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Post by accidentalbystander on Oct 26, 2018 18:31:56 GMT -6
New Consoles:
Gravity SlingArcana Console Cost: 15 A ship fitted with a Gravity Sling may choose to use it to move other ships and, thanks to the laws of Isaac Newton, itself, simultaneously. Should the crew of the other ship not allow this to occur unchallenged, make an opposed Arcana test. If successful, you may move the other ship up to 16 VU for an Escort class, 11 for a Destroyer, 7 for a Cruiser, and 4 for a Battleship. The same laws apply for your own ship, except in the opposite direction. The Sling may only be used on ships within 20 VU. Warp Chaff Emitter Arcana Console Cost: 15 A crude Thaumaturgic Countermeasures system, Warp Chaff serves to - rather than hide a vessel from notice - make a ship and its general surroundings the most enticing target for guided weaponry by swamping sensors in false augury returns. Should a launched hostile torpedo have a ship with an active Warp Chaff system within its range and arc, it will be attracted towards it and veer from its intended trajectory to instead attack the ship with the active Chaff console - suffering a -5 penalty to accuracy in the process. The launching ship may, through an opposed Arcana test against the Chaff-emitting ship, attempt to return the torpedo to its original course. Should an Emitter-equipped ship be jammed, the Emitter will offline and may only be returned to activity when the ship is not suffering the effects of a jam. Activating an Emitter is a complex and tedious task not entirely unlike booting up, operating, and maintaining a UNIVAC, and therefore requires an Arcana test against a TN of 15; however, once online, it may be deactivated at will by the Chief Arcana Officer of the ship.
Flux Disentangler Arcana Console Cost: 10 A Flux Disentangler serves to increase a ship's resistance to jamming attempts by allowing it to neutralize sensor noise. The ship receives two free raises on all rolls made to counteract jamming.
Ansible Command Console Cost: 15 A Fleet Command Link, colloquially known as an Ansible, allows a single designated Admiral to extend the jurisdiction - and therefore bonuses - of their command actions into aligned ships that are also equipped with a Link. This does not displace the captains aboard linked ships: they may perform their own command actions as well. Any ships that are jammed are cut out of the link until such time as they regain communications capability.
Contamination Proofing Engineering Console Cost: 5 A few modifications to vessel design such as distributed life-support, atmosphere monitors, and readily-available chemsuits later, and the ship only loses half as much Crew from the effects of Sporeheads, as well as providing a free raise to the Command test to restore order and prevent further fatalities. MinelayerTactical Console Cost: 20 By performing an engineering test of TN 10, one torpedo for a success and for every raise may be converted into a mine. These mines may be stored for future dispersal - like a torpedo - or immediately scattered anywhere within 2 VUs of the dropping ship; they become active (meaning they can be told to fly into legal targets) three rounds later. Mines function almost exactly like torpedoes; this means that they keep their firing arc limitations and therefore need to be pointed in a direction upon deployment. However, their range is halved (due to the autonomous guidance and IFF package necessary) and they are, of course, stationary. Should any hostile ship or wing of strikecraft not running silent enter or pass through their firing arc, they may attack (as a reaction to the ship entering their arc) as a torpedo, using the Crew Quality of the ship they were dropped plus one as rolled and Crew Quality as kept dice for the hit test; For example, if the Crew Quality is 2, then you roll 3k2. A Minelayer console can store 5 torpedoes or mines. Detecting a mine requires an Active Augury, the result of which determines within how many VUs of the ship performing the augury mines are revealed. For example, if a Crew Quality 2 Monitor-Class Exploration Ship were to perform an Active Augury targeted at local space, rolling/keeping two dice and getting an 8, along with the +10 to sensors from the hull would result in it detecting any mines within 18 VUs. If the Quath Mine nine VUs away which it had just detected after entering into the range and arc of were dropped by a ship with a crew quality of 3, it would roll 4k3 to hit the ship and - should the test succeed - deal damage as though it were a regular Quath Torpedo. To hit a deployed mine with a ship-based weapon requires a ballistics test against a TN of 30, and a success results in the destruction of the targeted mine. LaboratoryUniversal Console Cost: 15 Your ship has a research facility installed, operated by only the finest and brightest sorcerers/physicists/psychologists/engineers/politicians/etc. given access to the bleeding edge of engineering and analytical technology. Constantly collecting and measuring information, every now and then these masters of their fields can - in a flash of insight - get you out of a jam or solve a problem in a seemingly magical fashion. Once per scene, you may choose to automatically pass a test of a category dependent on where the Lab is located (For example, Command tests if you put it in the place of a Command console), receiving raises equal to Crew Quality or the Bridge Officer's dots in the tested skill. If the Lab is in a Universal slot, you may instead choose to have it spectacularly explode in some strange reaction which miraculously kills nobody and just happens to negate one non-Maneuver action taken by a hostile ship. Improved Multiphasic Shielding Arcana Console Cost: 15 Regular Improved Shield consoles only improve the outermost layer of a Multiphasic Shield. This console is specifically tuned with rotating fractal scatter modulators to offer a slight improvement to each layer of a Multiphasic Shield Array. A ship with an Improved Multiphasic Shielding console improved the maximum shield capacity of each Multiphasic Shield layer by 2. Programmable Quantum Nanolattice Universal Console Cost: X The Programmable Quantum Nanolattice is a fairly recent development first seen in 40,116. Based on technology derived from Syrneth relics, they allow spelljammers fitted with them to carry a more versatile loadout than would otherwise be possible by reassembling in real time. Select one console that you could place in the slot that the Nanolattice console occupies, and another console of any type. A Nanolattice console may only act as one of these two selected modules at a time but, with a TN 15 Command test, the Captain may take a Command Action to shift any or all Nanolattice consoles on their ship to their other mode. The cost of a Nanolattice console is equal to the sum of the costs of the two selected modules plus 5. --- New Weapons: Point-Defense Weapon Type Any fast-tracking and accurate close-in weapon system designed to intercept and destroy guided ordnance before they can impact with their intended target can be listed under the general category of Point-Defense - and due to the pinpoint precision they require, weapons of this type may only be mounted in Lance batteries. They may be fired as a reaction to a torpedo being launched from or at a ship within the weapon’s firing range and arc, or the ship bearing the point-defense itself, if they have not already been used this round. To protect the Point-Defense equipped ship, the firing arc of the PD weapon - were its range infinity - must be able to encompass the ship from which the torpedo was launched. This is treated as a Shot Guns test, with the torpedo's static defense being its roll to hit the ship - and, should the test end a success for the defender, the torpedo is destroyed. Due to their reliance on accuracy instead of caliber, they take -2k1 to Damage, -3 to Disruption, -5 to Critical rating, but receive a +15 bonus to Accuracy in turn.
Spore Torpedo Dam. 2k1, Dis. 0, Crit 0, Acc. -5, Rng. 15, Narrow arc, Cost 5 "Sporeheads," so-named for the most noticeable effect of their use, (widespread ecological damage due to the spread of a superbly engineered collection of fast-growing fungi) happen to be outlawed in just about every remotely civilized Crystal Sphere, and those found to possess them tend to be branded terrorists and given the death penalty. This is a consequence of the inhumanity of this weapon; while Sporeheads do not do damage directly, they instead bore into a targeted ship - provided its shields are down - and release a murderous combination of pathogens and the toxic brew they inhabit while in transit to a target ecology. Not only is this very unpleasant - and lethal - to anybody with the misfortune of sharing a room with the torpedo, but this can also be lethal to anybody sharing a ventilation system with it as well. Needless to say, the lucky ones are those who die fast. Should a Sporehead impact with a ship without active shields, 4 Crew are immediately lost, and - until a Command test against a TN of 20 to effect a quarantine is passed - two more Crew will be lost every round afterwards. Should another Sporehead impact, the vessel only loses 4 more Crew - the deaths-over-time thing doesn't stack. When used in Planetary Bombardment, Sporeheads disperse their payload in the upper atmosphere; it can be days or weeks before the microbe invaders, dispersed across tens or hundreds of kilometers, land and begin to wreak havoc on both the local ecology and any people who happen to be living in it.
--- Below is a draft of some replacement fightercraft stuff. HangarTactical Console Cost: 20 For speedy force projection at long ranges, hangars allow a ship to launch squadrons of purpose-built light and agile single-person vessels. Each strikecraft wing comes with 5 Pilots. Detecting a wing of strikecraft requires either an Active Augury, the result added to 20 to determine within what distance you spot strikecraft that round, or that they enter within 20 VUs of an owned or aligned vessel. Should a strikecraft wing be fired on, the number of Pilots killed is equal to 1 + however many raises the attacker received on the attack test. Strikecraft only have so much power and fuel, and therefore must resupply every 20 rounds or be left adrift with no life support - so, essentially, destroyed. Completely destroyed wings can be replaced while the ship is in port, and can be treated as Torpedoes with a cost of 3 for acquisition purposes. All maneuver actions roll and keep 3. This upgrade can be taken multiple times. One Hangar allows a ship to carry and launch one wing of strikecraft of the types listed below: Fighters <cite></cite>Maneuver: +20 Acceleration: +25 Speed: 16 Your conventional fighters, these may fire on any craft within 5 VU, rolling 5 and keeping 3 before adding 5 to the result. Should the attack be made against a spaceship, they roll Pilots and keep 3 and halve the result for damage.
