats, as presented below.
Engine
- Availability: Variable (Class One only, metal Age. Class Five maximum, industrial age).
- HD Effect: +2 HD/BHD per class level
- Speed Effect: Double base chassis speed per level
Engines| | Basic Cost | Initiative | Combat Movement | Base Fuel Efficiency |
|---|
| Class One | 1 | 1 | 2 | 5% |
|---|
| Class Two | 8 | 2 | 3 | 10% |
|---|
| Class Three | 20 | 3 | 4 | 15% |
|---|
| Class Four | 40 | 4 | 5 | 20% |
|---|
| Class Five | 100 | 5 | 6 | 25% |
|---|
| Class Six | 200 | 6 | 7 | 30% |
|---|
| Class Seven | 400 | 7 | 8 | 35% |
|---|
| Class Eight | 800 | 8 | 9 | 40% |
|---|
| Class Nine | 1,600 | 9 | 10 | 45% |
|---|
| Class Ten | 3 |
,20010 | 11 | 50% |
Accessories
Accessories are additional systems that can be added to a vehicle’s chassis for additional effects. These really diversify what a particular vehicle is capable of performing. There is no limit to the
types of modules that can be added to a vehicle’s chassis, though the
number of additional systems is limited by the chassis and user. Each accessory has five basic statistics:
- Name: This is what the equipment is called.
- Availability: This lists at what level of technological development a species must achieve to be able to use the accessory.
- Restriction: This lists any restrictions on the types of vehicles that can use the accessory.
- Cost: This lists the cost of the equipment in basic cost points.
- Effect: This indicates what the equipment does. Any additional notes on the equipment are included here.
Vehicle-Specific Accessories| Name | Availability | Restriction | Cost | Effect |
|---|
| Cargo Module | Stone Age | None | 10*size | Vehicle can carry up to 5*size in cubic meters of cargo. |
|---|
| Crop Duster Module | Industrial Age | Land and Air Only | 10 | Vehicle carries enough chemicals to spray an area of up to 2*size in square hectometers. Chemicals must be non-lethal to sentient life. |
|---|
| Industrial Lifter Module | Industrial Age | Land and Sea Only | 15*size | Vehicle may lift objects from ground level to a height of 10 *size meters. |
|---|
| Industrial Dozer Module | Industrial Age | Land and Sea Only | 15*size | Vehicle may move up to 10*size cubic meters of a planetary surface at a time. |
|---|
| EAD/Terraform Module | Starfaring Age | None | 50*size | Vehicle may transform 1 square kilometer of a planet’s surface per hour into a habitable zone, or eliminates pollution in that area, or fixes other ecological problems. |
|---|
| Scout Module | Metal Age | None | 20 | Vehicle receives a +5 bonus to all Sensor Use Checks, or a +5 bonus to all Perception Checks if no sensor system is installed. |
|---|
| Active Sonar | Industrial Age | Sea and Air Only | 100 | Vehicle receives a +5 bonus to all Sensor Use Checks when used against sea vehicles and removes HD bonus to submarines when used. Sea vehicles that use this accessory take a -10 penalty to all HD ratings for ten rounds. |
|---|
| Passive Sonar | Industrial Age | Sea and Air Only | 150 | Vehicle receives a +5 bonus to all Sensor Use Checks when used against sea vehicles and removes HD bonus to submarines when used. |
|---|
| AAA/SAM Module | Industrial Age | Land and Sea Only | 15*size | Vehicle can shoot projectile weaponry at air vehicles. Ignore the penalty for cross-combat range if combat movement is Initiative-based, and double the weapon's range if combat movement is Speed-based. Requires Class Six weaponry or better. Against air vehicles, the weaponry does damage equal to five Classes lower than the main weapon class, and can be fired a number of times per round equal to the equivalent Class plus one. |
|---|
| Apprehension Module | Metal Age | None | 20*size | Holds up to 5*size prisoners for maximum security transport. |
|---|
| Fire Suppression Module | Metal Age | None | 40*size | Provides 30*size minutes worth of fire retardant material (either foam or water). Can be shot to a distance of 300 meters from the vehicle. |
|---|
| Hospital Module | Industrial Age | None | 50*size | Holds 2*size patients (injured characters). For purposes of healing characters, vehicle provides Minor Surgery service (see Chapter 5.4). |
|---|
| Industrial Manipulator Module | Industrial Age | None | 15*size | Vehicle may perform any industrial duty other than lifting or bulldozing. GM should specify function of the module. |
|---|
| Waste Disposal Module | Metal Age | None | 75 | Tank holds up to 5*size cubic meters of non-hazardous waste material |
|---|
| Refrigeration/Stasis Module | Industrial Age | None | 100 | Specialized tank holds up to 2*size cubic meters of material at temperatures below 0 C. |
|---|
| High Temp Storage Module | Industrial Age | None | 110 | Specialized tank holds up to 2*size cubic meters of material at temperatures above 100 C. |
|---|
