Starcraft
D6
Table of
Contents
Basics
Characters
Attributes
& Skills
Psionics
Actions &
Combat
Space Travel
Allies &
Enemies
Terrans
Units
Structures
Equipment
Protoss
Zerg
Resources
Equipment
Cybernetics
Gamemaster's
Section
Links
Email
Guestbook |
TERRAN EQUIPMENT
Note: Starcraft D6 does not make use of Scale to decide damage
and to-hit modifiers. Weapons do the damage listed to any unit, regardless
of size, unless otherwise noted. Where Scale is mentioned, it is
only provided to give an indication of the relative size of particular
vehicles or ships.
WEAPONS
The weapons below are indicative of the types used by Terrans.
Terms:
Damage: This is the standard damage that the weapon can
do. Simply roll the number of dice indicated and add any other modifiers.
Note: the damage system does not follow WEG's D6L standard system,
which is success-based. Here, roll the dice and sum their value normally
to establish the damage done.
Quick Damage: To make damage calculations easier, GM's
and players may choose to use the Quick Damage amounts. Quick Damage
has the character roll 4 Damage Dice and add the average of any remaining,
unrolled dice.
Range: The range in meters of a weapon. Difficulties
increase with greater distance (see Actions and Combat).
Difficulty: The difficulty number the user must equal or
surpass in order to hit.
Concealability: A measure of how difficult it is to conceal
the weapon under clothes. GM's may modify this depending on the kind
of clothes worn (increased difficulty if only an evening gown is worn,
bonuses is an overcoat is worn).
Complexity: Some weaponry is particularly complicated to
repair. Add any complexity modifier to the base difficulty when such
attempts are made.
MELEE WEAPONS
Typical Knife
Damage: STR +2 (not +2D, just +2)
Range: 2/4/8 (thrown)
Scale: Character
Skill: Melee Weapons: Knife, Thrown Weapons: Knife
Difficulty: Easy
Concealability: Very Easy
Note: A typical knife can be thrown, but increase the
difficulty by 5.
Combat Knife
Damage: STR +1D+1
Scale: Character
Skill: Melee Weapons: Knife (cannot be thrown)
Difficulty: Easy
Concealability: Moderate (length tends to by 1-2 feet.
Sword
BDV: STR+2D
Scale: Character
Skill: Melee Weapons: Sword
Difficulty: Easy (2)
Concealability: Difficult.
Note: Most colonies have laws against carrying around
swords in public. However, swords are often used in the Badlands
where ammunition for more advanced weaponry are scarce.
Club/Baseball Bat
BDV: STR +1D
Scale: Character
Skill: Melee Weapons: Club
Difficulty: Very Easy
Concealability: Moderate
Notes: Clubs are any blunt object made to hit something
else hard. GM's should alter the damage rating depending on the quality
of the club. For example, a broom stick might only do STR + 2 damage
while a crowbar might do STR +2D. Also note that if the object is
not very strong, it will likely break when used as a weapon.
FIREARMS
As I said before, the guns listed here are very basic. See the
Ammunition
list below for specialized ammo. For much more detailed lists
of firearms, check out Joe's
Gun Catalog or Aaron LaBow's weapons list
in PDF or Word
2000 formats. You can use the ranges given below for the weapons
that Joe lists (or the ranges listed by Aaron).
Holdout Pistol
Damage: 3D
Ammo: 3 to 6.
Range: 1-5/15/25
Concealability: Very Easy
Handgun
Damage: 4D
Ammo: 6 (revolver) to 12 (automatic)
Range: 3-10/25/50
ROF: 3 shots per round maximum. No burst.
Concealability: Very Easy
High-powered Handgun
Damage: 5D
Ammo: 6 (revolver) to 12 (automatic).
Range: 3-7/25/50
ROF: 2 shots per round maximum. No burst.
Concealability: Easy (7)
Notes: -1 pip to all "To-Hit" rolls.
Machine Pistol
Damage: 4D (see below)
Ammo: 15
Range: 3-7/15/25
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts
of 3 bullets rendering 5D damage per burst (roll once per burst). -1D on
"To-Hit" rolls in semi-automatic. Full automatic: Can empty the
clip in one round, either spraying (See Spraying
in the Combat section) or Concentrating Fire resulting in +1D to hit
and 5D+2 damage.
Concealability: Easy
Submachine Gun
Damage: 5D (see below)
Ammo: 30
Range: 6-10/20/50
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts
of 3 bullets rendering 6D damage per burst (roll once per burst). -1D on
"To-Hit" rolls in semi-automatic. Full automatic: Can empty the
clip in one round, either spraying (See Spraying in the Combat section)
or Concentrating Fire resulting in +1D to hit and 7D damage.
Concealability: Easy
Assault Rifle
Damage: 6D (see below)
Ammo: 50
Range: 5-20/60/90
ROF: Single: 3 shots per round. Semi-automatic:
2 bursts of 3 bullets rendering 7D damage per burst (roll once per burst).
-1D on "To-Hit" rolls in semi-automatic.
Full automatic: Can empty
the clip in one round, either spraying (See Spraying in the Combat section)
or Concentrating Fire resulting in +1D to hit and 8D damage.
Concealability: Very Difficult.
