Technology Notes.   Posted by Kraven Kor.Group: 0
Kraven Kor
 GM, 512 posts
Wed 28 Jan 2015
at 00:43
Technology Notes
As I think of them, and as necessary, I'll use this thread for notes on the tech of the setting - mostly for consistency's sake.
Kraven Kor
 GM, 513 posts
Wed 28 Jan 2015
at 00:46
Re: Technology Notes
This thread - link to a message in this game - has the basic notes for the campaign.

This message was last edited by the GM at 00:46, Wed 28 Jan 2015.

Luke
 Luke Roberts, 117 posts
Wed 28 Jan 2015
at 00:48
Re: Technology Notes
Oh yeah. You need to add Electronic Warfare Systems to the types of Systems operations.
Kraven Kor
 GM, 514 posts
Wed 28 Jan 2015
at 01:02
Re: Technology Notes
"Stun Setting," "Stunners," and Neural or "Nerve" Disruptors

There are a variety of non-lethal weapons in the 'verse, but the two most common varieties are kinetic weapons, and neural weapons.

Most ship crew carry kinetic weapons; to avoid breaking their ship.  While the hull can resist most slug throwers or energy weapons, even from within where the primary defenses are avoided, the internals of the ship might not.  Kinetic weapons usually have two settings; "stun" and full power.  On stun, you are basically punching someone so far as the amount of damage it can do.  4d6 to 6d6 or so.  On full power, they become the same DC of killing damage and hit hard enough to break bone.  The bolt is invisible and intangible; simply a shockwave of air and kinetic energy.

Neural weapons are both more effective and far nastier.  The usual incarnation of this technology is the stunner.  Low power versions will stun someone for a few seconds - long enough to subdue them elsewise.  Higher power versions can knock someone out for hours, and even kill with multiple hits or prolonged exposure.  These typically have no visible beam; the parabola lights up, and the target is affected if the aim is true.  Some add a focused, visible beam or laser target indicator to assist with accuracy.  They are banned almost everywhere and usually only used by the karak or chult, or pirates, criminals, and the like.  The TSR even dissuades their use, though some TSR agents might use one nonetheless.

Neural Disruptors - aka Nerve Disruptors - are the apex of the tech.  They burn out nerves - direct hits will kill instantly at best, leave someone a vegetable or with massive organ failure at worst.  Hits to limbs can cause permanent paralysis and effects similar to diabetic neuropathy - the body no longer able to maintain the limb due to the nerve damage.  Even near misses can leave a patch of skin numb or pins-and-needles; for hours to years depending on the exposure.  These fire a bolt of purple-ish lightning to the target; a mostly-straight arcing effect.  Some tendrils branch off a few inches along the bolt, but the bolt lasts only a fraction of a second.  They tend to fire slowly; needing a few seconds to recharge their capacitor.

Campaign Use of Nerve Disruptors:  These weapons are kind of meant to be "items of reckoning" in the sense that when one is aimed at you, you tend to listen to what the person holding it has to say.  I will not use them all that often and when used they will be a plot point more than a part of combat.  Your character using one is up to you but, as per above description, they really are pretty vile weapons.

This message was last edited by the GM at 01:17, Wed 28 Jan 2015.

Kraven Kor
 GM, 515 posts
Wed 28 Jan 2015
at 01:02
Re: Technology Notes
In reply to Luke (msg # 3):

Thanks!  Doing that now.
Kraven Kor
 GM, 547 posts
Thu 29 Jan 2015
at 17:40
Re: Technology Notes
Intra-System Travel

Human spacecraft - as well as most of the known species of the galaxy - still use reaction drives of some sort.  "Torch drives."  Modern engines are generally highly efficient plasma engines or ion engines powered by fusion or antimatter reactors; and as such require far less fuel than earlier chemical rockets and the like.  These engines can usually provide constant thrust in excess of 1 G for extended periods; and as stated travel between locations in a stellar system can take days to weeks.

