SHIPS ===== Each player starts with 30 credits. Power points can be converted into credits on a one to one basis. Credits have a base value of $100k. Ship Type* Cost Slot Mul** Slot Mul*** Max armor Dodge Bonus Min Crew --------- ---- ---------- ----------- --------- ----------- -------- Fighters V. Small 5 1 1 2 +15 1 Transport Small 10 1 1 1 +5 1 Medium 25 1 1 2 +2 5 Large 50 1/2 2 3 -5 25 V. Large 100 1/4 4 3 -10 50 Scout Small 10 1 1 1 +5 1 Escort Small 15 1.5 1 2 +10 2 Light Cruiser Small 20 1.5 1.5 2 +5 3 Medium 35 1 1 3 +2 10 Heavy Cruiser Medium 40 1.5 1.5 3 0 25 Large 50 1 1 4 -5 50 Battle Ship Medium 60 2 2 4 -10 75 Large 75 1.5 1.5 5 -12 100 Dreadnought Large 80 2 2 6 -15 250 V. Large 100 1 1 6 -25 500 *-All ships include power supply. **- Exterior slots only ***- Interior slots only Slots ===== Ship Size Top Bottom Right Left Fore Aft Interior --------- --- ------ ----- ---- ---- --- -------- V. Small 6 6 10 Small 10 10 18 Medium 12 10 10 10 20 20 30 Large 30 26 26 26 44 44 50 V. Large 70 60 60 60 96 96 120 Armor ===== Armor type HP 1/4 1/2 FULL |Shield**|Cost| ---------- -- --- --- ---- --------------- 1 Light 5k 1 2 4 10k 5 2 Medium 10k 2 4 8 20k 20 3 Heavy 20k 4 8 16 30k 40 4 Super 50k 10 15 25 40k 100 5 Space Alloy 75k 25 40 50 6 Neutron*** 500k 500 1k 2k Organic**** **** **** **** **** Reflective * 10 20 40 *- Reflective armor reduces the damage taken from lasers by 1/2 and is bought in addition to normal armor. **- Shields block one attack per round. Regenerate at a rate of 2k HP per round. Roll as an extra parry in addition to a dodge roll. ***- Neutron armor is the strongest of armors and is made from the core of Neutron stars. It is so dense that a ship with this armor receives a -50 to all dodge and this armor can not be equipped on any ship with less then a light drive. ****- Organic armor is a from of armor which utilizes a in-organic frame covered by a layer of organic "skin." This skin can be made to equal the strength of super armor (50k). The advantage of this armor is that it regenerates at a rate of 1k per two rounds. Also the organic armor is used as a wast recycling system and can double the lifetime of air and water supplies. The price for this armor is twice that of its relative armor class. Weapons ======= Weapon Type Damage Range Cost Slots***** ----------- ------ ----- ---- ----- Small Laser Canon 1k S 1 2 Laser Cannon 2k M 4 4 Small Particle Cannon 2k M 4 4 Particle Cannon 4k L 6 10 Small Plasma Cannon 4k S 8 8 Plasma Cannon 10k M 15 15 Reflex Cannon 30k VL 50 40 Mini Missiles* 1k S 2 2 Heavy Missiles** 5k L 10 8 Fission Missiles*** 15k VL 25 20 Fusion Missiles*** 20K VL 50 20 Ion Cannon**** **** S 10 8 NOTE: prices listed for missile launchers is for the launcher only. Missiles are purchased separately. See below for prices. Reloading missiles requires twelve turns of work. * Mini Missiles are shot in bursts of 4, each missile doing 1/4K dmg for a total of 1K dmg per attack/burst. The launcher costs 2 and a pack of 20 missiles costs 5. It holds up to 2 packs at a time. Extra packs may be kept in cargo units at 3 per unit. ** Heavy Missile launcher uses 8 slots due to its sheer size and complexity and can hold up to 5 missiles at a time. Extra missiles may be stored in cargo units, but due to the size of the missiles, are limited to 5 per cargo unit. The launcher costs 10 and each missile costs 2. *** Fission and Fusion missile launchers use 20 slots for similar reasons with a maximum of 2 missiles per unit. Cargo unit hold two missile and cost 15 credits per missile. The launcher itself costs 50. The fission missile blast radius is 1km. The fusion missile blast radius is 5km. Missiles cost 50 credits each. **** Ion cannons do not do damage to a ship. If a hit is made the player rolls 50+luck%. If the roll is under this number the ship hit will become inoperable for the next round. However, shields will lower this percent 1/2. ***** The slot location is not the actual location for this weapon, it is the direction that the weapon is aimed. A weapon mounted to the front could be located under the wing. Guns mounted to the front, rear, right, and left can only shoot in the respective direction and con not move. For those equiped on the top and bottem of a ship it must be stated which dicertion that the weaopon is facing. TURRETS - allow for different angles of fire (+/- 15ø up/down). Forward - 270ø to 90ø Rear - 90ø to 270ø Top - 360ø Right - 0ø to 180ø Left - 360ø to 180ø Bottom - 360ø Engines ======= Engine type Speed Slots Internal Slots Aft Cost Dodge ----------- ----- -------------- --------- ---- ----- Light 1,400 m/s 1 1 5 +2 Medium 