Pump Shotgun
Damage: 6D (buckshot) / 7D (solid slug)
Ammo: 5
Range: 2-5/10/20
ROF: 2 shots per round maximum.
Concealability: Difficult for full-barrelled shotguns. Moderate
for sawed-off shotguns.
Notes: Sawed-off shotguns with buckshot do 7D damage at Point
Blank range but suffer a -1D cumulative penalty to damage rolls for every
5 meters beyond the first.
8mm C-14 "Impaler" Gause Rifle
Damage: 7D for standard 3-round burst. 9D for fully automatic
spray.
Quick Damage: 4D+9 (3-round burst). 4D+15 for fully automatic.
Strength Required: 5D
Ammo: 60 (20 3- round bursts).
Range: 5-30/80/110. Range may be extended by 15
meters per category with the Research U-238 Shells upgrade.
Concealability: Pretty much impossible.
Modifier: When using the standard 3-round burst mode,
users get +1D to hit the target.
Complexity: 5
ROF: Impalers are locked into a Semi-automatic 3-round
burst mode. They may be modified with a Weapons Tech roll to fire
single shots or a fully automatic mode either spraying (see Spraying
in the Combat section) or Concentrating Fire resulting in +1D to hit and
9D damage.
Notes: This is the standard issue rifle used by armored
marines.
25 mm C-10 Canister Rifles
Damage: 7D for standard 25mm round. May be enhanced 1D
per Infantry Weapons Upgrade. Lockdown rounds do no damage.
Quick Damage: 4D+9 for standard round.
Strength Required: 4D
Ammo: 30 standard rounds; 1 Lockdown round.
Range: 7-35/90/150.
Concealability: Pretty much impossible.
Modifier: 0.
Complexity: 10
ROF: C-10's can only fire up to 2 standard shots per round
and 1 Lockdown round per 2 rounds.
Notes: This is the standard issue rifle used Ghosts.
While the C-10 can be used by any trooper with sufficient strength, Lockdown
rounds only function when infused with psionic energy by someone with a
Psi rating of at least 1D.
ARMOR
There are a wide variety of available armors in the Starcraft world,
and characters who will be facing battle are well advised to make use of
them.
Terms
Strength: Represents the wearer's Strength while in the
powered armor.
Jumping Bonus: to be added to all Jump attemps while the
powersuit is worn.
Dexterity: This is the wearer's effective Dexterity while
in the powersuit. Some high-quality powersuits will augment the wearer's
abilities. If this value is higher than the wearer's normal skill
levels, those skills are increased to equal this value.
Armor Value: Protective points, as normal armor.
Hit Points: Structural integrity of the suit. When
powered armor is reduced to 1/4 points or less, each time it takes damage
1 die worth of those points (1D6) pass to the wearer. Furthermore,
the suit will suffer penalties just as a wounded person would. So
at 3/4 points, it reduces all the wearer's rolls by 1D. At 1/2 and
less, they are reduced 2D, etc. When the HP's reach 0, the suit will
cease to function and the wearer must roll a 1D6. On a one, the suit
will explode in 5d6 seconds causing 5D6x3 points of damage to anyone within
2 meters of it.
Complexity: This is added to the base difficulty to repair
the powersuit.
Optics: A list of optical options available to the pilot.
See Cybernetics for a more complete description.
Communications: A list of communications gear loaded into
the unit. See Cybernetics for more
information.
Vocal: An vocal hardware and software built into the machine.
Notes: Additional information about the suit.
Leather/Synthetic Hide
Type: Personal clothing.
Scale: Character.
Armor Value: 6
Cost: 20-500 credits, depending on style..
Availability: Easy.
Concealability: Very Easy (but usually unnecessary).
Kevlar Vest
Type: Personal body armor.
Scale: Character.
Armor Value: 10
Cost: $1000
Availability: Common in developed colonies, though some
place controls on civilian purchases of armor.
Concealability: Moderate.
Game Notes: Reduces Dexterity-based rolls by 1 die.
Full Body Armor
Type: Unpowered Military armor.
Scale: Character.
Armor Value: 15
Cost: $10,000
Availability:
Concealability: Difficult.
Game Notes: Wearer suffers -2D modifier to all Dexterity
based rolls and -1D to all Instincts rolls based on Perception.
Vac-Suit / Flight Suit
Type: Civilian space suit.
Scale: Character.
Armor Value: Civilian: 10; Military: 13.
Cost: $10,000 (civilian vac-suit); 20,000 (military flight suit).
Availability: Common.
Power: 12 hours of air supply. No power needed to
operate the suit.
Concealability: Very Difficult.
Other: Vac-suits are sealed environmental suits to be
worn in space or atmospheres with toxic environments. Some Vac-suits
may be suited with small jet packs for manuevering in low-gravity situations.
Game Notes: With Civilian vac-suits, the wearer suffers
-2D to all Dexterity based rolls except those dealing with fine motor skills.
Also, wearer's movement rate is halved. With Military flight-suits,
the wearer does not suffer Dexterity or movement penalties.
Powered Personal Armor
Type: Powered personal body armor
Scale: Character.
Armor Value: 15
Cost: $25,000 (blackmarket only)
Availability: Rare. Usually only available to special
forces personel.
Power: 8 hours of continual use. Can be powered
off (acts as Personal Body Armor). Recharges in 5 minutes with low-powered
battery or standard power outlet.