Bombers <cite></cite>Maneuver: +15 Acceleration: +15 Speed: 12 Take an Interceptor, replace the repeating arrays with a spinally-mounted cannon or similar heavy armament, and you have just made a Bomber. Bombers may fire against craft which are within 5 VU, rolling for a hit with 5 and keeping 3, but when firing on other strikecraft they do so with a -10 modifier. Should a hit be made, they roll Pilots and keep 3 for damage and roll on the crit table at +0. Attacks may penetrate shields, but doing so halves the damage dealt and does not cause a roll on the crit table. Bombers may also carry and deploy up to 5 mines.
Flaws:
Flawed Consoles For those whose ambition and desperation to travel the Warp are held back only by their limited funds, sometimes it is necessary to cut corners. Flawed Consoles take up slots as normal, but provide penalties to a ship instead of benefits, and BP is earned by installing them. These are especially common in larger, more expensive hulls, especially the gargantuan Babylon-class stations.
Shaky Bridge Command Console Cost: -10 The ship's bridge doubles as a shock absorber, shaking violently upon impact. Whenever the ship takes Hull damage, all Bridge officers must make a Constitution or Dexterity Test with a TN equal to the damage taken, or be knocked to the ground and Stunned for one round.
Haunting Arcana Console Cost: -5 Some past tragedy has infested the ship with vengeful ghosts, an ancient curse, or some other horror of the Warp. Rolls on the Warp Encounter Table are made at +2, and any Warp Phenomena rolls aboard this ship are made at +20.
Reactor Core Engineering Console Cost: -10 This ship relies on a centralized power system which, if disabled, triggers a deadly chain reaction. The Reactor Core can be targeted and disabled like regular consoles. If an attack disables this console, repeat the attack, rolling a second time for damage and critical effects.
Thermal Exhaust Port Tactical Console Cost: -5 The ship has an exposed heat outlet, leaving it vulnerable to small one-man fighters. Fightercraft attacks against this ship gain +3 Crit.
No Supply Vaults Universal Console Cost: -10 Slimmed-down stowage leaves this vessel constantly short on supplies, making long range voyages difficult. The ship may only make Extended Repairs while docked at a port.
Centralized Life Support Engineering Console Cost: -10 The last thing a spelljammer needs in battle is for one hit to knock out all or most of its life support. If the Centralized Life Support module is damaged, the ship loses one point of crew at the end of every round until it is repaired.
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Post by Divergent Reality on Feb 7, 2019 11:19:36 GMT -6
ConsolesUniversal Promenade Cost: 10 BP Commonly installed on large leisure vessels and space stations, this ship features a public walkway meant for enjoyment. Many feature expansive windows, shops, and restaurants. Each Promenade can support around 10 major places of business and a dozen or so small kiosk or tent shops. ArcanaSlipstream Generator Cost: 20 BP The Slipstream Generator is an uncommon Helm addition used for group fleet movements. It allows groups of ships to enter and exit Warp travel as a single group. A vessel equipped with this console may use their Arcana roll to bring up to 5 additional ships with them using one Navigator's tests. While bringing other ships along, even when utilizing a Portal Relay, a Navigator must test to enter the Warp as if they were not using one. Any time Warp Travel Encounters are rolled add 1 to the result for each ship tagging along. Flaws Universal/Needs No Console Unruly Stowaways
Cost: -5BP Sometimes unfriendly entities find their way in rooms lost due to repairs or modifications, gaps in bulkheads, or general unrest amongst the rabble. These groups jump at a chance to stick it to the man when enemies arrive. Any time you are targeted by a Boarding Party reduce the effective Crew Quality by 1 for your opposed Melee test.
Notes on Needs No Console
A Spelljammer may have a number of Needs No Console flaws as they have Universal Consoles minus one, to a minimum of two.
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Post by sliprunner on Feb 12, 2019 17:17:52 GMT -6
=Additional Shields= Note: This was done specifically for shuttles and dreadnoughts. Shuttle Grade [Mk -] [5BP, Shuttles can only use this Mark] Standard: 40/15 Covariant: 60/5 Regenerative: 40/25 Resilient: 40/5 Multiphasic: N/A (No Shuttle Grade version)
Dreadnought Grade [Mk V] [30BP, Only Dreadnoughts can use this Mark] Standard: 140/25 Covariant: 180/15 Regenerative: 120/45 Resilient: 140/15 Multiphasic: 20/10 (x9)
Ablative Shields of this type are by no means the most durable or even quick to regenerate, instead they share the interesting capability in adapting to the damage they are taking. The speed at which they adapt is such that no individual weapon strike can knock them out on their own, drastically improving ship suitability in larger engagements. The general result is guaranteeing the shields themselves will last against at least four separate attacks, more then enough to ensure some measure of response. Unfortunately such shields do have a fatal flaw, If sensors are unable to identify the ship before it attacks (Such as if the vessel was successfully preforming a silent running check), the shields will be unable to adapt to the impending strike and completely negate it's damage limiting qualities. [Simple Terms: If a vessel is silent running, remains undetected, and strikes a ship with Ablative shields, it ignores the max damage the shields can receive per strike]
Shuttle Grade [Non-existent] MK 1: 50 Capacity / 5 Regen / Max 10 damage per strike MK 2: 60 Capacity / 5 Regen / Max 12 damage per strike MK 3: 80 Capacity / 10 Regen / Max 16 damage per strike MK 4: 100 Capacity / 10 Regen / Max 20 damage per strike MK 5: 120 Capacity / 15 Regen / Max 24 damage per strike =Additional Consoles= Large Shuttle Bay Universal Console Cost: 10BP+Shuttle An advanced shuttle bay specifically for drydock support of a Shuttle. This bay is primarily intended for use with small Patrol Boat type shuttles, or other similarly large craft unable to make warp jumps on their own. The Bay is able to repair shuttles that are docked, supplies carried allowing repairing up to 10 Hull Strength, +5 for every cargo bay on the ship, This requires allocation of 1 crew (from parent or docked vessel) per 2 Hull strength being repaired and takes 3 rounds, No more crew may be assigned then the Parent ships Crew Quality.
Escort Class Docking Bay Engineering Console (Minimum Hull Class: Cruiser) Cost: 40BP Specialized facilities meant to recreate a miniature scale drydock allow for both field recovery and repair of Escort class vessels. An Escort class vessel may be docked to the bay, shielding it from attack and allowing it to be carried for Warp Travel. Supplies carried allow repairing of up to 15 Hull Strength, +5 for every cargo bay on the ship. Repairing the docked ship requires allocation of 1 crew (from parent or docked vessel) per 1 Hull strength being repaired and takes 3 rounds, No more crew may be assigned then the Parent ships Crew Quality.
Living Metal Plating Engineering Console Cost: Variable [Shuttle: 5BP | Escort: 10BP | Destroyer: 15BP | Cruiser: 20BP | Battleship: 25BP | Dreadnought: 30BP] Advanced plates of a specialized nanomaterial are a technological wonder to behold. So long as the ship is bellow 1/2 Hull Integrity they are capable of repairing 2 Hull Integrity per turn. While the repairs from this are minimal at best, sometimes even a tiny bit of patch work can save the lives of many a crewmember. Unfortunately these plantings are expensive and require a higher cost for larger and larger hulls. Additionally they are incapable of repairing critical damage, and should this Console be disabled the ship instead loses hull integrity at a rate of 1 per round until they are at 1/2 hull integrity.
Flak Batteries Tactical Console Cost: 15BP Vastly Outdated in many ways yet still well proven, Flak batteries are installed to the ship and equipped with automated response systems. When a Strikecraft Squadron enters within 5VU, or makes an attack run against the Spelljammer, they may once per turn make a free attack against the Squadron, Rolling 3k(Crew Quality). These weapons are vastly ineffective against even shuttle sized spelljammers and thus are incapable of damaging them beyond scratching armor. The Flak batteries may be actively crewed, gaining one additional attack per turn for every 2 Crew assigned. If multiple flak batteries are installed, only one can be used against a squadron in a turn. Additionally: Firework rounds may be loaded for a spectacular show. Edit: Clarification: May be used as point defense against torpedoes, as per point defense weapon type. You do not need to assign crew for the attack, crew is only used for extra attacks.
