Monday, December 27, 2010

[Future Perfect] Professor Jorge Arroyo

Professor Jorge Arroyo was, until recently, the Chair of the History Department of the Coalition Academy of Arts and Sciences.  Renown as one of the preeminent scholars of military history, tactics, and fleet actions, his sudden departure from academia was a shocking turn to most people who knew him as a careful and methodical individual.  And his more recently discovered association with known criminal syndicates only makes things all the stranger.  However, people closest to Jorge know that once he takes an interest in something, he will doggedly pursue it until he's learned all he can on the matter.  So whatever it is that has snatched his fancy won't let go for a while. 

Jorge grew up and served among the mercenary companies comprised of so many in the Coalition fringes and quickly distinguished himself as a masterful tactician and field officer.  He served with the Storm Legion for 22 years before retiring to pursue his interests in academia.  Enrolling at CAAS, he earned multiple junior and advanced degrees, took a position first as a Lecturer, then as a Professor, which he held for nearly 40 years.

Though his age certainly has been catching up to him (he's over 80!), he has taken a number of youth treatments, exercises regularly, and has been fitted with high-end Biotuning and Organ Enhancement systems which provides him a level of vitality and stamina equivalent to a man in his mid-50s.

NAME:  Jorge Arroyo
Gender:  Male
Gene Template:  Human
Cultural Template:  Military

* Agility d6
* Smarts d10
* Spirit d8
* Strength d4
* Vigor d8 (d6)

Biothreshold:  5 (0)
Charisma: 0
Pace: 6" + 1d6"
Parry: 5
Toughness: 9 (3 Armor)

Scholar (Battle and History)
Connections (Paramilitary Forces)
Connections (Academic Community)
Level Headed

Cautious (m)
Curious (M)
Obsessive (m)

Driving d4, Fighting d6, Gunnery d6, Hacking d6, Investigation d10, Knowledge (Battle) d12, Knowledge (History) d12, Knowledge (Military Protocol) d10, Notice d8, Persuasion d6, Piloting d4, Shooting d6, Stealth d6, Streetwise d8

iPlugs [ AV2 ]
Nano-Purifiers [ AV1 ]
Bio-Tuning and Organ Enhancement [ AV2 ]

Armored Academics Robe (Biopolymer, 3 Armor)
Polycarbon Glass Knife
Securitech "Standard" Sidearm
Hacking Rig w/Datapad, SysNet, and SubNet Feeds (+1 to Hacking Rolls)
Vast Digital Library (+1 to Investigation and Knowledge Rolls)

(5) Cabal (Hacker, Teacher): Availability +1, Capability d8 / +3 (Hacking), Influence +1 (Off-Grid Datafortresses)
(8) Dr Janus Camino (President of the Coalition Academy of Arts and Sciences): Availability +1, Capability d10 / +4 (Academics, Employment), Influence +2 (Academic Community)
(9) Lord Johan Mutt (Regency Fleet Admiral): Availability +1, Capability d10 / +4 (Resources, Information), Influence +3 (Regency Military)
(6) Basil Ellington (Senior Design Engineer, Alliance Shipyards): Availability +1, Capability d10 / +4 (Engineering), Influence +1 (Alliance Military Contractors)

Recognized Excellence: 800cr, Storm Legion (Mercenary Company, +2 Rep), Impossibly Good Performance as a Tactical Officer during several key engagements
Professional Mentor: Hacking, plus Mentor as a Contact
Meeting All Kinds of People:  3pts of Contacts, and +1 Reputation with Academic Community

Interfaction Academic Community ( +2 )
Storm Legion Mercenary Company ( +2 )
Rockfall Militia ( -1 )
Blue Mountain Merchant Clan ( -1 )

Sunday, December 26, 2010

[Future Perfect] Cole Turner

Cole Turner is a character made by a player unable to play full time in the Identity Function campaign due to moving out of state. However, the character remains an interesting nexus of activity since he represents a legal authority who has been forced to travel beyond the bound of his jurisdiction and stands in juxtaposition to the criminal fringe represented by most of the other player characters.  

NAME:  Cole "Juice" Turner
Gender:  Male
Gene Template:  Augment
Cultural Template: Corporate

Agility  d8
Smarts  d10 (Cognitive Augment)
Spirit d6
Strength d6
Vigor d6

Biothreshold: 7(2)
Charisma: +0
Pace: 6"+1d6"
Parry: 6
Toughness: 5

  • Bioattunement
  • Authority (Alliance Territory)
  • Investigator
  • Bio-Enhancement Reliance (Major) (Augment): -1 Benny per session.
  • Quirk (Minor) (Augment): Corrects incorrect facts or exaggerations, except his own.
  • Code of Honor (Major)
  • Loyal (Minor)
  • Vow (Minor): Law Enforcement
Driving: d4, Fighting: d8, Investigation: d8, Knowledge (Criminal Underworld): d6, Knowledge (Corporations): d4, Notice: d8, Persuasion: d6, Piloting: d6, Shooting: d6, Stealth d6, Streetwise: d8, Survival: d4, Language: Imperial Standard (Native)

  • Eidetic Memory (Augment) [AV0]
  • IPlugs [AV2]
  • Knocker (1d6+1d4+2, Con P)
  • Stun Sword (Stun, No Range, +1 to Fighting Rolls, Con P)
  • Twilight Gunworks, Hunter Blaster Pistol (3d6 AP2, 15/30/60, RoF1, 30 Shots, High Quality, Str Min d6, Con J)
  • Armored Clothing (Heavy Biopolymer, Armor +3)
  • MKII Defensive Screen: [-2 to Be Hit; +2 Armor vs AoE; 2 Power per Round being used]
  • (1) Standard Light Power Cell (In addition to ones being used by other gear)
  • Optical System with Data projection and SysNet feed access
(4) Amalia Jackson [Ex-Girlfriend, Corporate Contact]: Availability +0; Capability d8/+3 (Corporate Records); Influence +1 (Alliance Corporations)
(3) Skootz O'Schnizzle [Street Informant, Alliance Territories]: Availability +0; Capability d6/+2 (Information); Influence +1 (Fringe Culture)

  1. Enemy: Girlfriend from before joining the Military. Picked on her for her choice to remain in the corporate culture. She stopped speaking to me.
  2. So Much Action, So Little Time: Realized I made quite a few "mistakes" while in the military. Learned the value of loyalty and made amends with my ex when I got out of the military. Gained her as a contact.
  3. Rival: Service Provider/Underling; Targeted/Antagonistic.  Is Backed by a Large Corporation and holds good influence with them
Alliance [+1]

Cole was born to a semi-affluent corporate family on Matterhorn Station in the Alliance. He was augmented at the age of 2 to enhance his memory. Cole took to the augments very well as he aged, but not to his studies. Cole was always more interested in physical activities, even though he was clearly designed for more cerebral work. Using his eidetic memory, Cole was able to put as little effort as possible into his pre-University school years.

Cole had a desire for something different, something adventurous. He joined the Alliance Military when he became old enough. While his parents supported him, he knew they didn't approve. But he didn't care. He joined the Infantry, tried his hand as a “Cloudjumper” HaLo jumptrooper, and finally as forward operator for the special forces. He had a lot of fun during his time there, but he never quite fit in. He was clearly the smartest guy in every squad, which earned him the nick-name "Juice" (for Brain Juice), and his supervisors kept trying to nudge him into positions that didn't require physical aptitude. This never dissuaded Cole, but eventually his common sense won out.

Cole wanted to branch out, and plan a little more for the future. He knew the military wasn't where he wanted to be, so he was drawn to a profession in which he could utilize his cognitive processing, and still maintain an edge of excitement. Using his background in the military, Cole was able to secure a position with the Fugitive Detection Service and became a bounty hunter with a badge.

Once in training for his new position, Cole immediately knew this career would change his perception of the world he lived in. He couldn't fully prepare himself for understanding the type of people he would routinely encounter. Dealing with criminals, back alley deals, and down-right messed up people, it was trial by fire.

He's slowly gotten the hang of it, and dodged a few close calls with being on the wrong end of a gun, but not much feels better than tracking down and capturing people that barely deserve the skin they wear.

Tuesday, December 21, 2010

[Future Perfect] Martial Arts Rules (v.1b)

Future Perfect uses the Fighting Skill plus a handful of Edges to represent Martial Arts. This system is designed to be simple, yet flexible, and not make issues of styles or particular techniques. The focus is to be kept on the game play itself; since Future Perfect is neither a game of competing martial arts, nor are they a particularly important component of the setting providing too much detail might otherwise distract from more important matters. Instead, the system presented is one that reflects general groups of techniques, illustrating the character’s increased competence with each particular type of fighting.

All characters wishing to use Martial Arts must select the Martial Artist Edge, provided they can meet its minimum requirements:

Martial Artist (Agility d6, Fighting d6):
The character is trained in the nuances of hand to hand fighting and never is considered to be unarmed in combat. Furthermore, such a character leaves little if any openings to be exploited by multiple attackers, so multiple attackers never gain a Gang-Up bonus against this character in hand to hand combat.

