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TABLE 7.10 FEATURES

In document Coriolis Rulebook BETA (Page 152-155)

OPTIONAL MODULES

TABLE 7.10 FEATURES

FEATURE EFFECT COST INCREASE

Ablative Armor Reduces damage by 3 for one attack only. 10%

Advanced Countermeasures Gives +1 when launching countermeasures. 10%

Advanced Targeting

Computer Gives +1 when locking onto targets. 10%

Advanced Torpedoes Gives -1 to the target ship’s countermeasures. 10%

Advanced Weapon System Gives +1 when firing a specific weapon system. 20%

Advanced Workshop Can repair Advanced technology. 10%

Antimatter Rockets Maneuverability +2. 20%

Arboretum Helps the crew to recover Mind Points. 5%

Atmospheric Entry Land on/take off from planets. 10%

Blessed Ship Bonus +1 to portal jumps. 5%

Bonus Modules Increased capacity for carrying extra modules. 20%

ED Fields Protects against explosive decompression. 20%

Ejector Escape pod on the bridge. 10%

External Cargo Cargo on the outside of the hull, in vacuum. 10%

Heavy Armor Armor Rating +1, Maneuverability -1. 10%

Library Database Gives you +3 to CULTURE or SCIENCE rolls. 5%

Precise Thrusters Bonus +2 to PILOT when docking or landing. 10%

Reactor Burst Gives +3 EP when overloading reactor. 10%

Research Computer Gives +1 to SCIENCE for analyses. 5%

Robust Hull Gives +1 Hull Point. 10%

Salvage Unit Enables salvaging. 10%

Sensitive Sensors Gives +1 to all sensor rolls. 10%

Ship Intelligence Versatile AI, all attribute scores 1, relevant skill levels 3. 30%

Ship System Replaces one crew member, attribute 3, skill level 3. 20%

Stealth Technology Decreases ship Signature by 1. 20%

Supercharged reactor Gives the ship +1 Energy Point. 10%

Super Sensors Increases range of ship sensors to Extreme. 20%

Trauma Lab Gives bonus to MEDICURGY rolls. 10%

y ADVANCED TARGETING COMPUTER (O)

An advanced computer with dedicated djinn systems for active locking. Bonus +1 when locking onto targets.

y ADVANCED TORPEDOES (O/A/F*)

Torpedoes fitted with their own djinn intelligence, and blessed by the docks priest just in case. Gives -1 to the enemy’s countermeasures.

y ADVANCED WEAPON SYSTEM (O/A/F*)

A system with smart targeting algorithms, modified cobalite rounds (accelerator cannon) or perhaps bigger lance chambers (thermal cannon). Bonus +1 to the weapon system in question.

y ADVANCED WORKSHOP (A)

A cutting-edge workshop with all the latest tools such as nanite saws, mercury jets, intelligent tools etc. Enables repairs of Advanced level equipment.

y ANTIMATTER ROCKETS (A)

The ship utilizes antimatter rocket propulsion, a technology demanding advanced antimatter control systems so far only mastered by the Order of the Pariah. The antimatter rockets require less space than other propulsion systems – since no reactor is necessary, and the rockets only occupy the space normally reserved for the graviton projector, the ship can hold one additional extra module. The Order’s fighters and gunships are small and lightning fast compared to those of other factions, and gains a +2 to Maneuverability when it comes to acceleration. The downside of the antimatter rockets is of course that they need refueling with pure antimatter instead of hydrogen, and that a critical hit in the rockets module counts as a critical hit in a reactor. The rockets are also expensive, more so than a normal reactor and projector combined.

y ARBORETUM (O)

A garden of green plants, a small hydroponic system and perhaps even fauna. The crew can recover stress here twice as fast as normal (2 MP/hour) and the arboretum supplies emergency food for a few days.

y ATMOSPHERIC ENTRY (O)

The ship has been streamlined and fitted to withstand atmo-

spheric entry, enabling it to land on, and take off from, planets. Ships without this feature must stay in orbit and use shuttles to descend to the surface. All ships can make an emergency planetside landing, but without this feature they will be stuck where they land as their construction will make taking off again impossible.

y BLESSED SHIP (P)

Some event in the past has resulted in the ship being blessed by the Icons. +1 to all pilot rolls when portal jumping or travelling long distances.

y BONUS MODULES (O)

The ship has an additional five extra modules. This feature can be purchased several times for larger ships:

CLASS MAXIMUM NUMBER

I 1 II 2 III 4 IV 8 V 16 y ED FIELDS (O)

ED fields are force fields designed to plug hull breaches, reducing the effect of explosive decompression (page 99). ED generators are installed all over the ship, and are auto- matically engaged if the hull is breached. Ships without this technology must repair all breaches manually, which means that the collapsed module cannot be used without exo shells until the damage is repaired.

y EJECTOR (O)

This feature means that the work stations on the bridge are built into escape pods, automatically ejected from the ship in case of a catastrophic systems failure. This feature is most common on ships designed for combat, such as fighters, but could be installed on any ship. The size of the ejector depends on the class of the ship and can fit as many crew members as the bridge can.

y EXTERNAL CARGO (O)

The ship is modified to carry external cargo, using a system of grabber arms and magnetic hooks. For each cargo hold

RULES

on the ship (see above), specify if it is an internal or external one. External cargo holds can hold four times the tonnage of internal ones but lack atmosphere – put an exo on if you need to visit them.

y HEAVY ARMOR (O)

The ship’s armor is reinforced with duralite sheets and sometimes even nanite patterns modeled after the Order’s martyr armors. Gives +1 to the ship’s Armor Rating, but also decreases Maneuverability by 1. The feature can be purchased three times.

y LIBRARY DATABASE (A)

A database giving you a +3 to culture or science within one defined area, for example astronics, humanities or artifacts.

y PRECISE THRUSTERS (O)

The thrusters have been fitted with brand new magnet flux cores and nanite membranes. Nimble and easy to maneu- ver, the ship gains a +2 to docking, landing and evasion (see Space Combat).

y REACTOR BURST (O)

The reactor can be pushed to its very limits, giving an automatic 3 extra EP when overloading the reactor (page 168), plus any EP from sixes on the roll. The ship takes 2 points of hull damage from this, regardless of whether the roll succeeded or not.

y RESEARCH COMPUTER (A)

The ship computer has been upgraded and now contains tools for measuring. Gives +1 to science when measuring something and analyzing the results. Can be combined with a Library Database.

y ROBUST HULL (O)

The beams and joints of the hull have been replaced with duralite and smart nanites. Gives +1 Hull Point.

y SALVAGE UNIT (O)

This feature enables you to salvage ships up to two classes below your that of your own ship, using a mining station.

y SENSITIVE SENSORS (O)

The sensors of the ship are extremely fine-tuned. Each tier of this feature gives +1 to all sensor rolls. Can be bought up to three times.

y SHIP INTELLIGENCE (A)

The ship’s main computer is very capable and verbal. It can perform any function on the ship with a 1 in the attribute and a 3 in the skill relevant for that function. It can perform only one function at a time, cannot replace more than one crew member at a time, and cannot help (page 58) crew members with their rolls. Some ship intelligences become eccentric over the years, acting erratically and refusing to carry out certain commands.

y SHIP SYSTEM (A)

One crew position on the ship is replaced by a dedicated computer system. The system has a 3 in both the attribute and the skill relevant to the position. More than one ship system can be installed – all crew positions can be automated except for the captain.

y STEALTH TECHNOLOGY (A)

The ship is fitted with the latest in high absorbent duraceramics and zero-signature radiation shields. Gives -1 to Signature. The ship can disappear during combat (page 169).

y SUPERCHARGED REACTOR (O)

The fuel rods in the reactor use hydrogen isotypes with higher energy output. Gives the ship +1 Energy Point.

y SUPER SENSORS (A)

High output sensor cores, reinforced sensor chambers, and nanite membranes. Increases the sensor range to 8 Combat Units.

y TRAUMA LAB (A)

The medlab has been upgraded to a trauma lab (see Chapter 6).

Example

The group is equipping their ship Narzalus with extra modules (other than the three fixed modules of bridge, reactor and graviton projector) and chooses the following: cabins (4 standard cabins), a chapel, a medlab, a service station (as they expect to be trav- elling to primitive planets), a stasis hold (to be able to portal jump), a workshop (to analyze artifacts and other findings), a cargo hold, a countermeasure dispenser and an accelerator cannon. They also pick the following features: Atmospheric Entry, Ship Intelligence and Turbo Projector. The Turbo Projector gives the Narzalus Speed 3 and Maneuverability +2.

In document Coriolis Rulebook BETA (Page 152-155)