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6.2.3: Vehicular Systems and Equipment

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Modified on 2010/05/18 10:48 by capi3101 Categorized as Starflight RPG

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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

00
Basic Armor
 Basic CostArmor Hit Points
(Design Minimum)
Class Zero
(Design Only)
.51
Class One1.550
Class Two3.175
Class Three6.2100
Class Four12.5125
Class Five25150
Class Six50175
Class Seven100200
Class Eight200225
Class Nine400250
Class Ten8
275

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

,600
Reflective Armor
 Basic CostArmor Hit Points
(Design Minimum)
Class Zero
(Design Only)
.51
Class One350
Class Two6.275
Class Three12.4100
Class Four25125
Class Five50150
Class Six100175
Class Seven200200
Class Eight400225
Class Nine800250
Class Ten1
275


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

,200
Engines
 Basic CostInitiativeCombat MovementBase Fuel Efficiency
Class One1125%
Class Two82310%
Class Three203415%
Class Four404520%
Class Five1005625%
Class Six2006730%
Class Seven4007835%
Class Eight8008940%
Class Nine1,60091045%
Class Ten3
101150%


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.

ndustrial Age
Vehicle-Specific Accessories
NameAvailabilityRestrictionCostEffect
Cargo ModuleStone AgeNone10*sizeVehicle can carry up to 5*size in cubic meters of cargo.
Crop Duster ModuleIndustrial AgeLand and Air Only10Vehicle 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 ModuleIndustrial AgeLand and Sea Only15*sizeVehicle may lift objects from ground level to a height of 10 *size meters.
Industrial Dozer ModuleIndustrial AgeLand and Sea Only15*sizeVehicle may move up to 10*size cubic meters of a planetary surface at a time.
EAD/Terraform ModuleStarfaring AgeNone50*sizeVehicle 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 ModuleMetal AgeNone20Vehicle receives a +5 bonus to all Sensor Use Checks, or a +5 bonus to all Perception Checks if no sensor system is installed.
Active SonarIndustrial AgeSea and Air Only100Vehicle 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 SonarIndustrial AgeSea and Air Only150Vehicle receives a +5 bonus to all Sensor Use Checks when used against sea vehicles and removes HD bonus to submarines when used.
AAA/SAM ModuleIndustrial AgeLand and Sea Only15*sizeVehicle 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 ModuleMetal AgeNone20*sizeHolds up to 5*size prisoners for maximum security transport.
Fire Suppression ModuleMetal AgeNone40*sizeProvides 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 ModuleIndustrial AgeNone50*sizeHolds 2*size patients (injured characters). For purposes of healing characters, vehicle provides Minor Surgery service (see Chapter 5.4).
Industrial Manipulator ModuleIndustrial AgeNone15*sizeVehicle may perform any industrial duty other than lifting or bulldozing. GM should specify function of the module.
Waste Disposal ModuleMetal AgeNone75Tank holds up to 5*size cubic meters of non-hazardous waste material
Refrigeration/Stasis ModuleIndustrial AgeNone100Specialized tank holds up to 2*size cubic meters of material at temperatures below 0 C.
High Temp Storage ModuleIndustrial AgeNone110Specialized tank holds up to 2*size cubic meters of material at temperatures above 100 C.
Bio-Hazard Storage ModuleIndustrial AgeNone150Specialized tank holds up to 5*size cubic meters of hazardous waste material.
Bulk Cargo ModuleIndustrial AgeNone200*sizeVehicle 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 ModuleIndustrial AgeLand and Sea Only40Vehicle can translate from land to sea surface and back, can move at top speed on either surface.
Repulsor SledStarfaring AgeLand and Sea Only150Vehicle 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 EngineIndustrial AgeNone25*size*xVehicle 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 ModuleIndustrial AgeNone25*sizeVehicle can operate without a crew.
Remote Control ModuleIndustrial AgeNone(.5+x)*sizeVehicle 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 AdapterStone AgeNone50Vehicle 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 DeviceStarfaring AgeNone500*sizeVehicle gains a +25 HD/FHD bonus.
Auxiliary Reactor MountIndustrial AgeSpace Only100*sizeCan 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 ThrustersIndustrial AgeLand, Sea and Air Only5*sizeIncreases maneuverability. Vehicle does can make snap turns with an engine normally only suitable for the equivalent normal turn.
Eco-Safe ModuleStarfaring AgeNone10Ecologically friendly reaction system. Reduces vehicle’s overall cost by half. Reduce Initiative by one.
ECM ModuleIndustrial AgeNone20*size+20 to all Stealth Checks. Adds +20 to pilot's Evasive Maneuvers score while vehicle is in use.
AWACS/SWACS ModuleIndustrial AgeAir and Space Only30*size+30 to all Sensor Use checks. Doubles vehicle's scanner range.
Tachyon RadarStarfaring AgeAir and Space Only35*sizeProjectile HD range penalty becomes +5 HD for every two range increments.
Airborne Delivery ModuleIndustrial AgeAir and Space Only50*sizeCan jettison cargo/passengers for safe airdrops to surface. Space Vehicles must be in atmosphere to use this accessory safely.
Orbital Insertion ModuleStarfaring AgeSpace Only200*sizeCan jettison cargo/passengers for safe drops from orbit to a planetary surface. Does not include provision for retrieval.
Artillery ModuleIndustrial AgeLand and Sea Only100*sizeProjectile 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 SystemIndustrial AgeMilitary User Only1000*sizeVehicle may carry a single biological, chemical, radiological or nuclear tipped missile (specify which, and specific game effects with the vehicle).
Non-Lethal Weapons Delivery SystemIndustrial AgeNone50*sizeVehicle weapons may be used to cause an equal amount of Non-Lethal damage instead of Lethal Damage to a target.
Repair Bay ModuleMetal AgeNone100*sizeAllows 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 AgeNone25*sizeCan 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 EngineStarfaring AgeSpace Only500Allows 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 EngineStarfaring AgeSpace Only1000Allows FTL flight. Requires a Class Ten Engine to operate. Functions as a Class One starship engine.
Low-Friction Surface Traction InducerStarfaring AgeLand Only30*sizeImproves 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 FilterIndustrial AgeLand, Sea and Air Only10*sizeIncreases 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 ChassisMetal AgeNone100 per added accessoryAllows extra accessories to be mounted to the vehicle’s chassis to a maximum of 35 (total) accessories.
Reinforced ChassisMetal AgeNone100*size per levelAllows vehicle to mount armor above the normal maximum for the chassis. -5 HD/BHD/FHD to the vehicle.
Starship Systems AdapterStarfaring AgeNone1000*sizeAllows 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 SeatIndustrial AgeAir, Fightercraft and Capsules Only10Crew 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 SectionsIndustrial AgeAir and Space Only100Reduces vehicle's Size Class by two levels when the vehicle is not in operation.
Vehicle RackMetal AgeNone0.5Vehicle may hold any other Size Class One vehicle.
External Docking PortIndustrial AgeSpace Vehicles Only10Vehicle may dock with any other vehicle carrying an External Docking Port.
Hangar Bay ModuleIndustrial AgeNone50*sizeVehicle 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 ModuleIndustrial AgeNone40*sizeVehicle 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 ModuleIndustrial AgeNone30*sizeVehicle 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 ModuleIndustrial AgeNone20*sizeVehicle 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 ModuleIndustrial AgeNone10*sizeVehicle 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 SystemsIndustrial AgeSea and Space Only50Vehicle may deploy up to four "child" vehicles and recover one child vehicle simultaneously while vehicle is in active motion.
Countermeasure Pod DispenserIndustrial AgeNone10 + 1 per usePlayers 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 RackStarfaring AgeNone20 per mountAllows 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 RackMetal AgeNone25 per mountAllows 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 TurretStarfaring AgeNone50 per mountAllows 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 TurretIndustrial AgeNone100 per mountAllows 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 TurretStarfaring AgeNone75 per mountAllows 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 TurretIndustrial AgeNone150 per mountAllows 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 TurretStarfaring AgeNone100 per mountAllows 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 TurretIndustrial AgeNone200 per mountAllows 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 TurretStarfaring AgeNone125 per mountAllows 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 TurretI
None250 per mountAllows 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

