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    Starship House Rules

    This is a revision to the starship rules for the Star Wars RPG. Much of the system is left intact, asthe rules are fairly good, but this revision makes them just right.

    Starship Systems

    Sensors:

    Sensors can be used in one of four modes, each with its own bonuses and limitations. Sensorrolls are made using the Computer Use skill.

    Mode Range Bonus to Roll Action Required

    Passive Short (5) +0 Free Action

    Scan Medium (10) +2 Move ActionSearch Long (20), 1 arc only +4 Attack Action

    Focus Extreme (40), 1 arc only +6 Full-Round

    Starship Sensor Detection:

    Size DC Size DC Size DC

    Colossal 4 Large 10 Tiny 16

    Gargantuan 6 Medium 12 Diminutive 18

    Huge 8 Small 14 Fine 20

    Sensor Range Modifiers:

    Range to Target Distance in Hexes DC Modifier

    Point-Blank 0-1 -4

    Short 2-5 0

    Medium 6-10 +2

    Long 11-20 +4

    Extreme 21-40 +8

    Out of Range 41+ Impossible

    Sensor Situation Modifiers:

    Situation DC Modifier

    Target is using scan, search, or focus mode -4

    Target is powered down +4

    Target is using sensor mask Varies

    Target is concealed behind an object +10

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    3 sizes better than itself

    Starship Combat

    Starship Combat Actions:Each crewman on a starship has 1 move action, 1 attack action, and at least 1 free action (if not

    more). What can be done with each action depends on what job a character has.

    Commander:

    Commanders direct action on-board their ship.

    Action

    Required DescriptionRoll

    Required Effect

    Free Action Issue Simple

    commands

    None The crew carries out your orders (unless they don't

    want to)Move

    Action

    Countermand

    orders

    None The commander clarifies the order for the

    crewman, so it is executed closer to what the

    commander wanted (unless the crewman doesn'tlisten)

    Move

    Action

    Guide a

    crewman

    Charisma

    roll DC 10

    The crewman gains a +2 morale bonus to their roll

    Full-Round

    Action

    Issue a complex

    order

    None The crew coordinates their efforts into a complex

    action (unless they don't follow the order)

    Pilot:The pilot determines where the ship moves. Before taking any action, they must declare what

    speed the ship is operating at: Stationary, Docking, Cruising, Attack, or Ramming. Pilots who

    execute Full-Round Actions (because they are operating another ship system which requires afull-round action) place a -4 penalty on their ship's Defense until their next action, but may still

    move the ship as normal. Pilots who make attacks using non-front facing weapons suffer a -4

    penalty to their attack rolls. Finally, a pilot may give up their next attack action to make a pilotroll at any time one is required.

    Action

    Required Description Roll Required Effect

    Free Action Fly Defensively None Gain a +2 dodge bonus to defense, but all

    rolls made by anyone on-board have a -4penalty; attack rolls have a -2 penalty

    Free Action Make an attackrun

    None Gain a +2 bonus to attacks, but take a -2penalty to defense

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    Move

    Action

    Move the ship None Move the ship up to a number of hexes

    equal to the ship's current speed

    Attack

    Action

    Movement Boost Pilot roll Increase the number of hexes the ship

    may move by up to 4

    AttackAction Landing orDocking Varies See Page 220-221

    Attack

    Action

    Avoid Missiles Pilot roll of varying

    DC

    Keep a missile from hitting your ship

    Attack

    Action

    Establish pursuit Opposed Pilot roll

    against a ship in

    point-blank range

    Pursue a target

    AttackAction

    Escape pursuit Opposed Pilot rollagainst a ship

    pursuing you

    Lose your pursuer

    AttackAction

    Avoid hazards Pilot roll of varyingDC

    Keep something from coming into contactwith your ship

    Attack

    Action

    Avoid point-

    defense systems

    Pilot roll of varying

    DC

    Reduce the effectiveness of point-defense

    systems

    AttackAction

    Resist/escapetractor beam

    Pilot roll of varyingDC

    Either keep a tractor beam from movingyou, or escape it entirely if you succeed

    your roll by 10 or more

    Gunner:

    Though technically the title of gunner refers to characters who only operate a weapon station, therules for gunners can apply to anyone using a weapon.

    Action

    Required Description Roll Required Effect

    Move

    Action

    Switch fire-link

    modes

    None Change a fire-linked weapon

    from firing for increased damageto increased accuracy, or vice-

    versa

    Attack

    Action

    Fire a weapon Attack roll Fire a single weapon at a single

    target

    Full-Round

    Action

    Fire multiple

    weapons

    Multiple Attack rolls with a

    -2 penalty to each roll for

    each weapon being used

    Fire multiple weapons at a single

    target

    Full-Round

    Action

    Fire a weapon in

    multi-fire mode

    2 attack rolls with a -4

    penalty to each roll

    Fire multiple shots at a single

    target

    Full-Round Fire a weapon in 3 attack rolls with a -4 Fire multiple shots at a single

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    Action auto-fire mode penalty to each roll target

    Full-RoundAction

    Fire a missile Attack roll Fire a single missile at a singletarget

    Full-Round

    Action

    Make an Aimed

    Attack

    Attack roll with a +2 bonus Make a single attack with a +2

    bonus, as per Aimed Attacks

    Sensor Operator:

    Sensor Operators keep track of what's happening on the battlefield so the crew can properlyrespond to threats.