Experienced Martial Artists can go on to buy one or more specialty Edges from among the following:

Brawler (Martial Artist, Strength d6):
The character is trained from a variety of experiences and environments, from the streets to back alleys and bar rooms. Brawlers are adaptable, and may use any object, or even their environment, as an improvised weapon without a penalty. Generally, foreign objects and environmental hazards can be considered to provide +1d6 to Damage Rolls. The GM may decide that small or less dangerous objects only add +1d4 to damage; similarly, larger or more dangerous objects may provide +1d8 to damage.

Hardass (Martial Artist, Brawler, Strength d6, Vigor d6, Seasoned; Edge Track):
Against Melee attacks (and only Melee attacks), the character gets +1 to all rolls to avoid being Shaken or Damaged. Additionally, if attempting to demonstrate how tough he is, Intimidation rolls made by this character are at +1 when initiating or involved in a fight.

Striker (Martial Artist, Fighting d8):
From Fists and Fingers to Elbows, Knees and Feet, this character’s body is a well-conditioned weapon designed for beating an opponent senseless. Strikers inflict an additional 1d4 to damage when fighting without a weapon, unless they score a raise on their attack roll, in which case they may add their Fighting Skill die to damage (in addition to the d6 from the raise).

Counterstriker (Martial Artist, Striker, Fighting d10, Seasoned; Edge Track):
The Martial Artist is skilled at fast block and counter attack combinations. He may take a single free Fighting attack against one opponent who failed their own melee attack against him in the round, provided they are within range. This attack must be a normal attack (no attack maneuvers), though it may be used when paired with the Defend maneuver.

Grappler (Martial Artist, Vigor d6):
Grapplers gain a +2 on all Grappling Rolls, including Escapes and attempts to Damage their opponent.

Improved Grappler (Martial Artist, Grappler, Vigor d6, Agility d6; Edge Track):
Grapplers with this Edge reduce any penalties for called shots while Grappling (and only while Grappling) by two.

Dirty Fighter (Martial Artist, Smarts d6):
Dirty Fighters are those rotten, underhanded miscreants who’d punch a baby just to distract their target, and then follow up with a kick to the targets groin or a nasty eye-gouge. Dirty Fighters gain +2 to Trick Maneuvers.

Really Dirty Fighter (Martial Artist, Smarts d6, Seasoned; Edge Track):
Skilled Dirty Fighters may get The Drop on their opponent automatically, provided a Bennie is spent and the nature of the Trick is described adequately (see Solomon Kane).

Internal Stylist (Martial Artist, Spirit d8):
Fighters adept at Internal martial techniques excel at projecting energy and force when striking their opponents. Their strikes gain Armor Piercing equal to half their spirit die.

Internal Master (Martial Artist, Internal Stylist, Spirit d10, Seasoned; Edge Track):
Internal Stylists who achieved true mastery may hurt their opponents with even a single touch. Even if no damage is taken, a character struck (even with a touch attack) in combat must make a successful Spirit roll or be Shaken.

Mobile Fighter (Martial Artist, Fighting d6, Agility d8):
The fighter may disengage from combat freely without provoking an attack.

Improved Mobile Fighter (Martial Artist, Mobile Fighter, Seasoned; Edge Track):
See the Fleche Edge from Solomon Kane.

Friday, December 17, 2010

[House Rule Musings] Trading Down Dice

One common gripe among my players is that skills in Savage Worlds reach a point where extraordinary successes (in the form of Acing) become less likely despite higher levels in a skill. The concern is over the reduced likelihood for the larger die types to "Ace"; d6's and d8's provide what they feel is the best balance point, despite the higher median rolls of d10s and d12s.

To address this concern, I'm proposing the ability to "trade down" larger dice into pools of smaller ones -- That is, to allow a player to roll more than one die of a lower type than their trait value instead of the trait value itself.

For example, Gabriel has a Shooting of d10. However, his player prefers the odds of acing he had rolling d8s. So, Gabriel can opt to roll 2d8 and keep the higher of the two results, instead of rolling a single d10.

The ability to trade dice down for trait rolls is not something that needs to be universally applied. It need only be an OPTION for high (d10+) traits, and should only reduce individual dice rolled down to d8s. A d12 rated skill could be broken down into 2d10 or 3d8, per the player's wishes. Legendary skill values of d12+1 (or higher) would add their bonus value to the highest die rolled in the pool and not add additional dice. This helps to keep the total pools manageably small, just as restricting die reduction to a d8 at the smallest minimizes confusion with Wild Dice.

If a further restriction of this rule variant is required, another possibility would be to require that trading down die values can only be a valid option for "specialty pools", that is, when engaging in a specialized use of a Skill.
Since Savage Worlds skills are so broad, a specialization can be named once a character reached d10 in a Skill. A Trait Die could be traded down only when rolling for that specialization, and not generally.

For example, if Gabriel has a d10 Shooting, with a specialization in Assault Carbines, he could roll 2d8 and keep the higher result when shooting a Klein-Fulton Komodo Assault Carbine, but would roll his normal 1d10 when shooting anything else.

Listed below is a breakdown of how skill die values could be disassembled.

Skill Value
Trade Value
Trade Value

Wednesday, November 03, 2010

[Future Perfect] Mattock-Class Breaker

Designed and redesigned again and again, Arcturus Heavy Industries Mattock is just the newest incarnation of small(er) Breaker Ships deployed to shatter asteroids, take/test core samples, and collect small mineral deposits. Some Mattock’s may even act as a minesweeper to ferret out and destroy any surprises left by hostile merchant Clanners. Mattock-Class starships are intended for long term deployment within a localized area as they lack any advanced FTL capabilities and are often picked up or dropped off by larger transport vessels that pass through a territory. Some Mattock’s have made it to the open market, and a few venders even offer specialized variants. One such variant commonly finds service with paramilitary units, excelling at “Grab and Smash” style assaults by using the Tractor beams in conjunction with its cannons, and replacing one or more cargo holds with an FTL System and Gate Beacon.

Mattock-Class Breaker

Manufacture: Corporate (Arcturus Heavy Industries)
Size: Medium
Power: 25
Acc: 120 Top: 900 Handling: +0
FTL: None
Crew: 5 Hull: 30 (13)

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Pattern Recognition)
  • Science Station (Physical Sciences; 1 Space, 1 Power)
  • Extended Crew Facilities
  • Advanced Scanners (+1 Notice)
  • (2) Cargo Holds (2 Spaces)
  • (2) Medium Tractor Beams (4 Spaces, 6 Power Each]: Medium (3d6), v Small or Medium Only
  • (2) Scatter Cannons [1 Space, 2 Power Each]: 80/160/320; 4d6 AP4; Small Burst Template; RoF1

Monday, October 25, 2010

[Future Perfect] Bruin Command Carrier

Expanding upon the designs of the old Imperial Juggernaut, the Regency’s Bruin-Class Command Carrier bears much in common with that venerable class of ship – however, the Regency made everything bigger and more potent. The Bruin is tougher, larger, faster to accelerate, and capable of dealing vastly increased damage output when compared to its predecessor. The Bruin is a mainstay on any Regency fleet battle, with one or more of these intimidating ships coordinating fleet movements and assaults. It is meant to battle at a distance, since it bears only a pair of scattergun arrays for attacks against nearby targets. Instead, several compliments of fighters and gunships are kept ready for instant deployment to engage any vessels that venture too lose; additionally, several other ships from fighters and gunships to heavier frigates (like the Bison or Gallardo) almost always are found flying as part of a Bruin’s larger command group.

Bruin Command Carrier

Manufacture: Regency
Size: Colossal
Power: 370
Acc: 60 Top: 240 Handling: -4
FTL: Gate Key, Regency H-Space Drive
Crew: 190 Hull: 145 (63) (Armor 63)

Ship Systems:
  • Starship
  • Computer with AI: (Bulldog-Class; d8 Smarts, Power 14, Spaces 12*): Piloting d8, Shooting d8, Knowledge (Astrogation) d8, Knowledge (Battle) d8, Repair d8, Notice d8, Stealth d8, Medical d8; Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Regency H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (15 Small/Medium Each) [30 Spaces]
  • (20) Exterior Docking Clamps (10 Space; 5 Power))
  • (18) Bed Sickbay (6 Spaces, 6 Power)
  • (80) Marines (8 Spaces, 8 Power)
  • (10) Cargo Holds (10 Spaces)
  • (15) Cell Security Brig (5 Spaces, 5 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • MKI Deflector Screen (-1; 6 Spaces, 6 Power)
  • AGS (Advanced Guidance System)
  • (1) Colossal Spinal Mounted Cannon [42 Spaces, *Power]: 12d10 AP185*
  • (2) Dual Scatter Cannon (Light) Arrays [Turret; 1 Space, 3 Power each]: 80/160/320; 4d8 AP4; Small Burst Template; RoF1
  • (4) Predator Torpedo Launchers (4 Spaces total, 1 Power to launch any number): 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (24) Additional Predator Torpedoes (4 Spaces)
  • (4) AMCM (4 Spaces)

Friday, October 22, 2010

[Future Perfect] Star Crab Assault Carrier

An early Alliance vessel, the Star Crab was developed during the time of increased tensions that caused the Alliance and Coalition to split apart. Intended as both an all-purpose command vessel and a long-range explorer, the Star Crab combines excellent offensive capabilities with carrier functions and a large number of support systems. For decades this ship has been the symbol of Alliance military power on the larger strategic theater, with several dozen Star Crabs providing a constant presence on the Alliance/Regency DMZ near Oceana and coordinating the regional fleet. Similarly, the Alliance has a handful of these vessels in the Frontier, not only holding their position to defend their ships during Gateway access, but to defend their colonies. Even with the newer Hyperion capitol ships becoming an ever more common sight, the Star Crab's superior weaponry and greater Carrier capabilities makes it unlikely this design will go away any time soon, especially when used for heavy assaults.

