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Monday, March 27, 2017

The High Space Sphere

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Wednesday, May 4, 2016

Starship Construction #5 (Edges)

Starship Crew Edges

Accommodation

Cost: 100CBT

Requirement: Displacement d6, 1 Payload

Accommodation is a standard component for any starship that travels between systems. Each accommodation area can comfortably house a number of guests equal to the Displacement die-type of the starship, with the quality of the lodgings determined by the Quality of the starship, and the Edge can be purchased multiple times. Accommodation provides enough air, food, and water for all guests for the longest FTL trip the starship is capable of undertaking.

Cryo-sleep

Cost: 50CBT

Requirement: Displacement d6, 1 Payload

Cryo-sleep is a form of low temperature ‘suspended-animation’ that living creatures can be placed into for extended periods, for journeys such as extended drifting at normal-space speeds, or long FTL hops between systems. Paying customers like cryo-sleep because it is cheap. Carriers like cryo-sleep because people can be packed into ‘cryo pods’  like sardines! Passengers can be woken individually or en` mass during a journey if required. The cooling facilities for maintaining cryo-sleep are small but not negligible, and can sleep twice as many passengers as the Displacement die-type of the starship, and the Edge can be purchased multiple times.

Gill-fluid

Cost: 250CBT

Requirement: Shockpods, 1 Payload

Gill-fluid is a fluid based life support mechanism for air-breathing life forms. Clear, gel-based tubes insert and deliver oxygen, food, and waste to and from crew inside their Shockpods, which are filled with a clear suspension gel. Loose clothing is worn to accommodate the gel-tubes. Gill-fluid is often only used by crew on long rotations, and crew will need to take a shower each time they emerge from their Shockpod! For the performance of maneuvers in normal-space flight, the effective Vigor of the crew is increased by an additional +1 die-type on top of the bonus provided by Shockpods.

Lifepods

Cost: 25CBT

Requirement: None

The starship is fitted with Lifepods. This gives all crew and passengers that are capable of using a Lifepod the choice of rapidly ejecting any time during their action, including during a held action. Each life-pod holds a single person, and has a first-aid kit and enough air and fuel to last 48 hours. If the crew eject during FTL flight they can choose to either be adjacent to the starship or anywhere within Close range in the wake of the starship. If the crew eject during normal-space flight they are assumed to be adjacent to the starship. Lifepods can be steered and travel at normal-space velocities, covering Close ranges each round.

Shockpods

Cost: 100CBT

Requirement: 1 Payload

Shockpods are padded capsules that improve the effective Vigor of the crew for the performance of normal-space manoeuvres (but not while using FTL, unless the starship also has the Mass-effected FTL Hindrance). Treat the Vigor of all crew members as +1 die-type in such situations.

Starship Computer Edges

Anti-capture System

Cost: 25CBT

Requirement: FTL d4, 1 Payload

An anti-capture system explodes all of the remaining fuel of the starship, which would normally destroy the starship and kill the crew. The explosion also delivers d6 damage per Displacement die-type of the exploding starship, to any other starship or object adjacent or with which it is docked. The explosion can be manually triggered, timer-based, or event-based. The system is normally only accessible from the bridge, and is subject to the effects of both the Failsafe and Security Suite.

Expert Automatics (Automatic)

Cost: 50CBT

Requirement: Computer d6

The starship’s computer is fitted with databases of knowledge and specific algorithms that enable it to operate a designated Automatic with a +2 bonus. This bonus is not included when the Automatic is used in Override by a manual operator.

Failsafe

Cost: 50CBT

Requirement: None

Failsafe is a parallel set of monitoring and control systems that are isolated from the starships normal computer and control systems. Any order that uses a system to endanger the crew is automatically cancelled and that system is made inoperable. The inoperable system can only be restarted by using Repair (or equivalent Skill) from the failsafe master-controls, which are usually located in a section away from any computer control panels. Disabling a Failsafe requires direct physical access to the failsafe system, first breaching any security around it, and then a successful Electronics (or equivalent) roll.

FTL Computation Array

Cost: 50CBT

Requirement: FTL d4, Computer d6, 1 Payload

The array is a modular sub-processing center to the starship’s computer that enables faster and more accurate computation of FTL routes. The array adds +1 FTL range increment for FTL movement The starship requires an FTL Core to use this Edge.