Concealability: Difficult.
Other: PPA's generally are self-contained systems, protecting
users from gasses and other airborne contaminants. Air supplies generally
last 8 hours.
Game Notes: Powered armor is finely tuned to each individual
user (requires 1D6 hours to customize a suit to a particular user).
Attuned suits result in no penalties to Dexterity or Instincts for users.
If a user dons a suit without adjusting it to his own specifications, he
will suffer -2D to Dexterity based rolls.
Civilian Powered Armor
Type: Powered Armor
Scale: Character.
Strength: 4D
Jumping Bonus: +1D
Dexterity: Operator's Dexterity
Armor Value: 15 / 11 / 7 / 3
(When the AV is reduced to 3/4, the suit will begin to malfunction.
The wearer will suffer -1D to all actions until it reaches 1/2 AV.
At that point, the penalty increases to -2D. Finally, at 1/4 AV to
1 point, the wearer will suffer -3D. When the AV reaches 0, what
is left of the armor will freeze up.)
Complexity: 5
Optics:Light Amp, Computer Link
Communications: Comm Link, Broadband Receiver
Vocal: Standard speaker.
Cost: approximately $15,000 for standard suit. Options
may be added for an additional cost.
Space Construction Vehicle (SCV)
Type: Powered Repair and Construction Vehicle.
Scale: Character.
Strength: 6D.
Jumping Skill: 0D. SCV's are equipped with hover jets
that provide vertical movement.
Dexterity: Operator's SCV Ops Skill.
Armor Value: 20 / 15 / 10 / 5
(When the AV is reduced to 3/4, the suit will begin to malfunction.
The wearer will suffer -1D to all actions until it reaches 1/2 AV.
At that point, the penalty increases to -2D. Finally, at 1/4 AV to
1 point, the wearer will suffer -3D. When the AV reaches 0, what
is left of the armor will freeze up.)
Complexity: 0 (SCV's are very reliable and well-designed,
so they are easy to fix).
Optics: Light Amp, Computer Link, Microscopic Lens
Communications: Comm Link, Broadband Receiver
Vocal: Standard speaker.
Weapons: None. The unit's Fusion Cutter may be used
for Melee Combat, doing 5D damage. Even if the Cutter does not penetrate
armor, it will reduce the Armor Value by 1 point each round the armor is
exposed to the cutter.
Cost: approximately $50,000 for standard suit. Options
may be added for an additional cost.
Description: Part armored suit and part one-manned vehicle,
SCV's are the standard repair and construction unit for the Terran colonies.
While the SCV's have fully articulated arms and legs, they usually move
via hoverjets built into the back (flight ceiling is about 15 feet).
Nearly every tool a technician may need is built into the SCV. SCV's
are also fitted for mining operations, and extract and deliver minerals
and gassess to manufacturing plants.
CMC-300/400 Powered Combat Suit (PCS)
Type: Armored Infantry Trooper
Scale: Character
Strength: 6D
Jumping Bonus: +2D (8D total).
Dexterity: Operator's Dexterity
Armor Value: 20 / 15 / 10 / 5. May be upgraded by
5 for each Infantry Armor Upgrade.
(When the AV is reduced to 3/4, the suit will begin to malfunction.
The wearer will suffer -1D to all actions until it reaches 1/2 AV.
At that point, the penalty increases to -2D. Finally, at 1/4 AV to
1 point, the wearer will suffer -3D. When the AV reaches 0, what
is left of the armor will freeze up.)
Weapons: None built in. Most marines carry 8mm
C-14 "Impaler" Gauss Rifle.
Complexity: 10
Optics: None. Most units have external "headlights".
Communications: Secure Commlink, Broadband Receiver.
Vocal: Can be equipped with a loud speaker and translators
as necessary.
Cost: Not available to the general public. $75,000-$100,000
on the black market.
Notes: The PCS is the standard-issue powered armor for
Terran Marine forces. Most grunts have few modifications to their
suits--since so few survive their battles, authorities see little point
in investing in suits that will soon only hold corpses. Still, some
enterprising soldiers have managed to tweak their PCS's systems and add
some personal touches.
CMC-600 Firebat Suit (Firebat)
Type: Armored Assault Trooper
Scale: Character
Strength: 6D
Jumping Bonus: +1D
Dexterity: Operator's Dexterity
Armor Value: 22 / 17 / 11 / 6. Flame and heat attacks
are reduced by 2D against Firebat armor. AV may be increased by 5
per Infantry Armor Upgrade.
(When the AV is reduced to 3/4, the suit will begin to malfunction.
The wearer will suffer -1D to all actions until it reaches 1/2 AV.
At that point, the penalty increases to -2D. Finally, at 1/4AV to
1 point, the wearer will suffer -3D. When the AV reaches 0, what
is left of the armor will freeze up.)
Weapons:
-
Plasma-based Perdition Flame Thrower ("PFT", mounted on one arm):
-
Damage: 9D. Armor is only 2/4 effective against the
PFT. May be increased 1D per Infantry Weapons Upgrade.
-
Range: 2 / 4 / 7
Complexity: 13
Optics: None. Most units have external "headlights".
Communications: Secure Commlink, Broadband Receiver.
Vocal: Can be equipped with a loud speaker and translators
as necessary.
Cost: Not available to the general public. $75,000-$100,000
on the black market.
