Monday, 8 May 2017

Wilderlands Galactic - History & Info

Image result for star chart

By the Great Sage Bledsaw the Elder:

Through the Gate

The circumstellar ring has been revered as the Heaven's Bridge by most ancient races of Ghenrek IV as the planets, moons, and even the sun itself travels across the sky upon it. By daylight, it assumes a light blue aspect and at night, it glows silver with tinges of scarlet (since the war of the gods against the Markrabs or Uttermost War). It is speculated that the mass of the ring is responsible for the intensity of the plasma wind given off by the star. The ring becomes golden once every 52 yars for a period of 90 to 96 days due to a sharp decrease in solar storms and sunspot activity. Intelligent lifeforms use this phenomena to mark the end of a cycle and the beginning of new events. Astrophysic specialists predict that the asteroid belt will eventually move outward into the circumstellar ring to precipitate the formation of two additional planets in roughly 13 million years.

The unusual cosmic cauldron that formed this system resulting in four elements not found anywhere else in this galactic spiral arm. Adamantite is an extremely light weight tough metal of a golden reddish hue. Furthermore, adamantite molecules align themselves in response to mental energy in the form of alpha waves by the repeated actions of magicians (more on this later). These alignments seem to both store and focus energy in metallic crystaline lattice structures design by the magicians to achieve unusual results. The term pyschoreactive has been applied to this property. Meithreil is a nearly translucent silver colored metal whose unique molecular structure permits an edge almost monofilament in thickness, is virtually corrosion resistant, and forms a crystalline matrix that ejects other molecules making it near impossible to alloy. Heat treatment yields a tough ductile core able to withstand great stress and strain. Magicum is a turquoise colored metal with a low melting point (244 degrees C) and has an unusual crystalline structure electromagnetic energy to a concentrated form which can be manipulated by the electrical synapses in the brains of living creatures in close proximity. Magicum absorbs heat from it's surroundings, chilling the ambient significantly when this happens. Where large deposits of magicum are located, the efficacy of spells and magic in general is so potent as to indicate that the metal may be the source of all magic (and a significant factor in the geological ice age of this planet). Orichalcum is an extremely dense black metal whose crystalline form permits it to absorb gases and liquids similiar to a sponge, locking them within the crystals. Being rare, it is often overlaid on adamantite weapons to produce especially potent rings, staves and artifacts.

These rare elements were first discovered by explorers from the Alliance of Elder Races which brought many of the shorter lived races to the planet for exploitation prior to discovery of the indigneous races of Dragons and First Men.

The Alliance of Elder Races was founded by starfaring races of extremely long life spans, up to 1,400 years. They accepted any race that achieved the ability to travel between the stars and agreed to the Ethic Charter. This charter proclaimed that sentient life itself is of the highest value and only the quest for knowledge is worthy as the ultimate goal of any race. They choose to remain hidden from any culture not accepted and developed strict laws prohibiting contact or exploitation of any system wherein a non-starfaring sentient race was developing. Upon finding no sentient life forms on Ghenrek IV, they established four bases and filled them with scientists and engineers from the 255 systems of the Alliance. It was found that shallow craters containing magicum could be found upon every continent and lifeforms of all varieties had adapted to the use of magic in hunting and gathering. Huge gravity anomalies dotted the landscape often resulting in giant flora and fauna.

Raliban the Wise would be shocked to learn what he considered the Uttermost War was actually world wide but small in comparison to the actual Uttermost War which occured 45,000 years ago. Raliban relied upon metal tablets found beneath the ruins in a metal chest near the Calendar Obelisk which described the conflict between the Pious and Philosophers which ended around 6,000 years ago. One faction believed the overuse of magic stifled creativity and the felt the salvation of all races depended upon technology and abandonment of the gods. Magic was only to be used in the most dire of cirumstances as it sapped the will to work. The Pious believed in the gods and glorified Magic as the gift of the gods. One passage refered to the appearance of many new gods during this conflict and whole races warred on one side or the other. The destruction of temples, spell books and scrolls was left in the wake of some armies while others detroyed machines, tools and crafting shops of all types. Obviously, the Pious won and all persecution was ended against priests and magic users. The creation date of 12,000 years ago was determined from the interpretation of one tablet which explained that the gods greatly increased in number then with many fantastic and mythological creatures almost simultaneously. It refered also to the Great Dispersal wherein all races were purged, blessed, gathered together, dressed in holy robes of paper, and scattered in small groups throughout the lands (actually done by the Alliance for war protesters seeking a peaceful new world free of technological demands and curious about magic at the time of the cease fire).