| Bio-Hazard Storage Module | Industrial Age | None | 150 | Specialized tank holds up to 5*size cubic meters of hazardous waste material. |
|---|
| Bulk Cargo Module | Industrial Age | None | 200*size | Vehicle contains a volume of space up to the minimum safe bounding box amount six size classes smaller than the vehicle itself devoted to cargo hauling in addition to its normal cargo capacity. A vehicle may have one Bulk Cargo Module installed without penalty; subsequent modules reduce the Accommodation space of the vehicle by 20% of its full amount and induce a -10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Bulk Cargo Module is installed along with any type of Hangar Bay Module). A vehicle may never have more than five Bulk Cargo Modules installed. |
|---|
| Amphibious Landing Module | Industrial Age | Land and Sea Only | 40 | Vehicle can translate from land to sea surface and back, can move at top speed on either surface. |
|---|
| Repulsor Sled | Starfaring Age | Land and Sea Only | 150 | Vehicle can move up to 900 kph regardless of chassis limit, like a Skimmer chassis vehicle. Requires a Class Three engine or better to operate. |
|---|
| Burst Engine | Industrial Age | None | 25*size*x | Vehicle may travel at x times its normal maximum speed. While traveling at burst speeds, vehicle's fuel efficiency is reduced one level (minimum 5%) and terrain difficulty is increased by one level. If the vehicle exceeds the maximum speed for its chassis, it will sustain hull damage as normal. |
|---|
| Automation Module | Industrial Age | None | 25*size | Vehicle can operate without a crew. |
|---|
| Remote Control Module | Industrial Age | None | (.5+x)*size | Vehicle can be operated remotely. Vehicle can only be a certain distance away from an operator or other radio control source before losing control. This distance is x, where x is a distance in tens of kilometers. |
|---|
| Character-Scale Weapons Adapter | Stone Age | None | 50 | Vehicle can carry mounted character-scale weapons. These weapons draw power from the vehicle's engines instead of any required batteries. Add the cost of added character-scale weapons to the final cost of the vehicle. |
|---|
| Standard Cloaking Device | Starfaring Age | None | 500*size | Vehicle gains a +25 HD/FHD bonus. |
|---|
| Auxiliary Reactor Mount | Industrial Age | Space Only | 100*size | Can add backup engines to vehicle like a starship pod (does not count against accessory count). Must be of equal or lesser class than the main engine. Add one to Initiative rating for each backup engine installed. If Engine destroyed, backup takes its place; lose Initiative bonus and use backup's Initiative rating; top Speed drops by 1/2. |
|---|
| Maneuvering Thrusters | Industrial Age | Land, Sea and Air Only | 5*size | Increases maneuverability. Vehicle does can make snap turns with an engine normally only suitable for the equivalent normal turn. |
|---|
| Eco-Safe Module | Starfaring Age | None | 10 | Ecologically friendly reaction system. Reduces vehicle’s overall cost by half. Reduce Initiative by one. |
|---|
| ECM Module | Industrial Age | None | 20*size | +20 to all Stealth Checks. Adds +20 to pilot's Evasive Maneuvers score while vehicle is in use. |
|---|
| AWACS/SWACS Module | Industrial Age | Air and Space Only | 30*size | +30 to all Sensor Use checks. Doubles vehicle's scanner range. |
|---|
| Tachyon Radar | Starfaring Age | Air and Space Only | 35*size | Projectile HD range penalty becomes +5 HD for every two range increments. |
|---|
| Airborne Delivery Module | Industrial Age | Air and Space Only | 50*size | Can jettison cargo/passengers for safe airdrops to surface. Space Vehicles must be in atmosphere to use this accessory safely. |
|---|
| Orbital Insertion Module | Starfaring Age | Space Only | 200*size | Can jettison cargo/passengers for safe drops from orbit to a planetary surface. Does not include provision for retrieval. |
|---|
| Artillery Module | Industrial Age | Land and Sea Only | 100*size | Projectile weapons now have a blast radius, cause half-damage at Range One from impact point and quarter-damage at Range Two. Use BHD for hit roll on all targets. |
|---|
| WMD Delivery System | Industrial Age | Military User Only | 1000*size | Vehicle may carry a single biological, chemical, radiological or nuclear tipped missile (specify which, and specific game effects with the vehicle). |
|---|
| Non-Lethal Weapons Delivery System | Industrial Age | None | 50*size | Vehicle weapons may be used to cause an equal amount of Non-Lethal damage instead of Lethal Damage to a target. |
|---|
| Repair Bay Module | Metal Age | None | 100*size | Allows vehicle to repair other vehicles up to the same size class as the parent vehicle. Can repair buildings if vehicle is at Size Class 6 or higher. |
|---|