Notes: The CMC is the standard-issue powered armor for
Terran Firebat Heavy Infantry. The Firebats make few modifcations
to the complex suits, if only because it might blow up if they do.
However, they often decorate it with slogans, personal identifiers, and
raunchy pictures.
Hostile Environmental Suit (Ghost
Suit)
Type: Espionage/Intelligence Environmental Suit
Scale: Character
Strength: Operator's Strength.
Jumping Bonus: +0D
Dexterity: Operator's Dexterity
Armor Value: 15 / 11 / 7 / 3. May be increased for
each Infantry Armor upgrade.
(When the AV is reduced to 3/4, the suit will begin to malfunction.
The wearer will suffer -1D to all actions until it reaches 1/2 AV.
At that point, the penalty increases to -2D. Finally, at 1/4AV to
1 point, the wearer will suffer -3D. When the AV reaches 0, what
is left of the armor will freeze up.)
Weapons: None. Most Ghosts are armed with 25
mm C-10 Canister Rifles
Complexity: 17
Optics: None. Some Ghosts get cybernetic, optical
implants to enhance their effectiveness as assassins.
Communications: Secure Commlink, Broadband Receiver.
Vocal: Can be equipped with a loud speaker and translators
as necessary.
Cost: Not available to the general public. $75,000-$100,000
on the black market.
Potential Upgrades:
-
Personal Cloaking Device: Terrans may fit their HES's with
micro- cloaking devices with the Personal Cloaking Upgrade. Only
psionically gifted people may use these cloaking devices, which actually
channel the psionic energies of the user to render them invisble to all
be special detectors.
-
Power Drain: The Cloaking Device may only remain active for
about 5 minutes out of every hour. It requires 10 minutes to recharge
1 minute of cloaking power.
-
Nuclear Guidance Lasers: HES suits may be specially fit (through
an Upgrade) to include targeting lasers. The spatial data from the
lasers is broadcast back to a nearby nuclear silo and will guide a limited
nuclear warhead to the target site. Of course, this often kills the
targeting Ghost...
-
Moebius Reactor Upgrade: the micro-reactor that powers the
suit may be enhanced to provide more efficient power output for the Ghost.
-
Effect: Doubles the recharge time for energy spent on Cloaking or
Lockdown rounds.
Notes: The HES is worn by the Terran Ghost units and are specially
designed to make optimum use of the Ghost's psionic abilities. While
non-Psionics may wear the suits, they will garner few of the benefits.
Pauling Armored Suit (PAS)
Type: Medical Emergency Powered Armor
Scale: Character
Strength: 4D+1
Jumping Bonus: +1D
Dexterity: Operator's Dexterity
Armor Value: 20 / 15 / 10 / 5.
(When the AV is reduced to 3/4, the suit will begin to malfunction.
The wearer will suffer -1D to all actions until it reaches 1/2 AV.
At that point, the penalty increases to -2D. Finally, at 1/4AV to
1 point, the wearer will suffer -3D. When the AV reaches 0, what
is left of the armor will freeze up.)
Weapons: None. PAS's do have an arm mounted flash
grenade launcher which may be used to illuminate dark areas (1/4 mile square)
that will potentially blind anyone looking into the flash (Resistance roll
to avoid). This launcher may be Upgraded to become a more potent
weapon (see below).
Complexity: 10
Optics: None. Most units have external "headlights".
Communications: Secure Commlink, Broadband Receiver.
Vocal: Can be equipped with a loud speaker and translators
as necessary.
Cost: Not available to the general public. $75,000-$100,000
on the black market.
Potential Upgrades:
-
PAS Armor may be Upgraded with an adequate investment of Resources.
Each upgrade will raise the base armor value by 10.
-
Restoration/Inoculation: Medics may be provided with powerful nano-technological
medicines that will negate the effects of alien viruses.
-
Optical Flares: the built in flash grenades may be upgraded to cause
severe, permanent damage to anyone looking into the flash. Potential
victims within 10 meters of the flare must make a Difficult Resistance
check or suffer permanent blindness (Difficult to repair the retinal damage).
Notes: The PAS is worn by the Terran Medics Corp into battle.
The suits have all the tools and medicines a field medic might need.
They may be upgraded with an investment of resources to provide inoculations
against Zerg parasitization.
COMPUTERS
Computer technology is highly advanced in the world of Starcraft.
The interface systems of most common computers render it so that even the
beginning user can easily access the system. There are a wide variety
of handheld, desktop, and super computers that the characters may encounter.
Some cyborgs may be modified to directly interface with computers.
MISCELLANEOUS GEAR
Communications Gear
Portable phone
Secure Communicator
Decrypter
Wide-range Scanner
Scrambler
Translater
Optics
Goggles: Each pair of goggles may have up
to 4 options listed under Cybernetic: Optics.
Survival Gear
Food rations
Tent
Water Filtration Unit
Explosives
Grenades
Scale: Character.
Damage:
-
Standard 4D.
-
Fragmentation 5D (Reduce Armor rating by 1/2). -1D for every 2 meters
from point of explosion.
-
High Explosive 5D. -1D for every 5 meters from point of explosion.
-
Phosphorous 6D (Heat damage). Sprays a sticky, burning substance
all over target with splash effects on anything with 1 meter. Burns
for 5 rounds.