Star Crab, Alliance Command Carrier

Manufacture: Alliance
Size: Colossal
Power: 292
Acc: 45 Top: 240 Handling: -4
FTL: Gate Key, Alliance H-Space Drive
Crew: 168 Hull: 130 (60) (Armor 60)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with AI: (d6 Smarts, Power 12, Spaces 12*): Piloting d6, Shooting d6, Knowledge (Astrogation) d16, Knowledge (Battle) d6, Repair d6, Notice d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Alliance H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Alliance Sensors (+2 Notice)
  • Large Mechanical Shops (Repair Facility; 4 Spaces, 4 Power)
  • (2) Ship Launch Bays (12 Small/Medium Each) [48 Spaces]
  • (12) Exterior Docking Clamps (6 Space; 3 Power))
  • (24) Bed Sickbay (8 Spaces, 8 Power)
  • (70) Marines (7 Spaces, 7 Power)
  • (10) Cargo Holds (10 Spaces)
  • (24) Cell Security Brig (8 Spaces, 8 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • AGS (Advanced Guidance System)
  • (10) Twilight Gunworks, Dual Medium Pulse Cannon Arrays: [2 Spaces, 3 Power]: 125/250/500, 3d10 AP8, RoF2
  • (2) Dual Superheavy Polyphase Beam Cannon Arrays [6 Spaces, 12 Power]: 100/200/400, 8d12 AP15, RoF1 [12]
  • (3) Heavy Missile Racks [2 Spaces; 1 Power; 4 Shots; Each] 250/500/1000; 6d6 AP12; RoF1-4 [6]
  • (48) Additional Heavy Missiles [6 Spaces]
  • (2) Huge Tractor Beams (8 Spaces, 10 Power) [12d6] [16]
  • (2) AMCM

Tuesday, October 12, 2010

[Future Perfect] Hyperion Command Carrier

The newest capital ship in the Alliance armada, the Hyperion Command Carrier is considered by many experts to be the most advanced starship serving in any Fleet in Faction Space. Though it has relatively light armament compared to other ships of its class (especially it’s “predecessor”, the Star Crab), the Hyperion is an extremely durable starship defensively and is by no means weak in its offense. The Alliance has spared neither effort nor expense on these ships, incorporating Defensive Screen Technology intended for use on Orbital Stations as well as the bleeding-edge Sentinel AI system. The integrated Sentinel class intelligence makes the Hyperion Carrier a superior tactical ship, with the AI managing and/or assisting its crew in everything from piloting and astrogation to gunnery and battle-strategy. Its tractor beam cannon makes this ship an excellent interdictor as well, and paired with its large compliment of Predator Torpedoes, a superior player at the game of Grab and Smash.

Hyperion Command Carrier

Manufacture: Alliance
Size: Colossal
Power: 350
Acc: 50 Top: 265 Handling: -4
FTL: Gate Key, Alliance H-Space Drive
Crew: 130 Hull: 165 (75) (Armor 75)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Experimental AI [Sentinel-Class] (d12 Smarts, Power 18, Spaces 12): Piloting d12, Shooting d12, Hacking d12, Investigation d12, Knowledge (Astrogation) d12, Knowledge (Battle) d12, Repair d12, Medical d12, Notice d12, Stealth d12, Security d12, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Alliance H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Alliance Sensors (+2 Notice)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (12 Small/Medium) (24 Spaces)
  • (12) Exterior Docking Clamps (6 Space; 3 Power))
  • (15) Bed Sickbay (5 Spaces, 5 Power)
  • (60) Marines (6 Spaces, 6 Power)
  • (12) Cargo Holds (12 Spaces)
  • (24) Cell Security Brig (8 Spaces, 8 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • AGS (Advanced Guidance System)
  • MKV Deflector Screen (30 Spaces, 30 Power)
  • (4) Twilight Gunworks Quad Heavy Beam Cannon [6 Spaces, 9 Power each]: 125/250/500, 4d12+8 AP10
  • (2) Twilight Gunworks Ultraheavy Pulse Cannons (6 Spaces, 6 Power): 125/250/500, 8d8 AP15, RoF2
  • (4) Predator Medium Torpedo Launchers [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (30) Additional Predator Torpedoes (5 Spaces)
  • (1) Colossal Tractor Beam (12 Spaces, 14 Power)
  • (2) AMCM

-[ SUBNET Engaged... ]-

>>[Ajax Stone, Sergeant - Greyjackets]->> Watch out for these ships, they may not pack the fire power of a Star Crab, but they don’t need it! They have a seriously nasty bite, and that Sentinel system is downright scary. We lost a light battlecruiser because we got too close; the Hyperion’s Sentinel used its SysNet links to hack into our ship’s AI and turn it against us. Nearly two dozen men were lost in that engagement, including a couple of our best pilots.
>>[Gavin Dace, Meat Popsicle]->> Your pilots couldn’t have been that smart in the first place, Ajax, to get so close to a ship with such nasty interdiction capabilities. A Class-VI tractor beam should never be disregarded so flagrantly.
>>[61TO, Romanov-Ikura Financial Union]->> Burn!

-[ SUBNET Disengaged ]-

Sunday, October 10, 2010

[Future Perfect] Imp Heavy Fighter

One of Zero-G's earlier fighter designs, the Imp is a two-man heavy fighter intended for light escort missions (often for Corporate-owned freighters) and short engagement hit-and-run assaults. Despite its comparably slow speed in relation to many other fighters, the Imp's superior handling capabilities makes it easy to pilot and still a viable contender in dogfights. One of the Imp's strengths is its capability for attacks at multiple ranges – not just a short range fighter, the Imp can launch missiles ate long distance, even as it closes the gap to fire its devastating twin double cannon arrays.

Imp Heavy Fighter

Manufacture: Corporate (Zero-G)
Size: Small, Heavy
Power: 15
Acc: 180 Top: 1080 Handling: +2
FTL: None
Crew: 2 Hull: 18 (6) [Armor 6]

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer with Autopilot, Target Acquisition/Control, Fire Control
  • (2) Medium Double Beam Cannon Arrays [2 Spaces, 3 Power]: 4d10 AP8, 100/200/400, RoF1
  • (2) Light Missile Racks [1 Space; 1 Power; 4 Shots each]: 4d6 AP6; 250/500/1000; RoF1-4

Saturday, October 09, 2010

[Future Perfect] Harpy Heavy Fighter

One of the heavy hitters among the Collective's fighter craft, the Harpy is one of the few designs not intended for Drone flight or remote operation. A heavy, two man starfighter, with a pilot and a dedicated gunner to manage the full turret mounted Heavy Pulse Cannon on the ship's underside. Often used to fly escort during fast actions involving one or more quick H-Space jumps, the Harpy has a Lock System for riding a larger vessel's H-Space wake. Thus, the Harpy can strike immediately, without pause... and without mercy.

Harpy, Collective Heavy Fighter

Manufacture: Collective
Size: Small, Heavy
Power: 15
Acc: 180 Top: 1080 Handling: +1
FTL: H-Space Lock
Crew: 2 Hull: 20 (6) [Armor 6]

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer with Autopilot, Target Acquisition/Control, Fire Control
  • H-Space Lock (1 Power)
  • (1) Medium Double Beam Cannon Array [2 Spaces, 3 Power, Fixed Mount]: 4d10 AP8, 100/200/400, RoF1
  • (1) Turret Mounted Heavy Pulse Cannon [3 Spaces, 3 Power, Turret Mount]: 4d8 AP10, 100/200/400, RoF2

Thursday, October 07, 2010

[Future Perfect] Ragnarok Arms Predator

Ragnarok Arms’ general purpose starfighter, the Predator is often considered this corporation's attempt to make their own ASP design. However, this ship is essentially little more than a flying cannon. It’s Valkyrie Particle Cannon can devastate other ships of its class as well as larger gunships, and its Advanced AMCM System provided a welcomed defensive touch. Many experts are of split opinions regarding this design. Some critics argue that while the Valkyrie cannon is indeed a dangerous weapon, it is also energy inefficient. Others praise the weapon, and indeed, replace the single cannon with a dual-cannon array, remove the AMCM, and tweak the power plant efficiency to better handle the added load. No matter what your opinion, this ship’s “under the nose” hard point makes the Valkyrie cannon easy to replace with other weapons. Ragnarok Arms offers a “Stealth Paint” version of the Predator, the Predator-S, as a standard option. The Predator-S sees regular use on many Interzone Black-Ops teams.