    Action

    Required Description Roll Required Effect

    Free Action Scan using passivemode

    Computer Use roll Identify objects within short range

    Move Action Scan using scan

    mode

    Computer Use roll

    with +2 bonus

    Identify objects within medium

    range

    Attack Action Scan using search

    mode

    Computer Use roll

    with +4 bonus

    Identify objects within long range

    Full-RoundAction

    Scan using focusmode

    Computer Use rollwith +6 bonus

    Identify objects within extremerange

    Attack Action Aid Attack Computer Use DC 20 Give one gunner a +2 to attack on

    their attack for the round

    Attack Action Aid Defense Computer Use DC 20 Give the ship a +2 to Defense until

    its next action

    Attack Action Help avoid hazards Assist roll using

    Computer Use

    Assist the pilot in avoiding hazards

    Engineer:

    It is the job of the engineer to keep the ship together during combat, and put it back togetherafterwards.

    Action

    Required Description Roll Required Effect

    MoveAction

    ReroutePower

    Repair roll ofvarying DC

    Take power from one system, or give more powerto another system

    Full-Round

    Action

    Jury-Rig Repair roll of

    varying DC

    Restore battle damage done to your ship for the

    duration of the encounter; destroyed systems maynot be restored in this manner

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    Shield Operator:

    The shield operator is in charge of keeping a ship's shields working.

    Action

    Required Description Roll Required Effect

    Move Action AngleShields

    None Double shield points for one arc by takingthem away from all other arcs

    Attack Action Restore

    shields

    Computer Use roll of

    varying DC

    Restore a random amount of shield points

    Starfighters and other ships with very small crews must prioritize what needs to be done in a

    round more, as they cannot do everything at once, while larger ships have the advantage of morepeople to fill out the roles and handle what needs to be done.

    Crew Quality:

    Crews have the following statistics for starship combat based on their quality:

    s

    Quality Level Attack Initative Skill Rolls Cost per Week per Crewman

    Untrained 0 -2 -1 -4

    Poor 1-2 +0 +0 +5

    Normal 3-4 +1 +0 +8

    Skilled 5-6 +2 +1 +11

    Expert 7-8 +3 +2 +14

    Veteran 9-10 +5 +3 +17

    Ace 11+ +7 +4 +20

    Making Attack Rolls:Attacks with starship weapons are calculated differently than normal attacks. First determine the

    character's normal ranged attack modifier without any modifiers specific to starship combat, suchas starship Familiarity or Fire Control Systems. Divide this number in half, rounded down, and

    then apply any applicable starship bonuses or penalties.

    The penalty for not being proficient with starship weaponry is only -2 instead of the typical -4.

    Piloting rolls still have a -4 penalty, however. Feats such as Rapid Shot and Far Shot may not beused to enhance starship combat.

    Example: Chon Gui Muy has a base attack bonus of +8 and a Dexterity of 20, giving her another

    +5 to ranged attacks for a total of +13. By dividing this in half, rounded down, you have anattack bonus of +6. Since Chon Gui Muy has Starship Operations: Starfighter, she does not take

    the -2 penalty for using starfighter weapons. Additionally, since Chon Gui Muy has starship

    Familiarity of +1, she gains an additional +1 to attack when behind the guns of a ship she is used

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    to using, for a total ranged attack modifier of +7. Were she to use the weaponry on a space

    transport (which she is not proficient in and not used to using), her attack bonus would only be

    +4 (+6 bonus, with a -2 for non-proficiency, equals +4 total bonus).

    Range Modifiers:

    All starship attacks must factor in the range to the target when making attacks.

    Range Distance in Hexes Attack Modifier

    Point-Blank 0-1 -0

    Short 2-5 -2

    Medium 6-10 -4

    Long 11-20 -6

    Point Blank Range:

    At point-blank range capital ships may not bring more than one-quarter of their weapons to bareon a space transport, and not more than one-tenth of their weapons on a starfighter. Round down,

    with a minimum of 1. Additionally, at these ranges, capital ships suffer an additional penalty on

    their attacks based on their size:

    SizePenalty to

    Point-Blank Attacks

    Large -2

    Huge -4

    Gargantuan -8

    Colossal -16

    Point-Defense Systems:To defend against point-blank range attacks, capital ships mount point-defense systems. When

    active, all ships (friend or foe) within point-blank range takes damage from a barrage of blaster

    batteries. They may take evasive maneuvers to reduce the damage, but may not ignore itcompletely.

