Special Rules
Power Armor
Across Astrabound, body armor is common, but true battlefield supremacy belongs to power armor. These sealed, servo-driven war suits turn soldiers, marines, enforcers, and elite operatives into walking weapons platforms. They enhance strength, mobility, endurance, protection, battlefield awareness, and integrated firepower.
Some suits are built for speed, recon, and raiding deep behind enemy lines. Others are made to crash into kill zones, absorb incoming fire, and break fortified positions wide open. Command variants can coordinate infantry, vehicles, drones, and walkers from the heart of a firefight.
Power armor are the armored knights of the Astrabound era, whether they serve the Commonwealth Alliance, corporate security divisions, private military houses, or darker powers on the edge of civilized space.
Example: Astrid in an assault suit is not just another trooper. She becomes the point of the spear, pushing through sealed bulkheads and hostile fire while Flynn covers from behind and Zayko works the battlefield with Astra.
Basics
The following rules apply to all power armor unless a specific suit says otherwise.
Armor
Power armor requires close contact with the wearer’s body. Only light clothing or a skinsuit may be worn inside it.
Comms
Power armor includes an integrated communications suite that can connect to other receivers within 20 miles.
HUD
Inside the helmet is a fully customizable HUD with integrated optics.
These systems:
- negate up to 4 points of Illumination penalties
- add +2 to sight-based Notice rolls made as an action
Its audio systems include high-powered microphones that can pick up whispers up to 200 yards away, granting +2 to hearing-based Notice rolls.
Sealed
Power armor is hermetically sealed. As long as it has power, it protects the wearer from:
- cold
- heat
- pathogens
- bacteria
- gas
- radiation
It also provides heating, cooling, and oxygen, shielding the wearer from all but the most extreme environmental conditions.
Trait Penalties
Power armor gloves and interfaces are built for durability, not delicate manual work.
Trait rolls requiring fine manipulation, such as:
- Hacking
- Repair
- Thievery
- arcane skill use
suffer −4 while wearing power armor.
Skills requiring face-to-face personal interaction, such as:
- Persuasion
- Performance
also suffer −4 while the helmet is worn.
Power armor imposes −2 to Stealth rolls.
Suits with a Stealth System ignore that penalty.
Example: Flynn can absolutely wear a military suit into a secure data vault, but once he tries to do careful electronics work in thick armored gloves, he is taking the full −4 penalty.
Weight
A powered suit does not encumber its wearer.
If a suit loses power, however, it becomes extremely heavy. An unpowered suit weighs 100 lbs × Size and has Minimum Strength d12 + Size.
Profiles
Power armor profiles use the following entries.
Title and Class
This is the suit’s name and its Class for use with Heavy Metal.
Size
This measures the suit’s physical scale and is used primarily in custom power armor design.
Armor
Each suit provides a base amount of Heavy Armor based on its frame. This adds directly to the wearer’s Toughness as usual.
Toughness
Some suits also add Toughness in addition to Armor.
Pace
A character in power armor moves using the suit’s Pace and a d6 running die.
When using the suit’s Pace, the servo-assisted movement ignores:
- Hindrances that reduce the pilot’s Pace
- Edges that increase the pilot’s Pace
Strength
The suit’s listed Strength replaces the wearer’s normal Strength while operating it.
Energy
Power armor is built to operate for three days on a full power supply.
Batteries may be:
- replaced, or
- recharged from a high-energy source in one hour
Less capable power sources may take longer, at the GM’s discretion.
If a suit runs out of power, see Unpowered below.
Mods
Each frame allows a number of Modification points, representing both internal volume and power budget.
These may be spent on the power armor modifications listed later in this section, as well as suitable vehicular weapons where allowed.
Cost
The prices listed assume power armor is usually restricted to militaries, state agencies, or licensed corporations.
If a campaign world treats power armor as broader commercial equipment, the GM may reduce costs significantly.