Plastic Explosives
Mines
Spider Mines
Class: Anti-personnel "Smart" Mine
Scale: Character
Size: Roughly .5 meter square when stored. 1.5 meters
tall when extended on legs.
Damage: 8D Explosive Damage to target. For nearby
units, reduce damage by 1D for ever meter of distance from point of impact.
Skill: To properly deploy: Demolitions: Mines;
The Spider Mine strikes with 5D accuracy.
Speed: 20 meters.
Description: Spider Mines are semi-intelligent mines which,
once deployed,submerge themselves in the soil. When a potential target
comes within 15 meters of the mine, it scans for a friendly signal (all
units on the same side wear passive responders). If the target is
deemed hostile, the Spider Mine activates, sprouting six thin legs and
scurrying along the ground directly at the target. The Mine will
explode on impact, or at the end of the round (whichever comes first).
Miscellaneous Gear
Grapping line
Handcuffs
Backpack
Sniffer: This device is used to sense
if there are biological or chemical agents in a medium, such as air, water,
food or soil. The device is Very Easy to use and will detect dangerous,
known chemicals and biological agents automatically. It is about
the size of a pocket calculator.
VEHICLES
Vultures (Scavenger Hoverbikes)
Craft: Civlian and Military Hovercyles
Scale: Personal Vehicle.
Length: 2.2 meters.
Cost: Civilian models: $3000 (used); $10,000 (new).
Military models: 10,000 (used); 20,000 (new).
Skill: Pilot Hovercraft: Hoverbike
Speed: 80 kph / 200 kph. Speed may be doubled with
the Ion Thrusters Upgrade.
Hull Points: Civilian Models: 36 / 27 / 18 / 9.
Military Models: 50 / 38 / 25 / 12.
Armor: Civilian model: 8; Military model: 15.
Provides no protection to the pilot, but reduces the chance a shot will
hit a pilot by 1D. Military models may be upgraded by 3 for each
Vehicle Plating Upgrade.
Manueverability: Civilian 1D; Military 2D. Military models
may receive an additional 1D with the Ion Thrusters Upgrade.
Communications: None.
Sensors: None.
Weapons:
-
Mounted Fragmentation Grenade Launcher: 6D.
Ammunition: 50 grenades. May be increased by 1D per Vehicle Weapons
Upgrade.
-
Spider Mines: high-explosive, seeker mines
may be loaded onto upgraded Vultures.
Crew: 1 (can hold another rider, but increase Piloting Difficulties
by 5).
Crew Skill: 5D for professional racers; 4D for professional/military
pilots; 3D for civilian joy-riders.
Cargo: Very little: enough for a water bottle, a few camping
supplies, and small toolkit.
Description: Hoverbikes, or "Vultures," are commonly used
by Terrans throughout the Confederacy. They are a reliable, rugged
and fast way to get over any solid terrain (they will not work over water
or other liquids).
All-Terrain Quads (Quads / Jeeps)
Craft: 4-wheeled, all terrain passenger vehicle.
Scale: Personal Vehicle.
Length: 3.5 meters.
Cost: Civilian models: $7000 (used); $15,000 (new).
Military models: 18,000 (used); 32,000 (new).
Skill: Drive: 4-Wheeled Passenger Vehicle
Speed: 30 mph / 60 mph / 90 mph / 110 mph.
Hull Points: Civilian Models: 60 / 45 / 30 / 15.
Military Models: 75 / 54 / 35 / 16.
Armor: Civilian model: 10; Military model: 20.
May not provide much cover to passengers if there is no top.
Manueverability: 1D.
Communications: None. Military models will usually
have a satellite-link communicator.
Sensors: None. Military models will sometimes have
a short-range radar.
Weapons: None. The following weapons may be mounted
on an Upgraded Quad.
Crew: 1.
Passengers: Fits 4 (including driver) comfortably.
Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill: 4D for professional/military pilots; 3D for
most experienced civilians.
Cargo: Cargo area "trunk" is approximate 2 meters wide,
1 meter deep, and 1 meter high..
Description: Quads are 4-wheeled all terrain vehicles
commonly used on outpost worlds where roads are rough or non-existant.
They tend to be reliable, tough vehicles, but provide little of luxaries
and comfort.
Arclite Siege Tank
Craft: Tracked Tank.
Scale: Heavy Vehicle.
Length: 7 meters long.
Cost: 100,000 (used); 300,000 (new).
Crew: Skeleton: 2 (1 driver, 1 gunner); Standard:
4 (driver, co-pilot, gunner, sensors/communications).
Crew Skill: Tank Ops: Arclite Siege Tank (4D); Vehicle
Weapons: Arclite Cannons (4D).
Passengers: May fit an addition 2 people with a full crew
(very tight fit). Many more may ride outside the tank, on its hull.
Cargo Capacity: 200 kilograms.
Manueverability: 0D.
Speed: 30/60
Hull Points: 100 / 75 / 50 / 25.
Armor: 30. May be increased by 6 for each Vehicle
Plating Upgrade.
Communications: Secure satellite communications.
Sensors: Short Range Radar; External Optics (Illumination-enhancement,
Infrared, Telescopic)
Weapons: .
-
Twin Fire-Linked 80mm Cannons (standard): .
-
Fire Arc: 360 degrees.