Positronic Core

Cost: 1000CBT

Requirement: Computer d6, 1 Payload

Most computers can store information, and carry out self-optimization, but a Positronic Core provides a ‘personality’ and some would even argue that it provides a ‘soul’ for the machine. All of the Minds are linked to a single massive, sometimes distributed, Positronic Core. This Edge is required for a player to take a starship as a PC.

A starship with a Positronic Core that is not also a player character can also ‘learn’ and gain XP at the normal rate for an NPC, and use this XP to improve its individual Automatics as if they were Skills, using the relevant Attribute as the base (so that each improvement is always beyond the base Attribute for that Automatic.

Secoms

Cost: 50CBT

Requirement: Computer d6

Secoms are narrow-band scrambled communications impervious to decryption. Anyone trying to decrypt communications between two starships with Secoms must make a Knowledge (Mathematics) and succeed with a Raise. This assumes that the starship can first intercept the narrow-band signals, which requires the intercepting starship to be within Short range of at least one of the targets, and succeed in both Piloting and Sensors actions in order to get between them.

Security Suite

Cost: 100CBT

Requirement: None, 1 Payload

Any command that would result in ‘immediate harm’ to the crew/passengers or to the starship (in that order of priority) will be prevented by a Security Suite. A person with the correct Starship Codes can force the starship to execute the command on its next action, although authorisation requires one full round to confirm. Alternatively, a raise with either a Hacking or Security Skill test can also force the starship to execute the command on its next action.


<SIDEBAR>

Starship Codes

For every starship there is a long, non-repeating, random code string that is required to access the internals of the starship computer, lock down systems, to enforce orders, and to cancel orders that would otherwise be enforced. These are known as Starship Codes. Starship Codes can never be hacked (at least not by PanDominion technology!), and the loss of a Starship Code usually requires the starship to return to its place of manufacture to be reprogrammed (after affirming proof of ownership.) Reprogramming does not endanger Positronic Cores which run on their own systems.

</SIDEBAR>


Starship Build Edges

Armory

Cost: 50CBT

Requirement: Displacement d8, 1 Payload

Arms and munitions can be transported the as any other type of cargo, which is often the case - a dangerous but lucrative proposition. To safely transport weapons and munitions requires a secure armory. Not only does an armory need to be secure from on-board sabotage, but its physical placement and shielding have to mitigate any damage should any munitions inside be detonated. Armories come with the equivalent of both the Failsafe and Security Suite Edges, dedicated specifically to securing Armory alone. Armories are often found on warships. Buying this Edge does not supply any of the weapons or munitions normally stored inside it.


<SIDEBAR>

Instead of a dedicated armory, a starship may have a simple ‘weapons locker,’ free of charge. This is a glorified lockable rack or cabinet. Weapons lockers are free to all starships and have no cost associated with them, but the security of the storage and protection they offer is minimal and potentially easily bypassed.

</SIDEBAR>

Cargo: Luggage

Cost: 100CBT

Requirement: 1 Payload

A small, fully-sealed and pressurized storage compartment, normally used for luggage, but also capable of storing up to 3 normal sized humans in very close proximity. Because of the potential use for carrying plants and animals, this luggage area relies on the same life-support mechanism as that of the crew. Such compartments are sometimes concealed, and aggressively searched for if a starship is boarded for a customs inspection.

Cargo: Cargo Container

Cost: 200CBT

Requirement: Displacement d8, 2 Payload

This Edge represents fully sealed and pressurized transport for as many sealed standardized cargo containers as the starship has Displacement points. It can be bought multiple times as separate or joined areas.

Cargo: Bulk Storage

Cost: 900CBT

Requirement: Displacement d10, 11 Payload

Fully pressurized storage for non-fluid bulk goods, such as grains, manufactured and packaged goods, cast metals, and loose minerals, etc. The storage footprint covers the size of a several regular football fields, is about ten stories high, with a weight of up to 200,000 tones.

Cargo: Fluid Storage

Cost: 1050CBT

Requirement: Displacement d10, 12 Payload

Fluid storage is very much the same as Bulk Storage, except that it is specially designed to fill, transport, and empty fluid cargoes, one of the most common being Astatine, the fuel used in  FTL Cores! The extra engineering increases the payload requirement, but the volume and weights are approximately the same as for Bulk Storage.