Predator, Medium Fighter

Manufacture: Ragnarok Arms
Size: Small
Power: 12
Acc: 200 Top: 1200 Handling: +1
FTL: None
Crew: 1 Hull: 16 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Target Acquisition/Recognition, Fire Control, Pattern Recognition, and Autopilot
  • Starship
  • Atmospheric
  • [Optional] “Stealth Paint”: +2 to Stealth rolls with vehicle
  • (1) Ragnarok Arms Valkyrie Particle Projection Cannon: [3 Spaces, 4 Power]: 100/200/400; 4d10+4 AP12; RoF1
  • (1) Ragnarok Arms AMCM System (+1 to Rolls; 1 Space)

Tuesday, October 05, 2010

[Future Perfect] Bison Ship-of-the-Line

The Bison was a heavy frigate in development by the Imperial Government at the time of the Regents’ ascendance to power. Due to increasing pressure from Alliance incursions, especially along the Frontier, the Bison’s designs were completed per the Regency’s adjusted specifications. Some of these adjustments included increased thrust and a standard AI system (nearly identical to the type integrated into the Gallardo Battlecruiser, considered by some to be the Bison’s sister ship). Capable of existing independently for extended campaigns, the Bison often holds its own as a support vessel for ground assault operations, maintaining a low-orbit while Dropships hit a world’s surface. But where the Bison really shines is along a defensible line, often being used as the final word against blockade runners and illicit freight rushers needing to reach a fixed destination. Put the Bison where it needs to be and leave it there; once in place, this Ship-of-the-line can handle itself.

Bison, Regency Ship-of-the-Line

Manufacture: Regency
Size: Huge, Heavy
Power: 86
Acc: 75 Top: 450 Handling: -2
FTL: Gate Key, H-Space Lock
Crew: 38 Hull: 80 (40) (Armor 40)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8):
  • Piloting d6, Shooting d6, Knowledge (Battle) d6, Repair d6, Notice d6, Stealth d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link
  • Enhanced Crew Facilities
  • H-Space Lock (1 Power)
  • Gate Key (1 Space, 1 Power)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (4 Small/Medium) (8 Spaces)
  • (8) Exterior Docking Clamps (4 Space; 2 Power))
  • (15) Bed Sickbay (5 Spaces, 5 Power)
  • (60) Marines (6 Spaces, 6 Power)
  • (12) Cargo Holds (12 Spaces)
  • AGS (Advanced Guidance System)
  • (2) Superheavy Scatter Cannons [5 Space, 5 Power]: 6d10 AP8; 80/160/320; Small Burst Template; RoF1
  • (2) Predator Medium Torpedo Launchers [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (18) Additional Predator Torpedoes (3 Spaces)
  • (2) Hunter Medium Torpedo Launchers [1 Space each; 1 Power to Fire any number of torpedoes]: 275/550/1100; Tracking (Range 6600); Speed 1100; 4d10 AP40; Medium Burst
  • (18) Additional Hunter Torpedoes (3 Spaces)
  • (2) AMCM Systems

Saturday, October 02, 2010

[Future Perfect] Gallardo Battlecruiser

The Brutish Gallardo Battlecruiser is the standard Regency frigate deployed into battle. Extremely heavy ordinance makes the Gallardo a force to be reckoned with; its Ultrarack Missiles and Torpedoes own most long-range assaults, while its massive pulse cannons can be devastating at shorter ranges. Indeed, the Gallardo has the capacity to blanket a battlefield in missiles and blaster fire all at once, and its AGS ensures that most of those missiles count. With a standard AI handling many ship functions, this vessel runs with a very small crew and is capable of holding several fighters and gunships in its hanger bay and on exterior mounts. Hyperspace and Gate Capable, the Gallardo is intended to maneuver into a battle, then depart. Its lack of Marines and storage facilities, even a sickbay, indicate this Battlecruiser's inability to perform long term police actions or engage in extended, unsupported campaigns. For such missions, the heavier Bison-Class Ship of the Line often is considered the better choice.

Gallardo Class Battlecruiser

Manufacture: Regency
Size: Huge
Power: 59
Acc: 85 Top: 450 Handling: -2
FTL: Gate Key, H-Space Drive
Crew: 18 Hull: 61 (30) (Armor 30)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8):Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Knowledge (Battle) d6, Repair d6, Notice d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link
  • Enhanced Crew Facilities
  • H-Space Drive (4 Spaces, 16 Power)
  • Gate Key (1 Space, 1 Power)
  • Repair Facility (2 Spaces)
  • Ship Launch Bay (4 Small/Medium) (8 Spaces)
  • Exterior Docking Clamps (4) (2 Space; 1 Power)
  • AGS (Advanced Guidance System)
  • (2) Imperial Armories Ultraheavy Pulse Cannons (6 Spaces, 6 Power each): 100/200/400, 8d8 AP15, RoF3
  • (4) Heavy Missile Ultrarack [3 Spaces; 1 Power; 10 Shots; Each]: 250/500/1000; 6d6 AP12; RoF1-10
  • (6) Predator Medium Torpedo [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (6) Additional Torpedoes (1 Space)
  • (2) AMCM Systems

By the way, this was the 100th Post for Abunchofsavages!

Wednesday, September 29, 2010

More Tooled Powers

Last week I posted an outline about "toolkitting" the stock Savage Worlds rules for Powers.  I just wanted to post a quick update with a few more powers built by tinkering around with those guidelines.

Superleap (Fly Variant)
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: Spring Shoes, Concentration, Magic Slippers

Superleap greatly improves a character’s ability to jump. A success adds 1d6” to the distance a character normally can jump horizontally, doubling that total with a “run and go”. A raise increases the leaping die to a d10.

If Superleap is used while falling, then all normal falling distances should be quartered before determining if damage is to be taken. Characters leaping from moving vehicles while using this power may add +2 to their Agility rolls to reduce the total damage.

A Character jumping further than his Strength die plus Size in total inches, has to make an Agility roll to land on his feet. Failure means the character lands Prone and must make a successful Vigor roll to avoid being Shaken. A Character may opt to jump less than the rolled amount at his discretion.

Eldritch Blade (Burst Variant)
Rank: Seasoned
Power Points: 2
Range: Melee
Duration: 3 (1/round)
Trappings: Blazing Energy, Spectral Sword, Rod of Light

Eldritch Blade produces a roughly meter long rod or sword of some sort of blazing, damaging energy in the hand of the caster. This blade of energy may be wielded in Hand-to-Hand combat as if a melee weapon, using the caster’s Spellcasting Skill instead of Fighting. If a Raise is rolled when casting the spell, the wielder may add +1 to their Parry.

Target’s struck in combat suffer 2d10 damage. The Eldritch Blade is weightless and without mass, so a wielder’s Strength does not affect damage calculations. However, the damage rolls may ace normally, and a raise rolled when determining a hit result still grants an added d6 damage die. An Eldritch Blade is considered a Heavy Weapon, and any normal trapping (such as Fire or Acid) has a limited chance to elicit additional effects.

Once cast, an Eldritch Blade disappears when its duration has expired, is no longer extended with added Power points, or is Dispelled.

Charming Demeanor (Boost Trait)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 Minutes (1/Minute)
Trappings: A supernaturally sparkling smile, Axe Body Spray, changing one’s name to “The Hoff”

This power allows a character to increase his or an ally’s Persuasion Skill. A successful casting improves the target’s die type by two, by four if a raise is rolled, for the duration of the power. The improved skill can exceed d12, with each step adding +1 to the Skill total. Thus if this spell is cast on a character with a d10 Persuasion, his skill will be increased to d12+1, or d12+3 with a raise.

Multiple castings of this power do not stack; however, they will extend the duration of the spell and the target may keep the highest total rolled (up to +4 Steps).

Zone of Silence (Obscure)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/Round)
Trappings: A cool breeze, a faint chime then quiet

This power creates an area of complete silence equal in size to a Large Burst Template, within which no sound may enter or escape. Any sound based Notice rolls are made at -4, and speech-based communication is rendered moot (mute?) within the Zone. At the GMs discretion, being present within the Zone of Silence may impair (-2 to Roll), inhibit (-4 to Roll), or preclude altogether the use of some types of powers (for example, Wizardry based on Words of Power).

Growth (Boost Trait)
Rank: Veteran
Power Points: 3/6
Range: Smarts
Duration: 3 Minutes (1/Minute)
Trappings: Mystic Aura, Physical Changes, Drinking an Elixir

This power allows a character to increase an ally’s Size by +2 for a standard success, and an additional +2 with each raise. Every level of Size grants +1 to the character’s Toughness in addition to the increased mass. If a character reaches +4 Size, they suffer the normal penalties for being considered Large Targets; on the rare chance a character reaches a +8 Size, they are considered Huge Targets.

Normally, Growth does not affect a character’s Strength. However, if double Power Points are spent, the target’s Strength will increase by one die for every point of Size increased, even if it takes the Trait past a d12. For example, a raise rolled on someone with d10 Strength would grant them a +4 Size and a d12+3 Strength, and they would be considered a Large Target.

A target’s equipment also grows in proportion to the character. Armor values improve by +1 and Weapon Damage dice increase by one step for every +2 Size increased by Growth. Any gear that leaves the character’s possession immediately returns to normal size. Thus, continuing the prior example, if target of Growth was wearing Chain Armor and wielding a Great Axe, his Armor protection would improve to +4 and his Axe would now do STR+1d12+1 Damage.