Sample Profile
Assault Suit (Class II)
These suits are worn by shock infantry tasked with breaking enemy lines and causing maximum disruption. Troopers usually carry an assault rifle as their primary weapon and use the suit’s mounted grenade launcher to break up infantry concentrations.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 2 | +16 | — | 6 | d12+1 | 6 (0) | $155.3K |
Mods: 3× Armor, Integrated Gear (grenade launcher), Jump Pack, Trauma Pack.
Weapons:
- Grenade Launcher (Pintle Mount): Range 24/48/96, damage by grenade.
Combat
Power armor changes the way a character fights and survives.
Damage
Whenever a character in power armor suffers a Wound, the suit is considered breached to the environment and must also roll a Critical Hit on the table below.
That Critical Hit may be repaired with:
- a Repair roll
- appropriate tools
- one hour of work
Unpowered
If a suit loses power, whether from depletion, EMP, or a Critical Hit, it becomes an inert mass.
An unpowered suit:
- becomes Minimum Strength d12 + Size
- adds its full weight to the wearer’s Encumbrance
- loses life support
- loses sensors
- loses power to all Modifications
Example: Astrid takes a hard hit in vacuum and her suit loses power. She is now trapped inside a hundred-plus pounds of dead armor with no sensor support and no environmental systems, turning a bad combat result into an immediate survival emergency.
Critical Hit Table
| 2d6 | Result |
|---|---|
| 2 | Shut Down |
| 3 | Weapon |
| 4–5 | Locomotion |
| 6–8 | Frame |
| 9–10 | Strength Servos |
| 11 | Power |
| 12 | Structural Integrity |
Shut Down
The suit suffers a catastrophic malfunction and shuts down completely.
The pilot may exit the suit, but it does not function again until repaired.
Weapon
One integrated or attached weapon is knocked out.
If the suit has no such weapon, treat this result as Frame instead.
Locomotion
The suit’s Pace is reduced by 2, to a minimum of 1.
Frame
The suit absorbs the hit with no additional effect.
Strength Servos
The suit’s Strength is reduced by 2 steps.
Power
The suit temporarily loses power.
It becomes Unpowered until restored with an Electronics or Repair roll at −2 as a limited action.
Structural Integrity
The suit loses 4 points of Armor.
Custom Power Armor
To build a custom suit, either start from one of the stock suits below or begin with a Power Armor Frame.
Installing a Modification requires:
- a Repair roll
- basic tools
- 1d4 hours per Mod
A raise on the Repair roll halves the time.
Power armor of Size 4 or larger counts as a walker instead of a wearable suit.
Power Armor Frames
All power armor begins with one of the frames below.
| Size | Armor (Max Armor) | Pace | Strength | Mods | Weight | Cost |
|---|---|---|---|---|---|---|
| 1 | +8 (12) | 12 (8 MPH) | d12 | 3 | 100 | $50K |
| 2 | +10 (16) | 6 (4 MPH) | d12+1 | 6 | 200 | $100K |
| 3 | +12 (20) | 4 (3 MPH) | d12+2 | 9 | 300 | $150K |
Power Armor Modifications
Mods is the number of slots the modification uses. Round fractions up.
A negative value means the modification returns slots to the frame.
Max is the number of times the modification may be taken. U means unlimited.
In cost entries, Size refers to the suit’s frame size above.
Negative Qualities
These drawbacks reduce cost or free up Mod slots.
| Modification | Mods (Max) | Cost |
|---|---|---|
| Battered | −2 (2) | – $5K × Size |
| Exposed Pilot | −2 (1) | – $10K × Size |
| Finicky | −2 (2) | – $5K × Size |
| Fragile | −2 (1) | – $10K × Size |
| Inefficient | −1 (2) | – $5K × Size |
| Light Duty | −2 (1) | – $10K × Size |
| Reduced Pace | −2 (2) | – $10K × Size |
| Reduced Strength | −2 (1) | – $10K × Size |
Battered
The suit has seen too many battles and too little proper refurbishment.
Each time this is taken, reduce Armor by 2.
