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 |
TERRANS:
Structures & Upgrades
Terrans are an extremely adaptable and flexible species. To survive
in the harsh Koprulu Sector, they need ingenuity, willpower and more than
a little luck. Their structures represent this mix: they tend
to be robot-driven factories and command centers with independent power
supplies, jury-rigged systems, disposable subsections, and a ramshackle
appearence.
Mobility: All important Terran structures are capable of
low-altitude flight. Though extremely slow (Move = 10 m/round; @
6 km /hr), this ability makes it possible for bases to be moved from one
mining site to another. In times of war, it permits bases to move
depending on where the war front is to better support troops.
Critical Building Damage: Because all Terran structures
are internally powered and often patch-work structures, they can become
dangerously unstable when seriously damaged. When any structure gets
down below 10% of its original integrity (Hit Points), it will go to “Red
Alert” and continue to lose Hit Points at a rate of 5 per round even if
it is no longer under attack. It will take a Difficult Mechanics
or Electronics roll to stabilize the structure.
Add-ons: Many Terran structures have optional additions
that may be built if deemed necessary (or affordable). These special
add-on buildings provide increased facilities for a base. Unfortunately,
add-ons cannot be mobilize to fly away to new base settlements. However,
because of the modular nature of all Terran structures, a mobile structure
may be landed next to and utilize an add-on that someone else constructed. |
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Command Center
Role: Mobile Operations Control
Hit Points: 1300
Armor: 40
Airspeed: 10m/round; 6 kmh
Facilities:
-
SCV Assembly Line: Command Centers have an in-house, robotic
factory capable of producing the SCV’s vital to any mining or military
operation.
-
Mineral Refinery: as the first structure built in any base,
Command Centers need to be able to produce the materials for subsequent
buildings. Each Center uses small smelting and manufacturing facilities
to break down raw materials and manufacture usuable parts.
-
Ops Center: the Centers also serve as the primary operations
core for any base. Each has extended communication and computer facilities,
debriefing rooms, and offices for command personnel.
-
Staff Quarters: most Centers are outfitted to house at least
the core staff needed to run the base.
Uprades: None.
Add-ons:
ComSat Station:
ComSats improve the communications and sensor facilities for a Center.
Hit Points: 350
Communications Facilities: may have long-range space communications.
Also, add +3D to any Communications or Security: Encryption attemps.
Sensors: (ranges given for in an atmosphere. Multply by
10 for Space distance).
Passive: 20km / 0D
Scan: 5 km / 1D
Search: 2km / 2D
Focus: 1 km / 3D.
Cloak Disruption: ComSats have sensitive sensors that may
be employed to pierce any cloak within a scanned area. These sensors
must be activated purposely (i.e., the controlling character must announce
he is doing so) and can only be used once every 5 minutes.
Nuclear Silo: while
full-scale nuclear weapons are no longer used, smaller, tactical nukes
may be built by some Confederate forces.
Hit Points: 400.
Nuke Factory: each Silo has a robot factory capable of
producing one nuclear warhead and rocket at a time. The missile will
fill up the silo when built and another cannot be built until the first
one is launched.
Nuclear Damage: 30D damage to all targets within 200 m
of the primary target. Reduce damage by 2D for each addtional 10
m frm zone of impact. The area will remain radioactive for a long
time afterwards, doing 6D radiation damage to any uprotected individual
in the hot zone.
Quick Damage: 6D+84
Guidance: To prevent hackers from over-riding a nuke’s
course programming, Terrans have stripped nuclear warheads of any independent
guidance computers. While nukes may be launched to strike any fixed
position on a planet or within low orbit. However, they require a
Ghost to “paint” the target site with guidance lasers. In general,
the Ghost must be within line of sight of the nuke. During the missile
flight, the Ghost will receive the missile’s telemetry and make minor corrections
to best guide the weapon “home”. A nuke fired without a guidance
scout on the ground will almost certainly miss its mark and will likely
be overridden by enemy systems---and perhaps directed back on its makers.
Supply Depot
Role: Operations Supply Structure
Hit Points: 300
Air Speed: 0 (cannot be moved).
Facilites:
-
Storage: Supply Depots serve mainly as the storage centers
for growing bases. They house the food, standard arms, fuel, and
other necessities for a Terran Base.
-
Stores: Supply Depots are often outfitted by private
companies that sub-contract to bring supplies to a base. They often
have private stores where miners and soldiers can spend hard-earned chips
on luxaries like candy, soap and pornography. Some of the more developed
Depots will have black-market goods, illicit entertainment facilities,
and serve as havens for the local underground.
Vespene Refinery
Role: Vespene Extraction and Processing Station
Hit Points: 450
Air Speed: 0 (cannot be moved).
Facilities:
-
Vespene drilling and processing assembly: powered by robotic
drills and human workers, Refineries extract the precious Vespene gas from
geysers below, filter out impurities, and package it for transfer to Terran
factories.