Many reports of footprints and unusual items filtered in as the scientists began to collect data on the flora and fauna. Due to the lack of complete data, botanists and geologists largely ignored this information. The biology of this world was rich with marvelous finds attracting scientists from all 255 worlds of the Alliance. An extensive root system seemed to cover most the world's topsoil and core drillings revealed a silicoid layer similiar to silicoid lifeforms found elsewhere deep beneath the clay layers. Electrical impulses were detected traveling amoungst this root system and some speculated it was interfacing with the silicoidal layer. Four bases were built and only one was for accomodating the huge bodies of the elder long lived races. After 133 years of exploration and exploitation efforts, a robominer tunneled into a large cavern containing dragons and humanoids. War immediately insued.

The First Men attacked upon the backs of dragons. Only twenty casualites resulted before the Alliance surrendered in abject humiliation that they had broken so many laws. Dialogue began with the Alliance promising to leave as soon as all equipment could be destroyed or lifted off planet. The First Men explained that they would dictate the terms based upon the will of their god. They returned the next day to insist upon hostages numbering at least six of each race to be left behind. A compromise was worked out whereby the elder races alone would not stay behind due to their low numbers. Volunteer hostages would be transported in groups after all skin implanted nanocomputers were rendered ineffective. Botanists pointed out that they were not to blame as the First Men explained that they neither used fire nor built habitations. Their god had warned them to hide long ago. A party of Markab slaves called Shadows had found out the secret of Gates being studied and a Markrab prince arrived in orbit near the space station above.

After a brief period of demands by the prince to share all technology discovered upon the planet and repeated attempts at compromise by the Elder Alliance, an Alliance star cruiser/transport arrived to pick up the Alliance colonists. During this two year period, the Alliance constructed a fortress north of the base constructed to accomodate the large bodied elder scientists (later to be called the City State of the Invincible Overlord when nomadic barbarians settled amoungst the ruins thousands of years later). The Markrab constructed a fortress base within the Valley of the Ancients and immediately attacked the dragon enclaves there (since Dragons were the most abundant indigenous lifeform there were 944 large warrens and over 1,200 smaller warrens). The Alliance protested this act of war against these neutrals but did not know that it resulted from a failed attempt to convince the dragons to attack the Alliance bases being dismantled. The Markrabs destroyed over 70% of the entire population of dragons. Completing the dismantling and demolishing of all tools and machines not worth transporting, the Alliance star cruiser filled up with the colonists going offplanet and the Markrabs began the Uttermost War by destroying the cruiser, all satellite probes, and the Alliance space station. The planet itself was spared devastation as neither side wished to disrupt or destroy the unique ecological cauldron of immense scientific interest. The fortresses prevented additional landing by either side and were themselves dismantled upon agreement to a ceasefire...

RACES OF THE MODERN GALAXY

Humans - Human Concordat, capital at New Terranova. Various minor realms.
Humans - Draconian Empire, recently collapsed into civil war between the 99 Daughters of Draco
Humans - Sky Pirates
Confeds - Confederacy
Bardik - space nomads
Astari - kingdoms
Lunari
Solari
Liowan prides
Giff mercenaries

See Lesser Races of the Wilderlands

The Confeds as a race are exceedingly obese, having an extra layer of fat under their furry red pelts; the females are especially obese, though not quite as
hairy as the men folk. Teeth are large and sharp, not unlike those
of a polar bear. Confed society is polyandrous, with each female having two,
three, or even more husbands. The Confederacy Priest-Queens command their worlds, and keep harems of males of other races for their entertainment and pleasure. The most powerful Priest-Queens together rule the Confederacy.  The Confeds' iron gullets allows them to eat even ripened carrion. Though they are slow to move due to their great weight and waddling gait, their large lungs allow them to run tirelessly, even at high altitudes. Quick to attack the ships of other spacefaring races such as the Bardik, Astari and Lunari, they only fight other Confed clans after extensive negotiations and religious rituals, which are used to determine the will of their respective goddesses. Many Giff serve as mercenaries aboard Confed vessels.
Confeds have snow-white skin and strawberry blond hair that thickly covers their entire body. Their eyes are ice blue. Confeds stand about 5 feet tall and weigh about 200 pounds.


Cmdr Deering, Concordat Space Navy
Galactic Characters
Most Galactic characters are Fighters or Rogues, with the occasional Barbarian or Monk. The lack of Magicum in most worlds makes spellcasters very rare, though Eldritch Knights are known to exist as Star Knights and Void Knights, wielders of powerful psychic forces. Much more common are Champion, Battlemaster, Thief and Assassin characters. The rare Alien Mystic may be a full-fledged Wizard or Warlock.