Something to keep in mind on this, is that spacecraft do not just fly in a straight line to their objective.  They take advantage of hoemann transfers, gravity slingshots off planets or moons, etc.  When moving, you are really "changing your orbit" more than "flying to point B."  So to move to an objective that is, say, 2,000,000 km away can take much longer than your actual velocity might indicate - you are fighting your orbital velocity and shifting your orbit to match that of your objective.

Campaign "Speed of Plot":  I will not be doing exact or even approximate math with most of this; the time it takes to go from point A to point B will generally be "speed of plot" with me doing a rough estimate of things.

This message was last edited by the GM at 17:42, Thu 29 Jan 2015.

Kraven Kor
 GM, 594 posts
Wed 4 Feb 2015
at 21:15
Re: Technology Notes
Gravitic Tunneling Torpedoes:  One of the TSR's nastier weapons.  They have a scaled down Gravitic Tunneling Drive that can operate closer to planetary gravity wells than those on a starship (due to mass of the vehicle.)  They are long-range, and nearly undetectable until close to you - they "skip" through space using the gravity tunnels and by the time sensors pick them up, they are far ahead of where you see them.  The torpedo can contain any number of warheads or munitions, and the entire device is about the size of a small fighter craft - up to 10 meters long on average.  They are, however, phenomenally expensive, and are generally not used for planetary assault - the tunneling drive having to shut down 10's of millions of KM out, easily detected and shot down by planetary defenses.
GM
 GM, 1342 posts
Tue 5 Jan 2016
at 23:43
Space Armor (WIP)
Space Armor is worn by most all spacefaring military personnel.

Civilian crews will usually have light armor at best, while heavier armor is uncommon even within the armed forces.  Elite troops or special forces might be seen in the heavier suits, though many prefer the greater mobility and agility of lighter armors.

Note:  With the tech of your ship, you can go over these classification limits somewhat; add +2 rPD/rED to the maximum protection for each class of armor; ie. your light armor can go up to 7 rPD/rED.

You can also adjust these armor values; armor designed specifically against energy weapons could still be light armor at 7 rED, but only 3 rPD (again, 9/5 for armor created using the tech of the Wayward Star.)

Campaign Rules and Usage

Space Armor is classified in three categories.  Light, Medium, and Heavy.

Light Armor can have up to 5 rPD/rED, can offer up to +5 STR, and can have DEX increasing mods.  Light Armor with any flight power can attain higher speeds, but should have smaller fuel supplies for such.  Fuel for Light Armor should not exceed 6 hours, and Life Support up to 24 Hours.  All armor uses compact fusion power, and light armor uses the least power, generally; so Light Armor usually has no need of an END Reserve to power integrated systems, and rarely 'run out of power.'

Standard Light Terran Space Armor:



Medium Armor can have up to 9 rPD/rED, can offer up to +8 STR, but cannot have DEX increasing mods.  Fuel for any flight power in Medium Armor can go up to 12 hours, and Life Support for up to 1 Week.  Medium Armor with any integrated system that should reasonably cost END (integrated weapons, etc.) should use an END reserve, and this END reserve can be used in place of fuel for any flight power, though not for life support.  Medium Armor must be built with a -1 Side Effect limitation of -1 DCV and -1 to all DEX rolls / skills to the Resistant Protection Power itself.

Standard Medium Terran Space Armor:



Heavy Armor can have up to 12 rPD/rED, can offer up to +15 STR, and as medium armor cannot have DEX increasing mods.  In fact, wearing Heavy Armor should decrease your overall DEX (see side effects.)  Heavy Armor can store up to 24 hours of fuel for any flight power, or again can power flight through an END reserve.  Like Medium Armor, any power which would normally cost END should be powered by an integrated END reserve.  Heavy Armor often has integrated heavy weaponry, and damage prevention systems beyond just armor plating (usually via the Damage Reduction power.)  Heavy Armor must have a Side Effect Limitation applying a -2 to DCV, -1 to DEX rolls or skill rolls, and -3 DEX for purpose of initiative.

(No sample build yet.)

Skills or talents can be bought to offset these penalties, but not negate them entirely.  In other words, you could buy a skill or talent that reduced or negated the penalty to DEX rolls, but not the DCV penalty; or one that negated the DCV penalty, but not the DEX penalty.  You must be dealing with some level of penalty or side effect when wearing medium or heavy armor.

