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]
Weapons:
  • Imperial Armories Quad Light Pulse Blaster Array [2 Spaces, 3 Power]: 100/200/400; 3d12 AP6; RoF3

Note:
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:
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)

Weapons:
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)


Weapons:

  • 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]

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 & TORPEDOES]

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.

[POWER ADJUSTMENTS]

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


[SAMPLE POWERS]

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.

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[TRACTOR BEAMS]

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.
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Roll 3d6 For Effect

Roll
Location
Effect
3
Scuffed!
No permanent damage
4
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.
5
Power Plant
Reduce Total Power by 25% (round down)
6
Engine
Acceleration is halved (round down); this does not affect deceleration.
7
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.
8
Propulsion Thrusters
Top Speed is halved.
9
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!
10
Hull Impact
Structural Hit, no special damage.
11
Hull Impact
Structural Hit, no special damage.
12
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!.
13
Secondary System
A secondary system (on the side of the attack) is damaged and rendered inoperable/useless.
14
Controls
The Ship takes a Handling penalty of -1
15
Operations
Primary Operation System Damaged, roll 1d6: 1 Ship’s Computer; 2 Targeting Control; 3 Sensors/Scanning; 4 Environmental Controls; 5 Gravity; 6 Life Support
16
Crew
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.
17
Weapon
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.
18
Wrecked!
Ship is considered wrecked and automatically goes Out of Control.

[Future Perfect] Rakshasa Stealth Gunship

The Collective’s so-called “Stealth” Gunship, the Rakshasa is like many other Collective vessels, excelling in hit and run tactics. What makes the Rakshasa unique is its dual role as a field relay or field controller for DMC Drone vessels such as the Specter Assault Dart or the much larger Asura Gunboat. Using Dynamic Meta-Coordination, a pilot, or small group of pilots, can remain hidden on board a Rakshasa while controlling one or more Drones in an assault. The Rakshasa itself is intended to carry four light drones such as Specters into the field and deploy them accordingly, though more than just those vessels may be controlled via DMC relays. More often than not, the standard tactics for a Rakshasa include deploying a wing of Specters, then hiding out in order to find the right moment to seize the opportunity to launch one or more volleys of its potent Predator Torpedoes at an unwitting target. Its usefulness as a stealth ship has lead to its acquisition by more than a few mercenaries, pirates, and other unsavory folks.

Rakshasa, Collective Light Gunship

Manufacture: Collective
Size: Medium
Power: 25
Acc: 150 Top: 900 Handling: +0
FTL: Gate Beacon, Collective Hyperdrive System
Crew: 5 Hull: 27 (10) (Armor 10)

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Pirate Vessels] and Knowledge [Common Starships])
  • Gate Beacon (1 Power)
  • Collective Hyperdrive System (1 Space, 4 Power)
  • AGS (Advanced Guidance System)
  • DMC (Dynamic Meta-Coordination) Drone Relay
  • (4) External Docking Clamps (2 Spaces; Small Ships Only [Generally 4 Spectres])
  • Stealth “Paint” System (+2 Stealth)
Weapons:
  • (1) Rapid Mass Accelerator, Mass Driver [2 Spaces, 2 Power]: 50/100/200; 4d8 AP8; RoF2
  • (2) Predator Medium Torpedo Bays [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)
  • (1) AMCM System (1 Space)

Monday, September 13, 2010

[Future Perfect] Alliance "Hook" Shuttle

So named because of it's hook like shape, the Alliance's Hook Shuttle is an advanced combat shuttle designed to ferry command personnel back and forth short distances between command vessels or Gate-stations. The Hook has had some success outside of the military as well, with several Alliance, and even a few Interzone, corporations making use of it as a light shuttle or even in lieu of standard escape pods.


The Hook shuttle generally is found in conjunction with larger vessels when not active, it's “hook” port able to lock into any standard exterior docking mount with high efficiency. Indeed, two “Hooks” may mount on a single small exterior port of Alliance (or derived) design.

Alliance “Hook” Shuttle

Manufacture: Alliance
Size: Very Small (Personal)
Power: 10
Acc: 250 Top: 1600 Handling: +1
FTL: Gate Beacon
Crew: 1 Hull: 12 (2) [Armor 2]

Ship Systems:
  • Basic Computer with Target Acquisition, Recognition, and Autopilot
  • Starship
  • Atmospheric
  • Alliance Sensors (+2 Notice)
  • Gate Beacon (1 Power)
  • Passengers (3 Passengers; 1 Space, 1 Power)
Weapons:
  • (1) Twilight Gunwork’s Light Beam Cannon [1 Space, 1 Power]: 100/200/400; 4d6 AP6; RoF1

Saturday, September 11, 2010

[Future Perfect] YR-01 Starfighter

Yellow Rock Astronautics is a newcomer in the field of military craft, and consists of a former Zero-G executive and a handful of young engineers fresh out of the Coalition's University of Arts and Sciences. Headquartered on Harlinn's World (Zone 1, District Yellow Rock... Hence the Name), these folks have made quite a reputation for themselves both by bucking the general trends in Coalition ship designs, and for their quality product at an affordable price. The YR-01 Starfighter is a simple and effective single-pilot light assault fighter – fast, very maneuverable, and slightly better armored than similar, tiny fighters. Simple pulse blasters comprise the Ought-One's weaponry, kept independent so they may be linked or fired at distinct targets at the pilot's discretion.

