Pre SW1 Marine Equipment

jedion357's picture
February 2, 2011 - 8:44am
I'm planning a module for the CRM that is pre- SW1 and particulary rooted in events in my timeline project but easily converted if you dont like that material.

For that period I plan to dum down the AD equpipment list.
heavy lazers only, sub space radio is under development, might also make a dumned down version of the chronocom call it a wrist com. only low level robots available (upto level 4). no air cars,

Major thought: is that its easy to get out of communication without com satellites and relay towers. (looking to add complications to the adventure by leaving the PCs out of communication on what is suppose to be a settled world)

Big questions for this thread; KHs hardware:

With Assault scouts being post SW1 what is their main ride? Ideas for stats and capabilities.

Most likely they'll have shuttles HS 1 for ferrying material orbit to surface.

and a freighter.

Should we include the Frigate Leo?

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
February 2, 2011 - 11:12pm

Is this going to be a Historic Adventures project? Check out some of the fleshing out I've done there for my "Corporate Menace" adventure, which takes place 100 years before the UPF.

Exactly how far before the first war is this going to take place? I would say that atomic drives came to be around that time (first war), I don't have them in my pf-100 game. If the subspace radio isn't developed yet, it has to be more "ancient" I would place the subspace radio and ion drives in a similar era (but not neccesarily in the same generation either, the ion drive would predate the subspace radio).

That said, it would be more of a Traveller-like setting, with information and messages being sent via starships instead of subspace transmissions. You would need an established communications service (like Traveller's Scout service or our current Postal Service on a wider scale).

Robots and computers could still be very canon, although with greater limitations --- I increased function points in my pf-100 game as well as establishing maximum values per mainframe (meaning a super computer would be more than one mainframe unit, it would be several linked together). As such they get more expensive for what little they are by the more modern game setting equivilents.

An air car would still be doable, just probably not as fast as the current renditions and certainly more expensive (adjusted for inflation, wink-wink).

Ships --- as I hinted at, ion driven only. Slow, but you can tweak the KH rules to allow for military warships. Perhaps not as well armed as the canon atomic boats mind you, but a "prehistoric" frigate could be HS:5, 30 hull points (lighter armor than the modern one), ADF:1, MR:3, lower DCR (say about 50 or so), and more streamlined weapons like a laser cannon and battery along with a single rocket battery (w/several reloads) or you could develope more vintage versions of those weapons that cause less damage r shorter my pf-100 game I have three levels of laser cannons, one for fighters, one for sub-capital ships, and one for frigates and larger each doing a little more damage with longer ranges.

As such a typical militia ship could be a HS:3 scout-type craft boasting two ion (and two chemical for atmo-use) engines armed with a "lesser" laser canon (think pod laser-ish) and a lesser laser turret (shorter range version of the battery). Fighter craft, like in my pf-100 game, would be limited to multiple chemical thrusters with varying maximum velocities (depending on fuel supply) and armed with lesser laser cannons and mini-missiles (something that does d5 or d10 tops with a slight damage table modifier to permit possible double damage) of my pf-100 weapon systems is a "FFR" (forward firing rockets) which is essentially a rocket battery salvo that is set up as a FF-only weapon: 2d10 damage and short range, and you only get one shot.

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

AZ_GAMER's picture
February 5, 2011 - 2:33pm

I just posted a SW1 Era Frigate in my SFKH design project that might fit the build well. Its equiped with an atomic drive with a large shield disk between the command module and drive module. It could pretty easily be adapted for use just prior to SW1.

AZ_GAMER's picture
February 5, 2011 - 7:29pm
Ion Drive Variant Of The Triad Class Frigate

jedion357's picture
August 19, 2011 - 5:20pm
Vehicle Weapons available during Mercy Mission
taken from the Dragon "Tanks A Lot" article

 Weapon Type
 Damage Ammo Rate Defense Range
 Vehicle MG
 2 750 12d10 20 1  NA/0-100/101-350/351-700/751-1500 
 Vehicle RR
 2 750 15d10 10 1/2 NA/0-200/201-1250/1251-3000/3001-5000
 Vehicle RL
 2 750 17d1016
 Vehicle FT
 2 750 5d10 10 1 NA/0-25/26-50/51-100/101-150
 Cannon 4 1250 20d1012
  NA/100-1000/ 1001-2000/2001-3000/3001-5000
 Howitzer 8 2500 60d10 5  NA/NA/250-3000/3001-7000/7001-15000
 Guided Missile
 1-4 300-1200 25d10 1-41-4
 Bomb 1 50 20d10 1 1 0-10/11-30/31-60/61-120/121+