Multiple castings of this power do not stack; however, the Duration can be extended normally.

Tuesday, September 28, 2010

[Future Perfect] Starship Computers

Another excerpt from some of my Future Perfect background documents, it outlines ship computers, including the differences between Basic Computers, AIs, and Drones.  Additionally, it explains many of the Accessory Functions most ship computers can run.

[Starship Computers]:
Just about all space faring vessels rely upon some form of computer in order to ensure they are functioning properly. Even if just to monitor temperature sensors or to calculate fuel requirements, simple computers are ubiquitous. More advanced functions, such as autopilot, scanned pattern recognition, and even complete synthetic intelligences are managed by a ship’s computer system, as well.

While many advanced ships are equipped with extremely robust computers furnished with fully integrated intelligences, most vessels cannot spare the requisite power or justify the added cost for design and construction. Instead, these “Basic” computers operate along a vast range of capacities from little more than basic number crunching calculators to predictive logic boxes that skirt the line of an AI. Regardless of its capacity, Basic Computers are found on all starships that are not equipped with Integrated Intelligences, and while these computers lack the adaptive qualities of their more advanced counterparts, they are designed to run several types of programs.

Called Accessory Functions, they represent extensions to the Basic Computer beyond monitoring ship status, fuel levels, and the like. Instead, they are the means by which a computer really can assist a ship’s crew with their day to day tasks (instead of completing those tasks for them, which an AI would do).

[Accessory Functions]:
Accessory Functions are various essential programs able to be implemented by any computer. A ship may have any number of Accessory Functions enabled, but keeping large numbers of them active comes at the cost of an increasingly higher Power draw.

Common Accessory Functions include:

  • Autopilot - Allows Course Plotting with route and navigation management (can become fairly detailed if Maps/Navigation are accessible) which allows the ship to fly without constant monitoring by the pilot. It is not effective in combat, unless programmed to fly in a straight line or similarly simple plotted course. When enabled, Autopilot generally stops a ship before a collision would occur, or at least warn of impending collisions if anti-collision protocols have been disabled.
  • Target Acquisition/Control - Allows one or more targets to be tracked with a target lock. Computers without a TA/C system cannot achieve a target lock at all.
  • Fire Control - Allows a ship with a TA/C computer to fire upon a tracked vessel automatically if certain programmed parameters are met. Fire Control uses an AI's Gunnery Skill; without a controlling AI, shots are considered Unskilled, but should gain normal Target Lock or Burst Fire bonuses. Additionally, Fire Control allows a gunner the capacity to link and unlink, group and ungroup, weapons and to designate such linked and/or grouped weapons for use against specified targets.
  • Information Libraries - Libraries of information which usually are represented as Knowledge or similar Smarts skills. The information provides a +1 assistance bonus to relevant skill tests. For example, a ships with Medical and Astrogation Libraries offers a +1 to Healing and Knowledge (Astrogation) Skill rolls.
  • Passive Scanners – Even when not actively scanning, the ship’s scanners are searching for assorted abnormalities which can predict certain types of events, such as impending H-Space arrivals, various Stellar Phenomena, SubSpace bleeds through a Gateway, etc.
  • Pattern Recognition - Scanners can recognize and identify ships and stellar phenomena from a library of common objects. Previously scanned signatures may be saved for later reference.
  • SysNet Uplink - Computer can transfer information to and from local SysNet feeds and allow a general link to the regional SysNet.
  • SysNet Locale - A ship so equipped is a fully operational SysNet Locale all in itself. Generally, this type of equipment is reserved for Capital Ships, Colony Ships, and Cruise Liners. (Medium Size Vessel or Larger)
  • Standard Translator - Any incoming and outgoing transmissions through the ship's Comm system with be translated automatically between any of the following languages: Imperial Standard, Ranti, Gujar, and IO.
[Integrated Intelligences]
Many more advanced computers house an adaptive intelligence capable of thinking, reacting, and changing its core operational procedures as needs demand. For the most part, they are intended to reduce and/or remove much of a crew and their workload to streamline the operations of a starship. These computers are referred to as Integrated Intelligences and include both Drone Technologies and true Artificial Intelligence.

Integrated Intelligences have a Smarts Die rating and a group of supplementary Skills, the number of which depends on whether or not it is a Drone or a real Artificial Intelligence. Regardless of a Skill’s normal controlling Attribute, all of an Integrated Intelligence’s skills are considered controlled by Smarts and are equal to it’s Smarts die value. Thus, if an Integrated Intelligence is rated at d6, then all of its Skills are at d6, regardless if it is an AI or a Drone.

Drones - Drone ships drastically reduce and/or eliminate crew requirements altogether. They eliminate the need for Life Support Systems (and thus any requisite Power requirements), and often free up a small amount of additional space on a ship. Drone Technology allows a ship to run autonomously or be coordinated remotely and, either way, requires extensive computing power built into any such vessel. Thus, every Drone ship’s advanced computer system has an Integrated Intelligence with a Piloting Skill in order to fly itself. Additionally, the Gunnery Skill is a must for combat drones, with Notice (for Scanners), Stealth, Astrogation (for FTL Capable Drones), and other Knowledge skills being common finds. A pilot with a DNI link may interface with a Drone ship and use his/her abilities in conjunction with the Drone system, assuming the Drone is set to receive remote commands/controls or that it is hacked to take them. Sometimes robots/androids and even a few cyborgs are used on-ship to help control a Drone because they require no Life Support active on board the vessel.

Drone ships may have a number of skills equal to half their Smarts die, with Piloting being one of those skills. Additional skills may be chosen, but result in the Ship’s Computer having an increased Power (and possibly Space) cost. Since Drones lack any personalities, no social or Spirit-based skills may be selected. Furthermore, a Drone may run the same number of Accessory Functions.

This technology does have a few down sides. A skilled hacker may hack a Drone via a DNI link assuming they get close enough to access it. Additionally, and quite unfortunately, Drone ships tend to rely on patterns and therefore are more susceptible to Tricks than normal. Any appropriate attempt to Trick a Drone is made at +2 on the roll. However, since Drones lack a sense of personality, Taunting is ineffective.

The Collective has an advanced form of Drone that they control remotely. These Drone vessels possess an ability called Dynamic Meta-Coordination (DMC), essentially linking their control into the local tactical network of implanted Collective Officers controlling the flight group. Collective Drones lack the susceptibility to being Tricked. Furthermore, such drones may be controlled remotely by a Collective operative as if he was piloting it via a direct NIC link.

Artificial Intelligences – Unlike Drones, Artificial Intelligences are intended to assist an existing crew, not replace them. An AI is integrated into ship functions in order to streamline the operation of the ship, increase efficiency, and sometimes, to act as “soul of the ship” itself. AI’s come in all sorts of personalities and styles, generally dependent upon the desires of the programmers who first fashioned it. A fully formed AI of sufficient intelligence can seem like a very realistic person, and many crews consider the AI to be a special crewman; many ship captains give considerable weight to the input of their starship’s AIs.

A starship’s Artificial Intelligence may have a number of skills equal to its Smarts die, with Piloting being one of those skills, and any number of Accessory Functions. Additional skills may be chosen, but at a cost of increased Power and possibly Space requirements. Even still, most Artificial Intelligences have a fairly robust set of skills, which, unlike Drone ships which lack a sense of self and any demonstrable personally, may include social skills and Spirit-based skills. Some AI’s may gain enough experience or awareness to achieve a sense of autonomy (like many other Synthetic Intelligences such as robots and androids) or even Wild Card status, at the Game Master’s discretion.

[Kokoran Computers]
Kokoran’s are an anomaly among the Factions, forsaking any form computer using Integrated Intelligence or advanced logic with the capacity for decision making. Kokoran ship computers never have a Smarts rating and are limited to running only Basic Computers and normal Accessory Functions. Even Functions like Autopilot and Fire Control, while available, cannot be used for some of the actions available to other Faction-built computers. For example, Autopilot is used for little more than course plotting and collision control, and Fire Control cannot be set for autonomous attack.

Their computers should be considered slower than other Factions’ as well, and while it has no real game effect, Kokoran ship computers should lose in any contest against similar non-Kokoran computers. The upside is that hacking Kokoran computers has no effect at all on ship operations, except at best to muddle up some weapon groupings or change a plotted course that is only being used a reference anyway.

Essentially, Kokoran Computers are all Information and no (autonomous) Application.

Sunday, September 26, 2010

[Future Perfect] Badger Assault Fighter

The Badger is a mainstay of the Regency Fleet due to its efficient armament and solid defensive capability. As it may easily illuminate the battlefield in a spray of blaster-fire, or close as an excellent dogfighter, many fighters prefer not to engage the Badger head-on in a fair skirmish. Unfortunately, its extremely high cost is well known to enemies of the Regency, making it a tempting target for fire-teams and gunships. Similarly, cost makes the Badger a rarity among pirates and mercenaries who find it nearly impossible to purchase, and difficult to repair due to expensive and specialized parts. Indeed, even a few Regency units have begun phasing out the Badger in favor dividing up its battlefield roles between the smaller, lighter Goshawk and the equally well armed, but less expensive Mongoose fighters. Many Veteran pilots are up in arms about such “cost saving measures”, swearing by the advanced MKII Deflector as worth the cost for such superior defense and even touting the H-Space lock system which, unlike most other Regency fighters, allows the Badger to fly escort for larger vessels in H-Space jumps.