| Backup Shield Generator | Starfaring Age | None | 25*size | Can add backup shield to vehicle, does count against accessory count. Must be of equal or lesser class than main shield rating. Add shield hit point rating of all generators together. |
|---|
| Sublight Engine | Starfaring Age | Space Only | 500 | Allows space vehicles to move between planets. Requires a Class Seven engine to operate. A Class Seven engine functions as a Class One starship Engine for purposes of transit (transits an orbital every 100 minutes), with ten minutes less per higher engine Class. |
|---|
| Superphotonic Engine | Starfaring Age | Space Only | 1000 | Allows FTL flight. Requires a Class Ten Engine to operate. Functions as a Class One starship engine. |
|---|
| Low-Friction Surface Traction Inducer | Starfaring Age | Land Only | 30*size | Improves terrain difficulty by one level if the terrain difficulty is at least Difficult (for more on terrain difficulties, see Chapter 8.2). |
|---|
| Reactor Intake Air Filter | Industrial Age | Land, Sea and Air Only | 10*size | Increases fuel efficiency by 5% (or 10% if base efficiency is 50% or greater; maximum efficiency in all cases is 100%) and top speed by ten percent (limited by chassis maximum speed). |
|---|
| Modified Chassis | Metal Age | None | 100 per added accessory | Allows extra accessories to be mounted to the vehicle’s chassis to a maximum of 35 (total) accessories. |
|---|
| Reinforced Chassis | Metal Age | None | 100*size per level | Allows vehicle to mount armor above the normal maximum for the chassis. -5 HD/BHD/FHD to the vehicle. |
|---|
| Starship Systems Adapter | Starfaring Age | None | 1000*size | Allows vehicle to mount starship-scale engines, defenses or weapons (but not accessories) at cost (add the equipment cost after figuring up the cost for the rest of the vehicle). Starship engines only add +1 HD / BHD per level, but include both a Sublight and a Superphotonic Engine. If placing a starship engine on a vehicle, add ten to the class to get the effective class. |
|---|
| Ejection Seat | Industrial Age | Air, Fightercraft and Capsules Only | 10 | Crew and passengers can safely disembark from the vehicle while the vehicle is still in mid-flight. Can be used as the vehicle is being destroyed to take 10d10 Non-Lethal Damage instead of Lethal Damage. |
|---|
| Collapsible Sections | Industrial Age | Air and Space Only | 100 | Reduces vehicle's Size Class by two levels when the vehicle is not in operation. |
|---|
| Vehicle Rack | Metal Age | None | 0.5 | Vehicle may hold any other Size Class One vehicle. |
|---|
| External Docking Port | Industrial Age | Space Vehicles Only | 10 | Vehicle may dock with any other vehicle carrying an External Docking Port. |
|---|
| Hangar Bay Module | Industrial Age | None | 50*size | Vehicle contains a volume of space up to the minimum safe bounding box amount six size classes smaller than the vehicle itself devoted to sheltering "child" vehicles. Parent vehicle must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A vehicle may have one Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the vehicle by 20% of their full amounts and induce a -10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Hangar Bay Module is installed along with smaller Hangar Bay Module types). A vehicle may never have more than five Hangar Bay Modules installed. |
|---|
| Half Hangar Bay Module | Industrial Age | None | 40*size | Vehicle contains a volume of space up to the minimum safe bounding box amount seven size classes smaller than the vehicle itself devoted to sheltering "child" vehicles. Parent vehicle must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A vehicle may have one Half Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the vehicle by 10% of their full amounts and induce a -8 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Half Hangar Bay Module is installed along with smaller Hangar Bay Module types. A vehicle may never have more than five Half Hangar Bay Modules installed. |
|---|
| Quarter Hangar Bay Module | Industrial Age | None | 30*size | Vehicle contains a volume of space up to the minimum safe bounding box amount eight size classes smaller than the vehicle itself devoted to sheltering "child" vehicles. Parent vehicle must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A vehicle may have one Quarter Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the vehicle by 5% of their full amounts and induce a -6 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Quarter Hangar Bay Module is installed along with smaller Hangar Bay Module types). A vehicle may never have more than five Quarter Hangar Bay Modules installed. |
|---|