-
Crew: 1 (gunner).
-
Skill: Vehicle Weapons: Arclite Cannons.
-
Fire Control: 1D. -4D to hit vs. flying targets.
-
Range: 1-50 (Point Blank)/100 (Short)/200(Medium)/300(Long)
-
Damage: 10D. May be increased by 1D per Vehicle Weapons
Upgrade.
-
Quick Damage: 4D+18.
-
120mm Shock Cannon (Upgrade). Must be in Siege Mode (see below)
to deploy.
-
Fire Arc: 360 degrees.
-
Crew: 1 (gunner).
-
Skill: Vehicle Weapons: Arclite Cannons.
-
Fire Control: -1D. -5D vs. flying targets.
-
Range: cannot aim at targets within 10 meters/ 11-75 (Point Blank)/
200 (Short) / 400 (Medium) / 800 (Long).
-
Damage: 14D with Explosive effects (-1D for every 2 meters
from impact point). May be increased 1D per Vehicle Weapons Upgrade.
-
Quick Damage: 4D+30.
-
Cooldown: The Shock Cannon may only be fired once every other
round (requires @ 5 seconds to cool down after each firing).
Description: Arclites have long been a staple weapon of the
Terran defense forces. It's mobility, armor and powerful cannons
have quelled many a problem within the Confederacy. Recent developments
have produced Arclite Tanks capable of transforming into a stabilized,
stationary Shock Cannon. The transformation takes 2 rounds and the
Tank cannot move while in Siege Mode.
Goliath
Craft: Assault Walker.
Scale: Heavy Vehicle (4D over Character).
Length: 7 meters long.
Cost: 150,000 (used); 400,000 (new)
Crew: 2 (1 driver, 1 gunner).
Crew Skill: Walker Ops: Goliath Strike Walker (4D);
Vehicle Weapons: Walker Cannons (4D).
Passengers: May fit an addition person, if he sits on
someone's lap.
Cargo Capacity: 50 kilograms.
Manueverability: 1D.
Speed: 30/70
Hull Points: 90 / 68 / 46 / 24.
Armor: 30. May be increased by 5 for each Vehicle
Plating Upgrade.
Communications: Secure satellite communications.
Sensors: Short Range Radar; External Optics (Illumination-enhancement,
Infrared, Telescopic)
Weapons: .
-
Twin Fire-Linked 30mm Autocannons (standard): .
-
Fire Arc: 180 degrees.
-
Crew: 1 (gunner).
-
Skill: Vehicle Weapons: Walker Cannons.
-
Fire Control: 1D. -4D against flying targets.
-
Range: 1-25 (Point Blank)/ 75 (Short)/ 125 (Medium)/ 200 (Long)
-
Damage: 8D. May be increased by 1D per Vehicle Weapons
Upgrade.
-
Quick Damage: 4D+12
-
Twin Fire-Linked Hellfire-AA Scatter Missiles (standard).
-
Fire Arc: 180 degrees.
-
Crew: 1 (gunner).
-
Skill: Vehicle Weapons: Walker Cannons.
-
Fire Control: 2D. -4D vs. ground targets.
-
Range: 15-50 (Point Blank)/ 125 (Short) / 250 (Medium) / 500
(Long). May be increased by 25m for each Charon Boosters Upgrade.
-
Damage: 9D. May be increased by 1D per Vehicle Weapons
Upgrade.
-
Quick Damage: 4D+15
Description: Goliaths are commonly used throughout the Terran
system. Originally designed as an infantry support vehicle, Goliaths
have been used in a variety of operations: for base defense, quick
strike missions, and all-out battlefield carnage. Their ability to
comptently attack air and land targets simultaneously make them highly
valued.
SHIPS
CF/A-17 Wraith
Craft: Space Superiority Fighter (Starfighter Class).
Scale: Starfighter.
Length: @ 10 meters in length.
Cost: 100,000 (used); 300,000 (new).
Crew: 1
Crew Skill: Pilot: Starfighter (4D): Operations: Starfighter
(4D).
Passengers: 0.
Cargo Capacity: Very small. Enough for a few emergency
supplies, a weapon, a change of clothes, etc.
Consumables: 1 day.
Hyperdrive Multiplier: 1x
Manueverability: 3D.
Space Speed: 8.
Atmosphere Speed: 400 kph / 1300 kph
Hull Points: 90 / 68 / 46 / 24.
Armor: 25. May be increased by 5 for each Ship Plating
Upgrade.
Shields: None. Terrans lack the technology to provide
all standard ships with defensive shields.
Communications: Secure satellite communications.
Sensors: (incapable of detecting cloaked ships).
-
Passive: 5 / 0D
-
Scan: 12 / 1D
-
Search: 20 / 2D
-
Focus: 1 / 3D
Weapons:
-
Twin Fire-Linked Gemini Air-to-Air Missile Launchers (standard)
-
Fire Arc: Front.
-
Skill: Starship Gunnery
-
Fire Control: 1D. -4D vs. ground targets.
-
Space Range: 1-3 / 12 / 25
-
Atmosphere Range: 100-300 / 1.2 km / 1.5 km
-
Damage: 9D. May be increased 1D per Ship Weapons Upgrade.
-
Quick Damage: 4D+15
-
Ammunition: 40 missiles (20 shots).
