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Page 2 of Newmarduk's science-fiction RPG

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Page 2 of Newmarduk's science-fiction RPG.

Spaceships in this RPG are in three sizes: small (25-100 feet in length and with 2D6 times 100 hit points), medium (100-500 feet in length and with 2D6 times 1000 hit points), and large (1000 feet in length or longer and with 2D6 times 2,000 hit points). All spaceships have gravity-control tech providing both onboard artificial gravity and a primary means of propulsion. Medium spaceships can carry up to three small spaceships piggyback, and large spaceships can carry up to 10 small spaceships piggyback. Medium and large spaceships (but not small ships) also are equipped with a time-dilation drive permitting such vessels to travel at 99.99999 percent the speed of light, while time passes along much slowly onboard than in the surrounding universe. No ship can fight in combat while traveling via time-dilation drive. Normal speed using standard gravity-control drive is 100 AU in 30 Earth days for large ships (1 AU is the distance between planet Earth and it's Sun), 100 AU in 15 Earth days for medium ships, and 100 AU in three Earth days for small ships. Most spaceships have force fields using gravity-control tech and electromagnets to protect against weapon fire (all medium and large ships as well as any small ship rolling a 3, 4, 5, or 6 on a roll of 1D6). A force field on a small or medium ship blocks 1D6 times 10 hit points worth of damage. A force field on a large ship blocks 2D6 times 100 hit points worth of damage. A small ship riding piggyback on a large spaceship can be protected by the large ship's force field. Passengers and crew can travel between ships via special teleporters. A ships's force field can be used to attempt to block foes from teleporting from another ship, but sucjh a method is often ineffective (roll 1D6; the attempt to block enemies from teleporting from another ship only success if a 1 or 2 is rolled). In cases where a small ship is riding piggyback on a medium or large ship, an airlock is often used to physically travel between vessels. Roll 1D6 to determine what weapons a small spaceship is armed with. A 1 or 2 means the small ship is unarmed. A 3, 4, or 5 indicates that the small ship is equipped with a laser cannon doing 1D6 times 20 hit points of damage. A small ship can fight with any weapons it is equipped with even if riding piggyback on a medium or large ship. A 6 means the small ship is armed with 2 laser cannons each doing 1d6 times 20 hit points of damage. Roll 1D6 to determine what weapons a medium ship is armed with. A 1 means the medium ship is unarmed. A 2 means the medium ship is armed with 1D6 laser cannnons each doing 1D6 times 20 hit points of damage. A 3, 4, or 5 mean the medium ship is armed with 1D6 laser cannons each doing 1D6 times 20 hit points worth of damage. A 6 means the medium ship is armed with two laser cannons each doing 2D6 rimes 20 hit points worth of damage plus a torpedo launcher armed with 1D6 torpedoes each doing 2D6 times 50 hit points of damage. A large spaceship is armed with 1D6 laser cannons each doing 2D6 times 50 hit points of damage and two torpedo launchers with each launcher armed with 1D6 torpedoes with each torpedo doing 2D6 times 50 hit points of damage. Roll 2D6 to determine if a spaceship can dodge weapons fire from another vessel. A small ship dodges weapons fire on a roll of 9 or lower, a medium ship on a roll of 6 or lower, and a large ship on a roll of 3 or lower. A small spaceship can be hit on a roll of 7 or higher if riding piggyback on a medium ship or hit on a roll of 4 or higher if piggyback on a large ship. Any spaceship reduced to zero hit points or lower is destroyed in an explosion, killing everyone on board. Any small spaceships riding piggyback on a medium or large spaceship that is destroyed suffers 2D6 times 100 hit points worth of damage. Laser cannons have a range of up to 1000 feet, and torpedos have a range of 5000 feet. The skill of spaceship piloting is essential for a character to flying a ship. Though a character lacking this skill may try to pilot the ship (due to the special computer systems aboard such vessels), roll 1D6 to determine if an unskilled character can learn to pilot a spaceship to the right destination (success is on a result of 4 or better; a 3 or lower means the spaceship has accidentally darted off in the wrong direction).

Humans (both normal and clones) and mutant apes wear special spacesuits to protect against the vacuum of open space (otherwise they automatically die regardless of hit pints). AI robots do not need such spacesuits to live in outer space, but they nevertheless wear them in order to move around in open space and for the protective armor. All spacesuits have armor providing protection against 2D6 times four hit points of damage. Each spacesuit also is equiped with a special rocket pack permitting moving around in open space. A character moving around in a spacesuit can be hit by weapons from a spaceship or another character in a spacesuit on a roll of 8 or above on 2D6. Each spacesuit is equipped with a laser minicannon doing 2D6 times seven hit points worth of damage and a range of up to 400 feet. All spaceships have airlocks permitting access to open outer space.

Spaceships can travel in atmospheres but not underwater. See Page 4 of Newmarduk's science-fiction RPG. Vehicles designed for atmospheric travel can travel underwater, though.

Spaceships mostly stay within Earth's solar system or at least it's fringes, though the time-dilation drive is necessary to to reach most of the local Oort Cloud. The farthest spaceships have been known to travel is the solar systems of Alpha and Proxima Centauri and Bernard's Star (utilizing time-dilation drives, of course).

Orbit of planet Mercury-0.39 AU from Sun

Orbit of planet Venus-0.72 AU from Sun

Orbit of planet Earth-1 AU from Sun

Orbit of planet Mars-1.4 to 1.7 AU from Sun

Main Belt of asteroids-2 to 4 AU from Sun

Orbit of planet Ceres-2.5 to 3 AU from Sun

Orbit of planet Jupiter-5.2 AU from Sun

Orbit of planet Saturn-9.5 AU from Sun

Scattering of Centaurs (a version of ice-and-rock asteroids(xx))-5 to 30 AU from Sun

Orbit of planet Uranus-19 AU from Sun

Orbit of planet Neptune-30 AU from Sun

Orbit of planet Pluto-30 to 40 AU from Sun

Kuiper Belt of ice-and-rock asteroids(xx)-30 to 55 AU from Sun

Orbit of planet Eris-38 to 98 AU from Sun

Scattered disk with smattering of ice-and-rock asteroids(xx) and planets though less dense than the Kuiper Belt and Oort Cloud-55 to 2000 AU from Sun

Oort Cloud (sphere of ice-and-rock asteroids(xx) and planets)-2000 to 50,000 AU from Sun

(xx)note that so-called comets are nowadays considered merely an icy version of asteroids.

One light year-63,240 AU from Sun

Star of Proxima Centauri-4.2 light years from Sun

Double star of Alpha Centauri A and B-4.4 light years from Sun

Bernard's Star-6 light years from Sun

Click here to go to Page 3 of Newmarduk's science-fiction RPG

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