    The DC to reduce the damage from a point-defense system is the same as the DC for a character

    to take vitality damage instead of wound damage from a starship weapon (see below). If

    successful, reduce the damage by half, rounded down.

    Weapon Batteries:

    Capital ships and space transports may be place their weapons in weapon batteries. This gives

    the weapon a +4 bonus to attack, and adds an extra die to the damage for every 5 points by whichthe attack roll exceeds the target's defense. Multiply the emplacement point requirement and

    credit cost by 5 for the weapon battery.

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    Fire-Linked Weapons:

    Starfighters and space transports may link groups of identical weapons, setting them to fire at the

    same time at a single target. This allows them to either deal increased damage or have a betterchance to hit (attacker's choice). Fire-linked weapons are added in doubles (2, 4, 8, etc). Batteries

    may not be fire-linked, but missile systems can.

    Number of

    Total WeaponsBonus to

    AttackBonus to

    DamageAdditional

    Emplacement PointsAdditional

    Credit Cost

    2 +1 +2 +1 +1000

    4 +2 +4 +3 +3000

    8 +3 +6 +7 +7000

    16 +4 +8 +15 +15000

    Fire-Control:

    Computer systems can enhance a gunner's ability to hit targets greatly. This increased accuracycomes at a cost of additional control systems, making the weapon more expensive and take upmore space. Fire-control systems are applied to individual weapons, modifying each accordingly.

    Fire-Control BonusAdditional

    Emplacement PointsAdditional

    Credit Cost

    +1 +1 +1000

    +2 +2 +5000

    +3 +3 +10000

    +4 +4 +20000

    Missile Weapons:Missiles are somewhat unique in the way they work in starship combat. First, to accurately fire amissile outside of point-blank range requires the gunner to take a full-round action (missiles may

    be fired as a standard attack at point-blank range only). If the attack roll is successful, missiles

    home in on their target, closing the distance until a collision occurs. The time it takes a missile to

    hit its target depends on what range it was launched at. Missiles hit their target at the end of theround in which they have 0 rounds left until they strike.

    Distance When Launched Number of Hexes Rounds to Strike

    Point-Blank 0-1 0

    Short 2-5 0

    Medium 6-10 1

    Long 11-20 2

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    Unlike standard attacks, there is a chance to avoid missile strikes. Targets of successful missile

    attacks may choose to either take evasive maneuvers to avoid the missile, or attempt to shoot it

    down. The DCs for either action depend on the type of missile fired and the number of roundsuntil it strikes. Shooting down a missile is usually easiest when it has 0 rounds left until it strikes,

    while dodging a missile is easiest when it still has 1 round left until it strikes. Missiles continue

    to their target until they are either dodged, shot down, or impact with something.

    Starship Damage

    Pilot Vitality:

    The pilot of a starship has a lot of control over its fate. Whenever a starship takes damage, a pilot

    may reduce the damage dealt to the ship by taking 10 points of vitality damage. Only the pilot of

    starfighter or space transport may spend their vitality in this way.

    Battle Damage:When a ship has taken half its hull points in damage, it begins taking battle damage. Each time ittakes a hit, roll 1d20, add it to the damage dealt by the attack, and consult the table below,

    applying the result to the ship. If a system doesn't exist or is already effected b battle damage,

    use the next higher damage result. Attackers may opt for a lesser result on this tabel, if desired.Battle damage remains until it is repaired.

    Roll +

    Damage System Damaged Effect

    Repair

    DC

    1-5 Non-essentialsystem down

    Lights, air-conditioning, hatch operation, or someother non-essential system is not functioning

    10

    6-10 Stabilizer

    damaged

    -2 to pilot and attack rolls 15

    11-16 Sensors damaged -4 to any sensor use rolls 15

    16-20 Computers

    damaged

    -2 to astrogate rolls, -1 to attack rolls 15

    21-25 Ion engines

    damaged

    Ship moves at half-speed 20

    26-30 Shield generator

    damaged

    Any attacks from the arc from which the attack

    originated go straight to hull damage

    20

    31-35 Weapon system

    damaged

    One entire weapon system is non-operable 20

    36-40 Hyperdrivedamaged

    Triple the multiple of the ship's hyperdrive 20

    41-45 Computers

    destroyed

    Astrogate checks have a DC of 30, fire-control

    mofidiers are reduced to 0, and all attacks have a -2

    penalty

    20

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    46-50 Ion engines

    destroyed

    The ship may not move 25

    51-55 Shield generator

    destroyed

    All shield points are gone, and do not regenerate 20

    56-60 Weapon systemdestroyed One entire weapon system is non-operable 15

    61-65 Hyperdrive

    destroyed

    The main hyperdrive no longer functions; the backup

    hyperdrive functions until this type of damage occursagain

    25

    66+ Widespread

    damage

    Make 2 rolls on this table, adding half the damage

    total to each roll

    NA

    Larger ships are more resilient to battle damage. When a ship of huge, gargantuan, or colossalsize takes battle damage, instead of immediately applying the damage, instead record that the

    system was hit. When a system has taken a number of hits (2 for huge, 3 for gargantual, or 4 forcolossal), then apply the result of the battle damage.