| Eighth Hangar Bay Module | Industrial Age | None | 20*size | Vehicle contains a volume of space up to the minimum safe bounding box amount nine size classes smaller than the vehicle itself devoted to sheltering "child" vehicles. Parent vehicle must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A vehicle may have one Eighth Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the vehicle by 3% of their full amounts and induce a -4 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Eighth Hangar Bay Module is installed along with Vehicle Shelter Modules). A vehicle may never have more than five Eighth Hangar Bay Modules installed. |
|---|
| Vehicle Shelter Module | Industrial Age | None | 10*size | Vehicle contains a volume of space up to the minimum safe bounding box amount ten size classes smaller than the vehicle itself devoted to sheltering "child" vehicles. Parent vehicle must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A vehicle may have one Vehicle Shelter Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the vehicle by 1% of their full amounts (cumulative) and induce a -2 HD/BHD/FHD penalty (also cumulative). A vehicle may never have more than five Vehicle Shelter Modules installed. |
|---|
| Carrier Systems | Industrial Age | Sea and Space Only | 50 | Vehicle may deploy up to four "child" vehicles and recover one child vehicle simultaneously while vehicle is in active motion. |
|---|
| Countermeasure Pod Dispenser | Industrial Age | None | 10 + 1 per use | Players may elect to launch countermeasures to evade missiles. Add +5 to pilot's Evasive Maneuvers Score per pod used; bonus is only good for the round in which the pods are used. Cannot refill while vehicle is in operation. |
|---|
| Beam Weapon Rack | Starfaring Age | None | 20 per mount | Allows one beam weapon to be mounted on the vehicle. Covers one firing arc. The weapon must be bought separately, but does not count as an additional accessory. |
|---|
| Projectile Weapon Rack | Metal Age | None | 25 per mount | Allows one projectile weapon to be mounted on the vehicle. Covers one firing arc. The weapon must be bought separately, but does not count as an additional accessory. |
|---|
| Beam Weapon Single Turret | Starfaring Age | None | 50 per mount | Allows one beam weapon to be mounted on the vehicle such that it covers all firing arcs. The weapon must be bought separately, but does not count as an additional accessory. |
|---|
| Projectile Weapon Single Turret | Industrial Age | None | 100 per mount | Allows one projectile weapon to be mounted on the vehicle such that it covers all firing arcs. The weapon must be bought separately, but does not count as an additional accessory. |
|---|
| Beam Weapon Dual Turret | Starfaring Age | None | 75 per mount | Allows two beam weapons of the same type to be mounted into the same turret. The weapons may be fired singly or linked; if linked, they must fire into the same arc at the same target. |
|---|
| Projectile Weapon Dual Turret | Industrial Age | None | 150 per mount | Allows two projectile weapons of the same type to be mounted into the same turret. The weapons may be fired singly or linked; if linked, they must fire into the same arc at the same target. |
|---|
| Beam Weapon Triple Turret | Starfaring Age | None | 100 per mount | Allows three beam weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or triple-linked. If multiple weapons are fired, they must fire into the same arc at the same target. |
|---|
| Projectile Weapon Triple Turret | Industrial Age | None | 200 per mount | Allows three projectile weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or triple-linked. If multiple weapons are fired, they must fire into the same arc at the same target. |
|---|
| Beam Weapon Quad Turret | Starfaring Age | None | 125 per mount | Allows four beam weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or quad-linked. If multiple weapons are fired, they must fire into the same arc at the same target. |
|---|
| Projectile Weapon Quad Turret | I |
ndustrial AgeNone | 250 per mount | Allows four projectile weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or triple-linked. If multiple weapons are fired, they must fire into the same arc at the same target. |
Shields
Shield emitters are small, external arrays that generate a protective barrier around the outer hull of a vehicle, in essence adding an extra layer of armor to the outer skin of the vehicle. Vehicle shield emitters are small enough to include all the equipment they’ll need in one tiny package, which limits the cost of shielding systems aboard vehicles. Naturally, this miniaturization also limits the effectiveness of vehicle shielding, though it is usually enough to protect the vehicle and its occupants from multiple hits. A vehicle may only have one shield system installed unless a "Backup Shield Generator" mount is installed on the vehicle (the generator and the extra shield are counted as separate accessories). Shields fall under the category of
Defenses.