,000
Basic Shields
 Basic CostShield Hit Points
(Design Minimum)
Class Zero
(Design Only)
.51
Class One450
Class Two12100
Class Three32150
Class Four70200
Class Five125250
Class Six250300
Class Seven500350
Class Eight1,000400
Class Nine2,000450
Class Ten4
500


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

,000
Nebula Resistant Shields
 Basic CostShield Hit Points
(Design Minimum)
Class Zero
(Design Only)
.51
Class One640
Class Two1880
Class Three48120
Class Four105160
Class Five187.5200
Class Six375240
Class Seven750280
Class Eight1,500320
Class Nine3,000360
Class Ten6
400



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.

,200
Flamethrower
 Basic CostDamage
Class One23
Class Two57
Class Three13.512
Class Four22.517
Class Five37.522
Class Six7523
Class Seven15025
Class Eight30027
Class Nine60030
Class Ten1
33

*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

,800
Laser Cannon
 Basic CostDamage
Class One89
Class Two2021
Class Three5436
Class Four9051
Class Five15066
Class Six30070
Class Seven60075
Class Eight1,20080
Class Nine2,40090
Class Ten4
100

*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

,000
Tachyon Cannon
 Basic CostDamage
Class One1010
Class Two2523
Class Three67.540
Class Four112.555
Class Five187.573
Class Six37577
Class Seven75083
Class Eight1,50088
Class Nine3,00099
Class Ten6
110

*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

,120
Slugthrower
 Basic CostDamage
Class One9.615
Class Two22.430
Class Three4855
Class Four9675
Class Five160115
Class Six320120
Class Seven640130
Class Eight1,280135
Class Nine2,560140
Class Ten5
150

*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

,400
Basic Missile
 Basic CostDamage
Class One1220
Class Two2840
Class Three6070
Class Four120100
Class Five200150
Class Six400160
Class Seven800170
Class Eight1,600180
Class Nine3,200190
Class Ten6
200

*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

6,000
Plasma Cannon
 Basic CostDamage
Class One3040
Class Two7080
Class Three150140
Class Four300200
Class Five500300
Class Six1,000320
Class Seven2,000340
Class Eight4,000360
Class Nine8,000380
Class Ten1
400

*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).

NEXT: 6.3 Non-Canonical Vehicle Catalog
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