Secondary Batteries Tactical Console (Minimum Hull Class: Cruiser) Cost: 25BP Numerous small guns can be mounted on larger ships, providing them with additional firepower against the smaller vessels in service. When You are within 5VU of another vessel, the secondary batteries may make a free attack against the target. You roll and Keep crew quality for this attack. If the target is hit, roll 3k1 for damage with 0 disruption, this attack may not cause a roll on the critical table. Secondary batteries may make an additional attack for every 2 crew assigned to them, if multiple secondary batteries are installed they may each make a free attack. Edit: Clarification: You do not need to assign crew for the attack, crew is only used for extra attacks.
Holographic Reserve Officer Command Console Cost: 15BP An extremely unusually and almost silly use of technology, this system was designed originally to provide a more interactive interface with the vessel and was quickly discovered to have other uses. When this system is installed choose one type of actions (Except Tactical) aboard the vessel, so long as this Console remains functional actions of that type require one less crew then normal; However, should this Console be knocked out the loss of the automation within those areas imposes a -1k0 penalty on actions of that type, in addition to requiring normal crew requirements.
Drone Control Units Engineering Console [Universal] Cost: 10BP [20BP] These somewhat bulky control units take up a lot of room, however for some captains they are a necessity for the function of the ship. While normally intended to be installed as part of engineering systems, it is possible to integrate them elsewhere on the vessel at higher cost. Having a Drone Control unit on board reduces the ships total crew capacity by 2 but provides 4 dice for crew actions, enabling a smaller crew to operate a larger ship in most circumstances. If the ship's crew count is ever reduced to 0 then safeties activate within the Drone control units to prevent Rouge AI activity, maintaining the reduced crew capacity but eliminating the dice provided; This safety may only be deactivated in drydock. If the Console is knocked out by damage then you lose the dice provided by the Drone Control Units, and the safety is activated. Additionally when crew is lost, The dice pool provided by drone control is reduced by 1/2 the crew lost by the effect.
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Post by ScrapyardDragon on Apr 25, 2024 14:37:05 GMT -6
Slipspace Drive Arcana Console Cost: 10 Developed by the T'au Empire for safer voyages across the wheel, a Slipspace drive allows a spelljammer to enter and travel through the umbra instead of diving all the way into the warp. While safer than traveling through the warp outright, the umbra is also closer to realspace geometries, meaning voyages take longer. Still beats traveling through the materium though, and its popular among ghost pirates who like to hide out in the umbra while waiting in ambush. The ship's travel time is doubled, but all warp encounter rolls are at -3.
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Post by ScrapyardDragon on May 2, 2024 20:56:31 GMT -6
Spelljammer weapon type. Syphon - Syphon weapons are an alteration to the standard orgone weapon, drawing in the energy of enemy shield's to replenish one's own. They don't do much against enemy hull's and have a small effective range, but can be a lifesaver in protracted combat. Syphon weapons deal -1k0 damage, have halved range, and have -2 crit, but have +5 accuracy and restore your ship's shields by an amount equal to half the damage they deal to enemy shields. Syphon weapons cost +10 bp.
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methodia
Fox-Possessed
local degenerate with fox based autism
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Post by methodia on May 17, 2024 21:43:59 GMT -6
=Hull Refits= Refits are special versions of hull modifications intended to exemplify specific capabilities of a ship, these are one time upgrades but usually come at some cost to the vessel. A non-shuttle ship can have no more then three refits. Some refit options are specific to types of ship, such as escorts or destroyers, These refits may only be used on hulls of those classifications and count twice against the limit of refits. A refit may not be applied twice unless otherwise stated, refits may not be removed unless otherwise stated.Rewired Console Cost: 5BP At times a vessel may have redundant or empty console mountings, something that can often be wasteful in the case of warships, or simply an inconvenience for traders. Refitting the support systems is a somewhat standard affair that most shipyards are capable of doing, allowing one to convert a console of one type to that of another; however, the new console type can not be a universal slot, as the support systems are still dedicated mountings simply re-engineered for a different type. This refit may be removed, reverting the console to its original type.
Console Hotswap Cost: 5BP Sometimes, your spelljammer just has too much dakka-- as heretical as that may be to the boyz. But the console hotswap refit changes that. It allows you to change one of your weapon slots for a console slot-- though you must choose between Arcana, Command, Engineering, or Tactical. Doing this weakens the structural integrity of the ship, resulting in a loss of 5 Hull Strength.
Outrigger Weapon System Cost: 5BP (May be taken multiple times) Sometimes a merchant needs a defensive weapon, other times a pirate just really wants more dakka. In both of these cases it is possible to cannibalize some of the ships systems to support another weapon mounting, allowing them to add one weapon mount to rear or forward facing, though this does come at the cost of strain on the ships hull. Critical rolls on the mounted ship suffer a +1 penalty.
Crossfire Mounting Cost: 10BP (Per weapon effected, only counts as 1 refit regardless of number effected) An unusual modification designed to provide more firing options for a ship, This modified mounting can only be used for Array weapons. It's exact function is to increase the range of fire for a weapon, This of course provides significant combat advantages but also comes at a notable cost to structural integrity. Increase a Heavy Beam's firing arc from Narrow to Normal, or change a Beam Array's firing arc from Normal to Wide. Ships mounting this modification have 5 less structural integrity per weapon effected by this refit.
Reconfigured Shuttle Bay Cost: 0BP (Special) This rather simple Refit is done by some enterprising captains in need of an ace card. The reconfiguration allows for the standard shuttle bay aboard spelljammers to be replaced by one the following; a Torpedo Launcher, Fightercraft Squadron, or Fighter Bay. In any case the reconfigured shuttle bay functions exactly as a standard version of the modified type. This does preclude the ability to use the shuttle bay for shuttles, additionally if the ship suffers a critical hit, an attacker may instead chose to automatically disable the system provided by this refit instead of rolling as normal, owing to its more vulnerable position. This refit may be removed, reverting the shuttle bay back to normal.
Battery Re-engineering Cost: 10BP (Per weapon effected, only counts as 1 refit regardless of number effected) A standard military refit, this simply takes a standard weapon slot and re-engineers it into a weapons battery. This is specifically for replacing the weapon slot with either a 'Flak Batteries' or 'Secondary Batteries' console, subject to normal hull restrictions in the case of Secondary Batteries. This refit may be removed, returning the weapon slot for normal use.
Advanced Hull Plating Cost: 15BP Complex alloys and special materials incorporated into add on plating of the ship offer a drastically increased survivability, far in excess of what could normally be done for a vessel through consoles. The ship may not suffer more then a single critical hit each turn, owing to the otherwise impenetrable nature of the armor against heavy fire. Unfortunately the weight from the refit is significant enough to reduce speed by 2, to a minimum of 1, if the refit would reduce the speed below this the ship instead takes 2 rounds to move 1 VU.
Post-Production Additions Cost: 10BP (May be taken multiple times) Sometimes, you need more function out of a voidship and the current layout of consoles just isn't doing it for you. Cramming more consoles into a ship can cause cracks in frame structures and affect sensors, but the rewards can be worth the risk. When you take this refit, you choose between Arcana, Command, Engineering, and Tactical. Gain a console of the chosen type. Every time this refit is taken and another console is gained, the affected ship loses 10 Hull Strength.
Frame Mobility Cannibalization Cost: 5BP (May be taken multiple times) Stripping down the internal frame of a ship is a risky and dangerous business, but for some it is the only way to get the mobility they desire. Naturally speaking this kind of a refit is generally only available at less then reputable yards, or in yards specializing in mobility overhauls. Every time this refit is taken the ship loses 10 structural integrity, but improves speed by 1, and maneuverability OR acceleration by 5.
Weapon Rearrangement Cost: 5BP (Per slot effected, only counts as 1 refit regardless of number effected) Sometimes weapons are in just the wrong locations, sometimes a captain may wonder why someone would set a mounting to watch the rear, sometimes a pirate just wants a glorious frontal load; However, in all of these cases the mounting systems are already present for a ship they are simply in the wrong location. Weapon Rearrangement allows mountings to be rearranged, allowing you to change the facing of a weapon slot from rear to forwards, or vice versa. This refit may not change the location of turrets mounts, as they are deeply integrated into the ship. This refit may be removed, returning the weapon slot to it's original position.
Flattop Conversion Cost: 10BP (Per slot effected, only counts as 1 refit regardless of number effected) Pilots just love to boast how direly needed they are for combat, often trying to argue that any new ship design should be built from the ground up as a new carrier. While the most common approach to their feelings of superiority is to drag them out into the parking lot and beat some sense into them, occasionally the engineers will actually listen, resulting in zones originally intended for weapons to be refitted in a heart beat. This Refit swaps a weapon slot with a Fighter Bay, Fightercraft Squadron, or similar console. Every time this refit is taken reduce a ship's structural integrity by 5, as the internal frame is carved out to have room for the fighters.