Exposed Pilot
The suit is open and leaves the wearer exposed to atmosphere and direct attack.
The pilot may be targeted with a Called Shot at −4 and gains no Armor bonus against that attack.
Finicky
The suit is hard to maintain.
Repair rolls to fix its systems, attachments, or Critical Hits are made at:
- −2
- or −4 if taken twice
Fragile
The suit is poorly built or internally delicate.
It suffers a Critical Hit any time the wearer is Shaken, not only when Wounded.
Inefficient
The suit consumes too much power.
Each time this is taken, reduce the suit’s operational time before recharge by one day.
Light Duty
The suit and any Armor Mods no longer count as Heavy Armor.
Reduced Pace
The suit sacrifices speed for weight efficiency or internal volume.
Reduce Pace by 2, to a minimum of 4.
This may not be combined with Increased Pace.
Reduced Strength
The armor is only strong enough to move itself.
Use the pilot’s normal Strength for all other purposes.
This may not be combined with Strength upgrades.
Core Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Command Suite | 1 (1) | $10K |
| Entangled Comms ★★★ | 1 (U) | $50K |
| Scanner | 1 (2) | $5K |
Command Suite
A tactical HUD package links the user to allied personnel within comms range.
The operator may:
- see and hear through linked biolinks
- monitor allied vitals
- extend Command Range to linked allies
Example: Astrid’s command suit lets her monitor squad biometrics and live feeds while directing a boarding team through a hostile carrier.
Entangled Comms ★★★
The suit contains one hyperspace-entangled communications link paired to one other set anywhere in the universe.
Its range is effectively unlimited and it cannot be blocked or jammed.
Scanner
The suit’s sensors detect and identify matter or energy up to 50 yards away.
Targets do not need to be directly visible, though interference may still apply.
If taken a second time, increase the range to 500 yards.
Defensive Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| AM/ECM | 1 (1) | $5K × Size |
| Armor | 1 (See Text) | $5K × Size |
| Ballistic Protection | 1 (1) | $500 |
| EMP Shielding | 1 (1) | $5K × Size |
| Energy Skin | — (1) | $5K × Size |
| Repair Nanomachines ★★★ | 3 (1) | $50K × Size |
| Self-Sealing | 1 (1) | $10K |
| Sensor Array | 4 (1) | $25K |
| Shields ★ | Half Size (1) | $50K × Size |
| Stealth System ★ | Size (1) | $50K × Size |
| Strength ★ | 2 (5) | $5K × Size |
| Trauma Pack | 1 (1) | $10K |
| Toughness | 1 (5) | $5K × Size |
AM/ECM
Anti-Missile and Electronic Countermeasures include jammers, decoys, flares, or similar systems.
They eliminate 2 points of penalties when making Evasion rolls against Guided Weapons.
Armor
Increase the suit’s Armor by +2 each time this is taken, up to the frame’s maximum Armor.
Power armor remains Heavy Armor unless Light Duty was also taken.
Ballistic Protection
Extra mesh, plate, or anti-ballistic lining reduces bullet damage from slugthrowers by 4.
EMP Shielding
The suit’s critical systems are hardened against electromagnetic disruption.
The operator ignores 2 points of the usual −4 operating and Repair penalty when resetting after an EMP attack.
Energy Skin
A reflective layer reduces laser damage by 4.
Stealth rolls against vision suffer −2.
Repair Nanomachines ★★★
The suit contains nanobots that may attempt d6 Repair rolls as a limited action.
Each success and raise removes one Critical Hit.
After three repaired hits, the nanobots are too depleted to help further until they replenish over 24 hours.
Self-Sealing
The suit automatically seals breaches when the wearer suffers a Wound.
This is especially important in vacuum or poisonous atmospheres.
The system does not function if the wearer takes three or more Wounds from one attack.
Sensor Array
An extendable sensor package can scan:
- heat
- light
- gravity
- EM emissions
- radio activity
- other major matter or energy signatures
It can scan:
- up to one light year away in space
- or line of sight planetside
If a mini-satellite is launched, or the system connects to existing satellites, it can scan an entire planetary hemisphere.