Correction:  Monoprop thrusters are designed for zero-g movement; in atmosphere / gravity, they operate as 'jump jets' - you have to land at the end of each phase.

Monoprop Thrusters 2) Flight 8m (10 APs); Extra Time (1 Minute, Only to Activate, -), OIF
     (-), Custom Modifier (Must land at end of each phase when in atmosphere over 0.5
     atmos, or in gravity field over 0.5 G; -), 1 Continuing Fuel Charge lasting 6 Hours
     (Recovers Under Limited Circumstances; +) [1 cc]

This message was last edited by the GM at 04:37, Wed 20 Jan 2016.

Kilroy
 Kilroy, 207 posts
Fri 8 Jan 2016
at 02:16
Space Armor (WIP)
How much could I make these limits scream if I tweaked them over time, especially for NPCs that aren't me?
GM
 GM, 1349 posts
Fri 8 Jan 2016
at 03:17
Re: Space Armor (WIP)
Kilroy:
How much could I make these limits scream if I tweaked them over time, especially for NPCs that aren't me?


We'll probably decide that on a case by case basis.

The limits are intended mostly for "normal stuff" and as a template or basis for things that you all build above and beyond that.
GM
 GM, 1519 posts
Fri 5 Feb 2016
at 20:25
Re: Generic Tech (WIP)
Text from / Links to prefabs:

General Prefabs (weapons and armor, some stuff built with / for / from the Plot Vehicle Tech as well:

https://www.dropbox.com/s/r3qf...l%20Prefabs.hdp?dl=0

Cost /     Powers     / END

Find Weakness Reworks

3 - 1) Find Weakness (HTH): Armor Piercing (+1/4) for up to 30 Active Points of Any STR-powered, Melee attack. (7 Active Points); Requires A Roll (Skill roll; Must be made each Phase/use; -1) 1 END

7 - 2) Find Weakness (Ranged): Armor Piercing (+1/4) for up to 60 Active Points of Any man-portable, ranged weapon. (15 Active Points); Requires A Roll (Skill roll; Must be made each Phase/use; -1) 3 END

109 - 3) Find Weakness (Ship-to-Ship Combat): AVAD (rDEF to Skill vs. Skill Contest), All or Nothing; DOES BODY (+1/2) for up to 600 Active Points of Ship-to-Ship Weaponry (300 Active Points); Requires A Roll (Skill roll; Must be made each Phase/use; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4) 60 END

20 - 4) Find Weakness (Ship-to-Ship; Cheaper.): +10 with a large group of attacks (Ship-to-Ship Weapons) (50 Active Points); Requires A Roll (Skill roll; Must be made each Phase/use; -1), Limited Power Power loses about a third of its effectiveness (Only to add Damage Classes; -1/2)

Psionic Tech

17 - 1) Psionic Obfuscation Field Emitter: Naked Advantage: Invisible Power Effects (Invisible to Mental Sense Group, effects of Power are Invisible to other characters; +1) for up to 60 Active Points (60 Active Points); IIF Bulky Fragile (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Requires A Roll (Skill roll; -1/2) 12 END

3 - 2) Psi-Detector: Mental Awareness, Increased Arc Of Perception (360 Degrees) (10 Active Points); Requires A Roll (Skill roll; Must be made each Phase/use; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), IIF (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 0 END



Plot Vehicle Tech

39 Multi-Particle Sidearm: Multipower, 80-point reserve, all slots: +1 OCV and +2 vs. RMod, all slots 32 Recoverable Charges (+3/4) (147 Active Points); all slots OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)
Note:  Listed slots are not all possible options; just initial settings / suggestions.

Power Cell is 'recoverable' in that, while in combat, it has 32 shared charges for all slots; once combat ends, give it a minute or two of not firing, and it is fully recharged.