Badger Assault Fighter

Size: Small
Power: 12
Acc: 220 Top: 1200 Handling: +1
FTL: H-Space Lock
Crew: 1 Hull: 14 (4) [Armor 4]

Ship Systems:
  • Computer with Autopilot and Targeting Control System
  • Starship
  • Atmospheric
  • Hyperspace Lock
  • MkII Deflector Screen [2 Spaces, 2 Power]
  • Imperial Armories Quad Light Pulse Blaster Array [2 Spaces, 3 Power]: 100/200/400; 3d12 AP6; RoF3

This is an update to the same Badger fighter posted quite a long time ago using just the rules from the Sci-Fi Toolkit. I've made some changes and generally rebuilt the ship using Future Perfect's ship creation guidelines. Though the design has lost the AMCM capabilities, the enhanced Deflector easily makes up for it.

Saturday, September 25, 2010

[Future Perfect] Ram's Head Coalition Dropship

The Coalition's version of the Billygoat Dropship, the Ram's Head follows the format for most Coalition vessels - it tacks on more armor and bigger gun. Of course, the trade off comes at the expense of acceleration and some available space. The full compliment of 40 marines capable of rapid deployment remain untouched, however, the marines are now assumed to manage their own gear and support equipment instead of relying upon a mobile supply depot. However, that is just a part of how the Coalition approaches combat, having never had to weather a sustained engagement on land without access to resource lanes. The trade, of course, is that the Ram's Head can double as an assault craft, with Micromissiles for long range attacks, and a devastating Rapid Mass Accelerator Array when things get up close and personal.

Ram's Head Class Light Dropship

Manufacture: Coalition
Size: Medium, Light
Power: 20
Acc: 145 Top: 960 Handling: +0
FTL: Gate Beacon, H-Space Lock
Crew: 3 Hull: 24 (10) (Armor 10)

Ship Systems:
Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Pirate Vessels] & Knowledge [Common Starships])
Gate Beacon (1 Power)
H-Space Lock (1 Power)
40 Marines (4 Spaces, 4 Power)

Rapid Mass Accelerator Twin Cannon Array (Mass Driver) [2 Spaces, 3 Power]: 50/100/200; 4d10 AP8; RoF2
Micromissile Pack [1 Space, 1 Power, 4 Shots per Pack]: 200/400/600; 4d6 AP6; Small Burst Template
AMCM System

Friday, September 24, 2010

[Future Perfect] Billygoat Imperial Dropship

The classic troop transport and dropship from the old Imperial fleet, it served with distinction for many years. Though it has been phased out of the Regency Fleet, and the Alliance has updated to the more modern Humpback, the Billygoat has found continued life among small, independent ship makers in the Freespace, the Frontier, and even corners of the Coalition (who have their own updated version of the Billygoat) where the serviceability and modularity of old Imperial designs makes these older vessels more cost effective to repair and retrofit than to replace. Indeed, the Billygoats still remains quite capable of its primary task - dropping several squads of Marines into a hot battlefield and leaving them with both cover and supplies enough to complete their mission objectives.

Billygoat, Imperial Light Dropship

Manufacture: Old Imperial
Size: Medium, Light
Power: 20
Acc: 160 Top: 960 Handling: +0
FTL: Gate Beacon, H-Space Lock
Crew: 3 Hull: 22 (8) (Armor 8)

Ship Systems:

  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Pirate Vessels] & Knowledge [Common Starships])
  • Gate Beacon (1 Power)
  • H-Space Lock (1 Power)
  • 40 Marines (4 Spaces, 4 Power)
  • 2 Cargo Compartments (2 Spaces)


  • Imperial Armories Twin Medium Pulse Cannon Array [2 Spaces, 3 Power]: 100/200/400, 3d10 AP8, RoF3

Thursday, September 23, 2010

[Future Perfect] Starship Weapons

I decided to post a segment from the Ship Modification Manual for FUTURE PERFECT which provides a brief introduction and explanation of various weapon types.

Though it is mostly just flavor text, I'm offering it up for those of you following the space ships designs (don't worry, there are a ton more I've yet to post) and wondering about some of the weapon systems.

[Weapon Types]

For our purposes, weapon systems can be categorized under three broad classes, each of which can be further subdivided into more specific types. Weapon classes determine if a weapon can be part of an array, how it may be mounted, and generally describes how the weapon is deployed.


Cannons are probably the most common class of weapon encountered, including several types and subtypes. Cannons are essentially just mounted guns, with all fire control and energy for projecting the weapon extending from the point of origin. Cannons are the only weapon class capable of being included in a Weapon Array, and there are no limitations on how (or where) cannons may be mounted. This versatility coupled with far less reliance on ammunition stores makes cannons an ever popular choice. All Cannons take a half day per Space to install under normal conditions.

Blasters, Slugthrowers, Scatterguns, and Kinetic Reflex weapons are all types of Cannons.

Blasters are pure energy weapons. They do moderate damage singly, but can be devastating in arrays. Blasters tend to have low Space and moderate to high Power requirements. Furthermore, only blaster type weapons can be “overcharged” to have a higher energy output, though doing so runs the risk of damaging the weapon itself.

  • Beams are energy projections with a longer wave frequency, essentially emitted as a long, single stream of energy coursing out from the weapon. Beam weapons are the only weapons with which a skilled user may use the “Ranged Sweep” maneuver.
  • Charged Particle Blasters, also known as Particle Projection Weapons, project a single burst of stored energy capable of inflicting massive damage. They are very similar to energy based scatterguns, except that Charged Particle weapons maintain a much tighter field of integrity instead of dispersing into an area of impact, earning them a fairly high capability for Armor Penetration.
  • Pulse blasters fire pulses of energy in shorter wave frequencies, and are often capable of emitting several in very rapid succession. Singly, these pulses do less damage than other blaster emissions; however, their capacity for rapid fire attacks means that they have expanded versatility. Like other auto fire capable weapons, Pulse blasters can cover a battlefield with suppressive fire or keep to controlled burst fire. When using full rapid fire attacks, Pulse weapons tend toward the higher end of Power requirements. Assault Cannons are a type of Pulse blaster implementing multiple nested cannon arrays in an individual gun – meaning that the weapon is capable of massive damage by expending significant amounts of energy projected simultaneously at a single focal point.

Slugthrowers fire physical projectiles (“slugs”) at a target, and therefore require a means of storing, collecting, or generating ammunition. This class of weapon tends toward moderate space requirements and medium to low power costs.

  • Mass Drivers involve catapulting a “slug” of high mass toward a target. Mass Driver technology has evolved significantly over the years. The modern Mass Driver collects what it needs as it flies, fashioning ammunition that consists of compressed, super dense matter that it stores until it needs to launch. Most modern Mass Drivers are single fire weapons, though much older designs that require pre-loaded and stored ammunition have differed. A subset of Mass Driver called the Rapid Mass Accelerator achieves Rapid Fire capability by projecting staged batches of slugs but lacks the effective range of conventional single shot Mass Drivers.
  • Railguns sling tiny projectiles of generally lower mass than Mass Drivers at significantly higher velocities. Railgun type slugthrowers are accurate at extreme distances, and inflict moderate damage with fairly high values for Armor Penetration. Railguns are always single fire. Ammunition usually is pre-loaded and stored; the Space requirements for this type of weapon assumes that several hundred “slugs” are held and ready to be fired (so there is no need to track ammo, except in a seriously extended encounter).

Scatterguns emit charged energy much like a Charged Particle blaster, however, scattergun charges are unstable, bombarding an area with an energy field that at once attracts and then disrupts the physical structure of a target. Scatterguns, like Mass Drivers, have evolved significantly over the years – indeed, ancient Scatterguns have been found that are a type of slugthrower capable of bombarding a target with a blanket of projectiles.

  • Normal Scatterguns have short to average accuracy at range, low Armor Penetration value, and average damage capability. However, they affect a wide target area and may hit several targets at once as a result.
  • HEX Cannons, or High EXplosive Cannons, are Ragnarok Arms’ new generation of Scattergun technology, improving Range, Damage, Armor Penetration, and the weapon’s overall efficiency. HEX-type Scatterguns disrupt the polarity of a target’s atomic structure, effectively “exploding” a target area as bonds break and charges shift to repel atoms away from one another. HEX technology arose from Ragnarok Arms’ attempt to adapt Kokoran KiRG technology.

Kinetic Reflex Waves cause a localized wave of pure kinetic force to expand from the point of impact, essentially “stretching” space along the wave at a subatomic level. The results can be devastating as the target is literally torn apart. The Kokorans use this technology often at very small scale – namely, personal – combat in the form of the Kinetic Reflex Gauntlet, or KiRG. However, KiRG weaponry is rarely used at the scale of starship combat, due to several inherent dangers and a massive power requirement. Instead, most Kokoran vessels have adapted some of the KiRG energy principles to improve the damage output of conventional blaster technologies.


