This will merely be the story of the players and their craft. I have some plot hooks planned for the background, but most of the game will be based on the information provided in the background. I know this is a lot of freedom, and that it might look like laziness on my part, but I'm certain some people will appreciate it.
On another note, the complexity of the craft designing system of the previous game was problematic, so I hope I have simplified that somewhat.
Name:
Home planet:
Race and short history:
Biography:
Ship:
Equipment and skills:
Note: Merely a guideline. Try to include plothooks, and be reasonable.
Important Statistics:
Each spaceship is made up from several modules, which differ in size and capabilities. (Bigger is often better). These systems determine the ships stats in combat, and can be damaged by various attacks. They're upgradeable, and can be changed quite easily. All systems require power to run, which is provided by the ship's onboard generators. Various systems also have various modifiers which can be useful in combat.
Each module takes up a certain amount of space, which could otherwise be used to store cargo. In general, 1 size unit equals 1m³
Craft Size:
Various crafts have various sizes. These can range from small fighters to kilometer long ships. In general, size also determines how much decks a ship has, which is useful in battle and during boarding operations, as the inner deck is always better defended than the outer deck. However, several subsystems need to be placed on the outer deck, and the less stuff there's on the outer deck, the less protection it offers.
1-10: Extra small (probes)
11-100: Fighter
100-500: Small Craft (2 decks)
501-1000: Corvette (2 decks)
1001-2000: Destroyer (3 decks)
The larger the size of the craft, the easier it is to hit and damage, and the larger it's support systems will need to be.
Stats of a spacecraft:
Structural Health: Base structural health equal to the size of the ship. When this depletes, your ship crumbles
Armor: If applicable, armor that absorbs damage that your ship sustains. As it depletes more and more damage will pierce.
Maneuverability: How maneuverable a ship is, and how easily it can dodge an enemy
.... (Many more, but module specific)
Stats of a module
Power use per size unit: (A simple measure of how much power a system uses per size unit)
Effect per size unit: (How effective the system is)
Stats of a Weapon
Base hit rate:
Base damage:
Ammuntion:
Special effects:
Mandatory:
- Engine (Except for stationary objects)
- Reactor
- Bridge
- Life support (Except for probes)
Additional:
- Weaponry (These modules hoist all kinds of weaponry)
- Sensors (Contains sensors and detection mechanisms, but also stealth systems)
- Shields (Also includes other systems to prevent your ship from being shot to itty bits. Actual shields are quite rare.)
- Jump drive (You can stay in the same solar system if you want, but otherwise you're going to need this. Or hitch a ride.)
- Storage (While any unused space can serve as cargo space, sometimes you want dedicated facilities)
- Auxiliary (For the stuff I had no place for)
Basic Engine
Power use: 4
Effect: +2 maneuverability for every 5% taken up by engines
H-Power Engine
Power use: 5
Effect: +2 maneuverability for every 5% taken up by engines, +1 engine power bonus per 5%
Hybrid Engine
Power use: 5
Effect: +2 maneuverability for every 5% taken up by engines, +4 landing roll bonus per 5% (rolled on a d20)
Fighter Engine
Power use: 1
Effect: +2 maneuverability for every 5% taken up by engines
Note: Can only be used on fighters
Solar Panel:
Power use: -0.1
Note: Does not need to be inside the craft. Often attached to probes and other systems. Very vulnerable, but needs no fuel.
Battery:
Power use: -5
Note: Battery reserve last 5. Can overcharge without trouble
Emergency power generator:
Power use: -20
Note: Last 5 turns, needs to be replaced after usage. Often used as an emergency measure on fighters, less so on other cract.
Fission Reactor
Power use: -10
Note: With the advent of cheap fusion energy, this technology is considered outdated. Fuel is rare. However, the fission reactor is remarkably reliable, and easily repaired.
Fusion reactor
Power use: -10
Note: Fuel is plentiful and readily available, but fusion reactors are fairly fragile and hard to maintain.