*2f - 1) Proton Repeater: Blast 8d6, Armor Piercing (+1/4), Half Range Modifier (+1/4), Autofire (3 shots; +1/4), Increased Maximum Range (800m; +1/4) (80 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)
*2f - 2) Focused Proton Repeater: Killing Attack - Ranged 2d6, Half Range Modifier (+1/4), Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (600m; +1/4), Armor Piercing (x2; +1/2) (75 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)
*2f - 3) Proton Beam: Blast 8d6, Armor Piercing (+1/4), Half Range Modifier (+1/4), Constant (+1/2) (80 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)
*2f - 4) Anti-Proton Repeater: Killing Attack - Ranged 1d6+1, Area Of Effect (6m Radius Explosion; +1/4), Half Range Modifier (+1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (400m; +1/4), Penetrating (+1/2), Autofire (3 shots; +1 1/4) (75 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)
*2f - 5) Kinetic Disruptor: Blast 8d6, Double Knockback (+1/2), Area Of Effect Accurate (2m Radius; +1/2) (80 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)
*2f - 6) Neutron Repeater: Killing Attack - Ranged 2d6+1, Autofire (3 shots; +1/4), Half Range Modifier (+1/4), Increased Maximum Range (700m; +1/4), Penetrating (+1/2) (79 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Requires A Roll (Skill roll; -1/2), Real Weapon (-1/4)

This message was last edited by the GM at 01:30, Sat 06 Feb 2016.

GM
 GM, 1520 posts
Fri 5 Feb 2016
at 22:45
Re: Space Armor (WIP)
Re-corrected flight and life support on armor in regards to the flight speed, the limitation that they work like jump jets in atmosphere / standard gravity, and the duration of life support.
GM
 GM, 1526 posts
Sat 6 Feb 2016
at 01:22
Re: Space Armor (WIP)
And...  more corrections / additions lol.  Forgot mag-lock boots on the armor.

This just keeps getting more expensive! :O


Armor

Terran Space Marine Armor (LIGHT), all slots Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
43 total Real Points
*1 - 1) Actuated Frame: +3 STR (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) 15 END
*6 - 2) Monoprop Thrusters:  Flight 12m (15 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2), Must Land at end of each move in 1 Standard G; land every 2 phases in 1/2 G, etc. (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (Recovers Under Limited Circumstances; +1/4) [1cc]
*8 - 3) Life Support:  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2), 1 Recoverable Continuing Fuel Charge lasting 1 Day (Recovers Under Limited Circumstances; -0)
*4 - 4) Lamp: Sight Group Images, +/-1 to PER Rolls (13 Active Points); Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) 3 END
*1 - 5) Knockback Resistance -2m (2 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) [1cc]
*3 - 6) Mag-Lock Boots:  Clinging (normal STR) (10 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Ferrous or Magnetically Reactive Materials Only (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)
*8 - 7) Carbon Fibersteel Armor Plating:  Resistant Protection (5 PD/5 ED), Hardened (+1/4), Impenetrable (+1/4) (22 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Ablative BODY Only (-1/2), OIF (-1/2)
*1 - 8) HUD: Absolute Range Sense (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 9) HUD: Absolute Time Sense (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 10) HUD: Bump Of Direction (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 11) Eidetic Memory (5 Active Points); Only Recorded Events (-1), Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 12) HUD: Lightning Calculator (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*5 - 13) Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); Detectable Phenomenon Only ((Suit sensors can detect imminent collisions, weapons fire within 100m or so, etc.); -2), Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) 11-
*3 - 14) CF Capacitor:  Endurance Reserve  (20 END, 2 REC) Reserve:  (7 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2), 1 Recoverable Continuing Fuel Charge lasting 1 Week (Recovers Under Limited Circumstances; -0); REC:  (2 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)

