ZeroSpace 3e EN:Starships

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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.


Table: Starship armor
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.


Table: Starship energy shields
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 meters. 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.


Table: Short range weapons
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
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning
  5. Terrifying


Medium Range Weapons

Medium range weapons are typically useful up to a distance of 50 meters. 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.


Table: Medium range weapons
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
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning


Long Range Weapons

Long range weapons are typically useful up to a distance of 500 meters. 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.


Table: Long range weapons
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
  1. Bonuses And Penalties
  2. Exploding
  3. Penetrating


Special Equipment

Table: Tools
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.