Character Backgrounds
Characters are Proficient in all checks within their area of expertise. Galactic Rogues may select these as their Expertise.

Naval Backgrounds
Military - Command (eg Persuasion, Intimidate)
Military - Security (eg Perception, Intimidate)
Military - Fire Control (starship weapons, uses INT)
Scientific - Biology (eg Nature, Animal Handling) 
Scientific - Medical (eg Medicine, Nature)
Scientific - Sentient Life (eg Persuasion, Knowledge - History)
Technical - Communications (eg Investigation, Perception)
Technical - Navigation (eg ship piloting, charting & orientation)
Technical - Engineering (eg ship repair, power systems boost)

Other Backgrounds
Aristocrat (eg Persuasion, Insight)
Mercenary (eg Perception, Weapons systems)
Starfighter Pilot (eg starfighter weapons, uses DEX)

Standard PHB backgrounds are also available.

Personal Weapons
Advanced weapons normally ignore personal armour at Short Range and use the target's Defence Class. DC=8+DEX+Prof. An unaware, non-moving target has DC 10, and the shooter has Advantage as normal.
Slugthrowers: If the firer does not move, semi-automatic and pump action slugthrowers may fire an additional shot at the same target as a previous shot that turn. Slugthrowers do Piercing damage.
Energy weapons: If the firer does not move, semi-automatic energy weapons may fire an additional shot at the same target as a previous shot that turn. Furthermore the firer may take a Bonus Action to fire a third shot at that same target. Energy weapons do Radiant damage.
Light Pistol: 2d4
Medium Pistol: 2d6
Heavy Pistol: 2d8
Carbine: 2d10
Heavy Sniper Rifle: 2d12 - attacks with disadvantage unless attacker first uses an action to brace (no movement).
Advanced Scope
If an attacker takes an Action to aim for a particular target with an Advanced Scope they have Advantage against that target as long as he/she remains in sight.

Starship Combat - adapted from White Star rules.


THE Combat ROUND
When a starship meets with potential enemy starships, it’s possible that a fight
may break out. To allow everyone to act and see what happens, do the following:

1. Determine Initiative.
2. The party (individual or group, determined by Referee) with highest
Initiative acts first (attacking, using items, etc.) and the results occur.
3. The party with the next highest Initiative acts, and their results take
effect.
4. Continue like this until all parties in an encounter have acted.
5. The round ends. Keep the turn order for the next round if the battle
has not been resolved, and start at Step 2 again.

Determining Initiative
At the beginning of a Starship Combat round, each party involved rolls
Initiative on a 1d20. Starship Commanders add INT+Prof. Starfighter Pilots add DEX+Prof.
The highest roll wins. The winning party acts first, moving, attacking, or taking other actions.
Other parties take damage and casualties, then take their turns in descending
order of results.
Initiative rolls may result in a tie. When this happens, both sides are considered
to be acting simultaneously. The Referee may handle this situation in any way
he chooses—with one caveat. The damage inflicted by combatants during
simultaneous Initiative is inflicted even if one of the combatants dies during the
round. It is possible for two combatants to kill each other during a simultaneous
Initiative round!

The Attack Roll
To attack with a starship weapon, the player must have access to it, operating
it from a starship’s cockpit or gunport, depending on the starship they are in.
The gunner rolls a 1d20 and adds any bonuses to the result. This includes the
character’s Proficiency, in addition to the gunner’s WIS Bonus or starfighter pilot's DEX bonus, and the starship’s Targeting modifier if any is applicable.
The Attack Roll is then compared to the targeted starship’s Armor Class to see
if the attack hits. Starfighter pilots add their DEX bonus to their starfighter's AC.

STARSHIP RANGE BANDS
Starship combat takes approximately 1 minute per round.
In the first round of contact, closing ships are at Extreme range (over 20,000 km). Any missile systems may be fired at Disadvantage, but energy weapons are out of range. Communications attempts have a noticeable lag. (0.1 second at 30,000 km, approximately 2-3 planetary diameters).
In the second round of contact, closing ships are at Long range (about 10,000 km). All systems may fire, at Disadvantage. Ships may communicate normally.
In the third round of combat, closing ships are at Short range (about 100 km).  All systems may fire normally.
In the fourth round of combat, closing ships may close to Point Blank range (about 1 km). Non-starfighter starhip weapon systems have Disadvantage against Starfighters at Point Blank range. Otherwise all ranged attacks are made with Advantage.