Missiles are small, explosive devices that generally detonate upon impact with a target. Missiles may be Direct or Indirect fire, meaning that they may be used to fire directly at a target (Direct Fire) or simply be used to blanket an area, possibly hitting anyone within the area being targeted indirectly (Indirect Fire). Indirect Fire Missiles usually may be avoided by making a successful Piloting skill roll to maneuver outside the Missile’s damage zone (see the Direct and Indirect Fire rules). Missiles are greatly advantaged by the addition of a Guidance System on a ship, which helps a missile Aim and Lock on to a target.

Missiles all require ammunition which must be preloaded onto the vessel. It takes six hours to install a missile pack onto an existing mount, regardless of the Size or type of missile system. Preparing Space(s) as a repository for additional ammunition takes six hours per space being so converted. Ammunition may be changed or reloaded quickly into an already prepared repository; it takes about an hour per Space.

  • Missile Racks (or “Normal” Missiles) are actual racks of several missiles that fire at once, converging directly on and about their target. They are considered direct fire missiles by default, though a skilled Gunner may be able to fire them indirectly (at -2 to the roll), and have excellent accuracy at range especially when paired with a Guidance System (there are types of replacement racks that will allow additional customizability). An individual Missile Rack is broken down into four segments, and any one or more of them may be fired when triggered.
  • Missile Packs (Micro-Missiles) are similar to Rack missiles, except that they fire shorter range canister projectiles that explode and break apart into swarms of hundreds of tiny explosive warheads. Missile Packs are capable of both Direct and Indirect Fire, and are the only Missile type capable of being used for Suppressive Fire (within its normal Burst area).
  • Missile Cannons (Kokoran Missiles) are akin to mobile artillery devices capable of launching direct fire missiles at distant targets with decent accuracy. A sort of halfway point between missiles and Torpedo’s, Missile Cannons may launch anywhere from one to three individual projectiles that can inflict significant damage to lighter craft.

Torpedoes are essentially giant, explosive missiles that have independent propulsion systems capable of propelling them vast distances toward a target. Unlike missiles, Torpedoes are always considered to be Direct Fire, and have varying capacities for discriminatory programming – e.g. to be made into Smart weapons. Torpedoes really are distinguished by how they function after being launched – do they head where they are pointed or can they wander around the battlefield?

Torpedoes can be launched only from a Fixed Mount point, and because they are for the most part independently powered, require very little ship Power to use. Ammunition, in the form of actual torpedoes, must be used when attempting to fire one. Installing a torpedo delivery system takes 12 hours per Space. Ammunition storage is much simpler than for missile systems, and takes only an additional two hours per Space being used as a repository. Reloading Ammunition takes about 10 minutes per torpedo.

  • Fire and Forget (FF) Torpedoes are the simplest torpedo design. They hit hard and while they can be launched from a great distance, they are most effective when being used up close. They fly in a straight line (or relatively so) and deliver a huge payload to the target.
  • Tracker Torpedoes are more complicated, and have to be locked onto a target or programmed to home in on certain detectable criteria. Tracker Torpedoes tend to do slightly less damage than FF Torpedoes, but have greater range and the capability of following its prey around the battlefield. A subtype of Tracker Torpedo, called a Drone Torpedo, can be controlled by a remote Gunner and “piloted” toward a target for maximum effectiveness.

Tuesday, September 21, 2010

Tooling Around With Powers

I was playing around a little, and came up with some simple guidelines that allow a game master to use the standard Savage Worlds powers as a toolkit instead of a generic mash of powers.  I tend to prefer toolkit style mechanics anyway, so I find making changes like these to be intuitive enough.  However, I tried to keep things as simple as possible to maintain the FFF design philosophy.  By identifying the key aspects of a "standard" power, changes can be made that are either Major or Minor in scope, with each alteration having a general point value of +/- 1 or +/-3, respectively.  There are also a number of Neutral changes possible as well, superficial tweaks that should have very little impact except to add flavor. Using this method, a generic power can be tweaked into a specific power by trading positives and negatives in respect to the original, generic power until the balance returns to +/- zero.  Realistically, a net change of +1 or -1 wont break the game in most cases, so if something doesn't quite equal zero, don't worry about it.  Play it out and see how it works in actual game play.

Now, I'm not about to break down every power right here.  However, after a list illustrating Major/Minor changes, I will post a few sample specific powers and note the general powers on which they are based.


Major Positive [+3]
  • Power is more effective against a broad range of targets
  • A power that is very specific in scope may affect a broad range of targets or exhibit a broadened range of effects
  • Power is otherwise improved in a major, consistent way
Minor Positive [+1]
  • Power is more effective against something relatively specific
  • A very specific ability may affect a limited range of targets
  • Power may have its full effects broadened by spending more Power Points
  • Power is otherwise improved in a minor, but definite and quantifiably consistent way
Neutral Adjustments [+0]
  • Power is resisted by a different trait than normally listed
  • Power affects a different range of similarly common effects
  • Power has its effects otherwise adjusted in a way that neither overly empowers or restricts it.
Minor Negatives [-1]
  • A multifaceted ability is restricted in one way (Boost/Lower Traits can only be used to Boost traits, Conceal/Detect Arcana can only be used to Detect Arcana, Tiered Power loses a Tier), etc.).
  • Power only works against a broadly general range of targets (only versus humanoids, only versus males, etc.)
  • Power only works at certain periods of time or placed (only at night, only on holy ground)
  • Power requires a specific focus object to work
  • Power is otherwise restricted in a minor way
Major Negatives [-3]
  • A multifaceted ability is restricted in two or more ways (Adjustable Targets, Adjustable Effects, Tiered Power loses two or more Tiers, etc.).
  • Power only works against something relatively specific (only versus Magic, Only versus extra-planar Evil, etc)
  • Power only works at restrictive times or places (only on Thursdays, only under the light of the waxing moon, only within the Sanctum of Hwang Di, etc).
  • Power requires an extensive array of ritual objects to be prepared in order to work
  • Power is otherwise significantly restricted


Suppress Fire (Dispel)
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Incantations, Hand Waving

Suppress Fire allows a hero to negate any Fire effect, spell, ability, or power. It may even affect innate abilities such as a Dragon’s Breath or a Demon’s infernal flames. Magic items and permanent enchantments so targeted may also be affected, but may be restarted normally. Persistent, permanent enchantments will automatically restart within one minute unless the hero spends an additional Power Point every minute to maintain the suppression.

Suppress Fire can be used on a power already in effect, and also may be used to counter a power as it is being used. The latter requires the countering hero to be on Hold and interrupt his opponent’s action as usual. In either case, dispelling the opponent’s power requires an opposed Skill roll between the hero’s arcane skill and whatever relevant skill is being employed by his foe.

Attempts to suppress Heat (generated without an open or accessible flame) may be made, but the hero suffers a -2 modifier to the roll.

Uncontrollable Shiver (Boost/Lower Trait, balanced against Entangle)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/Round)
Trappings: Glowing aura of cold

This power allows a character to lower an opponent’s Agility and Agility Skills by forcing their body to become wracked with uncontrollable shivering and the feeling of being icy cold. An opposed roll against the target’s Spirit is required. Success lowers the target’s Agility and Agility Skill dice by one step and a raise lowers them by two steps. No trait can be lowered below a d4.

Multiple castings of this power stack. As usual, the caster must keep track of when each casting expires.

Shadow Stepping (Burrowing)
Rank: Seasoned
Power Points: 3
Range: Smarts x 2
Duration: 3 (2/Round)
Trappings: Melting into the shadows and reappearing elsewhere

Shadow Stepping allows a person to literally meld themselves into the shadows. The caster may remain there in a shadowy limbo, or they may step through to any other shadow within the spell’s range, without regard to any intervening terrain. A caster with a smarts of d10, for example, could move up to 20” (40 yards) on the first round, maintain the spell, and step up to another 20”.

A wily Shadowstepper may attempt to surprise a foe, even one who saw the caster step into the shadows, by succeeding with an opposed Stealth (versus Notice) Skill roll. If the caster wins, he gains +2 to attack and damage that round. A raise grants +4 to attack and damage. If a target is on Hold, then he may attempt to interrupt the action normally.

A caster maintaining in the shadows is not a valid target for attacks. However disrupting the shadows (via bright lights, a light spell, etc) will force the Shadowstepper back into the physical world. The sudden shift back from shadows to physicality can be disorienting, and requires a successful Vigor roll lest the caster become Shaken (at -2 if the caster was the victim of the dreaded power, Light). Similarly, if a caster has become the recipient of a Light spell, he cannot Shadowstep so long as the Light remains in effect, since his luminous presence disperses any shadows into which he might hope to step.

Zone of Mystic Impedance (Boost/Lower Trait)
Rank: Veteran
Power Points: 3/6
Range: Touch (Burst Template)
Duration: 3 Minutes (1/Minute)
Trappings: Sigils of Power, Mystic Words

Zone of Mystic Impedance creates an area of reduced magical efficacy in which all spellcasting use becomes more difficult. This area is equal in size to a Medium Burst Template, though for an additional three Power Points the Area of Effect may be increased to a Large Burst Template. Any spellcaster within the effect, or who later enters the area of the Zone, must reduce all Spellcasting Skill rolls by -2, or by -4 if a raise was rolled when the Zone was set. The duration of the spell can be extended by spending 1 additional Power Point per Minute of extension.