Basic Shield
- Type: Shield
- Availability: Starfaring Age
- Regeneration: 10% total SHP (1d10 for Class Zero shields), plus Engineer's Applied Relativity sub-Discipline score per minute (ten rounds).
- Nebula HPR: Non-functional below Class Six. Minus five Classes effectiveness at Class Six or higher.
- Beam DR: None
- Projectile DR: None
- Effects: None
Basic Shields| | Basic Cost | Shield Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | .5 | 1 |
|---|
| Class One | 4 | 50 |
|---|
| Class Two | 12 | 100 |
|---|
| Class Three | 32 | 150 |
|---|
| Class Four | 70 | 200 |
|---|
| Class Five | 125 | 250 |
|---|
| Class Six | 250 | 300 |
|---|
| Class Seven | 500 | 350 |
|---|
| Class Eight | 1,000 | 400 |
|---|
| Class Nine | 2,000 | 450 |
|---|
| Class Ten | 4 |
,000500 |
Nebula-Resistant Shields
- Type: Shield
- Availability: Starfaring Age
- Regeneration: 10% total SHP (1d10 for Class Zero shields), plus Engineer's Applied Relativity sub-Discipline score per minute (ten rounds).
- Nebula HPR: None
- Beam DR: None
- Projectile DR: None
- Effects: +1 HD per Shield Class if ship is located in a nebula
Nebula Resistant Shields| | Basic Cost | Shield Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | .5 | 1 |
|---|
| Class One | 6 | 40 |
|---|
| Class Two | 18 | 80 |
|---|
| Class Three | 48 | 120 |
|---|
| Class Four | 105 | 160 |
|---|
| Class Five | 187.5 | 200 |
|---|
| Class Six | 375 | 240 |
|---|
| Class Seven | 750 | 280 |
|---|
| Class Eight | 1,500 | 320 |
|---|
| Class Nine | 3,000 | 360 |
|---|
| Class Ten | 6 |
,000400 |
Weapons
Some vehicles can carry and utilize various forms of weapons systems. The use of weapons aboard vehicles is covered more in depth in Chapter 9. Weapons come in two main varieties: beam weapons (which fire in constant streams) and projectile weapons (where a physical object is shot at the target). The following generic weapons are available for use on vehicles.
Each has the following statistics:
- Name: What the weapon is called.
- Availability: At what level of technological development the weapon is available for use.
- Type: The general kind of weapon being described (either a beam, projectile, or "melee" weapon. No melee weapons are included for vehicles at this time).
- Recharge: The amount of time that must pass before the weapon can be used again once used. Weapons with a recharge of 1 turn may be used again on the next combat round.
- Range: The maximum distance a target may be from the firing vehicle in order for the weapon to be effective.
- Falloff: The amount of damage lost or hit difficulty increased by each range increment the firing vehicle is away from its target.
- Effects: Various asundry effects the weapon may have or cause (for a list of general examples of weapons effects, see Chapter 10.2.4.
- Class: This lists a specific Class of the weapon in question.
- Basic Cost: This is the amount the weapon adds to the vehicle's overall cost, before the vehicle's cost multiplier is applied.
- Damage: This lists the amount of basic damage the weapon applies to a target upon a successful hit.
- Options: This is a list of features that may be added to the weapon, which change one or more basic characteristics of the weapon. A weapon may only have one of the options listed below the weapon, if any are selected at all.
