ZeroSpace 3e EN:Starships: Difference between revisions
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==Short Range Weapons== | ==Short Range Weapons== | ||
Short range weapons are typically useful up to a distance of 10 | Short range weapons are typically useful up to a distance of 10 kilometers. The attack value (DV) of a starship using a ranged weapon is usually equal to its relevant attack attribute (typically Maneuverability) + 1, or the attack rating of the weapon, whichever is greater. | ||
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==Medium Range Weapons== | ==Medium Range Weapons== | ||
Medium range weapons are typically useful up to a distance of 50 | Medium range weapons are typically useful up to a distance of 50 kilometers. The attack value (DV) of a starship using a ranged weapon is usually equal to its relevant attack attribute (typically Maneuverability) + 1, or the attack rating of the weapon, whichever is greater. | ||
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==Long Range Weapons== | ==Long Range Weapons== | ||
Long range weapons are typically useful up to a distance of 500 | Long range weapons are typically useful up to a distance of 500 kilometers. The attack value (DV) of a starship using a ranged weapon is usually equal to its relevant attack attribute (typically Maneuverability) + 1, or the attack rating of the weapon, whichever is greater. | ||
Revision as of 15:12, 21 November 2016
In game terms, starships operate much like characters. Where characters have Brawn, Agility, Sensors, and Endurance, starships have Mass, Maneuverability, Sensors, and Integrity. Most starships also have armor or energy shields (some starships have both). Some starships have weapons, and a few have exotic equipment like tractor beams.
Armor
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Armor provides protection against most forms of direct damage: anything which inflicts Integrity damage. The defense value (DV) of a starship with armor is equal to its relevant defense attribute (Mass or Maneuverability) + 1, or the defense rating of the armor, whichever is greater. As always, this protection does not stack with energy shields or other forms of defense -- only the highest defense value applies.
Heavier armor restricts a starship's mobility. The effective Maneuverability of a starship with armor may be limited.
Type | Defense Rating |
Cost | Notes |
---|---|---|---|
Light Tactical Attire | 1 | 400 Cr | Maximum Maneuverability rank 8 |
Medium Tactical Attire | 2 | 800 Cr | Maximum Maneuverability rank 7 |
Heavy Tactical Attire | 3 | 1,600 Cr | Maximum Maneuverability rank 6 |
Light Assault Armor | 4 | 2,000 Cr | Maximum Maneuverability rank 5 |
Medium Assault Armor | 5 | 4,000 Cr | Maximum Maneuverability rank 4 |
Heavy Assault Armor | 6 | 8,000 Cr | Maximum Maneuverability rank 3 |
Energy Shields
Energy shields provide protection against most forms of direct damage: anything which inflicts Integrity damage. The defense value (DV) of a starship with an energy shield is equal to its relevant defense attribute (Mass or Maneuverability) + 1, or the defense rating of the energy shield, whichever is greater. As always, this protection does not stack with armor or other forms of defense -- only the highest defense value applies.
Shields which are stronger also generate more electromagnetic interference. The effective Sensors of a starship using an energy shield may be limited.