Terran Space Marine Armor (MEDIUM), all slots Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
Notes: 60 Real Points total
*11 - 1) Carbon Fibersteel Armor Plating:  Resistant Protection (5 PD/5 ED), Hardened (+1/4), Impenetrable (+1/4) (22 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Ablative BODY Only (-1/2), OIF (-1/2)
*3 - 2) Actuated Frame: +8 STR (8 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) 2 END
*5 - 3) Monoprop Thrusters:  Flight 10m, x4 Noncombat (19 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Must Land at end of each move in 1 Standard G; land every 2 phases in 1/2 G, etc. (-1/2), OIF (-1/2), 1 Recoverable Continuing Fuel Charge lasting 6 Hours (Recovers Under Limited Circumstances; +1/4) [1cc]
*8 - 4) Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2), 1 Continuing Fuel Charge lasting 1 Week (Recovers Under Limited Circumstances; -0) [1 cc]
*5 - 5) Lamp: Sight Group Images, +/-2 to PER Rolls (16 Active Points); Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) 3 END
*2 - 6) Knockback Resistance -4m (4 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*4 - 6) Mag-Lock Boots:  Clinging (normal STR) (10 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Ferrous or Magnetically Reactive Materials Only (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)
*1 - 7) HUD: Absolute Range Sense (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 8) HUD: Absolute Time Sense (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 9) HUD: Bump Of Direction (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 - 10) Eidetic Memory (5 Active Points); Only Recorded Events (-1), Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*1 11) HUD: Lightning Calculator (3 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2)
*5 - 12) Life Support, Environment and Proximity Sensors: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); Detectable Phenomenon Only ((Suit sensors can detect imminent collisions, weapons fire within 100m or so, environmental dangers, life support malfunctions, etc.); -2), Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) 11-
*6  13) CF Capacitor: Endurance Reserve (40 END, 5 REC) Reserve: (14 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2), 1 Recoverable Continuing Fuel Charge lasting 1 Week (Recovers Under Limited Circumstances; -0); REC: (4 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), OIF (-1/2) [1 rc]

Armor Additions / Options

Notes:  If integrated into armor, copy / paste into armor list to apply applicable modifiers

If separate, add appropriate Focus or Extra Time modifiers.

Final real point cost will be reduced in some / most cases.


3 - Magnetic Shielding:  Resistant Protection (6 ED) (9 Active Points); Ablative BODY or STUN (-1), Costs Half Endurance (-1/4), 4 Recoverable Continuing Charges lasting 1 Extra Phase each (-1/4), Only vs. Plasma, EM, Ferrous Projectiles, or Fire (-1/4)

5 - Counter-Neural Mesh:  Power Defense (10 points) (10 Active Points); Only vs. Neural Weapons (-1)

6 - HUD: Optics:  +4 versus Range Modifier for Sight Group

17 - SmartLink Combat HUD:  +2 with Ranged Combat (Plus+2 to offset Called Shot, or Range Penalty with all attacks) (26 Active Points); Only With Compatible Weaponry (-1/2)

This message was last edited by the GM at 01:42, Sat 06 Feb 2016.

GM
 GM, 1527 posts
Sat 6 Feb 2016
at 01:30
Re: Common Weapons(WIP)
Common Weapons

29 - 1) Neural Stunner: Drain STUN 4d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+ REC; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (110 Active Points); ED Applies (-1), OAF (-1), Cannot Use Targeting (-1/2), Real Weapon (-1/4), 32 Charges (+1/4) [32] Charges

18 - 2) Neural Stun Grenade: Drain STUN 4d6, Area Of Effect (4m Radius Explosion; +1/4), Expanded Effect (x2 Characteristics or Powers simultaneously) (+ REC; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (110 Active Points); 1 Charge (-2), ED Applies (-1), OAF (-1), Cannot Use Targeting (-1/2), Real Weapon (-1/4), Can Be Deflected (-1/4), Range Based On Strength (-1/4) [1] Charge

16 - 3) Kinetic Stunner: Blast 8d6, Double Knockback (+1/2) (70 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Cannot Use Targeting (-1/2), Limited Range (-1/4), Real Weapon (-1/4), Reduced By Range (-1/4), 4 clips of 16 Recoverable Charges (Recovers Under Limited Circumstances; +1/4) [16 rc]

13 - 4) Bolter Pistol: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4) (45 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), 4 clips of 16 Recoverable Charges (Recovers Under Limited Circumstances; +1/4) [16 rc]