    Called Shots:

    Attackers may attempt to knock out a starship's systems instead of merely blasting it to pieces. Inthis case, the attacker takes a -4 penalty to their attack roll. If their attack is successful, they roll

    battle damage on the battle damage table instead of dealing damage.

    Repairing Damage:

    Repairing hull damage takes one full hour to do. Divide the result of the repair check by 5

    (rounded down) to determine how much damage is restored.

    Shield damage automatically returns at the rate of 1 point per minute. A character may spend a

    full round action to restore shield points to a starship, as listed below. Each additional roll madeto restore shields during a scene has a cumilative +5 penalty.

    Computer Use

    Check Result Starfighter Transport Capital Ship

    10-14 1d4 1d6 1d8

    15-19 2d4 2d6 2d8

    20-24 3d4 3d6 3d8

    25-29 4d4 4d6 4d8

    30+ 5d4 5d6 5d8

    Ion Weapons:

    Ion weapons function much as normal weapons, but do not deal hull damage. Instead, in anysituation where an ion weapon would deal hull damage, instead apply battle damage using the

    standard rules for battle damage.

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    Tractor Beams:

    Tractor beams are concentrated energy beams capable of moving objects at a distance. Catching

    a target in a tractor beam requires an attack roll. If successful, the target is caught and may notmove. Make a "damage" roll for the tractor beam to determine how effectively its victim is

    caught. This total is the DC for a Pilot check to resist its grasp (i.e. the beam's operator may not

    move the ship). If the resist roll succeeds by 10 or more, the ship may escape the tractor beamcompletely. As an attack action, the tractor beam operator may move a captured target a numberof hexes equal to its "damage" roll divided by 5, rounded down.

    Starship Maneuvers

    Speed Categories:

    A starship announces its speed at the start of a scene, and may change it at the start of theiraction, if desired. They may move up to a number of hexes equal to their speed (they may

    effectively stand still, if desired). A ship's defense modifier increases as it travels faster, but italso becomes harder to control and harder for its occupants to shoot at targets.

    Speed Category Max Movement (in hexes) Defense Modifier Attack/Piloting Modifier

    Stationary 0 -4 +0

    Docking 1 -2 +0

    Cruising 2-4 +0 -1

    Attack 5-8 +2 -2

    Ramming 9+ +4 -4

    Pursuit:One of the most dangerous positions a starship can be in is that of pursuit by another starship.

    When pursuing a target, a starship moves in the exact smae manner as the ship it pursues. It may

    ignore its target's speed modifiers to defense. The pursued ship may only attack the ship pursuing

    it with rear and turrent mounted weaponry. If during its turn the pursued ship does not attempt toescape, the pursuing ship is allowed to make an additional attack with one of its weapons.

    To pursue a ship, the pursuing ship must be capable of moving at equal or greater speeds.

    Establishing pursuit requires an opposed Pilot roll, costing both pilots an attack action. If the

    pursued pilot beats the Pilot roll of their attacker, they avoid pursuit. If they beat it by 10 or more

    they may turn the tables and may pursue their would-be attacker instead.

    Strafing Runs:

    To avoid the main weapons of a capital ship, starfighers and space transports may make strafingruns. Doing so requires a Pilot roll with a DC of 17 against Colossal ships, DC 21 against

    Gargantuan, DC 23 verses Huge, and DC 25 verses Large ships. If successful, the target ship

    may not attack with any of its weapons except for point-defense systems. If the roll fails, thepilot must make a roll to avoid a collision.

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    Ramming and Collisions:

    The damage from a starship collision is dependant on the size of the ship and the speed at which

    it was moving. Use the smallest ship size and the fastest ship speed for determining collisiondamage. Ramming attempts require an opposed Pilot roll between the ramming pilot and the

    defending pilot to be successful.

    Ship Size Number of Dice

    Fine 2

    Diminuitive 3

    Tiny 4

    Small 5

    Medium 6

    Large 7

    Huge 8Gargantuan 10

    Colossal 12

    Speed Damage Dice

    Docking d4

    Crusing d6

    Attack d8

    Ramming d10

    Apply the damage to both ships.

    Avoiding a collision requires the pilot to make a Pilot roll with a DC based on the speed at which

    the ship is moving.

    Speed Pilot DC

    Docking 10

    Crusing 15

    Attack 20

    Ramming 25

    Engine Wash:Occasionally a ship ends up in the path of another ship's engine exhaust, exposing them to heat

    and radiation. In these cases, engine wash damage applies. The damage is based on the size of

    the ship dealing the engine wash damage.