A "pure" Starflight game will tend to use only the Laser Cannon and Basic Missile weapons systems without options, at least for starfaring races (
for non-starfaring races, the "Slugthrower" is the recommended weapon to place on a vehicle). These other weapons, as well as the options that go with them, are meant merely as examples of what a creative GM might decide to implement in the game, and as a means of adding a little variety to the game itself.
Beam Weapons
Flamethrower
- Availability: Metal Age
- Type: Beam
- Recharge: 2 turns
- Range: 5 (Metal Age), 10 (Industrial Age), 15 (Starfaring Age)
- Falloff: +5 HD per range increment
- Effects: Causes Fire Damage to all targets hit. Cannot be used in space or underwater.
Flamethrower| | Basic Cost | Damage |
|---|
| Class One | 2 | 3 |
|---|
| Class Two | 5 | 7 |
|---|
| Class Three | 13.5 | 12 |
|---|
| Class Four | 22.5 | 17 |
|---|
| Class Five | 37.5 | 22 |
|---|
| Class Six | 75 | 23 |
|---|
| Class Seven | 150 | 25 |
|---|
| Class Eight | 300 | 27 |
|---|
| Class Nine | 600 | 30 |
|---|
| Class Ten | 1 |
,20033 |
*Options:
Spread-Fire; Industrial Age, -1 range, spread 1/2 damage (round down) to all targets (including friendlies) in a 45-degree cone ahead of the weapon.
"Greek Fire"; Metal Age, 1.5* cost, 1.5* damage, doubles DC required to put out the fire.
Napalm; Industrial Age, -1 range, 2* cost, can set metal-skinned objects on fire.
Laser Cannon
- Availability: Industrial Age
- Type: Beam
- Recharge: 1 turn
- Range: Unlimited
- Falloff: -10 Damage per range increment (minimum 9)
- Effects: None
Laser Cannon| | Basic Cost | Damage |
|---|
| Class One | 8 | 9 |
|---|
| Class Two | 20 | 21 |
|---|
| Class Three | 54 | 36 |
|---|
| Class Four | 90 | 51 |
|---|
| Class Five | 150 | 66 |
|---|
| Class Six | 300 | 70 |
|---|
| Class Seven | 600 | 75 |
|---|
| Class Eight | 1,200 | 80 |
|---|
| Class Nine | 2,400 | 90 |
|---|
| Class Ten | 4 |
,800100 |
*Options:
Spread-Beam; falloff -15 damage per range increment, 1.1* cost
Polarized Beam; falloff -5 damage per range increment, 2* cost, 1.5* damage
Maser; 1.5* cost, bypasses Defenses. Count as character-scale crew damage, no damage to vehicle/starship. Character may make Reflex Save for 1/2 damage.
Tachyon Cannon
- Availability: Starfaring Age
- Type: Beam
- Recharge: 1 turn
- Range: Unlimited
- Falloff: -15 Damage per range increment (minimum 10)
- Effects: None
Tachyon Cannon| | Basic Cost | Damage |
|---|
| Class One | 10 | 10 |
|---|
| Class Two | 25 | 23 |
|---|
| Class Three | 67.5 | 40 |
|---|
| Class Four | 112.5 | 55 |
|---|
| Class Five | 187.5 | 73 |
|---|
| Class Six | 375 | 77 |
|---|
| Class Seven | 750 | 83 |
|---|
| Class Eight | 1,500 | 88 |
|---|
| Class Nine | 3,000 | 99 |
|---|
| Class Ten | 6 |
,000110 |
*Options:
Tachyon Blaster; 3* cost, 2* damage, bypasses shields
Tachyon Pulse; 1.5* cost, no damage but disables all target systems for number of seconds equal to damage
Projectile Weapons
Slugthrower
- Availability: Metal Age
- Type: Projectile
- Recharge: 2 turns
- Range: 3 (Metal Age), 9 (Industrial Age), 15 (Starfaring Age)
- Magazine: 10
- Falloff: +10 HD per range increment
- Effects: None
Slugthrower| | Basic Cost | Damage |
|---|
| Class One | 9.6 | 15 |
|---|
| Class Two | 22.4 | 30 |
|---|
| Class Three | 48 | 55 |
|---|
| Class Four | 96 | 75 |
|---|
| Class Five | 160 | 115 |
|---|
| Class Six | 320 | 120 |
|---|
| Class Seven | 640 | 130 |
|---|
| Class Eight | 1,280 | 135 |
|---|
| Class Nine | 2,560 | 140 |
|---|
| Class Ten | 5 |
,120150 |
*Options:
Chain Shot; 1.1* cost, -1 range, 0.75* damage, causes 1d10% engine damage unless target vehicle is Industrial or Starfaring Age.