Ramming
Ships at Point Blank range may also choose to attempt to ram (DEX+Prof with Disadvantage, unless Starfighter, vs target AC) one enemy, if successful taking twice the target's maximum hit points in damage, and doing three times their own hit points in damage dice to the target (four times on a crit); very often destroying both vessels.

Pursuit
Starships may attempt to close on an evading target or evade a pursuer. Make an opposed Piloting roll (INT or DEX +Prof). The winner may change range by 1 band (eg Short to Long, or Long to Short). On a tie the range band remains unchanged. A ship at Extreme range that successfully evades has broken contact. Particularly fast or slow ships may have Advantage or Disadvantage on a pursuit check.

Cloaked Starships
A starship with the cloaking device modifier may render itself invisible. An invisible starship can only be attacked if the general location is known, and the attack is at Disadvantage. If a cloaked starship is successfully hit, but unable to move, this penalty is ignored on the next attack.

Damage and Destruction
When a starship is hit, the amount of damage rolled based on the weapon used is deducted from its Hit Points. When it reaches zero (0) Hit Points, the starship begins making Destruction saves (10+) each round. With 3 failed saves it explodes, and everyone remaining on board is killed. With 3 successes it stabilises. Engineers may attempt to Stabilise a dying starship (typically DC 15, 1/round). A stabilised ship at 0 hit points remains Dead in Space, and may not move; bridge controlled weapon systems are offline but some gunner-operated systems may remain operational. Personal weapons used against starships do 1/100 damage (rounded down), but may attack 10 personal combat rounds to each 1 starship combat round.

Repairing STARSHIPS
Starships do not heal like living beings and must be repaired. This takes time and resources. It takes one day and 20 credits in resources and supplies to repair 5 Hit Points of damage to a starship.

Deering encounters the Psychic Astral Dwarves of Aba-don
Purchasing a Starship & Hiring a Crew
Starships are expensive and purchasing one is beyond the means of most citizens
of the galaxy; they cost several thousand credits. Player characters wishing to
purchase a starship will need to work long and hard for the necessary credits or
make alliances with those who have more resources than them. Many starships
are not even available for purchase outside of highly illegal or military channels.
A starship is inoperable without a crew. Every starship has a minimum number
of crew required, not including gunners. One gunner is required for each weapon
on a starship. These can either be player characters or hired as Assistants.

CSN Admiral Asimov on Bridge of CNS Star Cruiser Searcher
STARSHIP COST (in credits) & MINIMUM CREW
Blockade Runner 175,000 24
Dreadnought 2,500,000 400
Gunship 250,000 24
Heavy Transport 30,000 4
Light Transport 10,000 2
Medium Transport 15,000 3
Space Mine 2,000 0
Space Yacht 18,000 2
Star Cruiser 100,000 10-50
Star Fighter 15,000 1

Starship Statistics
All vehicles and starships have the following statistics: Armor Class, Hit Points, Shield Strength, Targeting, Attack, and Modifications.


ARMOR CLASS: A vehicle’s Armor Class reflects how difficult it is to
damage. This can be a reflection of its small size, high maneuverability,
reinforced hull, or any combination thereof.

HIT POINTS: All vehicles have Hit Points, just like characters.
A vehicle’s Hit Points do not naturally return over time like a character’s and it must be repaired.

SHIELD STRENGTH: Many vehicles, especially starships, have a small
energy field surrounding them to serve as limited protection from
space and weapons. Whenever one vehicle with shields takes damage
from another vehicle’s weapons the damage is reduced equal to the
defending vehicle’s Shield Strength. Each time shields successfully
reduce damage from an incoming attack, Shield Strength is reduced
by one (1) point per 10 damage striking the shields.
As long as a vehicle’s shield strength is not reduced to
zero (0), it naturally regenerates at the rate of one point (1) of Shield
Strength per 10 maximum (rounded up), every five (5) rounds.

TARGETING: This represents computerized targeting systems present in
a vehicle and adds to any Attack Roll made using a starship’s weapon.

ATTACK: This represents a vehicle’s weapons and the damage they do to another. Some vehicles have more than one weapon and may engage in more than one attack per round. Unless a starship has the Automated Weapons Modification, each attack requires a single character to operate the weapon being fired.  Gunners or Fire Control officers add either their WIS bonus or Proficiency Bonus (whichever is higher) to the Damage result. Starfighter pilots add their DEX bonus or Proficiency Bonus, likewise.
Starship weapons that somehow score direct hits on persons and creatures do x10 damage, eg a Heavy Laser does an average 140 damage on a hit.