10,000 m/s 4 2 10 +4 Heavy 1,000,000 m/s 8 8 25 +10 Super 150,000,000 m/s 10 10 50 +15 Light Drive 300,000,000 m/s* 20 20 75 +25 Improbability** 4 -- 100 Solar Sails*** 299,999,999 m/s* 1 *** 15 -5 *-The speed of light is actually less then 300,000,000 m/s. However, for simplicity this number has been rounded up. Any number equal to 300,000,000 should be treated as the speed of light, any number larger is faster then, and any number less then it is slower then the speed of light. **- The Improbability Drive operates by manipulating probability and causing events of specific probability to occur. For example, to travel to a different star system, first the computer calculates the exact probabilty for the ship to suddenly appear in that system. The number (i.e. 1,000,000 to 1) is fed into the drive and then anything that is that probability will happen. Improbability shields are avialable to prevent other unpleasent things from happening in, around or to the ship for 5 credits. This can also be used in other ways. For example having the computer calculate the chance of an incoming missile turning into a tuna casserole and turning off the improbability shields. This is difficult to do however due to the time required to calculate the improbability factors. Also, characters may feed random numbers into the drive and have different things happen. In these cases, the GM would determine what happens. A ship with an improbability drive does not require a hyperdrive to travel to different systems. ***- Solar sails are huge sails which are attached to the exterior of the ship. These sails are made of a matterial which can not be penitrated by solar waves. These waves in return push the ship at speeds almost to that of light. However, the accel of a ship with such a sail is slow. Full speed can be achived after one week of sailing. Because of the size of the solar sails and the limited manuverablity of a ship equiped with such sails it is almost impossible for such a ship to dodge. Such sails require 1/2 of all exterior slots. Equipment ========= Item Cost Mount Slots Notes ---- ---- ----- ----- ----- Cockpit 1 I 1 Provides space for pilot, controls, and minimal life-support for one person for 24 hours. Adv. Cockpit 2 I 1 Same as above plus adv. controls +2 to strike, parry, dodge. Life- support for 1 month. Max seating two people. Allows for ejection. Life-support 2 I 1 Provides life-support for a 10 person crew for one year. Adv. Life-support 4 I 2 Provides life-support for a crew of 100 for one year. Cargo Unit 1 I * Allows 1 ton of cargo per slot allocated. Targeting sys. 2 I 1 Provides +2 to strike roll Computer 4 I 2 Allows for +1 to any roll made while controlling ship. Required for Hyperspace jump. A.I. Computer 10 I 4 Provides +3 to any roll made while controlling ship. Required for Hyperspace jump or use in probability jump calculations. Afterburners 2 A 1 Increase speed of engines 2X to a maximin of 290,000,000 m/s. Subspace Radio 2 E 1 Allows for communication to another location over long distances. Can not be used in hyperspace. Hyperdrive 5 I 4 Allows for travel up to three times the speed of light. Crew Quarters 1 I 1 Provides space for 10 crew members. Includes beds, washrooms, gally, and stores. Planetary Entry 2 E 2 Allows for ships to enter, maneuver, and land on planets, moons, or asteroids. Cloaking 10 * * Allows for ship to remain hidden from ships sensors. Provides a -50 penalty to enemy strike roll. * requires 4 external slots and 6 internal slots. Additional Weapon Pods 2 E 1 For each weapon pod bought the slot which contains that pod counts as two pods which can be used for additional weapons, and only weapons. Turrets 1 E * Allow for weapons to change target angle. *extra slots are not required because the turret is attached to the bottom/top/side of a weapon. SEE NOTE UNDER WEAPONS Ejection Pods 4 I 1 Each pod holds 10 people and contains one months worth of food, water, and air. Has a level 1 engine, no armor, or weapons along with a subspace radio. Tractor Beam 4 E 1 Captures a ship in a gravatational fiels which pulls the ship towards it. Roll as a weapon attack. Gravaton Beam 8 E 10 Creats a huge gravatational disturbance which stops ships from entering into hyperspace. Landing Bay 10 I 5 Allows for the docking of one small size ship or 4 V. small size ships. Sensor Jaming 6 I 2 Causes all ships in the local area, excluding the ship it is equiped on, to recive a -10 to all strike rolls due to the lack of sensors. Also all communications are immpossible. Secondary Sensors 4 I 1 Negates the effects of a Sensor jaming device. I => Internal E => External A => Aft