YR-01 Star Fighter

Manufacture: Yellow Rock Astronautics
Size: Very Small (Personal)
Power: 10
Acc: 250 Top: 1600 Handling: +2
FTL: None
Crew: 1 Hull: 12 (4) [Armor 4]

Ship Systems:
  • Basic Computer System (Target Acquisition/Recognition, Autopilot)
  • Starship
  • Atmospheric
Weapons:
  • (2) Light Pulse Cannons [Fire linkable; 1 Space, 1 Power each]: 100/200/400; 3d6 AP 6; RoF2

[Future Perfect] "Generic" Shuttlecraft

Some of my players were curious about the stats of a common shuttle craft, so I decided to oblige them.  


Shown below are the stats for a basic, civilian shuttle craft.  In the Future Perfect setting, such ships are ubiquitous; they make constant runs between gate stations and larger starships, dart between nearby orbital colonies, and ferry passengers to and from planetside from any of the above...  


Most shuttles have a simple AI who acts as a Co-Pilot in case of trouble, and also serves to help entertain the ship's passengers.

“Generic” Shuttlecraft

Manufacture: Generic
Size: Small
Power: 14
Acc: 180 Top: 1200 Handling: +0
FTL: None
Crew: 1 Hull: 14 (4) [Armor 4]

Ship Systems:
  • Starship
  • Atmospheric
  • Simple AI Computer (Smarts d4; Piloting, Knowledge (Games and Entertainment), Stealth, Language [Appropriate to the Region]) with Target Acquisition and Recognition systems [2 Spaces, 5 Power]
  • Passengers (9 Passengers) [3 Spaces, 3 Power]
Weapons:
None

Friday, September 10, 2010

[Future Perfect] Goshawk Assault Fighter

Designed as an affordable alternative to the Badger-class Starfighter, the Goshawk is smaller and even more specialized as a fast attack dogfighter. Critics cite the lack of armor as a serious detriment to the vehicle as a combat craft, while others note the Goshawk’s exceptional speed (and deflector screen) serves as its primary means of defense, with the pair of Scatter Cannons offering not only offense but the ships secondary defense when employed properly by a smart pilot.


Goshawk Rapid Assault Fighter

Manufacture: Regency
Size: Very Small (Personal)
Power: 10
Acc: 275 Top: 1600 Handling: +1
FTL: None
Crew: 1 Hull: 10 (2) [Armor 2]

Ship Systems:
  • Basic Computer with Target Acquisition, Recognition, and Autopilot
  • Starship
  • Atmospheric
  • Deflector Screen [MKI; 1 Space, 1 Power]

Weapons:
  • (2) Scatter Cannons [1 Space, 2 Power each]: 80/160/320; 4d6 AP4; Small Burst Template; RoF1

Wednesday, September 08, 2010

[Future Perfect] Matango, Kokoran Command Ship

Just about the biggest ship the Kokoran's have made, indeed it is as large as some smaller space stations, the Matango-class command ship is a flying fortress and superweapon rolled into one.  Its spinal mounted cannon is devastating to even the most well armored vessel, and its supplemental compliment of weapons (like with most Kokoran ships) is a potent mix.  Coupled with a small fleet of support ships, a Matango on the move is a terrifying sight (or perhaps comedic, if giant flying mushrooms accompanied by a half dozen flying turtles tickles your fancy) that luckily has not yet been seen outside of Kokoran space.


Matango, Kokoran Command Ship

Manufacture: Kokoran Union
Size: Colossal
Power: 400
Acc: 60 Top: 230 Handling: -4
FTL: Gate Key, H-Space Drive
Crew: 250 Hull: 130 (60) [Armor 60]

Ship Systems:
  • Basic Computer with Autopilot, Target Acquisition/Control System, Pattern Recognition, Astrogation Assistance
  • Starship
  • Atmospheric
  • Submersible
  • External Docking Clamps (16): 8 Spaces; Large or Smaller vessels only)
  • Huge Exterior Docks/Small Hangar Bays (4): 4 Spaces; Huge Ships to externally dock; may serve as hangar bay for a personal sized vessel for launching only.
  • Sick Bay (10 Spaces)
  • Repair Facilities (8 Spaces)
  • H-Space Drive (5 Spaces)
  • Gate Key (1 Space)
  • Science Stations (2; Life + Physical Sciences, 2 Spaces]
  • 100 Marines (10 Spaces)
  • 12 Security Cells (4 Spaces)
  • 15 Cargo Bays (15 Spaces)