-
25mm Burst Laser (standard)
-
Fire Arc: Front.
-
Skill: Starship Gunnery.
-
Fire Control: 1D. -4D vs. aerial targets.
-
Space Range: 1 / 2 / 3
-
Atmosphere Range: 50 / 150 / 300
-
Damage: 8D. May be increased 1D per Ship Weapons Upgrade.
-
Quick Damage: 4D+12
-
Cooldown: The Burst Laser may only be fired at most once per
round.
Cloaking Device: An upgraded Wraith may be fitted with a cloaking
device that will hide it from all but the most specialized sensors.
The Cloaking Device will render any detection of the cloaked vessel Extremely
Difficult (30). However, the Wraith may only cloak for about 5 minutes
at a time (and must recharge 3 minutes for every 1 minute spent cloaked.
Finally, if the cloaked Wraith is detected by an enemy sensor, it may be
"painted" so that all enemy units--not just the detector--will spot the
vessel and may fire on it. Wraiths refit with a new Apollo Reactor
may stay cloaked longer and recharge their energy faster. The Reactor
permits the Wraith to remain cloaked for 10 minutes at a time (recharging
2 minutes for every 1 minute spent cloaked).
Description: The Wraith Space Superiority Fighter forms
the cutting edge of the Terran navy's sword. Terran tactics have
been moving from the hulking capital ship slugfest towards more agile and
versatile starship assaults. With its cloaking device and weaponry
fit for ground and air combat, the Wraith provides exactly what modern
tacticians needs in defending the Terran homeworlds.
Standard Freighter
Craft: Cargo / Passenger Transport.
Scale: Starfighter.
Length: @ 30 meters in diameter (varies with the design
of the ship).
Cost: 30,000 (used); 150,000 (new).
Crew: Skeleton: 2 (1 pilot, 1 co-pilot/operations specialist);
Standard: 4 (1 pilot, 1 co-pilot, 1 operations specialist, 1 engineer).
Crew Skill: Pilot: Space Freighter (4D): Operations: Freighter
(4D); Sensors (3D).
Passengers: Cargo Vessels: 10 passengers and their
belongings; Passenger Vessels: 30 passengers and their belongings.
Cargo Capacity: Cargo Vessels: 1000 metric tons;
Passenger Vessels: 200 metric tons.
Consumables: 1 month
Hyperdrive Multiplier: 3x
Manueverability: 0D.
Space Speed: 4
Atmosphere Speed: 40 / 60.
Hull Points: 100 / 75 / 50 / 25.
Armor: 25. May be increased by 5 for each Ship Plating
Upgrade.
Shields: None. Terrans lack the technology to provide
all standard ships with defensive shields.
Communications: Secure long-range communications.
Sensors:
-
Passive: 5 / 0D
-
Scan: 12 / 1D
-
Search: 20 / 2D
-
Focus: 1 / 3D
Weapons: None.
Description: Freighters come in a wide variety of sizes
and shapes. They typically stay far from the battlefield, since they
lack weaponry, heavy armor or maneuverability.
Terran Dropship
Craft: Combat Personnel Transport (Freighter Class).
Scale: Starfighter.
Length: @ 40 meters in length (varies with the design
of the ship).
Cost: 50,000 (used); 200,000 (new).
Crew: 2 (1 pilot, 1 co-pilot/operations specialist)
Crew Skill: Pilot: Dropship (4D): Operations: Freighter
(4D); Sensors (3D).
Passengers: May fit up to 10 armored marines, firebats,
medics, or SCVs. Vultures take up the space of two individuals.
Tanks and Goliaths take up the space of 4 individuals.
Cargo Capacity: 500 metric tons (additional ammunition,
first aid supplies, field repair tools, etc.).
Consumables: 1 week.
Hyperdrive Multiplier: 2x
Manueverability: 0D.
Space Speed: 5
Atmosphere Speed: 50 / 75
Hull Points: 100 / 75 / 50 / 25.
Armor: 30. May be increased by 7 per Ship Plating
Upgrade.
Shields: None. Terrans lack the technology to provide
all standard ships with defensive shields.
Communications: Secure satellite communications.
Sensors: (incapable of detecting cloaked ships).
-
Passive: 5 / 0D
-
Scan: 12 / 1D
-
Search: 20 / 2D
-
Focus: 1 / 3D
Weapons: None.
Description: Dropships look a lot like a big, floating
bathtub--and are about as quick and responsive. Nonetheless, they
are a welcome sight to many ground troops, either promising them a way
home or (more likely) fresh reinforcements.
Science Vessel
Craft: Mobile Research Station.
Scale: Starfighter.
Length: 30 meters in diameter.
Cost: NA.
Crew: 2 (1 pilot, 1 operations specialist).
Crew Skill: Pilot: Science Vessel (4D): Operations: Science
Vessel (4D); Sensors (4D).
Passengers: May fit up to 8 additional people.
Cargo Capacity: 100 metric tons.
Consumables: 6 months (for crew of 2).
Hyperdrive Multiplier: 3x
Manueverability: 0D.
Space Speed: 4
Atmosphere Speed: 40 / 60.
Hull Points: 80 / 60 / 40 / 20.
Armor: 30. May be increased by 5 for each Ship Plating
Upgrade.
Shields: None. But see Defensive Matrix below.