Type | Defense Rating |
Cost | Notes |
---|---|---|---|
Ludax Safety Shield | 1 | 1,600 Cr | Maximum Sensors rank 8 |
Vizilian Lucent Shield | 2 | 3,200 Cr | Maximum Sensors rank 7 |
Zniss Personal Protection Screen | 3 | 6,400 Cr | Maximum Sensors rank 6 |
Zniss Professional Protection Screen | 4 | 8,000 Cr | Maximum Sensors rank 5 |
Koltsov Interference Generator | 5 | 16,000 Cr | Maximum Sensors rank 4 |
Shadefan Exo Force Field | 6 | 32,000 Cr | Maximum Sensors rank 3 |
Short Range Weapons
Short range weapons are typically useful up to a distance of 10 kilometers. The attack value (DV) of a starship using a ranged weapon is usually equal to its relevant attack attribute (typically Maneuverability) + 1, or the attack rating of the weapon, whichever is greater.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Pocket Blaster Pistol | 2 | 300 Cr | |
Target Blaster Pistol | 2 | 450 Cr | attack bonus1 (+3) if attacker does not move |
Blaster Pistol | 3 | 500 Cr | |
Repeating Blaster Pistol | 3 | 2000 Cr | attack bonus1 (+3) (fires multiple rounds at target) |
Stunner | 3 | 350 Cr | Stunning |
Blaster Carbine | 4 | 900 Cr | Two-handed |
Flamethrower | 6 | 350 Cr | Two-handed, attack bonus1 (+3) (wide spray), Terrifying5 |
Pacification Grenade | 8 | 250 Cr | Exploding2, Sensory3, Stunning4, single use |
Fragmentation Grenade | 12 | 200 Cr | Exploding2, single use |
Shock Grenade | 12 | 250 Cr | Exploding2, Sensory3, single use |
Incendiary Grenade | 12 | 250 Cr | Exploding2, Terrifying5, single use |
Stun Grenade | 14 | 250 Cr | Exploding2, Stunning4, single use |
Medium Range Weapons
Medium range weapons are typically useful up to a distance of 50 kilometers. The attack value (DV) of a starship using a ranged weapon is usually equal to its relevant attack attribute (typically Maneuverability) + 1, or the attack rating of the weapon, whichever is greater.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Light Repeating Blaster Rifle | 3 | 2000 Cr | Two-handed, attack bonus1 (+3) (fires multiple rounds at target) |
Pain Rifle | 4 | 450 Cr | Two-handed, Stunning4 |
Sporting Blaster Rifle | 4 | 800 Cr | Two-handed, attack bonus1 (+3) if attacker does not move |
Repeating Blaster Rifle | 4 | 4000 Cr | Two-handed, attack bonus1 (+3) (fires multiple rounds at target) |
Heavy Blaster Rifle | 5 | 1000 Cr | Two-handed |
Heavy Repeating Blaster Rifle | 5 | 6000 Cr | Two-handed, attack bonus1 (+3) (fires multiple rounds at target) |
Wrist Rocket | 8 | 350 Cr | Single use |
Pacification Cannon | 8 | 800 Cr | Two-handed, Exploding2, Sensory3, Stunning4 |
Long Range Weapons
Long range weapons are typically useful up to a distance of 500 kilometers. The attack value (DV) of a starship using a ranged weapon is usually equal to its relevant attack attribute (typically Maneuverability) + 1, or the attack rating of the weapon, whichever is greater.
Type | Attack Rating |
Cost | Notes |
---|---|---|---|
Sniper Blaster Rifle | 5 | 9000 Cr | Two-handed, attack bonus1 (+3) if attacker does not move, Penetrating3 |
Light Blaster Cannon | 10 | 3000 Cr | Two-handed, fires every other round |
Heavy Blaster Cannon | 16 | 4500 Cr | Two-handed, Exploding2, fires every other round |
Special Equipment
Type | Cost |
---|---|
Breather | 250 Cr |
Commlink | 200 Cr |
Datapad | 1000 Cr |
Dronelight | 10 Cr |
Covert Tracking Device | 1000 Cr |
Fire Suppressor | 25 Cr |
Handcuffs | 15 Cr |
Holocam | 3000 Cr |
Macrobinoculars | 600 Cr |
Multi-tool | 250 Cr |
Navcomp | 500 Cr |
Nightvision Goggles | 1000 Cr |
Surveillance Microdrone | 5000 Cr |
A Note On Repeating Weapons
Weapons which fire multiple rounds, such as turbolasers and MIRV torpedoes, usually grant an attack bonus (+3), and they might or might not do more damage than their single-shot equivalents (AR 4 instead of AR 3, for example), but the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one attack roll. There's no "roll damage three times" mechanic like some game systems have.