Weapons:
  • Spinal Mounted Supercannon: [36 Spaces; 12d10 Damage AP200]
  • (4) Heavy Mount Pods [2 Spaces Each]: (4) Kokoran Type I Blaster Array Turrets [Each has: 3 Cannons; 7 Power]: 100/200/400; 5d12 AP 8; RoF1
  • (4) Superheavy Mount Pods [3 Spaces Each]: (4) KiRG Advanced Turret Arrays [2 Cannons Each; 10 Power]: 100/200/400, 7d10 AP 12; RoF1
  • (8) Moonstone DF Torpedo Launchers [1 Space each; 1 Power to Fire as many torpedoes as desires]: 250/500/1000; 6d10 AP40; Medium Burst (Direct Fire)
  • (24) Additional Torpedoes (4 Spaces)
  • (5) Advanced AMCM [5 Spaces]

Tuesday, September 07, 2010

[Future Perfect] Ranger Heavy Hyper-Cruiser

Zero-G's foray into frigates, cruisers, and heavy military grade starships, the Ranger is intended to do a little bit of everything. The flexible design has found wide adoption among various Corporations who use it as a small command ship – Rangers of all colors and livery have become a common site in the Interzone. Potent rotary cannon arrays and a pair of torpedo bays make the Ranger an exceptional line-buster; its H-Space capabilities mean it can move in and out quickly, thus controlling the battlefield. This vessel's only real shortcoming is it's modest armor, and smart ship Captains should use the Ranger's ability to engage in fast hit and run tactics to stay one step ahead of the enemy.

0G-HC01 Ranger, Corporate Hyper-Cruiser


Manufacture: Zero-G Innovations
Size: Huge
Power: 75
Acc: 75 Top: 450 Handling: -1
FTL: Gate Key (1 Space, 1 Power), MkIII H-Space Drive (16 Power, 3 Spaces)
Crew: 38 Hull: 55 (30) (Armor 30)

Ship Systems:
  • Starship
  • Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8): Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Repair d6, Stealth d6, Notice d6, Library Data (Common Knowledge; d6), Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition
  • Enhanced Crew Facilities
  • Cargo Bays (2 Bays; 2 Spaces each)
  • Exterior Docking Clamps (8) (4 Spaces; 1 Power; Small or Medium Only)
  • Marines (6 Spaces; 60 Marines)
  • Repair Facility (2 Spaces)
  • Sickbay (3 Spaces)

Weapons:
  • (2) Heavy Triple Rotary Assault Cannon Arrays [6 Spaces, 11 Power each]: 100/200/400; 4d12+16 AP8; RoF3
  • (2) Predator Medium Torpedo Bays [1 Space each; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (2) Twin Medium Pulse Cannon Turret Arrays [2 Spaces, 3 Power each]: 100/200/400, 3d10 AP8, RoF2
  • (6) Additional Torpedoes (1 Space)
  • (2) Advanced AMCM Systems (Side Mounts) [1 Space each; 2 Power each]

Monday, September 06, 2010

[Future Perfect] Peregrine Gunship

A radical departure from most Regency designs, the Peregrine would seem more at home in the Coalition’s fleet. Heavy Mass Drivers (and one of the few ships of its class or smaller to use such technology among Regency vessels) set in Fire-linked Arrays to maximize damage, long range torpedoes, reinforced hull and armor, and absurd acceleration speeds for a vessel of its size make the Peregrine a kind of anomaly. Skeptics question the Peregrine’s focus; its advocates herald the gunship’s multipurpose functionality.  How many other ships of its size can dogfight along with even the deftest of light fighters? Then again, other people may ask why a dedicated gunship should do that at all?


Peregrine, Regency Gunship

Manufacture: Regency
Size: Medium
Power: 19
Acc: 200 Top: 900 Handling: +0
FTL: Gate Beacon, H-Space Lock (1 Power)
Crew: 5 Hull: 30 (13) (Armor 13)

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer System (Auto Pilot, Target Acquisition/Control, Fire Control, Information Library: Knowledge [Pirate Vessels] & Knowledge [Common Starships])
  • Gate Beacon
  • H-Space Lock

Weapons:
  • (2) Heavy Mass Driver Arrays [3 Spaces, 3 Power each]: 100/200/400; 6d10 AP8; RoF1
  • (2) Hunter Medium Torpedo [1 Space each; 1 Power to Fire any number of torpedoes]: 275/550/1100; Tracking (Range 6600); Speed 1100; 4d10 AP40; Medium Burst
  • (6) Additional Torpedoes (1 Space)