    Ship Size Damage

    Fine 1d3

    Diminuitive 1d4

    Tiny 1d6

    Small 1d8

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    Medium 1d10

    Large 2d10

    Huge 3d10

    Gargantuan 4d10

    Colossal 5d10

    Starfighter Wing:Starfighters may travel in wing formation to increase their firepower at the cost of versitility.

    When in a wing, use the worst characteristics of any ship in the wing, from attack and damagerolls to pilot checks, for determining the performance of the wing. When making attacks, each

    additional ship in the wing increases the main ship's attack roll by +1, up to +4, and allows the

    attack to function as a weapon battery, dealing additional damage with higher attack rolls. For

    simplicity sake, treat all damage dealt to the wing as dealt to a single ship until it is destroyed.

    Quick Turn, Tight Loops:These stunts were not well-thought out, and are no longer in the game.

    Starships Against Characters:Occassionally characters will come in direct conflict with starships, often with deadly results.

    Against starships, personal weapons have little effect, and against characters, starship weapons

    can obliterate with a single hit.

    Because of their size, characters receive a bonus to attack starships, and starships receive a

    penalty to attack characters based on their size. This modifier applies directly to the ship's attacks

    and defense. Double bonuses to starship defense based on its speed when going againstcharacters.

    Starship Size Character Size Bonus to Be Hit By Characters Penalty to Attack Characters

    Fine Large +9 -9

    Diminutive Huge +6 -6

    Tiny Gargantuan +6 -6

    Small Colossal +9 -9

    Medium Colossal+ +12 -12

    Large Colossal+ +15 -15

    Huge Colossal+ +18 -18

    Gargantuan Colossal+ +20 -20

    Colossal Colossal+ +20 -20

    When a personal scale weapon deals damage to a starship, divide the damage dealt by 10,rounded down, and apply the result. This may result in no damage at all to a starship. When

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    starship weapons deal damage to characters, the resulting hit is automatically dealt straight to

    wounds, unless the character can make a Reflex save with a DC based on the number and type of

    damage die:

    Number of Dice Reflex Save Modifier

    1 +1

    2 +2

    3 +3

    4 +4

    5 +5

    Type of Die Reflex Save DC

    d4 12

    d6 14

    d8 16

    d10 18

    d12 20

    Starship Construction

    Size and Class:

    Construction

    Points Size

    Size

    Modifier Class

    Length

    (meters)

    Mass

    (metric tons)

    150 Colossal -8 Capital 1,001-2,500 5,000+

    100 Gargantuan -4 Capital 501-1,000 3,500-4,999

    48 Huge -2 Capital 251-500 2,000-3,499

    24 Large -1 Capital 101-250 500-1,999

    12 Medium +0 Transport 50.1-100 200-499

    3 Small +1 Transport 20.1-50 50-199

    1 Tiny +2 Starfighter 10.1-20 20-49

    1 Diminuitive +4 Starfighter 5.1-10 5-19

    1 Fine +8 Starfighter 5 or less 1-4

    All ships have a base defense of 15.

    Automation:

    ConstructionPoints

    MinimumCrew Ship Size Restrictions

    0 30,001-50,000 Colossal

    1 15,001-30,000 Gargantuan or Colossal

    2 2,501-15,000 Large, Huge, Gargantuan, or Colossal

    3 1,001-2,500 Large, Huge, Gargantuan, or Colossal

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    4 701-1,000 Medium, Large, Huge, or Gargantuan

    5 101-700 Medium, Large, Huge, or Gargantuan

    6 65-100 Medium, Large, or Huge

    7 17-64 Small, Medium, or Large

    8 5-16 Small or Medium

    9 3-4 Diminutive, Tiny, or Small

    10 1-2 Fine, Diminutive, Tiny, or Small

    Life Support:

    Construction

    PointsMax. Sustainable

    PersonnelShip Size

    Restrictions

    0 0 Any

    1 1-2 Any

    4 5-16 Diminutive or greater

    6 17-32 Tiny or greater

    8 33-64 Small or greater

    10 65-120 Small or greater

    12 121-200 Medium or greater

    15 201-300 Medium or greater

    18 301-425 Medium or greater

    21 426-500 Medium or greater

    24 501-850 Medium or greater

    29 851-1,500 Medium or greater

    34 1,501-3,000 Medium or greater

    39 3,001-8,000 Medium or greater

    44 8,001-20,000 Medium or greater

    50 20,001-50,000 Large or greater

    Stowage:

    Construction

    Points Cargo CapacityShip Size

    Restrictions

    0 0 kg Fine, Diminutive, or Tiny

    1 1-65 kg Fine, Diminutive, Tiny, or Small

    2 66-110 kg Fine, Diminutive, Tiny, or Small

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    3 111-500 kg Diminutive, Tiny, or Small