I toned down damage and magazine capacity so that later weaponscan show improvements.

one of the earliest Royal Guard vehicles was the:

Marauder GEV APC
Medium Armor (-16 to Vehcile Damage Table)
Vehicle MG in turret
Type III parabattery, Radio phone, Toxy Rad Gauge, IR camera system.
Cost: 100,233cr* (note I knocked 10% off the cost)
Top Speed: 100 kph or 175 m/t; Cruise Speed: 60 kph or 80 m/t; Accel/Decel 50/25; Crew 3 + 12 troopers

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
August 19, 2011 - 5:37pm
Command GEV Used by both RG and RM
Light Armor (-4 to Vehicle Damage Table), dismountable hvy MG in turret, radiophone, toxyrad gauge, IR camera system, type II parabattery.
Top Speed 120 kph or 200 m/t; Cruise speed 60 kph or 100 m/t; Accel/Decel 70/30; Crew 2 + 4 troopers
Cost: 20,268cr* reduced price by 10%
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
August 19, 2011 - 6:30pm
"Big Guppy" Transport copter
Light Armor (-8 to Vehicle Damage Table) IR cameras, Radar, type IV parabattery, Searchlight, 2 winch, 2 dismountable hvy MG (doors), 1 vehicle MG (forward), radiophone, pontoons
Crew 4 + 10 troopers; Top Speed 300 kph; Cruise Speed 50 kph; Cost: 80,000cr

Big Guppy is used by RM for search and Rescue and the Royal Guard for air cav. Optomized for Clarions environment. Royal Marine guppy's are gray with the RM crest on the side but RG guppys are painted in camo optomized for Clarion's environment.

Raptor Gunship jetcopter
Heavy Armor (-20 to Vehicle Weapons Table), IR cameras, Radar, type IV parabattery, radiophone, 1 Vehicle RR in belly turret, 2 weapon's pods each with 1 hvy MG and 1 light Guided Missile (all forward firing), IR jammer, 2 cyberlinks. Crew 2; Top Speed 340 kph; Cruise speed 80 kph, Cost 150,500cr

Raptors are expensive and only a limited number were purchased, all are in the Royal Guard's order of battle.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
August 20, 2011 - 12:44am
RM and RG equipment list will look more like weapons of today with heavy emphasis on slug throwers; which technology was developed by humanity. The vrusk and dralasites building off each other have developed sonic and electric weapons to a high state of development at the time of first contact with humanity so the weapons on Kdikit available to the rebells will be slug thrower tech, sonic and electric teck but not everything on the AD list- electric sword but not sonic sword

No screens available and no power belts or backpacks- all weapons running off power use clips.

RM & RG equipment list
Ship safe weapons:

Electro stunner-only approved weapon for general use aboard ship;only powered by 20SEU clip (no port for power belt or backpack as they dont exist yet)
Grenade launcher with smoke or flash bang

Regular Issue weapons:
Semi automatic pistol (SFman01)
automatic rifle
sniper rifle
hvy MG
Grenade Rifle
rocket launcher
Frag, smoke, and flash bang grenade
knife (+0 melee mod) 1d10
flak armor from SFman

Weapons found on Kdikit
Vrusk/dralasite tech
Electro Stunner
Sonic disrupter
sonic stunner
needler pistol
needler rifle
electric sword
shock gloves
stun stick
rocket launcher

Human tech
semi and full autopistol
automatic rifle
semi automatic rifle
vibro knife
improvised explosives
molotov cocktails

Vehicles Available to the rebels:
ground cycles
ground pick up truck
modified farm equipment
ultralight aircraft
and ultralight gyrocopter
hover car, cycle, truck
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
August 20, 2011 - 3:04pm
RE: DEFENSES I think that there will be no screens or skien suits but instead I'll have to look up the flack armor that appeared in the SFman, the benefit of that item is that it could be used by all 4 races.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
August 30, 2011 - 7:12am
You could cut the damage of lasers, sonic, gauss in half representing technology that has not reached it's peak. 

Good idea about the flak jacket, however I would include skeinsuits, just dumb them down. Perhaps they absorb half damage and due to their bulk reduce DEX and/or STR by -5.