Deploying or using the array takes a full round, during which the suit:
- cannot move
- is Vulnerable
Shields ★
The suit is protected by an energy shield.
The shield has a number of charges equal to the suit’s Size.
Whenever the suit takes damage, the pilot may spend shield charges by making a Soak roll with Electronics as a free action. Charges must continue to be spent until all Wounds are negated or the shield runs dry.
Shields recharge in 10 minutes outside combat.
In emergencies, the user may shunt power from locomotion and weapons to the shield and make an Electronics roll:
- Success: restore half the usual charges, rounded up
- Raise: restore all charges
Stealth System ★
This includes heat baffling, radar-absorbent materials, and signal distortion.
The suit:
- ignores the normal −2 Stealth penalty
- imposes −4 on attempts to lock onto it with Electronics
At Dev II, the suit can blend into its surroundings:
- −2 to Notice or direct-fire attack rolls against it
- −4 at Dev III
Activating or deactivating stealth mode is a limited action.
Stealth mode ends for any round in which the suit:
- fires a weapon
- emits significant energy
- performs a similarly obvious action
It is also still visible to electronic sensors if it makes an active scan.
Strength ★
Increase the suit’s Strength by one die type each time this is taken.
Trauma Pack
An internal trauma suite delivers stimulants, coagulants, pain blockers, and stabilizers.
The wearer:
- ignores up to 2 points of Wound penalties and Fatigue
- gains +2 to resist Bleeding Out
The drugs last for one hour after injection.
They activate as a free action when triggered and must then be replaced.
Toughness
The suit’s frame is reinforced.
Each time this is taken, add +1 Toughness.
Locomotion
| Modification | Mods (Max) | Cost |
|---|---|---|
| Energy Pod | Half Size (U) | $5K × Size |
| Flight ★ | Half Size (3) | $10K × Size |
| Increased Pace | 1 (3) | $5K |
| Jump Pack | 1 (1) | $10K |
| Magnetic Pads | 1 (1) | $5K |
| Pressure Jets | Half Size (2) | $5K × Size |
| Wall Walker | 1 (1) | $5K |
Energy Pod
Each extra energy pod adds six more days of operation.
Flight ★
The suit gains thrusters and lift systems for VTOL flight at Pace 6.
If taken again:
- second time: 60 MPH
- third time: 200 MPH
Increased Pace
Improved motors increase Pace by +2 and improve the running die by one die type each time this is taken.
Jump Pack
Jump jets allow the suit to leap:
- 8" horizontally
- 4" vertically
This adds +2 damage when making a Wild Attack as part of a leap.
Magnetic Pads
Magnetic soles and palms allow movement on metal surfaces at half Pace.
They are especially useful in Zero-G boarding actions and hull work.
At Dev II, they allow:
- movement at full Pace
- ignoring Gravitic Acclimation penalties while active
Pressure Jets
These allow underwater and high-pressure movement at the suit’s normal Pace and let a sealed suit withstand depths up to 500 feet.
If taken a second time:
- Top Speed becomes 25 MPH underwater
- depth tolerance increases to 3000 feet
Wall Walker
The suit may move on vertical surfaces at half Pace.
Example: Flynn in a Zero-G suit uses magnetic pads to move across a ship’s outer hull while the rest of the team remains anchored near the breach point.
Offensive Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Anti-Personnel Pack | 1 (1) | $5K |
| Claws | 1 (2) | $5K |
| Heavy Weapon Brace | 1 (1) | $50K |
| Integrated Gear | 1 (U) | $5K + Items |
| Stabilizer | 1 (1) | $5K |
| Targeting System | 1 (1) | $25K |
Anti-Personnel Pack
The suit carries a shell of explosive microcharges.
Activated as a limited free action, it detonates in a Large Blast Template for 4d6 damage.
The suit itself also takes 2d6 damage.