11 - 5) Concussion Grenade: Killing Attack - Ranged 2d6, Area Of Effect (4m Radius Explosion; +1/4), Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), +2 Increased STUN Multiplier (+1/2) (60 Active Points); 1 Charge (-2), OAF (-1), Cannot Use Targeting (-1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Real Weapon (-1/4) [1] Charge

17 - 6) Seismic Charges: Killing Attack - Ranged 3d6, Area Of Effect (9m Radius Explosion; +1/4), Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Penetrating (vs. structures / terrain only) (+1/4), Delayed Effect (+1/4) (90 Active Points); 1 Charge (-2), OAF (-1), Cannot Use Targeting (-1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Real Weapon (-1/4) [1]

18 - 7) Thermal Charges: Killing Attack - Ranged 2d6, Area Of Effect (4m Radius Explosion; +1/4), Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Delayed Effect (+1/4), Attack Versus Alternate Defense (rED > rED specifically designed as or including Magnetic or Thermal Shielding or defined as "vs. Heat"; All Or Nothing; +1/2), Does BODY (+1) (97 Active Points); 1 Charge (-2), OAF (-1), Cannot Use Targeting (-1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Real Weapon (-1/4) [1]

13 - 8) Plasma Grenade: Killing Attack - Ranged 1d6, Area Of Effect (4m Radius Explosion; +1/4), Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Penetrating (+1/2), Damage Over Time (4 damage increments, damage occurs every three Segments, +2 3/4) (71 Active Points); 1 Charge (-2), OAF (-1), Cannot Use Targeting (-1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Real Weapon (-1/4)
[1] Charge

28 - Proton Blaster Rifle: Multipower, 60-point reserve, all slots 4 clips of 32 Recoverable Charges (Recovers Under Limited Circumstances; +1/2) (90 Active Points); all slots OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
Notes: 34 total Real Points
* 2f - 1) Proton Repeater: Blast 8d6, Half Range Modifier (+1/4), Autofire (3 shots; +1/4) (60 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
*2f - 2) Proton Blast: Blast 8d6, Armor Piercing (+1/4), Half Range Modifier (+1/4) (60 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
* 2f - 3) Focused Proton Repeater: Killing Attack - Ranged 2d6, Armor Piercing (+1/4), Half Range Modifier (+1/4), Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4) (60 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)

21 Proton Blaster Pistol: Multipower, 37-point reserve, all slots: +1 OCV, all slots Autofire (3 shots; +1/4), 4 clips of 32 Recoverable Charges (Recovers Under Limited Circumstances; +1/2) (68 Active Points); all slots OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
Notes: 23 Real Points Total
* 1f - 1) Proton Repeater: Blast 7d6+1 (37 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
*1f - 2) Focused Proton Repeater: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)

43 Neutron Blaster Rifle: Multipower, 56-point reserve, all slots Increased Maximum Range (1,120m; +1/4), Half Range Modifier (+1/4), 4 clips of 32 Recoverable Charges (Recovers Under Limited Circumstances; +1/2), Penetrating (+1/2) (140 Active Points); all slots OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
Notes: 47 total Real Points
*2f - 1) Neutron Beam: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4) (56 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
*2f - 2) Neutron Repeater: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (52 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)

25 Neutron Blaster Pistol: Multipower, 37-point reserve, all slots Autofire (3 shots; +1/4), 4 clips of 32 Recoverable Charges (Recovers Under Limited Circumstances; +1/2), Penetrating (+1/2) (83 Active Points); all slots OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
Notes: 27 total Real Points
*1f - 1) Neutron Repeater: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
*1f - 2) Neutron Repeater: Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (-1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)
GM
 GM, 1547 posts
Thu 11 Feb 2016
at 21:08
Starship Sensor Systems (and usage notes.)
Standard Radioscopics

These systems use particle beams, emitters, and/or detectors in a variety of ways to detect other ships, objects, or phenomenon.

Radar is the most common form, but most modern starships have far more advanced systems.  Most emit a particle beam or field, the particles bounce back and are detected and analyzed by the sensor system.

These sensor systems are all treated fully as the Radio Sense Group, though as they are "Usable By Other" they also rely on the sight and/or hearing sense group of the operator(s).