Habitation Block (By Methodia) Cost: ( Escort; 5 BP | Destroyer; 5 BP | Cruiser; 10 BP | Battleship; 10 BP | Dreadnought; 15 BP ) A Habitation Block features various living quarters, businesses, pleasure centers, vital facilities, and vehicle re-structuring needed to turn a spelljammer into a place for a faction or settlement. Except for shuttles, it's capacity for size is equal to a village at Escort, Small Town at Destroyer, Large Town at Cruiser, Small City at Battleship, and City at Dreadnought, as per the Acquisition chart. The people in these habitation blocks are mostly noncombatant citizens, and most would make poor crew even in a pinch. In turn, a ship that takes this increase the TN for all maneuver checks by 10, and critical hits roll at +1 against this hull.
Megacreature Refits These do not count against normal refit limitations on a vessel, but carry their own heavy downsides. Megacreature (By ReptileViking)Cost: 0BP (Special, Does not count as a Refit) There are beings of immense size and power out in the Astral Sea, capable of battling and even preying on Spelljammers. As huge living things instead of machines, Megacreatures are not operated by Crew or Bridge Officers. Instead they have the Guts stat, which serves largely the same purpose but cannot be used to send boarding parties, make Picard speeches or micromanage. A MegaCreature cannot be repaired or replace Guts the same way as a normal Spelljammer. Instead they simply heal 1 point of Hull Integrity and gain 1 Guts per day they rest. If they reach 0 Guts they go catatonic but can still heal, 0 Hull Integrity indicates that their bodies have been destroyed. Leviathan (Chaos Corruption Variant) (By ReptileViking)Cost: 5BP (Special, Requires Megacreature refit) Through some chaotic warp corruption and magical tampering, Megacreatures can become usable Spelljammers in their own right. This refit must be applied along with Megacreature refit; it gains internal space enough for a limited Crew and Officers. Half of the normal capacity for Crew is made up of Guts, and any Crit effects that would remove them affect the Guts first. An Officer can be linked symbiotically to the Leviathan and gain a +2k0 bonus to their department; However this bonds them to the ship, preventing them from leaving without extensive surgery to both the Officer and the ship. Leviathan (Wetware Commander Variant)(By ReptileViking)Cost: 5BP (Special, Requires Megacreature refit) The capabilities of Megacreatures are such to provoke their usage by some forces, be it from mechanized surgery or direct genetic manipulation it gains internal space to house a handful of officers. This refit must be applied along with Megacreature refit. A control core is installed to the Megacreature, to which a captain or officers may be linked to by a common rarity implant the creature generates. The ship can install or uninstall it into or out of a potential officer with a special surgery with an installation and recovery time of only an hour, but you gain 1d5 insanity points from this process the first time it happens (this can also be used to install other cybernetics quickly, but with the same insanity gain). They can also be installed as a normal cybernetic. They may only release control by surgically removing the implant. The captain and officers may direct the ship as normal so long as they are aboard the vessel. Fightercraft Squadron Cost; Varies, see text. (Weapon+5 BP) You can choose to turn a weapon slot or a shuttle bay into a runway for fightercraft. The fighter squadron may be armed with any one energy weapon or a torpedo tube, and the BP cost of the fightercraft squadron is the cost of the squadron's weapon + 5. Fighter weapons have halved range, but treat their arcs as Wide. Up to 5 Crew may be assigned to a single fighter squadron before it is launched, and a ship may only have active as many fighter squads as it has fightercraft squadrons. Fightercraft do not benefit from Divert Power actions, but they do benefit from Tactical Consoles. A fighter squadron shares Initiative with its carrier, may be moved 15 VU in any direction each round, has a static defense of 10 + 3 * Crew Quality, and rolls its attacks with XkY where X is Crew and Y is either Crew Quality, or the Pilot skill of a Wing Commander Bridge Officer. Whenever a fighter squadron ends its move outside of a 50 VU radius of its carrier, it loses one Crew. Whenever a fightercraft squadron would take damage, it loses one Crew. While within shuttle or teleportarium range of the carrier, lost fightercraft crew are added to the carrier's total lost crew for the purpose of Triage actions. New ConsolesBolo (By ReptileViking) Universal Console Cost: 10 Insane civilizations and even individuals have occasionally decided that a 300 meter tank just isn’t big enough and they would rather put treads on a Spelljammer. Your ship can actually move while landed within a gravity well. This is relatively slow; while your ship keeps its Maneuverability, Acceleration and Speed they apply to the Vehicle scale while grounded, including the maximum size penalty to Maneuver. Traveling in this manner is also extraordinarily destructive, as even the lightest of hulls is simply too large to operate on most planets. Anything underneath the Spelljammer is crushed, taking damage as a Ramming Speed Vehicle action. This console can also be applied as a 0BP Hull Refit as a replacement for its space and warp capabilities. Flesh Vats (By Yog) Arcana Console Cost: 15 Outside of combat, the ship’s flesh vats can fabricate gholas/alchirals from stored tissue samples to replace its lost crew, allowing it to regenerate its full crew complement. Every time this is done, the ship takes a -3 penalty to all actions. This penalty stacks, and persists until new crew can be brought aboard to replace the gholas. Additionally, Flesh Vats are able to fully reincarnate the mind and unaugmented biological body of a slain character from a recovered and intact Cortex Implant. This process takes one week. A Cortex Implant that takes damage may have its quality reduced one or several steps, or be destroyed entirely, preventing reincarnation. Warp Scrambler (By Yog) Arcana Console Cost: 10 An advanced interdiction system that guards the veil between the Materium and the Immaterium. While active, all ships within 50 VU take -10 to rolls made to enter or leave the Warp. As an Arcana Action, the interdiction field may be focused onto one ship: the target takes -25 to rolls made to enter or leave the Warp if the ship’s Arcana Officer succeeds at an opposed Arcana test against the target. High Resolution Tracking System (By Sliprunner) Universal Console Cost: 10BP (Cruiser and Smaller only) A fine tuned sensor system that can be mounted on ships, by tracking the trace emissions by standard electronics it can detect otherwise impossible to locate objects. The ship will automatically detect 'silent running' vessels if they pass within 10VU of the vessel, additionally the range they detect strikecraft is improved to 15+(Ship Sensors)VU. These modifications do generate a fair bit of 'noise' on their own, imposing a -5 penalty on silent running checks. Internal Fabrication CoreUniversal Console Cost: 10BP An extensive refit that is usually only done by those expecting serious issues, especially for those who may be away from port for extended periods of time. With access to a mineral rich location, and spending at least a week of time mining, the ship may make an 'Extended Repairs' action as normal. Repairs done to a ship this way may never exceed 1/2 the structural integrity of a ship, nor may they replace consoles/weapons that may have been destroyed. Field Fabricator (By Yog) Engineering Console Cost: 15 Phased disassembly arrays and matter compilers capable of producing replacement parts and ammunition. In the process of production, the console requires material feedstock, typically asteroid ores or supplies held within the ship's cargo bays. Materials of insufficient quality can increase production TNs by 10 or more. By expending the supplies for an Extended Repair, a Field Fabricator will have the material to create up to 5 BP of torpedoes. As an Engineering Action, a Field Fabricator can be used to produce torpedoes or supplies. To produce torpedoes, select a torpedo, then make a Tech-Use test against a TN of 10 * the torpedo's cost in BP. On a success, the torpedo will be produced in 30 minutes. For every two raises, the time required is reduced by 10 minutes, to a minimum of 10 minutes. To produce supplies, make a Tech-Use test against TN 25. On a success, the ship gains an additional Extended Repair after 10 minutes, but this may not allow the ship to go over the maximum amount of Extended Repairs that it can have stored at once. Warp Stabilization Systems (Sliprunner) Arcana Console Cost: 5BP Utilized mostly be explorers in otherwise uncharted parts of the wheel, allowing them to more easily maneuver in and out of the warp as needed for their journeys. A ship mounting such a console reduces the TN for opening a portal to the warp by 5, additionally the ship does not double the travel time for not using a warp portal. MIU Compositing Bus (By Yog) Command Console Cost: 5 Brains mingle and wills merge over senselink serial ports. One crew, one ship, one mind. As long as a Bridge Officer has a Mind Impulse Unit, they may choose to join the mind, which gives them +0k1 to their Bridge Officer actions. Disconnecting from the hivemind requires a Willpower test with a TN of 5, plus 5 for every hour spent integrated since you last rested. Failure results in Addiction (page 166, Book 2) to MIU Compositing. For the purpose of withdrawal and for breaking the addiction, MIU Compositing has an Addictivity of Moderate, and Detox does not work. This test