Grape Shot; 1.1* cost, -2 range, 0.5* damage, causes d% HP damage to one target occupant if target vehicle offers No Cover.
Hot Shot; 1.5* cost, 1.5* damage, causes normal fire damage to target.
Rifled Barrel; 2* cost, 1.5* damage, +3 range.
Basic (Dumb-Fire) Missile
- Availability: Industrial Age
- Type: Projectile
- Recharge: 1 turn
- Range: 15
- Magazine: 1
- Falloff: +5 HD per range increment
- Effects: None
Basic Missile| | Basic Cost | Damage |
|---|
| Class One | 12 | 20 |
|---|
| Class Two | 28 | 40 |
|---|
| Class Three | 60 | 70 |
|---|
| Class Four | 120 | 100 |
|---|
| Class Five | 200 | 150 |
|---|
| Class Six | 400 | 160 |
|---|
| Class Seven | 800 | 170 |
|---|
| Class Eight | 1,600 | 180 |
|---|
| Class Nine | 3,200 | 190 |
|---|
| Class Ten | 6 |
,400200 |
*Options:
Kinetic Energy; 0.5* cost, 1.5* damage, +20 HD per range increment
Seeker; 1.2* cost, 0.8* damage, re-acquires target at +10 HD in event of miss
Friend-or-Foe; 1.1* cost, 0.9* damage, if misses, automatically targets next enemy craft with lower initiative (or friendly craft with malfunctioning communications). If no such craft exist, weapon misses.
Image Recognition; 1.5* cost, +2 HD per range increment, re-acquires target at +5 HD in event of miss, increasing by +5 HD on subsequent misses.
Electromagnetic Pulse Missile; 1.2* cost, no damage but disables target for number of seconds equal to damage.
Anti-Radiation; 1.3* cost, 0.75* damage, causes 1d% damage to target's sensors.
Radar-Guided; 1.4* cost, 0.6* damage, no range increment HD fall-off.
Directed Energy; 1.2* cost, -5 HD to target, does damage equal to equivalent class Laser Cannon, counts as Laser damage.
Acoustic Guidance; sea/air only, 1.25* cost, 0.8* damage, re-acquires target at +10 HD in event of miss, removes HD bonus to submarines.
Wire Guidance; land/sea/air only, 0.75* cost, 1.25* damage, no range increment HD fall-off, firing character/vehicle cannot change headings or speed in the round before the missile is fired. Firing characters must remain stationary. Can re-target in subsequent rounds if it misses, but must maintain speed and heading.
Supercavitational Propulsion; 2.5* cost, no range increment HD fall-off, can only be used on sea vehicles.
Plasma Cannon
- Availability: Starfaring Age
- Type: Projectile
- Recharge: 3 turns
- Range: 15
- Magazine: 1
- Falloff: +5 HD per range increment
- Effects: Cannot be used in planetary atmosphere
Plasma Cannon| | Basic Cost | Damage |
|---|
| Class One | 30 | 40 |
|---|
| Class Two | 70 | 80 |
|---|
| Class Three | 150 | 140 |
|---|
| Class Four | 300 | 200 |
|---|
| Class Five | 500 | 300 |
|---|
| Class Six | 1,000 | 320 |
|---|
| Class Seven | 2,000 | 340 |
|---|
| Class Eight | 4,000 | 360 |
|---|
| Class Nine | 8,000 | 380 |
|---|
| Class Ten | 1 |
6,000400 |
*Options:
Hot Plasma Cannon; 2* cost, 1.5* damage.
Eco-Safe Plasma; 1.1* cost, can be used in planetary atmosphere.
Ion Bolt; 0.5* cost, can be used in atmosphere, 1/2 damage, disables one system at random (use system damage list in
Chapter 9.3 to select; roll again on crew/officer damage).
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