Upgrade: none.
Refineries are a common sight throughout the
Korpulu Sector. These structures are often half-falling apart, kept
together by a few screws, some duct tape and a favorable wind. Inside,
robot and human workers dig away at the earth to better extract Vespene
gas.
Barracks
Role: Trooper Training and Housing Facility
Hit Points: 500
Air Speed: 13 m/ round; @ 8 km / hour.
Facilities:
-
Troop Training Center: all new recruits are brought in and
trained in the Barracks.
-
Troop Bunkrooms: each soldier is bunked with his troop mates
in long rooms that have little but bunkbeds and washrooms.
-
Rec-rooms and Dining Halls: most Barracks have some meager entertainment
facilities. While they all have cafeterias, the food is of broad,
and often grotesque, quality.
Upgrades: None.
Barracks are the central facility for the Terran
armed forces. New recruits are brought in and subjected to various
forms of humiliating hazing, then whipped into shape by sadistic sargeants,
only to be fitted with armor, handed a weapon and flung out to face the
alien forces which menace humanity.
Barracks house all the soldiers, regardless
of their rank or duties. They are a good place for the troops to
mingle when off-duty. The barracks are a soldier’s dysfunctional
home: hounding superior officers, annoying bunkmates, cold showers,
and sub-standard food. But, home it is, and most troopers begin to
miss the comaraderie of the Barracks once away from it for any period of
time.
Academy
Role: Elite Trooper Training and Research Facility
Hit Points: 400
Armor: 40
Air Speed: 0 (cannot be moved).
Facilities:
-
Elite Training Center: every Academy has facilities where
top troopers may be trained with advanced weaponry and techniques.
Academies are necessary for any base with Firebats, Medics or Ghosts.
-
Research Labs: Academies also house top Terran weapons scientists.
In their labs, they produce weapons and drugs to make the infantry a more
efficient killing machine.
Upgrades:
-
U-238 Shells: Academy micro-factories may be used to produce
special uranium shells that will fire much further than the standard C-14
Guass Impaler round.
-
Effect: Double all ranges for the C-14 Impaler for troopers
served by this base.
-
Cost: 2 RP
-
StimPacks: Academy bio-techs may also formulate dangerous
stimulant-cocktails that can be given to Marines and Firebats. These
drugs increase the killing-capacity of the infantry, but cause some tissue
damage. Long-term side effects include addiction, organ damage, and
psychosis (@ 1 % of multiple users).
-
Effects: For 3 rounds, add +3D to any attack attempts.
Also add: +1D to Strength; +2D Jumping; +1D Dodge; +2D Running; +2D to
Willpower
-
Side Effects: Each time the StimPack is used, the trooper
suffers 10 damage (cannot be reduced). Furthermore, the trooper must
make an Easy Willpower roll. Failure results in addiction.
A Critical Failure (Complication) means that the trooper has developed
a psychosis making him dangerous to others and himself. He must be
treated for 1D6 weeks to rid himself of the psychosis.
Well guarded and shining, the Academy is the pride
of many Terran bases. It represents the elite nature of a particular
base. More importantly, it produces the Stim that so many troopers
long for in battle. Within its walls, secret experiments run continually
on live soldiers, super computers, advanced weaponry and captured aliens.
Engineering Bay
Role: Advanced Infantry Armory
Hit Points: 550
Armor: 40
Air Speed: 10m/round; @ 6 kmh
Facilities:
-
Infantry Weapons Lab: the Bay houses labs and upgrade facilities
to improve the weapons used by Marines, Firebats and Ghosts.
-
Armor Forge: the Bay’s facilities may also be used to coat
the Terran powersuits with new layers of protective materials.
-
Missile Turret Materials Production: Bays also have the production
facilities required to make the componant parts of the Terran
Missle Turrets.
Upgrades:
-
Infantry Weapons: Raises the damage for Marines, Firebats
and Ghosts by 1D per Upgrade Level.
-
Cost: Current Upgrade Level x 1 RP.
-
Infantry Armor: Hardens the armor of Marines, Firebats and
Ghosts by an amount specified under each powersuit description.
-
Cost: Current Upgrade Level x 1 RP.
Engineering Bays are actually most focused on
outfitting the Terran infantry with more potent weaponry and protection.
Bays are often over-heated, loud places, full of Terran weapon techs surrounded
by piles of spare parts, disassembled power suits, and assistant droids.
Most troopers shy away from them, letting the tech nerds do their magic.
Factory
Role: Ground Vehicle Production Center
Hit Points: 800
Armor: 40
Air Speed: 10m/round. 6 kmh
Facilities:
-
Assembly Line: Factories are heavily automated production facilities
for all Terran ground vehicles. A super-computer oversees production
of each individual unit and is capable of switching between different vehicle
types as needed. Only one vehicle can be produced at a time.