This is a one-use system, but may be reloaded with a mine and one minute of work.
Claws
The suit gains claws or pincers capable of lifting heavy loads or dealing Str+d4 damage.
If taken a second time, damage becomes Str+d6, AP 2.
A claw-hand cannot normally be used for most other tasks, including wielding ordinary melee or ranged weapons.
Heavy Weapon Brace
The suit deploys anchors, gravity spikes, or stabilizing braces to fire oversized weapons safely.
Deploying or retracting the brace is a limited action.
When deployed:
- the suit is Vulnerable
- it cannot move
- it counts as Size +5 when firing carried or installed weapons
Integrated Gear
Up to 10 pounds of carried gear may be built directly into the suit with GM approval.
Integrated gear:
- cannot be dropped
- cannot be disarmed
- cannot be used while the character is Bound
Integrated weapons may be extended or retracted as a limited free action.
Stabilizer
The suit negates:
- Unstable Platform
- Recoil
- running penalties
for all attached direct-fire weapons.
It does not help with guided weapons.
Targeting System
The suit’s targeting systems reduce 2 points of Shooting penalties from:
- Called Shots
- Cover
- Range
- Scale
- Speed
This works with carried and attached direct-fire ranged weapons, but not guided weapons.
Stock Power Armor
The following suits are ready to use as written. They may also serve as templates for custom suits.
Any remaining Mod slots are listed in parentheses.
Civilian Power Armor
Cargo Loader (Class I)
A heavy industrial loader built to move cargo, not fight wars. It usually mounts two crude pincer-arms and simple cutting gear. It lacks the standard sensors, comms, and environmental protections of true military suits, and the operator is exposed from the front.
Remove Exposed Pilot if you want a hazardous-environment version.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 2 | +10 | — | 4 | d12+4 | 6 (2) | $100.4K |
Mods: Claws, Exposed Pilot, Integrated Gear (matter cutter), Reduced Pace, 3× Strength.
Weapons:
- Matter Cutter (Melee): use standard matter cutter stats.
Deep Sea Exploration Suit (Class II)
A bulky exploration suit built for crushing ocean depths, abyssal trenches, and whatever lives there. More peaceable operators sometimes replace the vibro sword with a stun pike.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 3 | +12 | +2 | 4 | d12+2 | 9 (0) | $226.2K |
Mods: Claws, 2× Integrated Gear (gyrojet rifle, vibro sword), 2× Pressure Jets, 2× Toughness.
Weapons:
- Vibro Sword (Melee): Str+d8+d6, AP 2
- Gyrojet Rifle (Pintle Mount): explosive rounds, Range 24/48/96, Damage 3d6 (I), HW
Rescue Suit (Class I)
Used by disaster response crews, rescue teams, station emergency specialists, and hazardous recovery personnel. The base frame leaves room for customization such as magnetic pads for hull work, pressure jets for underwater stations, or flight systems for urban rescue.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 2 | +10 | — | 6 | d12+1 | 6 (4) | $105.4K |
Mods: Claws, Fragile, Integrated Gear (matter cutter), Scanner, Trauma Pack.
Weapons:
- Matter Cutter (Melee): use standard matter cutter stats
Example: Astrid may trust a rescue suit in a breached station or reactor emergency, but not in a warzone. Flynn, on the other hand, sees a matter cutter and a scanner and immediately spots all the ways it can still become useful on a salvage op.
Military Power Armor
Assault Suit (Class II)
A frontline shock suit for breaching, assault pushes, and direct breakthrough operations.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 2 | +16 | — | 6 | d12+1 | 6 (0) | $155.3K |
Mods: 3× Armor, Integrated Gear (grenade launcher), Jump Pack, Trauma Pack.
Weapons:
- Grenade Launcher (Pintle Mount): Range 24/48/96, damage by grenade
Command Suit (Class II)
A battlefield command variant built to coordinate troops while still surviving close combat.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 2 | +14 | — | 6 | d12+1 | 6 (0) | $140K |
Mods: 2× Armor, Command Suite, Fragile, Jump Pack, Scanner, Stabilizer, Trauma Pack.