Cloaking Device

Cost: 300CBT per point of Displacement

Requirement: 1 Payload

When activated a Cloaking Device prevents a sensor lock from Passive Sensors, and imposes a -4 penalty on rolls to acquire the starship with Active Sensors. A starship cannot travel further that Close range each round during FTL flight, and is negated until the end of the round (including being negated against held actions) after it fires weapons or takes any kind of offensive action. Activating a Cloaking Device also negates a Quantum Lock.

Combat Conversion

Cost: 100CBT

Requirement: 2 Payload per 1 Hardpoint

With this Edge 2 Payload can be converted into 1 Hardpoint, which can then be used to fit-out any Edges that require Hardpoints.

Docking Point

Cost: 100CBT

Requirement: Displacement d8, 1 Payload

A Docking point enables two starships to be joined directly, as long as one of them has an unoccupied Docking point. This is especially important if a starship wishes to dock with a station instead of using a landing bay. If both starships (or stations) have Docking Points it also allows the safe and secure exchange of water, air, people, power, food, and data. It also allows a starship to carry any other starship docked with it, as long as the second starship(s) are each a minimum of 2 Displacement die-type smaller. For example, a d8 ‘carrier’ can dock with and carry as many d4 sized craft as it has Docking points.

Hazmat Containment

Cost: 200CBT

Requirement: Displacement d8, 3 Payload

Hazardous materials (radioactive, biological, and chemical) can be safely and indefinitely stored in starships with this Edge. Hazmat Containment is automatically fitted with its own failsafes, the equivalent of the Failsafe Edge. Because of the extensive shielding and temperature control around the containment the volume available to store material is very small – the size of a small room per Edge bought. When buying this Edge more than once, it needs to be specified if the containment area is one big area or consists of smaller isolated areas.

Landing Bay

Cost: 50CBT

Requirement: Displacement d8, 1 Payload

This Edge converts 1 Payload worth of the starship into a landing area that can hold 1 Displacement worth of a smaller starship. If this Edge is bought multiple times it should be noted if it is used for one large bay, or multiple smaller bays, and in what configuration.

Mining Rig

Cost: 250CBT

Requirement: Displacement d8, 3 Payload

Mining rigs are used to excavate minerals and ore from anywhere the starship can land, including from asteroids and, in extremely rare and dangerous cases, comets. After a Piloting roll for safely landing on or aligning with a nearby body, each mining rig can excavate about 20,000 tons of soft metal or minerals per day, or 5,000 of hard metals or minerals per day. This Edge can be purchased multiple times. Excavated materielle can be directed to internal storage of the starship, or to the storage of another vessel connected via a Docking point.

Nanomedbay

Cost: 200CBT

Requirement: Displacement d8, Quality d6, 1 Payload

Nanomedbays are advanced medical facilities. They grant a +2 bonus to rolls for all medical procedures, whether made by the starship Automatics, or a manual Override.

Non-Reactive Surface (NRS)

Cost: 50CBT per point of Displacement

Requirement: None

NRS has the advantage of blocking active sensor scans. It imposes a penalty on any Active Sensor sweep for the starship by -2.

Overdrive

Cost: 50CBT

Requirement: Quality d10, 1 Payload

A starship with this Edge increases its Pace by +1, for normal-space flight only.

Tempest Shielding

Cost: 100CBT per point of Displacement

Requirement: 1 Payload

Tempest shielding raises the effective Toughness of a starship by +1 with respect to X-ray lasers, and to resist Radiation damage including the effects of passing too close to a star (see the Exploration section).

Starship Combat Edges

ECM Suite (ECM)

Cost: 150

Requirement: 1 Payload, 1 Hardpoint

Starships carrying an ECM suite can make an attack against other starships, using the Quality of the attacker as the damage, although this damage can only ever achieve a result of a Compromise even with a Raise. Of course a Compromise of an already Compromised starship causes damage as per usual.

Gravity Bomb (GB)

Cost: 200CBT

Requirement: FTL d8, 2 Payload, 2 Hardpoint

A gravity bomb is effectively an unstable FTL Core in a limited containment field. It is launched at a location in space and creates a tear in the space-time fabric, causing massive collateral damage to any target it hits, literally removing it from the space-time continuum!

HyperV Missile Battery (HvMB)

Cost: 200CBT

Requirement: 1 Payload, 2 Hardpoint

HvMB are long range missiles with FTL engines that can cover entire star systems in a single burst! HvMBs will chase a target for 10 rounds, and cover Long Distances each round. They require a sensor lock on the target and can use the sensor systems of the firing ship, or any allied starship that has a lock on the target. They require a roll to hit as they close on their target; failure to hit means that they keep chasing until the run out of fuel. They can be shot down by Defensive Fire.