Discriminatory:  Discriminatory Radio-group Sensors are bought with the full advantage; these can tell a great deal about the target.  Size, Mass, Volume, Density, energy output, weapon configuration, number of life forms aboard and their species, etc.  However, they do not give an actual visible representation, cannot determine color or hull markings (unless 3-dimensional), and of course do not have the "Analyze" option.

Particular Skill with Radioscopic sensor systems could grant the "Analyze" option to the operator, as a form of custom talent / naked adder.

Range and Extra Time:  Radioscopic sensors rely on 'real physics' - their range is limited, and as they rely on particles to travel to and return from detectable objects or phenomenon, they have a time delay when sensing things millions of kilometers away.

Radioscopic ECM / ECCM:  Radioscopic sensors are the most prone to electromagnetic interference or electronic warfare.  Flashes vs. Radio, Suppress Radio, Drain Radio, and similar builds or powers simulate this.  Darkness vs. the Radio Group is not preferred; as Flash and Adjustment Powers are less binary, can be only partially effective or wholly resisted, etc.

Standard Radioscopic Sensor Builds:

quote:
Full-Spectrum Radioscopics: High Range Radio Perception (Radio Group),
    +3 to PER Roll, Concealed (-5 with High Range Radio Perception PER Rolls),
    Discriminatory, Targeting, Tracking,
    MegaScale (1m = 100,000 km; +2 1/4)
     (130 Active Points);
    Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
    Extra Time by Distance (aprox. 1 segment per 100,000km) (-1/2),
    Usable By Other (-1/2), Grantor pays the END whenever the power is used, Recipient must
    remain onboard, Costs Half Endurance (-1/4), Extra Time (Full Phase,
    Only to Activate, -1/4), Crew Operated (-1/4)

Detector Beam: Detect A Large Class Of Things (Ships, Asteroids, Gravitational
     Anomalies, Energetic Particles, etc.), 3x Extra Class of Things, 15- (Radio Group),
     Discriminatory, Increased Arc Of Perception (360 Degrees),
     Partially Penetrative, Targeting,
     MegaScale (1m = 10,000 km; +2)
       (168 Active Points);
     Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
     Usable By Other (-1/2), Grantor pays the END whenever the power is used,
     Recipient must remain onboard, Extra Time by Distance (aprox. 1 segment per 100,000km),
     Costs Half Endurance (-1/4), Extra Time (Full Phase, Only to Activate, -1/4),
     Crew Operated (-1/4)

Radar (Radio Group), Increased Arc Of Perception (360 Degrees),
     MegaScale (1m = 1,000 km; +1 3/4)
       (55 Active Points);
     Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
     Extra Time by Distance (aprox. 1 segment per 100,000km) (-1/2),
     Usable By Other (-1/2), Grantor pays the END whenever the power is used,
     Recipient must remain onboard, Costs Half Endurance (-1/4),
     Extra Time (Full Phase, Only to Activate, -1/4), Crew Operated (-1/4)


Optics

Starships rely on advanced optic scanners or even just 'looking out the window' far less often than radioscopics, in part due to range, but also due to other practical limitations.  Optics are much easier to fool or disguise oneself from, more vulnerable to simple countermeasures.  Standard sight group senses are also more likely to face stacked penalties - a general lack of light in deep space being the primary such limitation.

However, optics can tell much more about a target than radioscopics, in some ways, and are not as prone to most electronic warfare attacks.

Optics are all "Usable by Other" and thus rely on both the ship's own 'senses' as well as the sight sense group of the operator.

Optic Sensors range and extra time:  Optic sensors see light; they have ranges appropriate to this fact, and as it takes time for light to travel great distances, there is a delay when viewing very distant objects or phenomenon.