Persons stepping outside of the Zone are no longer subject to its effects. The Zone may be Dispelled normally. The caster of this spell is not immune to its effects.

Friday, September 17, 2010

[Future Perfect] Tractor Beams

I decided to post the rules for tractor beams that I wrote for use in the FUTURE PERFECT setting after a recent play session in which one of the player characters decided to use the tractor beam by widening it's area of effect while reducing its overall effectiveness in order to slow down a number of torpedoes that neared their ship (we treated it as a Trick that allowed another character manning the ship's guns to gain a +2 bonus to target the torpedoes).  In Future Perfect, tractor beams work by not only grabbing an object of sufficiently low mass, but by inhibiting its ability to power itself and break away from the tractor effect.  In short, they drain a ship's available power, thereby making them unable to resist being held.  This makes the tractor beam serve a roll similar to Ion Cannons in Star Wars, in addition to the more common effect of snaring a targeted vessel.


Tractor Beams have earned their name because they generally are used to "tractor" or tow a ship or free-floating object in space. However, Military Grade Tractor Beam weapons have the capacity to first shut down a vessel before holding it in tow. The weapon drains "Power" from a targeted ship, forcing the target's main power plant to deactivate (most ships have a secondary power source to maintain Life Support, so in general life support is unaffected). A deactivated ship cannot reactivate so long as it remains in the tractor beam, unless it somehow manages to become powered by a different and distinct power source than the one which was drained.

Tractor Beams have both a Size rating and a Damage Value. A Tractor Beam cannon is only effective against a vessel of the same Size Class as the Beam rating or smaller - A Medium Cannon can only target Medium and Small ships, regardless of whether or not it is mounted on a Huge Battlecruiser or a Medium Freightrunner. Tractor Beams do Damage versus a Target's Total Maximum Power (the full power available to a vessel, regardless of how it is allocated; note that Power Plant damage affects a ship's maximum Power).

Tractor Beams have the following Damage Values by Size Rating:
  • Small 2d6
  • Medium 3d6
  • Large 5d6
  • Huge 8d6
  • Gargantuan 12d6
  • Colossal 17d6

If a vessel takes more than half their power in a single hit, they are snared by the Beam and must make a piloting skill roll to break out of it. Smaller vessels caught by a larger beam must make their roll at -1 per Size category of difference. When a vessel takes more than its total Power in Damage, its Power Plant is disabled and the ship is deactivated. If a vessel is not deactivated in a single barrage, it regains Power at a rate of 25% of Maximum Power per round (adjust at the end of every combat round), unless it possesses a piece of special equipment, an upgrade, or an Edge that adjusts that value.

For example, The Jagged Thorn is a modified Medium Freighter, Ogre Class, struck by a Huge Tractor Beam mounted on a Gargantuan Star Crab Command Carrier. The Jagged Thorn has 28 TOTAL Power, and takes 23 points from the Huge Cannon. Since the vessel has enough power remaining to support both life support and attempt to accelerate at standard levels if it reroutes power from other Ship Services (Medical Bay and Repair Shop; requires a Repair Skill roll), it may attempt to break free. However, since the beam is a HUGE weapon, the Piloting Skill Roll (only) must be made at -2 on the roll. The ship’s engineer rolls a 9, and successfully re-route’s power away from the unnecessary systems. The Jagged Thorn's ace pilot rolls a total of 8, and easily manages to avoid being snagged, despite the massive Power drain. At the close of the round, the Jagged Thorn regains 7 Power, for a total of 12 Power available. The pilot and crew hope they get the initiative, because the Jagged Thorn has enough power to risk an emergency H-Space jump and get the hell away. It's certainly a better option than being taken prisoner or, worse, being disabled and blown apart.

Deflector Screens also make a vessel quite resistant to Tractor effects. The target may use its Deflection bonus to subtract a number of dice from the Beam's Damage Value equal to it's Mark# Rating. Furthermore, all Piloting Skill rolls required as a result of the Tractor Beam are made with a bonus equal to the Deflector's Mark# Rating. Thus, a Mark II Deflector will reduce all Tractor Beam attacks by 2d6, and offer a +2 to Piloting when attempting to avoid a Tractor Beam's effects.

Tractor Beams may be firelinked or grouped, but cannot be placed into a standard cannon array. Linking or grouping Tractor beams of the same Size offers the normal damage benefits of an array, improving the Damage Die by one step per additional Tractor Beam Cannon to a maximum positive effect from four cannons. Additionally, groups of two or more cannons offer an additional -1 penalty to a target’s Piloting Skill rolls to resist being snared. Unlike arrays, smaller cannons may be grouped with larger ones, provided they are within one size category of one another. The largest damage value gains a bonus from the smaller cannons equal to one point per damage die for smaller support cannons, plus one additional point per size category of every additional smaller support cannon after the first. No bonus is gained for grouping more than four weapons of any size combination. And smaller weapons in a group do not offer any added bonuses/penalties when determining if a target is snared. Grouped cannons still may not target a vessel larger than the size category of the largest cannon.

For example, an Interdiction Vessel with a Two Large Tractor Beams and two Medium Tractor Beams may group all attacks together when attacking a Large HyperCruiser (something which normally could not be targeted by a Medium Tractor Beam at all!). Knowing the vessel has a Mark I Deflector shield, the gunners on the Interdiction Vessel decide to group all of their attacks against the HyperCruiser in the hope of snagging it, if not shutting it down fast. The base damage for a Large Cannon is 5d6, but one die is subtracted because of the HyperCruiser’s Deflector system. Base Damage becomes 4d6, but is increased by a die type because of the second Large Cannon in the fire group. So together with a new base damage of 4d8, the two Medium Cannons are factored into the mix to grant a +5 Damage Bonus. Thus, the Interdiction Vessel unleashes a Tractor Beam assault of 4d8+5 against the Hypercruiser (as opposed to two attacks at 4d6). While the combined attack has a lower potential maximum damage than two separate attacks with the Large Tractor Beams, it has much higher base and median damage point and almost guarantees a snare result against the HyperCruiser.

GM’s should be flexible when allowing the use of a Tractor Beam as part of a Trick maneuver or similar tactic.

Thursday, September 16, 2010

[Future Perfect] Updated Ship Damage Effects

I decided that I needed to update the Critical Damage table for Starships in the Future Perfect setting to reflect the changes to how such vessels operate in the campaign setting.

Roll 3d6 For Effect

No permanent damage
Cosmetic Damage
No significant damage, though the vessel has obviously seen some combat. Exterior treatments such as standard “Stealth Paint” will not function properly until repaired.
Power Plant
Reduce Total Power by 25% (round down)
Acceleration is halved (round down); this does not affect deceleration.
Maneuvering Thrusters
The vehicle may only perform turns to one side (1-3 left) or the other (4-6 right), which may prohibit certain maneuvers. Furthermore, any attempts to decelerate require a successful Piloting Skill roll or the ship risks spinning Out of Control.
Propulsion Thrusters
Top Speed is halved.
Hull Breach
Structural Damage; Lose 2 Hull and 1 Armor Value. If the attack was from an Explosion lose an additional: 3 Armor from SBT; 1 Hull and 4 Armor from MBT; 2 Hull and 5 Armor from LBT; 2 Hull and 2 Armor from BT. If for some reason a ship’s Armor value is exceeded, apply the different to Hull. If a vessel’s basic Hull value is exceeded, it should be considered Wrecked!
Hull Impact
Structural Hit, no special damage.
Hull Impact
Structural Hit, no special damage.
Hull Breach
Structural Damage; Lose 2 Hull and 1 Armor Value. If the attack was from an Explosion lose an additional: 3 Armor from SBT; 1 Hull and 4 Armor from MBT; 2 Hull and 5 Armor from LBT; 2 Hull and 2 Armor from BT. If for some reason a ships Armor value is exceeded, apply the different to Hull. If a vessel’s basic Hull value is exceeded, it should be considered Wrecked!.
Secondary System
A secondary system (on the side of the attack) is damaged and rendered inoperable/useless.
The Ship takes a Handling penalty of -1
Primary Operation System Damaged, roll 1d6: 1 Ship’s Computer; 2 Targeting Control; 3 Sensors/Scanning; 4 Environmental Controls; 5 Gravity; 6 Life Support
A crew member is hit (if any are inside the vehicle); any damage that exceeded the ships total Hull/Armor value is applied against the character normally. Explosion damage affects all passengers in the vehicle who are within the blast radius. If a person hit is somehow outside of the ship, then damage is re-rolled and applied against them entirely.
A weapon on the side of the ship that was hit is destroyed. If the weapon is part of an Array that is not all bound to the same location, then the weapon is considered inoperable until a Repair roll restores proper function to the remaining weapons in the array. If there is no weapon, then consider this result to be Cosmetic Damage.
Ship is considered wrecked and automatically goes Out of Control.