should also be made for the ship's crew, rolling and keeping crew quality, after all Bridge Officers have disconnected from the MIU Compositing Bus. Hardlight Afterburner (By Yog) Engineering Console Cost: 10 Violently propulsive emissions harnessed by a hard light nozzle. The nozzle won't melt, but the rest of the ship might. When Diverting Power to Engines, the extra move is a full move instead of a half move if you roll 1d10 on the crit table. Thrust Vectoring (By Yog) Engineering Console Cost: 10 Normally, a ship's main thrusters cannot be moved from their fixed positions, and it uses secondary thrusters to maneuver. With an advanced thrust vectoring system, the main thrusters on the ship can be adjusted to more quickly change the ship's heading. Your ship's Maneuverability is increased by 5, and it can move in reverse at up to half speed. Stasis PodsEngineering Console Cost: 10 For every Stasis Pod console, you have another 5 crew in stasis. As these pods don't come with any extra life support, this does not increase the maximum amount of warm bodies you can have active at once - a Steamboat with a Stasis Pod can't have all 17 crew active, for example, and is still limited to 12 at once - but you can microwave revive Crew in stasis with a Tech-Use test with a TN of 25, a success and each raise allowing you to bring one more crewcicle back from suspended animation to replace a lost/absent unit of Crew (up to the ship's maximum). Excess Crew or passengers may freely enter unoccupied Stasis pods at will. Blood-Pact StoneArcana Console Cost: 15 So I heard you were looking for a helmsman from the Umbra? Perhaps you wanted an eldritch horror for an arcana officer? Or maybe trading human sacrifices for blessings is more your thing... Having a Blood-Pact Stone increases all Warp Encounters rolls for the ship by 2 and decreases maximum Crew count by 2 (However, this may not result in a Crew count less than one) but increases effective crew count by 6 (e.g. if it were on a Steamboat class, effective crew would be 16 instead of 12, meaning you could roll 16 dice total, but you actually have 10 Crew) Should Crew count be reduced to 0, the ship goes berserk/is possessedand tries to ram or shoot at the nearest ship/station/planet, with a dice pool of 6 - all of which are kept on whatever tests performed, as decided by the SM. If the Stone is damaged or destroyed while there are no crew, however, then the ship is inert as though it had no crew or Pact Stone. Should the Stone be damaged or destroyed while there are crew, you lose the bonus of the Stone but keep the -2 Crew capacity and +2 to Warp Encounters rolls. UmbracidiumArcana Console Cost: 15 An Umbracidium rends a very brief and highly unstable tear through the Umbra capable of, effectively, allowing short-range sub-Warp jumps. A ship with this console is capable of selecting a direction and performing an Arcana test - and doubling the result - to determine how many VU it will jump. After use, it may not beused for another 1d5 rounds due to a lethal buildup of bad luck within the drive coils. You CAN jump again, but your spelljammer will immediately explode after the jump if done during the cooldown period. New Weapon TypeMissile System (By Sliprunner) Weapon Type A step down from the terrifying torpedos mounted on some Spelljammers, These are an old but reliable weapon system for dealing with threats, launching a physical projectile much like a driver weapon. The main difference between an Array and Lance missile system is in volume of missiles launched, With Arrays usually being a series of smaller rockets while Lances are single cruise missiles. Unlike torpedos though, the smaller more maneuverable nature of missiles means they are not subject to point defense, additionally it is easy for a vessel to carry or even assemble simple missiles on board compared to a torpedo. Missiles are great at longer ranges with improved accuracy, but otherwise suffer drasticly against shields. Missiles have 0 disruption, +5 Accuracy, and double range. Harvested from [The Navy has Arrived!], done by Sliprunner and ReptileViking. Also harvested some consoles from Yog's WIP Spelljammer Redux Project since it's been a few years since it's been touched. Nothing posted with permission, as these people have been gone a while. Changelog; Added Habitation Block refit. Intended for synergy with Ruler.
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methodia
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Post by methodia on May 20, 2024 19:46:49 GMT -6
New Ship Consoles Ceremonial Ritual ChamberUniversal ConsoleCost: 5 A runed, ensorcelled, ley-lined, augmented, and upgraded room designed to convert others. At the center of this room is either a chaotic Daemonculaba, or an orderite Tabernaclian, this horrible writhing flesh-console is capable of converting victims into an Aasimar or Tiefling. There is a slot where a gene-seed sample can be place, to influence the transformation. It does nothing else other than look smug and call you gay, blow your brains out. Converting can be done on up to five individuals at once. This process takes 1d10 weeks. Gain Corruption points equal to weeks spent inside the ritualistic creature. (Or Insanity if you're not using the corruption rules). Up to 5 people can be converted at once. All racial feats are refunded, but the XP must be spent on purchasing new racial feats, and any unused XP refunded this way is lost forever. This does not change your gained racial skills or characteristic bonuses, only changes your Size and Racial Power, along with refunding racial feats. Habitation ReinforcementUniversal ConsoleCost: 5 Through joint reinforcement, space management, and pocket dimensions, this console removes the habitation's increase to Maneuver TNs, and treats the habitation as one hull size larger (and therefore one step up on the acquisition table for population). If this console is ever disabled, immediately roll on the critical hit table with a +0 bonus as it has catastrophic results on the habitation block. Hologram StageTactical ConsoleCost: 10 The stage has a void projector that up to three performers can use. Using it requires a TN 20 Performer check per 10 minute Ship Combat Turn you maintain it. For each performer that makes the test, you may choose an ally vessel within a 50 VU range to get a static +2 bonus to one test/roll per round. (So with 3 performers going and making their tests, you could gain +6 to one Ship Combat test once per round, or +2 to multiple rolls.) Harvested these from Rogue Trader 1e and Into the Storm 1e Ghost Field GeneratorArcana ConsoleCost: 10 BP Special: Must have a shield purchased. Gain the ability to trade out your shields for an aetherial umbral curtain that makes you harder to hit. All ships firing at a vessel with a functioning and active Ghost Field take a -5 Penalty to hit, plus another stacking -5 equal to the number of steps past Mk 1 the shield generator is, as well as -2k0 rolled dice on the Test to hit. A ship with a Ghost Field must choose whether it is using its Shield Generator or its Ghost Field at the beginning of combat. (A Mk II shield would give you -10 to be hit and a -2k0 roll penalty as well, Mk IV would be -20 and -2k0.) A Quath Torpedo ignores the penalties to hit. Driver and Missile weapons take half the penalty (half round down for the static, -1k0 for the rolled penalty). Crew Reclamation FacilityEngineering ConsoleCost: 10 BP Techpriests have no qualms about converting the grievously wounded into servitors or using their bio-mass to print alchirals. Reduce all losses of Crew by 3, to a minimum of 1. Multi-band Mapper AuspexUniversal ConsoleCost: 5 BP The sensors of this ship include an advanced sensory array that automatically scans and maps the direct area around you, though that does occupy your systems. Activate or de-activate as a free action on your turn. While active, Gain +10 Maneuverability for the purposes of avoiding celestial phenomena, debris, or other non-combat hazards. Subtract -5 from Sensors while active. Storm Launchbay / Drop Pod BayCommand ConsoleCost: 5 BP Honeycomb launch structures cluster along the vessel's keel, ready to spit drop pods full of assault forces on helpless planets below. Gain a bay with 20 drop pods (or a 1-100 VP vehicle you design), though you can trade out 2 drop pods for one drop pod of a rarity higher (101-150 VP Vehicle), or four for one two higher (151-200 VP Vehicle). You could have 20 Rare drop pods, or 10 very rare drop pods, or 5 mythic rare drop pods. Launching requires a Shot Guns action with a TN of 25. Failure causes the drop pod to go out of control and roll on the Vehicle Crit Damage table, though it is still launched in that general direction. These can be used for tactical insertion, accurate combat reinforcement, or the steel rain maneuver. Insertion into combat takes 2d10 rounds due to logistical delays. Drop pods must be recovered before being reused, or else they must be otherwise replaced. Castellan Shield ArrayTactical ConsoleCost: 10 BP Special: Must have a multiphasic shield generator. Once per round during an enemy turn as a reaction, make a TN 25 Tech-Use test to double your current shield amount of multiphasic shields until the end of your enemy's turn. Failure causes all of your shields to disable until the end of the round Hyper-Accelerator ButtonCommand ConsoleCost: 5 BP A large, extremely satisfying button to press that re-routes unused maneuvering jets into main thrusters. Requires all staff on the bridge to uncover and toggle a special switch at each of their stations before it can be pressed, and a ship-wide siren blares after all the switches are toggled. As long as you don't turn with your maneuver action, you may choose to move an additional 1d5 VU by pressing the button.