MODIFICATIONS: Many ships have extra features that grant them
bonuses or modifiers in combat. Details on those modifiers are described
in detail below, after descriptions of the ships themselves.

Stellar Random Encounters
In most instances, each encounter will only feature one of each creature
or starship rolled, with the exception of Space Mines, Stunt Bombers, or Stunt
Fighters. Many of the encountered starships may have other, smaller starships
supporting them that are kept in internal docking bays, particularly Dreadnoughts and Heavy Freighters.

Roll (3d6) CREATURE/STARSHIP ENCOUNTERED
3 Stellar Dragon (Void Dragon, ToB) or other Space Monster
4 Space Mine (3d6)
5 Dreadnought
6 Gunship
7 Heavy Transport
8 Scout Ship
9 Orbital Shuttle or Hazard - eg Asteroid Field, Ion Storm, or Derelict (roll again for ship type)
10 Medium Transport
11 Light Transport
12 Blockade Runner
13 Space Yacht
14 Star Cruiser
15 Assault Ship
16 Star Fighter Squad (2d6)
17 Star Bomber Squad (1d6+1)
18 Orbital Battle Station

See SPACE ENCOUNTER TABLES
See STAR CHART GENERATOR


ASSAULT SHIP
ARMOR CLASS [13]
HIT POINTS 75
SHIELD STRENGTH 5
MOVEMENT FAST
TARGETING +3
ATTACK Ion Grappler, Ion Charge x6 (2d6), Medium Laser x6 (4d6)
MODIFICATIONS Faster-Than-Light Drive
Commonly used by galactic pirates, Assault Ships are designed to disable
and board a target vessel without destroying it, leaving both crew and
cargo in tact. Through use of its unique ion grappler and its ion charge it
renders an enemy ship inoperable before a heavily armed boarding crew
makes their often brutal entry onto the target vessel.

Blockade Runner
ARMOR CLASS [17]
HIT POINTS 90
SHIELD STRENGTH 8
TARGETING +2
ATTACK Laser Cannon x6 Hit: 14 (4d6)
MODIFICATIONS Faster-Than-Light Drive
These heavily armed and armored ships are favored by pirates and other
galactic criminals. Heavily armored and well-armed, they are used to break
planetary blockades, defeat military escorts, and support stellar combat.
They typically require only a crew of two dozen men.

Battlestar (Dreadnought)
ARMOR CLASS [14]
HIT POINTS 200
SHIELD STRENGTH 20
TARGETING +3
ATTACK Heavy Laser x20 Hit: 21 (6d6), Ion Charge x8 Hit: 7 (2d6), Proton
Missile x4 Hit: 28 (8d6)
MODIFICATIONS Advanced Shielding (3), Automated Weapons (16),
Faster-Than-Light Drive, Ion Charge (8),
Proton Missiles (4), Tractor Beam (2), Shield Capacitor
The most feared starship in the galaxy is the Battlestar or Dreadnought.
Crewed by over four hundred men and with enough firepower to lay siege to an entire
planet, it is the symbol of military might in the galaxy. The mere sight of
one is often enough to cause adversaries to surrender.

Gunship (aka Interdictor or Planetary Defence Boat)
ARMOR CLASS [14]
HIT POINTS 85
SHIELD STRENGTH: 8
MOVEMENT: SLOW
TARGETING +2
ATTACK Laser Cannons x8 Hit: 14 (4d6), Ion Charges x4 Hit: 7 (2d6),
Proton Missiles x2 Hit: 28 (8d6), may have others.
MODIFICATIONS Automated Weapons (6 or more), Ion Charge (4),
Faster-Than-Light Drive, Proton Missiles (2),
Shield Capacitor (3).
Little more than mobile artillery platforms, gunships are slow, heavily
armored, heavily shielded, and armed to the teeth. Used to blockade planets
and assist in military endeavors, they require a crew of only two dozen
men. Some even deploy space mines.

Heavy Transport
ARMOR CLASS [10]
HIT POINTS 80
SHIELD STRENGTH 0
MOVEMENT: SLOW
TARGETING +0
ATTACK Light Laser Hit: 7 (2d6) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive, Tractor Beam
Little more than a flying warehouse with a Faster-Than-Light drive, heavy
transports are used to haul small ships, vast supplies, and other large-scale
commodities across the galaxy. They are not well armed or armored, but
require only three crew members. Because they are slow and bulky, they
are common targets for criminals.