Communications: Secure long-range communications.
Sensors:
-
Intensive Automated Proximity Scans: the Vessel's computer automatically
scans and records all objects and beings within 200 meters of the ship,
revealing hidden and cloaked targets. Cloaked targets may be "painted"
and their coordinates may be relayed to allied units, opening the cloaked
enemy to attack.
-
Passive: 10 / 0D
-
Scan: 25 / 1D
-
Search: 40 / 2D
-
Focus: 2 / 3D
Weapons: .None. However, many of the Science Vessel's
systems may be modified to serve offensive and defensive purposes.
-
Defensive Matrix (standard).
-
Originally designed to protect science vessels from solar radiation and
other space-bound dangers, the ships' shield generators have been modified
to focus a burst of protective energy around a small area, effectively
extending Starship-class shields to a smaller scale unit.
-
Shields: Provides equivalent of 60 points of Armor to the
selected target for 5 rounds (@ 30 seconds).
-
Cooldown: The Defensive Matrix must cool down for 30 seconds
(@ 5 rounds) before being used again.
-
EMP Shockwave (Upgrade).
-
The Science Vessel may use its sensors to generate a brief burst of electro-magnetic
energy that will disable the shields and electronics of any nearby units
(will have no effect on Terran or Protoss personal powersuit, however).
The emitting vessel will be unaffected, but any friendly units within the
EMP's range will suffer its ill effects.
-
Skill: Sensors: Science Vessel
-
Range: 100 meters from vessel.
-
Cooldown: The EMP must recharge for 1 minute (10 rounds) between
uses.
-
Titan Reactor Upgrade: permits the EMP to cut its recharge
time down to 30 seconds.
-
Irradiate (Upgrade).
-
The Science Vessel may focus its sensors on a single unit and expose it
to dangerous levels of radiation.
-
Skill: Sensors: Science Vessel
-
Range: 20 / 50 / 100
-
Damage: 6D (reduce Armor protection by 1/2) for 2D6 rounds.
The target will glow and give off radioactivity, damaging any unit within
3 meters (5D radiation damage each round of exposure, reduce Armor protection
by 1/2).
-
Cooldown: The Science Vessel may only use Irradiate once per
30 second (5 rounds).
-
Titan Reactor Upgrade: permits the Vessel to use Irradiate
once per 15 second (3 rounds).
Description: Science Vessels once moved away from the Terran
core worlds, to explore new planets, chart deep space, and discover new
stellar phenomena. But with the incursions of the Zerg and Protoss,
these exploratory vessels have been recalled to help defend Terran worlds.
They must now twist the tools they used for science and discovery into
weapons fit for the new, bloody battlefield.
Behemoth Battlecruiser
Craft: Command Ship
Scale: Capital (12D over Character).
Length: 300 meters in length.
Cost: NA
Crew: Skeleton: 8 (+10 Difficulty); Standard: 50.
Crew Skill: Tactics: 4D; Command 4D; Pilot Starship: Capital
Ship 4D: Communications 4D; Sensors 3D; Starship Gunnery 4D.
Passengers: May fit up to 100 armored marines, firebats,
medics or SCV's. Vultures take up the space of 2 individuals.
Tanks and Goliaths take up the space of 4 individuals.
Cargo Capacity: 6000 metric tons.
Consumables: 1 year.
Hyperdrive Multiplier: 2x
Manueverability: 0D.
Space Speed: 4
Atmosphere Speed: 40 / 65
Hull Points: 400 / 300 / 200 / 100.
Armor: 40. May be increased by 7 per Ships Plating
Upgrade.
Shields: None. Terrans lack the technology to provide
all standard ships with defensive shields.
Communications: Secure satellite and deep space communications.
Sensors: (incapable of detecting cloaked ships).
-
Passive: 40 / 0D
-
Scan: 75 / 1D
-
Search: 150 / 2D
-
Focus: 5 / 3D
Weapons:
-
Laser Batteries (standard)
-
Fire Arc: Turrets.
-
Crew: 1
-
Skill: Starship Gunnery (4D)
-
Fire Control: 1D
-
Space Range: 3-15 / 35 / 75
-
Atmospheric Range: 200 (point blank) / 600 (short) / 1200
(medium) / 2000 (long).
-
Damage: 14D. May be increased by 1D per Ships Weapons
Upgrade.
-
Quick Damage: 4D + 30
-
Yamato Cannon (Upgrade).
-
Fire Arc: Forward.
-
Crew: 1
-
Skill: Starship Gunnery.
-
Fire Control: 0D.
-
Space Range: 7-30 / 50 / 100
-
Atmospheric Range: 500 (point blank) / 1000 (short) / 2000 (medium)
/ 4000 (long).
-
Damage: 30D. Ignore armor.
-
Quick Damage: 5D+125. Ignore armor.
-
Cooldown: the Cannon may only be fired once every 5 minutes.
-
Colossus Reactor Upgrade: permits the Cannon to be fired 2
times every 5 minutes.
Description: The Behemoth Battlecruisers are the command ships
of the Terran navy. Appropriately, they are the most heavily armed
and armored. Even the standard battlecruisers have impressive destructive
powers. A variety of upgrades may improve their weapons and armors.
Furthermore, some ships may be fit with the Yamato Cannon, which is capable
of leveling whole structures in a single blow. |