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methodia
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Post by methodia on Jun 12, 2024 9:07:04 GMT -6
Credit to Kwak for these first ideas, I cleaned them up a little. Flawed ConsolesExternal Shield Generator (Kwak) Universal ConsoleCost: -15 BP Someone decided that the shielding systems didn't need any housings or protections. If this Console is disabled, shield strength becomes 0. External EngineEngineering Console Cost: -10 BP The spelljammer's engines are externally mounted, or they're so massive that they intrude upon other systems and even peek out of the hull. If this console is disabled, Speed and Maneuverability become 0, or remain unchanged if already worse for maneuverability. External SensorsArcana ConsoleCost: -10 BP The sensor arrays are very obvious, clustered together and vulnerable to enemy fire. If this Console is disabled, Sensors becomes 0 and you can no longer take the Jam Communications Arcana action, or remain unchanged if already worse for Sensors. Secret Flaw (Kwak) Universal Console (Must be Cruiser class or larger)Cost: -10 BP Don't let rebels leak the details about this one. Fightercraft, Fighter Bay, Fighter, Bomber, Strikecraft, Strikejammer, and Newtype/Cross the Rubicon attacks against this ship gain +5 to Acc and +3 Crit if they know the location of the design flaw, and enemy Spelljammers can use Target Subsystems on it for +2 Crit. Ship FlawsBased on the Needs no Console ship flaw rules. You can have a number of Flaws equal to Universal Slots-1, to a minimum of two flaws. These flaws cannot discount the total cost below half of the base BP cost of the hull, round to the nearest 5. These can also be bought as flawed consoles. Arcana/Needs No ConsoleDaemonic (Kwak) Cost: -5 BP This voidship has seen years of service, and the angry dead have given the ship a malicious will. Whenever the ship takes critical damage, a random Bridge Officer experiences Warp Phenomena centered on them. Command/Needs No ConsoleGenerous Quarters (Kwak) Cost: -5 BP More space and comfort for your crew, less space for crew overall. The ship loses 2 Crew capacity. Universal/Needs No ConsoleFederation Bridge (Kwak) Cost: -5 BP A Sigil Council Federation classic. Whenever the ship takes damage, all Bridge Officers must test Con TN 15 or be unable to contribute their ship combat feats or stat bonuses for the next round of ship combat (An officer with 6 dots would no longer let his section keep 6, defaulting to crew quality). Universal/Needs No ConsoleBreak Room (Kwak) Cost: -5 BP Someone's put in a super fancy break room that you can't even find-- or the union won't let you touch, and people often hide there after losing morale. Lose 1 Crew for every failed Command Test during ship combat, which returns after the battle is over. Tactical/Needs No Console Catastrophic Weapon Cost: -10 BP Special: Spelljammer must have at least 1 Weapon mount with a non-turret and non-beam array weapon mounted in it. Choose a non-turret non-beam array weapon on the ship. Either the weapon is dangerous, is built into the framework of the ship, or the ship's purpose has changed and evolved over the years, and now integral systems are built into where firing mechanisms that haven't been used in centuries still lay. Whatever the reason, one of your guns causes bad things to happen. Firing the chosen weapon causes an immediate roll on the Spelljammer Crit chart at a rating of +2, or +4 if Divert Power to Weapons was used. Universal/Needs No ConsoleCobbled Tek n' Bits/Scrap TechnologyCost: -10 BP Your spelljammer is designed in an.. odd way, intensely personal and highly esoteric-- usually kept together by unseen forces and consisting of tek n' bits. Only Orks (Book 1, pg. 44), Goblins, Gremlins, Vizards, Qhrell, Sparks, and Mekaniaks really know how to work with it. Repairs on this can only be done by crew consisting of or overseen by someone from the previous list. When destroyed, consoles can only be harvested and used by those on the qualifying list as well. Universal/Needs No ConsoleSpace StationCost: -15 BP Special: Must have a speed, can't already be immobile. Become Immobile, speed becomes a '-' and you take -10 to Maneuverability and Acceleration. Space Stations sit, usually in orbit around something else, where they were created and become a permanent fixture of that spot until destroyed or moved by a planetary/celestial body's orbit, towed, teleported, or moved in some other manner. Universal/Needs No ConsolePacifist VesselCost: -5 BP per every 2 Weapon Slot Lost, minimum -5. Special: Must have weapon slots, can't already be unarmed. Either you or your previous owner is a massive fool who has decided that this ship is going to give up it's armaments, to the point of stripping weapon mounts. Become Unarmed, your Spelljammer loses all it's weapon slots, but is refunded more BP points per every two slots lost. Universal/Needs No ConsoleHard to MoveCost: -5 BP Special: Can not already have the Hard to Move or similar traits. Ships with this flaw can only rotate 45 degrees when maneuvering where other hulls could rotate 90 degrees. Universal/Needs No ConsoleFragileCost: -5 BP per +1 to Crit Rolls Special: Ship can not already have Fragile, a similar penalty from something else, or a penalty to Crit rolls. Choose a rating between 1 to 3, your ship takes that rating as a static bonus to all Spelljammer Critical Hit rolls it has to do. Universal/Console Not NeededObviousCost: -5 BP Special: Must not already have Obvious or a similar penalty to Silent Running tests. Silent Running tests are made at -20. Universal/Console Not NeededSpace EmplacementCost: -20 BP Be it Cosmic Train or Space Elevator, your spelljammer is more of a movement assistant device. May be a train through the warp. This vehicle can only follow forwards and backwards (or up and down for space elevators) along a set, pre-built track or similar guide and immediately loses 2d10 hull strength and rolls on the Spelljammer Crit Chart at +5 if de-railed.
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methodia
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Post by methodia on Jun 19, 2024 17:22:32 GMT -6
More Ship FlawsBased on the Needs no Console ship flaw rules. You can have a number of Flaws equal to Universal Slots-1, to a minimum of two flaws. These flaws cannot discount the total cost below half of the base BP cost of the hull, round to the nearest 5. These can also be bought as flawed consoles. Universal/Needs No ConsoleNo Environmental Seals (Amalvi) Cost: -10 BP Your ship is completely exposed to the void, and crew requires a void suit at all times. Universal/Needs No ConsoleNo Geller FieldCost: -10 BP Your ship lacks a proper Geller field, working intermittently or very weakly. During warp travel, crew gain 1 point of insanity for every day of the trip and the trip will constantly be filled with daemonic incursions and possessions. Universal/Needs No ConsoleWarp LockedCost: -10 BP Your Spelljammer is completely incapable of warp travel. Whether it being lacking a warp drive, no navigator equipment, or the technology simply doesn't exist for you. Universal/Needs No ConsoleIsolated Ship Section (Divergent Reality) Cost: -5 BP/-10 BP Through the power of arcanotech and magiscience, comms interference, or walkways, a section of the ship is isolated from the rest. Choose between Tactical, Engineering, or Arcana, and choose an action from one of them. This action cannot benefit from ship feats or from Command actions. For 10 BP, choose two more actions to receive this penalty as well. Universal/Needs No ConsoleFrozen Section/Dangerous Section (Amalvi) Cost: -5 BP/-10 BP A section of your ship has deadly faulty heating, freezing people to the core if they're careless Or perhaps there's a lesser daemon who has claimed these areas as their hunting grounds. Choose between Tactical, Engineering, or Arcana, and choose an action from one of them. Whenever you perform this action, make a TN 10 Crew Quality test or lose 1 crew. For 10 BP, choose two more actions to receive this penalty as well. Command/Needs No ConsoleExposed Command Bridge (Divergent Reality) Cost: -10 BP You have an impressive view of the battlefield from the command bridge. The battlefield has a convienent viewport for you. Enemy vessels that make an Active Augury test against your ship can discover the location of the viewport. This allows them to take a -1k1 to a Target Subsystems action to make a called shot to the Command Bridge. Good luck, idiot. Universal/Needs No ConsolePolluted Air/Low Gravity (Amalvi) Cost: -5 BP/-10 BP No gravity, stank ass air, a ship section full of smokers, or a small nurgle presence (or presence of cleanliness on a nurgle ship). Choose between Tactical, Engineering, or Arcana, and choose an action from one of them. Whenever you take this action, treat your crew quality as one lower. For 10 BP, choose two more actions to receive this penalty as well. Tactical/Needs No ConsoleFaulty Power Flow (Divergent Reality) Cost: -5 BP/-10 BP Power don't flow so good to that one right there, pardner. Choose either your forward or rear weapons (or port/starboard if present) and then choose one weapon from that section. That weapon can't benefit from the Divert Power to Weapons action. For 10 BP, the entire forward or rear section cannot benefit from the Divert Power action. Engineering/Needs No ConsoleCracked Power Diverters Cost: -5 BP Take -2k0 to any Divert Power actions taken. Command/Needs No ConsoleShitty Speaker SystemsCost: -5 BP Ship speakers crackle and screech to life, hiss with static, and pop loudly whenevery they shut off. Whenever you take the Brace for Impact! Command Action, treat crew quality as two lower. Tactical/Needs No ConsoleTraumatizedCost: -10 BP Your Jammer's machine spirit has seen enough violence in the past and refuses to allow it anymore. Increase the TN for Orbital Bombardment by 10, and if you fail the check you fail to fire completely and instead lose 1d5 Hull Integrity and roll on the Spelljammer Critical Hit chart immediately. Universal/Needs No ConsoleUncommon FuelsCost: -5 BP You must make a special TN 15 Acquisition Check every time you dock after a combat to re-fill various essentials otherwise you're essentially stuck with a massive vehicle out of gas. Arcana/Needs No ConsoleInformational BroadcastingCost: -10 BP You broadcast all ship stats, info, consoles, and weapons to everyone around you at all times. Universal/Needs No ConsoleExternal MountingCost: -10 BP Choose a console. Whenever you would take critical damage for the first time in a combat encounter, instead disable the externally mounted console if it is not already disabled. Tactical/Needs No ConsoleSelective Firing System (Insert Username Here) Cost: -10 BP Special: Must have more than one weapon mount. All of your weapons are wired to the same base system, so only one works at a time. Only one weapon can be fired per round, chosen whenever you fire your first weapon per round, the rest can't be used. Don't take any Array weapons.