Light Transport
ARMOR CLASS [13]
HIT POINTS 60
SHIELD STRENGTH 0
TARGETING +0
ATTACK Light Laser Hit: 7 (2d6) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive
Transports are the workhorse of the galaxy. Light transports are small
freighters ferrying cargo between star systems. Typically they do not have
shields and only Light Armor and weapons. They usually require a crew of
only one or two operators, though they are easily modified and often used
by smugglers and pirates.

Medium Transport
ARMOR CLASS [12]
HIT POINTS 75
SHIELD STRENGTH 3
TARGETING +0
ATTACK Light Laser Hit: 7 (2d6) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive
A larger version of the light transport typically used to haul livestock, ground
vehicles, or other bulk resources, the medium transport is a bigger, slower
version of its smaller counterpart. Unlike light transports, medium transports
usually have some level of shielding to protect themselves.

Space Mine (Suicide Drone)
ARMOR CLASS [17]
HIT POINTS 5
SHIELD STRENGTH 0
MOVEMENT FAST
TARGETING: SPECIAL
ATTACK +7 Hit: 30 (8d6+2) (Self-Destruct)
MODIFICATIONS Automated Weapons (Self-Destruct)

Not so much a starship, but an automated hazard resembling a giant torpedo or small starfighter, used to bolster planetary blockades and waylay honest travelers, a space mine is an automated
starship that activates whenever it detects another starship.
It then begins moving towards that starship at pursuit
speed, making an Attack Roll as it continually attempts to collide with its
target. When it does so it explodes on impact, destroying itself.

Space Yacht
ARMOR CLASS [15]
HIT POINTS 40
SHIELD STRENGTH 1
MOVEMENT FAST
TARGETING: +0
ATTACK Light Laser Hit: 7 (2d6) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive
Sleek and elegant, space yachts are used by rich diplomats and nobles to
cruise the stars in style. They are not heavily armed, but they are fast. With
only a meager laser and the lightest shields to defend itself, the space yacht
is built with the mantra of style over substance. Because of their association
with the idle rich, they are often the targets of space pirates and other
criminals - if they can catch them.

Star Cruiser
ARMOR CLASS [14]
HIT POINTS 85
SHIELD STRENGTH 2
TARGETING +0
ATTACK Laser Cannons x4 Hit: 14 (4d6), may have others
MODIFICATIONS Faster-Than-Light Drive, others determined by Referee
A star cruiser is a universal term for any medium-sized starship found
commonly across the galaxy. It is easily modified to serve as a personnel
carrier, combat vessel, cargo hauler, or any other number of jobs. It usually
requires a crew of anywhere between ten and fifty (10-50) individuals and
can carry as many as three times (x3) that number of passengers. There
is no such thing as a “stock” star cruiser, they are almost always modified.

Star Fighter
ARMOR CLASS [16]
HIT POINTS 25
SHIELD STRENGTH 3
MOVEMENT FAST
TARGETING +2
ATTACK Hit: 14 (4d6) (Laser Cannons) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive (Optional),
Ion Charge(Optional), Proton Missiles (Optional)
These small, agile ships are typically crewed by only one or two pilots.
Light, fast and typically armed with lasers, proton missiles, and sometimes
even ion charges, they typically fly in squads of between three to five (3-5)
ships supporting larger gunships or dreadnoughts in large battles.

SCOUT SHIP
ARMOR CLASS [14]
HIT POINTS 65
SHIELD STRENGTH 1
TARGETING +0
ATTACK Medium Laser (4d6) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive
The tenacious little scout ship is designed for long term space exploration.
Able to operate with a small two or three man crew, its not built for
combat, though by virtue of often being alone in the depths of space it
can take a beating. It’s not built for cargo transport, though its hold is
capable of carrying enough supplies to last a crew of three up to six months.
Scout starships dive into the darkest corners of the galaxy to discover new
planets, new civilizations and find out what lays beyond the star charts of
the universe.

STAR BOMBER
ARMOR CLASS [15]
HIT POINTS 30
SHIELD STRENGTH 3
TARGETING +3
ATTACK Light Laser (2d6) [pilot-linked], Proton Missiles (12d6)
MODIFICATIONS Faster-Than-Light Drive
A little tougher and a little slower than the more traditional Fighter,
Bombers are designed to support their more agile counterpart by
engaging in bombing runs on dreadnoughts and other large warships.
While not as fragile as Stunt Fighters, pilots still must be careful or they
find their bombing runs quickly turning into a one way trip.