Point Defense Array (PDA)

Cost: 50CBT

Requirement: 1 Hardpoint

Short-range weapons dedicated to missile defense, and short bursts of offensive fire. They come in many forms, from high rate-of-fire projectiles, to short ranged broad-beam lasers.

Quantum-Lock (QL)

Cost: 250CBT

Requirement: FTL d4, 3 Hardpoint

A Quantum-Lock is a wave generator that bombards targets with very low level energy that temporarily alters its nature at the sub-atomic level, acting to ‘tag’ the target by providing +2 to all sensor and attack rolls for the remainder of the round. They also enable String Torpedoes to automatically hit targets that are tagged (including by allied starship), with no to-hit roll required.

Reflective Armor (RA)

Cost: 100CBT per point of Displacement

Requirement: 1 Hardpoint

Not only is the surface of this starship highly reflective, it is also cleared of protrusions and external antennae and masts, and weapons are mounted flush with the hull which takes up some extra room. RA increases the Toughness of the starship by +1 with respect to the damage caused by X-ray lasers, Spinal lances, and PDAs.

Shields (SHLD)

Cost: 200

Requirement: 2 Payload

Increases the Toughness of the starship by +2 to all damage. Shields have no effect while a starship is Compromised.

Spinal Lance (SL)

Cost: 500CBT

Requirement: Displacement d10, 2 Payload, 3 Hardpoint

The largest weapon that a starship of any size can mount, the Spinal Lance consumes a lot of space and takes a long time to recharge, but a successful hit can end a battle or even reduce a city to rubble!

String-Torpedo (ST)

Cost: 100CBT

Requirement: 1 Hardpoint

String-torpedoes are short-lived energy torpedoes. They can be fired directly and when doing so they require a roll to-hit, or they can be fired at a target that is tagged with a Quantum-Lock acquired by themselves or an allied starship and in this situation they will automatically hit! It is standard military practice to use large, defensive starships as ‘spotters’ to paint targets with a Quantum-Lock, and then send in squadrons of light craft armed with String-Torpedoes.

X-ray Lasers (XRL)

Cost: 100CBT

Requirement: 2 Hardpoint

X-ray lasers are standard offensive/defensive systems because of their ability to take out incoming missiles, as well as dish out damage of their own.


All of the following are bought with Edges. See the appropriate Edge for a description of the weapon/system.


<TABLE>

Starship Weapons Table

Edge                  Rng*         Dmg.               RoF    Targeting

ECM Suite             Extreme     Compromise          1     Indirect

Gravity Bomb          Short        4d6                1/3   Indirect

HvMB                  10 x Long    3d6                1/2   Indirect

Point Defense Array   Close        1d4                1     Direct

Quantum Lock          Extreme      Lock               1     Direct

Spinal lance          Extreme      1d10/Displacement  1/3   Direct

String-Torpedo        Short        2d6                1     Indirect

X-ray laser           Medium       2d6                1     Direct

</TABLE>

 

*See the explanation of ranges in the section on Spacefighting.

Starship Miscellaneous Edges

Wild Card Starship (WCS)

Cost: Determined by the GM

Requirement: Special

Some starships are famous, or notorious, and have some of the same benefits that Wild Card characters have. These starships star each game with 3 bennies, and they also possess a Wild Card die they they can use when rolling for any one Automatic each round. This Edge cannot be purchased during construction; the ‘cost’ of acquiring it is set by the GM and is never as simple as paying Cpubits!

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JiaoshouX
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JiaoshouX

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12 comments on article "Starship Construction #5 (Edges)"

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Gon (Commander of the Old Reach)

5/5/2016 5:36 AM

I can see Shields as a bonus to Toughness. No doubt is fast!!!


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Philip Larkin

5/9/2016 2:34 AM

"An anti-capture system explodes all of the remaining fuel of the starship" - Detonates all of the remainin fuel, is the correct english


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Philip Larkin

5/9/2016 6:09 AM

"then a successful Electronics (or equivalent) roll." - Electronics is not a skill in savage worlds. Strangely enough I'd suggest repair for this. However, you could go with Knowledge(Electronics)

"and succeed with a Raise" - Without messing with the term success you could just give them a -4 to the roll

Why do shields increase toughness and not armour (which basically increases toughness too, but can be penetrated by AP). That way you can set up weapons that are particularly good at overcoming shields, without going outside the Savage Worlds system that is already in place.