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Post by ScrapyardDragon on Jun 19, 2024 23:18:34 GMT -6
New spelljammer weapon type: MeleeSpelljammer melee weapons function quite differently than the usual spelljammer guns. Firstly, the tactical officer may use his weaponry in place of crew quality, rather than ballistics. Secondly, spelljammer melee weapons bypass shields entirely. Thirdly, they have their own weapon types rather than las, melta, and so on. Weapons | Dam | Dis | Acc | Crit | Range | Cost | Arc | Type | Spelljammer Melee
| 4k3 | -
| 0 | +2 | 1 | 10 | Wide | Melee | Spelljammer Heavy Melee
| 5k4
| - | -5 | +3 | 2 | 15
| Normal
| Melee |
Spelljammer Melee - A big ol' hunk of metal to smash an enemy ship with, usually being mounted to a dedicated "arm". Often found on spelljammers more resembling gigantic humanoids than a regular ship. Spelljammer Heavy Melee - A gigantic ol' hunk of metal to bisect enemy ships with. Usually found being handled by two spaceship-scale arms or a single extra-large spaceship-scale arm.
Melee Weapon TypesOrdinary - By default, ship melee weapons are ordinary weapons. They don't have any particular strengths or weaknesses. They use the basic stats of the weapons presented above. Parrying - Parrying weapons are smaller and lighter than ordinary weapons, making them cheaper to mount and able to be used in conjunction with each other. Their cost is reduced by 5 BP, and multiple parrying weapons may be linked together, using the same rules as linking together Array type weapons. However, their damage is reduced by 1k1 and their crit is reduced by 2.
Cavalry - Cavalry weapons are significantly longer than normal melee weapons, allowing them to be used to strike targets further away, at the cost of being a bit more unwieldy. Their range is increased by 1, but their BP cost is increased by 5, and their firing arc is reduced by one stage (wide becomes normal, and normal becomes narrow). Flail - Flail weapons are unique among spelljammer melee weapons, taking the form of actual spaceship sized flails or arrays of writhing metal tendrils. A flail weapon's cost is increased by 5 BP, and their Acc is reduced by 5. However, a single Flail weapon can be used multiple times as part of a single Shot Guns action, making a new attack roll each time.
Fencing - Fencing weapons are precision weapons. well, as precise as something half the size of a spaceship can be anyways. Their Acc is increase by 5, and their crit is reduced by 1. Syrneth - Syrneth weapons are often more magic than metal. The name is a bit of a misnomer though; most use the technologies found in orgone weapons, very few of them were actually stripped off of old syrneth warships. Unlike other Spelljammer Melee weapons, Syrneth weapons do not bypass shields. However, they gain a disruption stat of 20. Chain - Chain type weapons are massive grinding implements of destruction, using massive drills or lines of whirling blades to tear through hulls. Their Acc is reduced by 5, and their Crit is increased by 3. Unarmed - Sometimes all you need are giant metal hands. When attacking with Unarmed weapons, the tactical officer must use Brawl instead of Weaponry to replace crew quality with their skill. Otherwise, their Dam is reduced by 1k0, and they may be linked together using the same rules as Array weapons.
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Post by ScrapyardDragon on Jun 19, 2024 23:49:55 GMT -6
New Hull RefitGalaxy MechaCost: 10 OR 15 BP (see text) For some reason all the Humans and T'au keep insisting on building Robots of increasingly absurd size. Making one the size of a spelljammer was the logical conclusion. A ship with this refit gains +5 Maneuverability, a free grappler arms console which does not take a console slot, and a single forward-facing weapon mount that may only take a Spelljammer Melee Weapon. However, its speed is halved. While this refit normally costs 10 BP, the price may be increased to 15 BP to provide the ship the ability to transform into a regular spelljammer and back as a TN 15 Engineering Action. While in the form of a regular spelljammer, the ship functions as if it did not have this refit, using its normal stats with the grappler arms and the weapon on the extra mount folded away and unusable until it transforms back into Galaxy Mecha Form.
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methodia
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Post by methodia on Jul 16, 2024 14:13:07 GMT -6
Inspired by Space Pirate Captain Harlock, the bad harlock movie. It's a great DtD inspiration movie. Mechanic assistance from Amanojyaku, Divergent Reality, and Traskus on making these. New ConsolesDark Matter GeneratorArcana Console Cost: 10 BP Gain the ability to activate the Dark Matter Generator. You must decide whether or not it is active at the start of a battle or Spelljammer scene, as it's shutdown and startup process are quite involved. While active, the Dark Matter Generator spews out clouds of magical dampening, divination blocking, power sapping black smoke. While active, a Spelljammer with a Dark Matter Generator loses the ability to initiate any Arcana actions other than Silent Running and Triage (though still may roll for/against Arcana action effects) but gains a +10 to their Spelljammer Static Defense and a -10 to Active Augury and Jam Communications attempts made against the vessel. If you didn't move more than half your speed last turn, this bonus radiates out around you and affects all ships within 2 VU. The Dark Matter Generator also prevents divination spells from working on any targets obscured by it. These consoles aren't inspired by Captain Harlock, but they are new consoles. And pretty relevant to general sci-fi, even if rocks aren't free. Fighter BayTactical ConsoleCost: 10 BP Can assign crew to Fightercraft spelljammer minion groups as per the rules in Book 2 on Page 131. Tractor BeamTactical ConsoleCost: 10 BP Choose a forward or rear mounting for your Tractor Beam. As a Tactical Action, you can engage your tractor beam, which has a Narrow firing arc and a 50 VU range. It's a basic TN 10 Ballistics to orient the beam. Anything in the beam's path is pulled 5 VU towards the tractor beam at the end of the round (unless it's too large to be affected, like a ship of a larger hull category, or a planet). Escaping the tractor beam with a maneuvering action requires an opposed Piloting maneuver roll from the escaping ship vs the Ballistics (Or Tech-Use) of the ship using the Tractor Beam. Gravity PenEngineering ConsoleCost: 5 BP Meant for holding meteors and asteroids in place for mining, this device can store a number of 'small' astral objects or a larger object as long as it is no larger than the ship itself, based on hull size, starting at 1 from the smallest and increasing per size category. (Escorts could hold two small asteroids/meteors or an escort sized one, dreadnoughts could hold six small astral objects or one dreadnought sized object.) While carrying large objects, reduce the ships speed to 1, unless already lower. While carrying smaller objects, reduce speed by the size category each one held to a minimum of two unless already lower. (Shuttle -1, Escort -2, Cruisers -3, Destroyers -4, Battleships -5, Dreadnoughts -6) As these objects are only secured by gravitational fields, they can be targeted and destroyed with 'Target Subsystem' actions. New Ship FlawsUniversal/Needs No ConsoleBound CorruptionCost: -10 BP Becoming the active captain of this vessel is a dark deed, binding your fate to the very ship itself. If the ship is destroyed, the captain of the ship must burn a hero point to survive as the connection between Captain and Ship kills them. If destroyed out of combat, the last acting captain suffers from this effect. (If there were multiple captains, all of you die for being idiots.) Universal/Needs No ConsoleRequired RoleCost: -10 BP Choose a Ship Section between Arcana, Command, Engineering, Maneuvering, Navigation, and Tactical. The chosen ship section's Bridge Officer must meet a special Race requirement (or other pre-requisite, as long as your storyteller approves) to fill the role, and the ship's operation requires said role to be filled.