ORBITAL BATTLE STATION
ARMOR CLASS [10]
HIT POINTS 2500
SHIELD STRENGTH 75
MOVEMENT SLOW
TARGETING +2
ATTACK Light Laser x250 (2d6) Medium Laser x100
(4d6), Heavy Laser x50 (6d6), Planetary Laser
MODIFICATIONS Faster-than-Light Drive, Shield Capacitor (3),
Tractor Beam
These terrifying battle stations carry more firepower
than a fleet of dreadnoughts and require thousands of
crewman to operate. Often as large as a moon or major
asteroid they are equipped with hundreds of laser cannons,
shields capable of deflecting any bombardment
and even have a dreaded planetary laser: a single massive energy cannon
capable of laying waste to a planet in one blast.

ORBITAL SHUTTLE
ARMOR CLASS [12]
HIT POINTS 50
SHIELD STRENGTH 1
TARGETING +0
ATTACK Light Laser (2d6) [pilot-linked]
MODIFICATIONS Faster-Than-Light Drive
These simple starships are most often found in the service of nobles and
aristocrats, ferrying them from their planetary palaces to larger starships
waiting in orbit. Built for luxury and show, they are all but defenseless
in the heat of battle, equipped with minimal shielding and a light laser.
Many of them do not even have a Faster-than-Light Drive.

Modifications
Modifications grant starships certain abilities and advantages both in and out of
battle. Almost all starships have a few modifications, chief among them being
a Faster-than-Light drive. Below are the descriptions of each modification that
can be applied to a starship, along with its base cost. This cost is multiplied by
the starship’s maximum Hit Points to reflect that larger ships are more difficult
to modify. Some modifications may be purchased more than once.

ADVANCED SHIELDING: This modification adds +1 to a starship’s
Shield Strength. It may be purchased up to three times (x3).
Base Cost: 30 credits.

ADVANCED TARGETING SYSTEM: This modification adds +1 a
starship’s Targeting. It may be purchased up to three times (x3).
Base Cost: 20 credits.

AUTOMATED WEAPONS: This modification allows one of a starship’s
attacks to operate without a gunner or pilot operating it. The automated
weapon has a Base Hit Bonus of +0. This modification may be purchased
once for each weapon on a starship. Base Cost: 30 credits.

CLOAKING DEVICE: This modification allows a starship to cloak
(see page 49). If the starship fires a weapon or activates its shields
while cloaked it immediately becomes visible. This modification may be
purchased only once for a starship (x1). Base Cost: 100 credits.

FASTER-THAN-LIGHT (FTL) DRIVE: This is the most common
modification, allowing for a starship to travel at Warp Speed across star system,
across the vastness of the galaxy. It requires five (5) rounds to activate an FTL Drive
once a starship has left the atmosphere and gravity of a planet. This
modification may be purchased only once for a starship (x1).
Base Cost: 10 credits.

HIGH-YIELD THRUSTERS: This modification allows a starship to travel
faster. It adds +1 to a starship’s Movement class. . Base Cost: 60 credits.

ION CHARGE: This modification adds to a starship a single weapon
with ion energy, causing less damage but causing the target’s engines
to seize up. A starship weapon with the modification inflicts only 2d6
damage, but an enemy starship successfully hit with an ion
charge it suffers -1 to its Movement class for the next round. It may be purchased
once for each weapon on a starship (x1). Base Cost: 30 credits.

PROTON MISSILES: This modification adds a missile launcher that can fire a volley of 6 physical projectiles capable of massive nuclear explosions. Proton missile volleys are rolled as single attacks which inflict 8d6 points of damage on a hit. However, an attack does only half damage against a starship which has a current Shield Strength of 1 or higher. After 3 missile volleys (18 missiles) a launcher's Proton Missile store is depleted. At short range (only) a ship may choose to fire a single missile rather than a volley against its target, attacking with Disadvantage and inflicting 4d6 damage on a hit (+1d6 per extra missile launched, so 5 missiles attack at short range only with disadvantage for 8d6). It takes 18 single missile launches to deplete a missile store.
This modification may be purchased once (x1) per each weapon point on a starship. Base Cost: 10 credits.

REINFORCED HULL: This modification adds reinforced plating to a
starship’s hull, increasing its protection. It adds -1 [+1] to a starship’s Armor
Class. It may be purchased up to three times (x3). Base Cost: 2 credits.