Upgrades: None.
Add-ons:
Machine Shop: the Shop greatly
enhances the Factory’s capacity to produce more advanced heavy weaponry.
Hit Points: 500
Armor: 40
Movement: 0 (cannot be moved).
Facilities:
-
Tank Parts Assembly: the specialty equipment in the Shops is required
to produce the Terran Arclite Tanks.
Upgrades:
-
Ion Thrusters: may be modified and fit upon the Vulture
Hovercyles to greatly increase their speed.
-
Effect: adds 20m/round to the Vulture’s speed.
-
Cost: 1 RP.
-
Spider Mines: modifies Vultures to carry up to three of these
powerful mines (See Terran Equipment
Section)
-
Siege Tech: Shop facilities may also be dedicated to forging
the parts required to turn the Arclite
tanks into transformable heavy cannons.
-
Effect: permits all Arclites served by this base to transform
into Siege Mode.
-
Cost: 2 RP
Armory
Role: Vehicle Weapons and Armor Upgrade Facility
Hit Points: 500
Armor: 40
Air Speed: 0 (cannot be moved)
Facilities:
-
Vehicular Research and Development Lab: each Armory serves
as the primary facility for Terran engineers to design and produce better
weaponry for Terran vehicles and ships. These labs are top secret
and often have small manufacturing plants to produce prototypes.
-
Goliath Gyroscope Calibrations: the sensitive equipment in
the Armory may be used to produce the delicate gyroscopes required for
the mighty Goliath walkers (which
can then be produced in a Factory).
Upgrades:
-
Vehicle Weapons:
-
Effect: Increases vehicle weapons for Vultures, Goliath and
Siege Tanks served by this base by 1D per Upgrade Level.
-
Cost: Current Upgrade Level x 2 RP.
-
Vehicle Plating:
-
Effect: Increases armor on the Vulture, Goliath, and Tank units
as noted under each description.
-
Cost: Current Upgrade Level x 1 RP.
-
Ship Weapons:
-
Effect: Increase weapons damage for the Wraith, Valkrie, and
Battlecruiser as per the amounts specified by each ship type.
-
Cost: Current Upgrade Level x 1 RP.
-
Ship Plating:
-
Effect: Increase the Armor Value of the Wraith, Valkrie, Dropship,
and Battlecruiser units as per amount specified by each ship type.
-
Cost: Current Upgrade Level x 2 RP.
Because of its utility in upgrading the essential
Terran mechanized units, and its ability to help produce Goliaths, Armories
are essential structures in nearly every Terran base. Their lack
of mobility is unfortunate, but they will often continue their research
and development even when the main base structures have flown away to extract
resources elsewhere.
Starport
Role: Primary Starship Production Facility
Hit Points: 825
Armor: 40
Air Speed: 10m/round; 6 kmh
Facilities:
-
Starship Assembly Plants: The first and most important role
of Terran Starports is to produce the Dropships,
Frigates,
Wraiths
and Battlecruisers that constitute
the Terran Fleet. Vital to any base in peace or war, these ships
are a necessity for successful defense, exploration, and, ultimately, victory.
-
Traders Guilds: many starports--usually those away from the
front lines of combat--also serve as the primary trading facility for outposts.
Imports and exports flow through their bays, and local authorities usually
have some tariffs on all. The Guilds often have an agenda independent
of Confederate authority--sometimes for profit, other times for political
sedition.
Upgrades: None.
Add-ons:
Control Tower
Role: Advanced Manufacturing Oversight Facility
Hit Points: 300
Armor: 35
Facilities:
Upgrades:
-
Cloaking Field: Tower engineers may also provide the local Wraith
ships with the coveted cloaking devices capable of hiding the Wraiths from
most enemy detection for short period of time.
-
Effect: Cloaked Wraiths may not be detected by normal sensors
or vision. Special Detectors may spot and disrupt the Cloak effect.
-
Cost: 3 RP.
-
Apollo Reactor: Wraith reactors may be upgraded to increase
the amount of time they remain cloaked, and speed the cloak’s recharge
time.
-
Effect: Doubles the amount of time a Wraith may be cloaked
and halves the recharge time.
-
Cost: 2 RP
Science Facility
Role: Primary Science Research Center
Hit Points: 550
Armor: 40
Airspeed: 10m/round; 6kmh
Facilities:
-
R&D Labs: once the Terran Science Facilities were dedicated
to exploration of new planets, chemical combinations, and engineering techniques.
Now, they dedicate themselves to finding stronger weapons of war.
-
Science Vessel Schematics: each Facility also has a database
with schematics on how to contruct the delicate Terran Science Vessels.
These may be transmitted to the Starport, usually including minor fixes
to compensate for local conditions and production materials.