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methodia
Fox-Possessed
local degenerate with fox based autism
Posts: 57
Member is Online
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Post by methodia on Jul 23, 2024 16:00:11 GMT -6
NEW SPELLJAMMER WEAPON
Genome
Weapon Type
Insanely illegal in all spheres, the production methods for these are highly coveted by the heretical, degenerate, and mad. Owning one of these weapons gives you the 'Wanted' hindrance. Genome weapons are instead hyper-dense wave structures comprised of genetic-structure shifting radiation. They leaving smoking atomic craters, but as long as you're not crushed by rubble you'll be alive-- but changed. Genome weapons used for orbital bombardments reduce their blast radius and shockwave to 1/5th their original size. Genome weapons roll 'normal' damage but have 0 disruption and critical, but gain a +10 to Accuracy and double Range. Roll damage normally. Instead of killing, if you would die make a Constitution test against Damage/2 to save against the effect. Those in the blast wave half the Constitution TN again. Failure causes you to gain 1d10 Corruption (or insanity if you don't use corruption) and slowly over 2d10 weeks (the mechanical changes happen instantly, and visual the new traits grow in over that time) lose your racial power, any racial feats, your gained racial characteristic and skill bonuses. Instead you gain Heightened Senses (Hearing) and +1k0 to acrobatic checks as you grow animal ears and a tail, changing your race to 'Abomination'. You may burn a hero point to prevent this transformation. Success prevents transformation, and you're immune to further transformation attempts for 24 hours. Exalts only suffer from this effect temporarily after it's done, getting another save at the original TN every 24 hours past completed transformation. Genome weapons don't benefit from damage upgrades or bonuses. Genome weapons cost +10 BP. For +5 more BP you can choose a race for them to transform into instead turn them into Kitsune, which allows them to convert old racial feats into new ones, but any unused XP is lost. For +5 more BP, you can also make complete bodily and cosmetic changes, but these are applied en masse, with small random variations per individual.
Genome Unchanged damage. 0 Dis. 0 Crit. +10 Accuracy. Double Range. If it kills, damage/2 becomes Constitution Test TN or suffer 1d10 Corruption (or insanity if you don't use corruption) + race transformation over 2d10 weeks, can burn hero point to avoid, temp for exalts, see text. +10BP cost (Optional +5BP and +5BP additions). Gain Wanted Hindrance for owning.
I'm not sorry, get turned into a foxgirl.
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Post by ScrapyardDragon on Jul 23, 2024 18:21:17 GMT -6
Let me show you what a real magic missile is. New Torpedos
Name | Dam
| Dis
| Crit | Acc | Range | Arc
| Cost | Geneseed Torpedo
| 2k1
| 0
| 0
| +5
| 30 | Normal | 5 | Miasma Torpedo
| 6k4
| 4
| 2
| +0
| 20 | Normal | 5 |
Geneseed TorpedoThe Greybeards say that a culture only truly dies when its people are assimilated into another. It was either those words, or some slaaneshi pervert's fetish that inspired the creation of these weapons. Their purpose is not to kill, and are generally considered largely useless in void combat. Their intended usage is instead to be dropped from orbit onto major population centers. On impact, these enchanted torpedos resonate with the genetic materials stored inside to rapidly mutate those caught into the blast to members of another species. When used for orbital bombardment; instead of the detonation dealing damage (to anyone who didn't have the damn thing land on them at least), anyone caught within the 3km blast wave must pass a TN15 constitution test or their race is changed to the one specified when the torpedo is bought. the TN becomes 25 for anyone within 100m of the point of impact. A character who's race is changed has any racial feats they've purchased refunded, and their size and racial power is changed to that of the new race. Some geneseed torpedos are also designed to ensure their victims have other, more specific changes applied en masse such as sex or general appearance, with slight variations per individual. If, for some reason, a geneseed torpedo is used in spelljammer combat, any crew losses they cause are negated, with any crew members that would have been lost being transformed instead. Miasma TorpedoThese black magic bombs are jam packed with necromantic power, and despite their horrific nature are still considered safer and more appropriate for use in warfare than Rift Torpedos. Any creature killed by a Miasma torpedo comes back as a zombie, as if they were subject to the zombie plague spell, potentially flooding the surrounding area in a massive hoard of zombies. If a Miasma Torpedo would cause a ship to lose crew, the lost crew become zombies that will attack the survivors. This is treated as if the ship was subject to a boarding action at the start of each of its turns, with an amount of crew equal spent equal to the sum of those killed by either the torpedo or the zombies, and a crew quality of 2.
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Post by sliprunner on Aug 1, 2024 13:07:29 GMT -6
Self-Correcting Redundancies Engineering Console Cost: 15BP Among many things scavengers have found among wrecks, the most remarkable was these intricate redundancies that were so complex as to of kept sections of the ship still operational even after it had been bisected by a warp jump gone wrong. If a console would be disabled it will instead restore itself automatically after 1d4 turns as if Emergency Repairs was done, This effect only occurs once per battle. During extended repairs the ship automatically repairs at least 1d10 HP or restores all disabled components, this effect can only occur once before requiring drydock repairs. May not be installed on a ship with Safety Overrides.
Citadel Command Console Cost: Variable [10BP per rating up, to 4 + 2 per size above Cruiser | Min Cruiser] Extensive reinforcement of a spelljammers core innermost frame to same standard as external armor. When a spelljammer looses crew to damage other than boarding, or similar internal attacks, it may not reduced below the rating of this console. If this console is disabled the ship immediately rolls for critical at +1 ignoring other modifiers.
Remote Weapons Pod Weapon Modification Cost: Double weapon cost after other modifiers. An extreme option to expand the firing arcs of a weapon. The weapon bay is extended into a remote pod that floats close to the ship and affixed to the rest of the ship with structures that slip through the umbra instead of the intervening space. This increases the Arc of the weapon by one step, Narrow -> Normal -> Wide, and does not apply to weapons that already have the Wide Type or Torpedoes except for Micro, Photon, or Cruise.
Megascale Weapon Modification Cost: 10 "I need a weapon larger than any other" -The most common request of soon-to-be-disposed warlords. A Megascale modification can only be applied to Narrow arc weapons, which the arc may not be modified by any means, The accompanying weapon receives +1k1 damage and +5 range that stacks with other modifiers. A Drawback of simply over scaling the weapon, beyond cost alone, is that the weapon may only fire once per round and requires one round to rearm before it may be fired again.
Safety Overrides Engineering Console Cost: FREEEEEEEEE(Dumb) "I DON'T CARE! SEND IT!" -Unknown Captain shortly before the 'Incident of L-93'. A 'Modification' by only the loosest terms, this involves the methodical process of disabling every single safety feature of a ship, most common by 'followers' of Malal. The ship increases it's max speed by 4 and acceleration by +10. Each round reduce these bonuses by 1 and 2 respectively which may bring them into the negatives. Should the console be 'disabled' the ship randomly takes either 1 crew or hull damage each round until the console is restored.
Dust Refracted Weapon Type Perhaps the simplest option to handle an especially crowded target scope, Dust Refracted weapons are actually a highly specialized variant of Las weapons. A Dust Refracted weapon when fired can ignore up to one piece of cover in the Line of Fire to a target, the weapon suffers a -2 to disruption but otherwise suffers no penalties. When used for Orbital Bombardment the weapon gets an additional +5 accuracy but reduces damage by 2k1. Note: This weapon type was used with rules treating spelljammers as cover for other spelljammers (to allow screening), This weapon will have limited use in any other situation bar Orbital Bombardment.
Rejected by Reality Ship Flaw Cost: -10BP and another -10BP per size of ship above frigate. For some reason the ship is only capable of readily existing within the warp. When the ship exits the warp it may only remain in real space for 10 rounds, after which it makes an Arcana check as if it were entering the warp, Success allows the vessel the remain for another 10 rounds +1 per raise on the check, Failure immediately sends the ship back into the Warp for 10 rounds after which it may attempt to leave again by the normal checks. Should the ship be spatially anchored or otherwise prevented from entering the warp it will act as if the Arcana check to remain was automatically passed, however for each check that would be made the ship incurs a stacking +1 penalty on the next Warp Encounter roll. The ship is afforded no special protections in the warp despite the rejection of reality, should the ship roll 'Geller Field Failure' on the warp travel encounters it is sent deeper into the warp instead of returning to real space. Note: It is HIGHLY suggested the ship should have aspects that clearly violate the principles of space (that cause Insanity checks) or have the 'No Geller Field' flaw without benefit
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