TRACTOR BEAM: A successful Attack Roll made with a tractor beam
at Short or Point Blank range requires the starship’s pilot to succeed in a Saving Throw (DEX +Prof vs DC 15). If the Saving Throw is failed the starship immediately stops moving in its current
direction and is drawn 1 range band towards the attacker (S>PB, PB>Adjacent).
If the attacking starship and defending starship become adjacent (closer than Point Blank),
the attacker is assumed to have locked onto the starship and may send a
boarding party aboard. While gripping target in tractor beam an attacking
starship has Advantage on all To-Hit rolls vs the target. Tractor beams can only be
installed on the largest ships (200 hp) such as dreadnoughts. Base Cost: 3 credits.

SHIELD CAPACITOR: This modification increases the rate at which
a starship’s Shield Strength recovers by one (1) (eg 1>2, 2>3). It may be
purchased up to three times (x3). Base Cost: 6 credits.

ION GRAPPLER: Ionized high-strength towing cables are fired into an
adjacent vessel, piercing the hull and sending a pulse of energy into the
target starship, shorting out most of that vessel’s systems. Ion Grapplers
can only be fired at a starship that has a Shield Strength of zero (0).
Any kind of shielding automatically protects a starship from these attacks.
Ion Grapplers can only be fired at an adjacent starship. If the attack is
successful, the targeted starship takes 1d6 points of damage and the
starship’s pilot (or commanding officer, in the case of large vessels) must
make a DC 15 Saving Throw (WIS+Prof).
If failed, the starship’s engines and weapons are shut down for 5d6 rounds as they
are flooded by an overwhelming energy pulse.
Base Cost: 35 credits.

PLANETARY LASER: This weapon is designed to be fired at planets and
large orbiting satellites. When fired at targets any smaller, they suffer a -10
to their To-Hit rolls. Any planet, starship, or target struck by a Planetary
Laser is instantly destroyed. There is no damage rolled, as the amount
cannot be calculated in mere numbers. The power necessary to operate a
Planetary Laser can only be generated by an Orbital Battle Station. It takes
10 minutes (10 turns) for an Orbital Battle Station to generate the power
necessary to fire a single shot, although this shot can be fired at a low
energy Level inflicting only 175 (50d6) points of damage against their target
instead of a full blast. Planetary bodies are considered to have an Armor
Class of [4] and are extraordinarily easy to target. Base Cost: Priceless.

UNUSUAL STARSHIP PURCHASING COSTS (in credits) & MINIMUM CREW
Assault Ship 200,000 6-24
Orbital Battle Station Priceless 5,000-20,000
Orbital Shuttle 12,500 1-4
Scout Ship 12,500 1-4
Stunt Bomber 20,000 1-2

Experience for starship combat
Earning XP for Starship Combat is a little different than Personal Combat.
Because starships are highly customizable, instead of assigning a standard
amount of XP to each ship, there’s a simple formula that’s used to calculate
how much a single starship is worth in XP:
Starship (Hit Points x 10) + (Number of weapons x 50) = XP
This XP is then split amongst all player characters that are on board the ship;
player characters get a full share of XP, while Assistants get a half share. For
example, if a starship was defeated and the XP award for it was 1800 XP and
there were four (4) player characters and four (4) Assistant crew members
on the victorious ship, each player character would get 300 XP, and each
Assistant would get 150 XP.
Sometimes the important thing in Starship Combat isn’t about destroying your
opponent, but outdistancing and escaping it, especially if they’ve got superior
firepower. Whenever this option is taken, only 25% of the possible XP earned
is awarded to everyone on board the party’s ship.

Draconian Space Princess
SPACE TRAVEL
Interstellar Travel is via Warp engine, employed outside the gravity well of stars and planets - approximately 3 planetary diameters, 30,000km, or Extreme Range in the Starship Combat system. To enter Warp ships must also be at Long range (1000+km) from any asteroids or large vessels, or Short range (100+km) from starfighters & space mines (25 hp or less). A ship in Warp folds (warps) space around itself, enabling the crossing of vast distances within days.
Warp Speed is measured in Standard Parsecs per Week, a parsec being 3.24 light years. After 10 days in Warp a ship must discharge its Warp Coils into a gravity well to prevent lethal radiation buildup. Most ships are capable of sustained Standard By Ten, a rate of 10 Parsecs per 10 days of travel, with short bursts of up to Standard By Twenty. The Ship's Engineer may attempt a faster movement, check is INT+Prof vs DC = Standard Speed attempted, to a maximum of 20 for most ships. Failure indicates the ship goes at the speed rolled. Failure by 5 or more indicates a mishap, usually resulting in a warp drive failure or Misjump. Ships have been known to come out of a Misjump in all sorts of odd places...

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