It should be noted that "Positronic Core" also gives the ship "Wild Card Starship" as everyone will play it that way anyway.


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JiaoshouX

5/9/2016 4:17 PM

Thanks Phil.

What you are seeing is an artifact of the process of starting with starships, before working on the character based rules - which this time around will match the core rules almost exactly ; )

Yes, Repair will be the go-to Skill for fixing anything starship related (but also Spacewise is used to work the Damage Control system, see the post on Spacefighting...)


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JiaoshouX

5/9/2016 4:29 PM

Adopted all the other suggestions except that Positronic Core and Wild Card Starship need to be linked in the rules. The example I tend to fall back on is the Millennium Falcon. Also I want 'big bads' to have starships that can be Wild Cards...


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Philip Larkin

5/10/2016 7:11 AM

The Mellenium Falcon does not break my rule suggestion. Just because every ship with a Posotronic Core is also a Wildcard Ship, does not mean that every wildcard ship must have a posotronic core.

Melenium Falcon = Wildcard Ship

PC run Mia from Farscape = Posotonic Core + Wildcard

To break my suggestion you need to find a ship that should have a posotronic core but not be a Wildcard Ship. I don't think it's reasonable posible because to say to a player that they can't play as a Wildcard (for whatever reason) is a bit of a jerk move.


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Philip Larkin

5/10/2016 7:12 AM

*Moya


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JiaoshouX

5/12/2016 6:20 PM

Ah, I think I know why we are talking at crossed purposes! I can think of examples where a Wildcard starship does not have a Positonic Core ('Falcon), and also where a Positronic Core is not a Wildcard (HAL2000).

They are not incompatible, in fact there needs to be a rule that a PC starship must have both PC and WCS, so we can have the following combos:

PC starship: PC and WCS - E.g. PC playing Moya

Important starship in the setting: WCS (PC optional) - E.g. Millennium Falcon, Serenity

'Personality' enabled starship in the setting: PC (WCS optional) - E.g. Nostromo from Aliens ('mother'), HAL

So... I think I am in agreement with you?


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Philip Larkin

6/17/2016 4:00 AM

If you're OK with the ship player having to spend 2 Edges at character creation... Though I think you said ships aren't limited in the way that other PCs are, so no real problem here

BTW Hal is definatly a Wild Card. He's basically the big bad boss of that movie. However, I do conseed that you can have a ship that is able to learn that is not a wildcard.


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Philip Larkin

6/17/2016 7:20 AM

Relative Movement:

- Does relative movement ever distance a ship from an object without that being an explisitly goal of the ships controller?

- Is there a maximum relative distance you can move to two or more objects based on their positions relietive to oneanother?

Without both of these things I'd get the feeling that you are just drawing everything closer to you.

System: Maneuvering the standard cumulative +2 TN penalty on all actions.

There is a standard -2 to the skill test according to the core rules. Though it amounts to the same thing.

Automated Repair is the equivalent of ‘healing’ for heroes. - I'd rephrase this. I get what you mean but it's not what you said

Align For Impact -> Raise: No improvement in Toughness.

I'd just say "No effect" to avoid confusion

Your failure for all the maneuvers are prety harsh. It's like jamming people's guns every time they miss. I'd suggest having these effects on a 1 of the skill die. This is the standard sor of thing for SW for rusted weapons jamming etc.

Running Silent – Anyone who has a clue about how cold space is will know how unrealistic just turning engines of would be for running silent. I'd add some description about shielding the ship's heat signature in other ways

The Inoperable state may only be removed by a character performing manual repairs on the starship, with a successful Repair roll. - How long does this take? Shurely not 1 turn.

Total of 1 or Less -> All previously functioning systems are restored, but the starship remains Compromised until it can be properly repaired at a drydock

Surly this isn't right. I'd have the results for failure here and replace the wording for failure with “The ship is unrepairable outside dry dock ”. This is basically the same problem that you have for maneauvers, where a failure is overly bad.


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Philip Larkin

6/17/2016 7:22 AM

Ignore this I am having issues with the portol! I posted it in the right place


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Philip Larkin

6/17/2016 7:23 AM

Will you have a sidebar on on ship PCs?

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