Avoiding optical detection:  The sight sense group is subject to many penalties when viewing distant objects in space, but in space, stealth vs. optical systems is harder than one thinks.  The simplest method would be to hide behind some other object - but much of space is devoid of such objects.  So moving from one point to another is almost impossible to disguise.  Of particular note is that most starships still use some form of reaction (or 'torch') drive for intra-system travel.  Both common forms of propulsion - Ion and Plasma drives - emit a great deal of heat and leave a trail of gaseous or particle exhaust.  So a common spacecraft actively 'burning' is, for all intents and purposes, impossible to hide from optical sensors, particularly in open space.

However, optical sensors are again prone to various penalties; so detecting a standard spacecraft in open space is not a certainty.

Optical countermeasures:  Optical sensors are not prone to most "electronic warfare" attacks other than those which disable onboard systems directly.  Stealth materials - low albedo, or mimetic - can easily fool optical sensors to a point; invisibility vs. sight, however, cannot be bought with 'no fringe.'  A flash vs. the sight group could blind the ship's optic systems, and a flash targeted at the operator would similarly work.  Darkness vs. sight group is not allowed; again, too binary, I prefer flash or an adjustment power.  "Draining" the sight group of a ship would also require some explanation as to how; perhaps draining power systems somehow to only target sensor systems, or via direct weapon attacks vs. sensor systems, etc.

Standard Optic Sensor Builds:

quote:
Infrared Perception (Sight Group), Increased Arc Of Perception (360 Degrees),
     Partially Penetrative, Tracking, MegaScale (1m = 100,000 km; +2 1/4)
       (65 Active Points);
     Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
     Extra Time by Distance (aprox. 1 segment per 300,000km) (-1/4),
     Usable By Other (-1/2), Grantor pays the END whenever the power is used,
     Recipient must remain onboard, Costs Half Endurance (-1/4),
     Extra Time (Full Phase, Only to Activate, -1/4), Crew Operated (-1/4)

Ultraviolet Perception (Sight Group),
     Increased Arc Of Perception (360 Degrees), MegaScale (1m = 100,000 km; +2 1/4)
       (32 Active Points);
     Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
     Extra Time by Distance (aprox. 1 segment per 300,000km) (-1/4), Usable By Other (-1/2),
     Grantor pays the END whenever the power is used, Recipient must remain onboard,
     Costs Half Endurance (-1/4), Extra Time (Full Phase, Only to Activate, -1/4),
     Crew Operated (-1/4)

Enhanced Sensor / Optics Suite: +12 versus Range Modifier for Sight Group,
     Radio Group and Touch Group
       (69 Active Points);
     Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
     Usable By Other (-1/2), Grantor pays the END whenever the power is used,
     Recipient must remain onboard, Costs Half Endurance (-1/4),
     Extra Time (Full Phase, Only to Activate, -1/4), Crew Operated (-1/4)


Gravimetric Sensor Systems

These sensor systems are usually only installed on military or interstellar research craft, and basically allow ships to detect and analyze gravity wells or other gravitic forces.  These sensors are not descriminatory, not targeting, etc.  They are most often used to detect low-albedo asteroids or comets, wormholes, or stealthed ships or facilities, etc.  The only info given when perceiving something with gravimetric sensors is an approximate mass and density, from which approximate volume or material composition could be inferred.

ECM vs. Gravimetrics:  Gravimetric sensors still rely on the transmission and detection of particles; thus gravimetrics are affected normally by ECM systems that affect the radio sense group.  As they are "Usable by other" they also rely on the sight, and/or hearing sense group of the operator.

quote:
Gravimetric Sensors: Spatial Awareness (Touch Group),
     Increased Arc Of Perception (360 Degrees), Partially Penetrative, Range,
     MegaScale (1m = 10,000 km; +2)
       (135 Active Points);
     Requires A Roll (Skill roll; Must be made each Phase/use; -1), OAF (-1),
     Extra Time by Distance (aprox. 1 segment per 100,000km) (-1/2),
     Usable By Other (-1/2), Grantor pays the END whenever the power is used,
     Recipient must remain onboard, Sense Affected As Another Sense (Radio; -1/4),
     Restrainable (Only by means other than Grabs and Entangles;
     Not within atmosphere -1/4), Costs Half Endurance (-1/4),
     Extra Time (Full Phase, Only to Activate, -1/4), Crew Operated (-1/4)