    4 501 kg - 1 metric ton Tiny, Small, Medium, or Large

    5 1.1 to 10 metric tons Tiny, Small, Medium, Large, or Huge

    6 11-50 metric tons Small or greater

    7 51-100 metric tons Small or greater

    11 101-500 metric tons Small or greater

    15 151-200 metric tons Small or greater

    20 201-500 metric tons Medium or greater

    25 501-1000 metric tons Medium or greater

    30 101-5,000 metric tons Medium or greater

    35 5,001-20,000 metric tons Medium or greater

    45 20,001-35,000 metric tons Large or greater

    55 35,001-50,000 metric tons Large or greater

    65 50,001-65,000 metric tons Large or greater

    75 65,001-80,000 metric tons Large or greater

    85 80,001-100,000 metric tons Large or greater

    Consumables:

    Construction

    PointsConsumables

    DurationShip Size

    Restrictions

    0 1 day Any

    1 2 days Any

    2 3 days Any

    3 1 week Diminutive or greater

    4 2 weeks Tiny or greater

    5 3 weeks Small or greater

    6 1 month Small or greater

    7 2 months Small or greater

    8 3 months Small or greater

    9 6 months Small or greater

    10 9 months Medium or greater

    11 1 year Medium or greater

    12 1.5 years Medium or greater

    13 2 years Medium or greater

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    14 3 years Medium or greater

    15 4 years Large or greater

    16 5 years Large or greater

    17 6 years Large or greater

    Hyperdrive:

    Construction

    Points

    Hyperdrive

    Multiple Notes

    1 x6

    2 x3

    7 x2

    14 x1.5

    21 x1

    50 x0.75 Only as a major modification

    75 x0.5 Only as a major modification

    Construction

    PointsHyperdrive

    Multiple

    1 x12

    2 x10-11

    3 x8-9

    4 x4-x7

    Ion Engines:

    Construction

    PointsMaximum Speed

    (Hexes) ManeuverabilityCheck

    ModifiersShip Size

    Restrictions

    2 Cruising (2) Poor -4 Pilot Any

    3 Cruising (3) Poor -2 Pilot Any

    4 Cruising (4) Average Any

    6 Attack (6) Average Gargantuan orsmaller

    8 Attack (8) Average Huge or smaller

    10 Ramming (9) Average Medium or smaller

    12 Ramming (10) Average Small or smaller

    20 Ramming (11) Good +2 Pilot, +1 Tiny or smaller

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    Attack

    30 Ramming (12) Good+3 Pilot, +1Attack

    Tiny or smaller

    40 Ramming (13) Good+4 Pilot, +2

    Attack

    Diminutive or

    smaller

    Shields:

    Construction

    PointsShield

    PointsShip Size

    Restrictions

    0 0 Any

    1 1 Any

    2 2 Any

    3 3-6 Any5 7-12 Diminutive or greater

    7 13-18 Tiny or greater

    10 19-24 Small or greater

    15 25-30 Medium or greater

    20 31-40 Large or greater

    30 41-50 Huge or greater

    40 51-60 Gargantuan or greater

    60 61-70 Gargantuan or greater

    180 71-80 Gargantuan or greater

    240 81-110 Gargantuan or greater

    You may take Shields of the next bracket above your size restriction for double the normalConstruction Points.

    Superstructure:

    Construction

    Points

    Hull

    Points

    Ship Size

    Restrictions0 2-8 Fine, Diminutive, Tiny, or Small

    1 9-12 Fine, Diminutive, Tiny, or Small

    2 13-18 Diminutive, Tiny, or Small

    3 19-24 Tiny, or Small

    5 25-30 Tiny, Small, or Medium

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    7 31-36 Small, Medium, Large, or Huge

    9 37-48 Medium, Large, or Huge

    14 49-60 Medium, Large, Huge, or Gargantuan

    19 61-72 Medium, Large, Huge, or Gargantuan

    24 73-96 Large or greater

    30 97-120 Huge or greater

    40 121-140 Huge or greater

    60 141-160 Huge or greater

    80 161-200 Huge or greater

    Weapons Suite:

    Construction

    PointsEmplacement

    PointsShip Size

    Restrictions

    0 0 Any

    1 1-4 Any

    2 5-8 Any

    3 9-13 Any

    6 14-18 Diminutive or greater

    9 19-32 Tiny or greater

    12 33-46 Small or greater

    17 47-60 Medium or greater

    22 61-90 Medium or greater

    32 91-150 Large or greater

    42 151-210 Huge or greater

    57 211-270 Huge or greater

    72 271-360 Huge or greater

    92 361-450 Gargantuan or Colossal

    110 451-550 Gargantuan or Colossal

    135 551-700 Gargantuan or Colossal

    170 701-900 Colossal

    210 901-1,100 Colossal

    260 1,101-1,300 Colossal

    320 1,301-1,600 Colossal

    400 1,601-2,000 Colossal

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    Base Price:

    Cost by Construction Points

    10, +150k,

    +.5k

    20, +155k,

    +.75k

    30, +165k, +1k

    40, +180k,

    +1.5k

    50, +1100k,

    +2k

    60, +1125k,

    +2.5k

    70, +1155k,

    +5k

    80, +1215k,

    +10k

    90, +1325k,

    +15k

    100,+1

    490k,+20k

    110, +1

    715k,

    +25k

    120, +1

    1m,

    +30k

    130, +1

    1.33m,

    +35k

    140, +1

    2.05m,

    +40k

    150, +1

    2.49m,

    +50k

    160, +1

    3.04m,

    +60k

    170, +1

    3.7m,

    +80k

    180, +1

    4.58m,

    +100k

    190, +1

    5.68m,

    +120k

    200,

    +1

    7m,

    +140k

    210, +1

    8.54m,

    +160k

    220, +1

    10.3m,

    +180k

    230, +1

    12.28m,

    +200k

    240, +1

    14.48m,

    +225k

    500, +1

    72.98m,

    +250k

    1,000, +1

    197.98m,

    +500k

    1,500, +1

    447.98m,

    +1m

    2,000, +1

    947.98m,

    +1.5m

    Weapon Formulas:Starship weapons can be created using a few simple formulas. The first step is to determine the

    class of the weapon, which determines all of the base characteristics of the weapon. From there

    the weapon's characteristics may be increased or decreased, altering the weapon's cost andemplacement cost. The worst possible weapon would have 1d4 damage with point-blank range,and the best possible weapon would have 5d12 damage with long range.

    Characteristic Starfighter Transport Capital

    Shipper Decrease per Increase

    Number of Dice 2 3 4 -2 emp, -3000

    credits

    +3 emp, +4000

    credits

    Size of Dice d6 d8 d10 -1 emp, -1000

    credits

    +2 emp, +1000

    credits

    Maximum Range Short Medium Long -3 emp, -2000

    credits

    +4 emp, +3000

    credits

    Number of

    Missiles

    4 8 12 -1 emp, -1000

    credits

    +1 emp, +2000

    credits

    EmplacementPoints

    4 5 6

    Cost 1000 3000 5000

    There are a variety of options that may modify a weapon, changing its emplacement and creditcosts.

    Characteristic Emplacement Point Cost Credit Cost Special

    Multifire +1 +2000

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    Autofire +2 +3000

    Fire-Linked varies varies Starfighter and transport only

    Fire-Control varies varies

    Partial Turret +1 +1000

    Full Turret +2 +2000

    Battery x5 x5 Transport and captial only

    Point-Defense System x20 x20 Capital only

    Ion +2 +3000 May not also be a tractor beam

    Tractor Beam +1 +2000 May not also deal ion damage

    Placing Weapon Systems:

    You may not mount a weapon outside of your class. Medium-size and greater ships cannot have

    more than half of their weapon emplacement points (and hence their weapon systems) in the

    same firing arc, with turreted weapons counting as their own arc.

    Weapon Listing:

    Blasters Damage Max

    Range

    Fire

    Mode

    Emplacement

    Points

    Cost Class

    Autoblaster 2d6 Short (5) Autofire 6 4000 Starfighter

    Triple Blaster 2d4 Short (5) Multifire 4 2000 Starfighter

    Light Blaster Cannon 1d4 Short (5) Multifire 2 500 Starfighter

    Blaster Cannon 2d6 Short (5) Multifire 5 3000 StarfighterHeavy Blaser Cannon 2d8 Short (5) Multifire 7 4000 Starfighter

    Lasers Damage Max

    Range

    Fire

    Mode

    Emplacement

    Points

    Cost Class

    Twin Laser Cannon 2d4 Short (5) Multifire 4 2000 Starfighter

    Point Laser Cannon 2d4 Short (5) 3 500 Starfighter

    Light Laser Cannon 2d6 Short (5) 4 1000 Starfighter

    Laser Cannon 2d8 Short (5) 5 2000 Starfighter

    Heavy Laser Cannon 2d10 Short (5) 8 3000 StarfighterAssault Laser Cannon 2d12 Short (5) 10 4000 Starfighter

    Quad Laser Cannon 3d12 Short (5) Autofire 8 6000 Transport

    Escort Quad Laser Cannon 3d8 Medium

    (10)

    Autofire 7 6000 Transport

    Longshot Quad Laser 3d10 Long (20) Autofire 13 10000 Transport

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    Cannon

    Turbolasers Damage Max

    RangeFire

    ModeEmplacement

    PointsCost Class

    Double Turbolaser Cannon 3d10 Long (20) Multifire 12 9000 Transport

    Heavy Double TurbolaserCannon

    4d8 Long (20) Multifire 6 6000 Capital

    Light Turbo Quadlasers 4d8 Long (20) Autofire 7 7000 Capital

    Turbo Quadlasers 4d10 Long (20) Autofire 8 8000 Capital

    Turbolaser Cannons 4d6 Long (20) 4 3000 Capital

    Light Turbolaser 4d8 Long (20) 5 4000 Capital

    Medium Turbolaser 4d10 Long (20) 6 5000 Capital

    Turbolaser 4d12 Long (20) 8 6000 Capital

    Missile Listing:

    Type of Missile Damage

    Piloting DC to

    DodgeDefense vs

    Attacks

    Minimum

    Class

    Missile

    Slots

    Required Cost0 rds1

    rd 2 rds0

    rds1

    rd2

    rds

    Concussion Missile 2d8 35 25 30 29 30 32 Starfighter 0.5

    Heavy Concussion

    Missile

    3d8 33 23 27 27 29 31 Transport 1

    Assault Concussion

    Missile

    4d8 31 21 26 26 28 30 Capital

    Ship

    2

    Energy Torpedo 2d10 30 20 25 26 28 30 Starfighter 1

    Proton Torpedo 3d10 28 18 23 25 27 29 Starfighter 2

    Heavy ProtonTorpedo

    4d10 26 16 21 24 26 28 Transport 3

    A launcher may only have one type of missile loaded in it at a time.

    Additional Systems List:There are several other systems which a starship may have. They are summarized below.

    Communications:

    Cost: varies, Requirements: negligible

    Effect: Allows the ship to communicate with others.

    System Range Quality Cost

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    Comm Planetary Audio 1000

    Video Comm Planetary Audio and video 1500

    Subspace transeiver System-wide Audio, video, and holo 3000

    Hypertransceiver Galactic Audio, video, and holo 10000

    HoloNet transceiver Galactic Audio, video, and holo, plus HoloNet access 250000

    Enhanced Sensors:Cost: 2000/5000, Requirements: negligible

    Effect: +2/+4 bonus to sensor rolls

    Enhanced Nav Computer:

    Cost: 5000/10000, Requirements: negligibleEffect: +2/+4 bonus to astrogate rolls

    Armor Plates:Cost: 10/20/30 Construction Points

    Effect: Gain a permanent DR of 2/4/6 at the cost of a -4/-6/-8 penalty on Pilot checks.

    Maneuvering Systems:

    Cost: +5 Construction Points

    Effect: Adds an equipment bonus to pilot checks, from +1 to +3. Doesn't stack with ion engine orother equipment bonuses. Gargantuan and larger ships may not have a +3 system, and Colossal

    ships may not have anything beyond a +1 system. The cost is 5 for starfighters and transports,

    but for capital ships the construction point cost is multiplied by an amount equal to the ship's size

    modifier.

    Personal Scale Weapon:Cost: As weapon, Requirements: 1 emplacement point

    Effect: The ship has a personal scale weapon for use against targets within range (treat as if fired

    from a medium-size individual). This weapon is completely ineffective in starship combat.

    Backup Shield Generators:

    Cost: see table, Requirements: see tableEffect: Double shield point regeneration

    Ship Size Credit Cost Emplacement Cost

    Colossal 500000 30

    Gargantuan 192000 15

    Huge 96000 10

    Large 48000 8

    Medium 12000 6

    Small 6000 5

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    Tiny 3000 4

    Diminutive 2000 3

    Fine 1000 2

    Escape Pods:Cost: 20000 each, Requirements: 10 metric tons eachEffect: Gain additional escape pods. Ships come with a number of free escape pods based on

    their size. Standard escape pods hold up to 8 people.

    Ship Size Number of Free Escape Pods

    Colossal 24

    Gargantuan 18

    Huge 12

    Large 6Medium 3

    Small 2

    Tiny or less 0

    Gravity Well Projector:

    Cost: 50000, Requirements: 100 emplacement points

    Effect: Interfers with hyperspace travel for 5 minutes once activated. Takes 1 minute to activate.Has a range of point-blank, with each additional projector increasing the range by one category.

    Stygium Crystal Cloak:Cost: 150,000,000, Requirements: 1 metric ton

    Effect: Renders the ship undetectable both visually and to sensors. Completely undetectable by

    any means when stationary, not communicating, and not attacking. Can be detected at shortrange if it moves or communicates, but with a +10 to the DC. Location is given away if it

    attacks. Attacks against it have a 50% chance of missing, and the attacker must guess at its

    location.

    Hibridum Cloaking Device:

    Cost: 250,000, Requirements: 250 metric tons

    Effect: As Stygium Crystal Cloak, except that when active the ship cannot make scans.

    Sensor Masks:

    Cost: see table, Requirements: see tableEffect: Increases the DC to detect a ship using scanners

    Sensor Mask Quality Cost DC Modifier

    Marginal 20000 +2

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    Ordinary 40000 +4

    Good 80000 +6

    Amazing 150000 +8

    Converting Old Starships:Converting a starship to this system is fairly simple. First, divide its shield and hull points by 5,keeping in mind any applicable maximums (see construction tables above). Divide any fire-

    control modifiers by 2. Treat its weapon systems as dealing damage as listed above. Finally,

    subtract 5 points from its defense, and ignore any damage reduction it may have.