All bridges consume 1% of the ship's space
Standard Bridge:
Power use: 10
Note: +1 bonus for all actions committed from the bridge
Combat Bridge:
Power use: 10
Note: +4 bonus for combat actions committed from the bridge
Sensor Bridge
Power use: 10
Note: +4 bonus for scanning actions committed from the bridge
Stronghold:
Power use: 10
Note: +4 bonus for anti-boarding actions committed from the bridge
Navigation:
Power use: 10
Note: +4 bonus for combat actions committed from the bridge
Standard Lifesupport
Power use: 1
Note: Ideally 1 crew per 5 units
Medbay
Power use: 1
Note: 1 sickbed per 5 units
Small Weaponry turret
Power use: 2.5
Note: Minimal size: 5
Medium Weaponry turret
Power use: 5
Note: Minimal size: 20
Large weaponry turret
Power use: 10
Note: Minimal size: 50
Spinal Weapon turret
Power use: 10
Note: Minimal size: 20% ship size
Battery Weapon turret
Power use: 20
Note: Minimal size: 100
Active Sensors:
Power use: 2.5
Note: +2 to scanning rolls per 25 size units, -1 to stealth rolls per 25 size units
Passive Sensors
Power use: 2.5
Note: +1 to scanning rolls per 25 size units
Survey sensors
Power use: 2.5
Note +1 to scanning rolls of planets, objects and stations per 25 size units
ECM
Power use: 2.5
Note: -1 to enemy scan rolls per 25 size units
Standard Armor Plating
Power use: None
Effect: Provides 10%shipsize armor points. 5 DR (Damage resistance)
Note: Armor plating does not take up any space. Only 1 type of armor plating on a ship.
Ablative Armor Plating
Power use: None
Note: Provides 20%shipsize armor points. No damage resistance. Reduces Incoming damage to 20% of armor health.
H-D Armor plating
Power use: None
Note: Provides 5%shipsize armor points. 10 DR.
Reflective Armor Plating
Power use: None
Note: Provides 10%shipsize armor points. 5 DR (Damage resistance). +2 DR against laser Weaponry, -2 to stealth
Stealth Armor Plating
Power use: None
Note: Provides 10%shipsize armor points. 5 DR (Damage resistance). -2 DR against laser Weaponry, +2 to stealth
Anti-Kinetic Armor Plating
Power use: None
Note: Provides 10%shipsize armor points. 5 DR (Damage resistance). +2 DR against kinetic Weaponry, -2 against Missiles
Deflector Shield
Power Use: 20
Note: Adds a shield with strength equal to module size, which will be depleted before actual attacks occur.
Disruptor Shield
Power use : 5
Note: Adds a shield with strength equal to module size, which will be depleted before actual attacks occur. Does not counter Kinetic attacks. Might Disable missile weaponry.
Standard Jump Drive
Power use: 1
Note: Size = 10% ship size
Note: Jumps in 5 combat turns
Slip Drive
Power use: 0.5
Note: Size = 10% ship size
Note: Requires another ship to jump so that it can follow. 5 turn charge
Blink Drive
Power use: 2
Note: Size = 10% ship size
Note: Jumps in 5 combat turns; Can do microjumps in a single system to get around quickly.
Idle Drive
Power use: None
Note: Size = 10% ship size
Note: Jumps in 10 turns; includes it's own reactor
Reinforced Hazardous Materials storage
Power use: 1
Note: Storage capacity remains equal, required for a variety of hazardous materials, but also various types of ammunition
External docking Module
Power use: 5
Note: Can dock a ship up to 10 times larger as this module.
Suggestions are welcome...
So far nothing, any special systems that don't have a place in one of the above categories might be placed here.
But there's no limit to anything?
- Well, you'll need to a good excuse to start with anything bigger than a corvette, and balance will be dynamic. On a side note, you can do shared ships, if you want to.
What about weaponry?
- Describe it, detailed rules will follow soon
This seems unfinished?
-It is.