Upgrades:
-
EMP Shockwave: Facilities may research how their Vessels can
use their sensors to release electromagnetic pulses that will disrupt the
mechanized units of the enemy.
-
Effect: permits Science Vessels to use their sensors to create
the EMP wave The Science Vessel remains unaffected by its own EMP
wave.
-
Cost: 2 RP
-
Irradiate:
-
Effect: Science Vessels may use their powerful sensors to Irradiate
enemy units.
-
Cost: 2 RP.
-
Titan Reactor: engine upgrades provide more power to the Vessels
for its specialized weapons and defensive matrix.
-
Effect: Halves the Cooldown time for the various Science Vessel
techniques.
-
Cost: 1 RP.
Add-ons:
Physics Lab
Role: Advanced Starship Weaponry Lab
Hit Points: 400
Armor: 35
Airspeed: 0 (cannot be moved).
Facilites:
-
Top Secret Astronautics Lab: the best and brightest starship engineers
are brought in to help guide construction of the powerful Terran Battlecruisers
and their weapons.
Upgrades:
-
Yamato Gun: engineers may figure out how to fit local battlecruisers
with the emitters required to unleash the fury of the Yamato Cannon.
-
Effect: Provides Battlecruisers with access to the Yamato
cannon.
-
Cost: 4 RP
-
Colossus Reactor: engineers often choose to also upgrade the Battlecruiser
engine cores to compensate for the huge drain caused by the Yamato Gun.
-
Effect: Cuts the Cooldown rate of the Yamato Gun in half.
-
Cost: 2 RP
Covert Operations Center
Role: Top-Secret Tactical Research & Development
Hit Points: 500
Armor: 40
Airspeed: 0 (cannot be moved).
Facilities:
Ghost Training & Control Facility: Ops Centers are the primary
training grounds for Ghost agents. They are also where Ghosts are
monitored for abnormal psionic activity and have their Neural Inhibitors
adjusted on a regular basis.
Covert R&D Lab: Ops Centers also manufacture the top-secret
HES suits and the micro-cloaking devices uses by Ghost agents.
Upgrades:
-
Lockdown: Lockdown rounds combine advanced weapons technology with
the pionic powers of a Ghost to short out electrical systems in mechanized
units for a short period.
-
Effect: Gives all Ghosts served by this Ops Center the Lockdown
ability.
-
Cost: 2 RP
-
Ocular Implants: among their many cybernetic enhancements,
Ghost agents may opt to have their natural eyes removed and replaced with
advanced optical equipment (see Cybernetics:
Optics).
-
Effect: Doubles the normal visual range of the Ghost.
Provides low-light, infrared, and ultraviolet vision.
-
Cost: 1 RP
-
Personal Cloaking: fits Ghost personnel with custom-made micro-cloaking
devices that use the Ghost’s psionic energies to hide them from enemy detection.
-
Effect: enhances a Ghosts Cloaking ability to a useful level.
-
Cost: 3 RP
-
Moebius Reactor: micro-fusion generators that can be fit into a
Ghost’s powersuit to enhance performance.
-
Effect: Doubles the time a Ghost may remain cloaked and halves the
recharge time. Cuts the Cooldown rate for the Lockdown attack by
one half.
-
Cost: 2 RP
Missile Turret
Role: Automated Stationary Air Defense
Hit Points: 140
Armor: 27
Airspeed: 0 (cannot be moved)
Functions:
-
Cloak Detection Units: Missile Turrets are loaded with powerful,
short-range sensors that can unmask any cloaked vessel within 500 m.
The coordinates of the vessel will then be transmitted to all friendly
units.
-
Missile Rack
-
Damage: 8D Guided Missiles (+2D to hit)
-
Quick Damage: 4D + 14
-
Programmed Skills: Search 8D; Fire Missiles: 8D
-
Attack Dice: 10D
-
Ammunition: 200 missiles
Bunker
Role: Fortified Infantry Position
Hit Points: 400
Armor: 30
Airspeed: 0 (cannot be moved).
Cover Provided: Complete. Raises the Base Difficulty to
hit any soldier inside the Bunker by 25 (thus, at Medium Range it would
by 15 +25 = 40!). Any missed attacks will strike the Bunker.
Reduce any possible explosive damage to inhabitants by 75%.
Total Inhabitants: 4 troopers in powersuits. Up to 8 non-armored
personnel may be squeezed in, but only 4 more use the gun holes to attack.
Bunkers are one of the staples of the Terran
infantry. They primarily serve to fortify bases. However, clever
Terran commanders will usually have a few SCV’s in their troops to quickly
build makeshift Bunkers on a battlefront. Bunkers are almost entirely
pre-fabricated, and a competent technician can build one in a matter of
minutes (5D6 minutes with an Easy Construction roll. Reduce Construction
time by 1D for each Effect Value of the Technician’s roll).
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