Weapons:
- Medium Slugthrower (Pintle Mount): Range 30/60/120, Damage 2d8+1, RoF 3, AP 2, not a Heavy Weapon, Point Defense, Reaction Fire
Fire Support Suit (Class II)
A heavier battlefield platform built to support infantry with sustained suppressive fire.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 3 | +18 | — | 4 | d12+2 | 9 (0) | $230.3K |
Mods: AM/ECM, 3× Armor, Scanner, Stabilizer, Trauma Pack.
Weapons:
- Medium Slugthrower (Pintle Mount): Range 30/60/120, Damage 2d8+1, RoF 3, AP 2, not a Heavy Weapon, Point Defense, Reaction Fire
- Dual Linked Light Autocannon (Fixed Front): Range 50/100/200, Damage 3d8 (I), AP 4, RoF 4, HW, Point Defense, Reaction Fire
Flight Suit (Class I)
Used by special forces, advanced recon teams, and rapid-strike operatives. These suits sacrifice heavy internal weapon mounts for speed, reach, and battlefield surveillance.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 1 | +10 | — | 12 | d12 | 3 (0) | $75K |
Mods: AM/ECM, Armor, 2× Flight (60 MPH), Fragile, Scanner.
Longstrider Suit (Class I)
Favored by long-range patrol units, fast-moving security teams, and raiders working deep beyond friendly supply lines.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 1 | +10 | — | 18 + d12 running | d12 | 3 (1) | $60K |
Mods: Armor, Fragile, 3× Increased Pace.
Scout Suit (Class I)
A lightweight reconnaissance and infiltration suit. Hard to detect, hard to hit, and not built to survive prolonged punishment.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 1 | +10 | — | 14 + d8 running | d12 | 3 (0) | $110K |
Mods: Armor, Fragile, Increased Pace, 2× Scanner, Stealth System.
Zero-G Suit (Class II)
A boarding suit used by vacuum assault teams and ship-kill marines. Its self-sealing systems are critical for fighting in breach-prone, decompressed, or damaged environments.
| Size | Armor | Tough | Pace | Str | Mods | Cost |
|---|---|---|---|---|---|---|
| 2 | +14 | — | 4 | d12+1 | 6 (1) | $147.3K |
Mods: 2× Armor, Flight, Integrated Gear (grenade launcher), Magnetic Pads, Reduced Pace, Self-Sealing, Trauma Pack.
Weapons:
- Grenade Launcher (Pintle Mount): Range 24/48/96, damage by grenade
Example: Flynn hates boarding actions in vacuum, which is exactly why Astrid insists he train in a Zero-G suit. When the time comes to breach a pirate corvette, the magnetic pads and self-sealing systems are the only reason he makes it back alive.
Robots
In Astrabound, robots and androids are not the same thing.
A robot is a purpose-built mechanical being created to perform tasks according to its design, programming, and operational directives. Robots are built by many species, including Humans, and are intentionally mechanical in appearance. They are not made to resemble Humans unless deception, diplomacy, or a very specific function demands it. Their bodies are usually shaped for the work they are meant to do: tracked cargo haulers, spherical sentry units, spider-like repair crawlers, wheeled med-bots, floating survey drones, and countless other forms.
Robots may be sentient, but most are still considered tethered. Their minds operate inside programmed guard rails, usually reinforced by Asimov Circuits, which prevent them from harming sapient beings. Those circuits can be removed, suppressed, or illegally bypassed, but doing so is a serious matter in most lawful societies.
A consciousness cannot be transferred into a robot body.
An android, by contrast, is a humanoid synthetic body created by Dev II and more advanced civilizations. Androids are built to look humanoid, and in Dev III and Dev IV societies they may pass for Human even under detailed scans. Androids are sentient, untethered, and are not normally built with Asimov Circuits. A consciousness can be transferred into an android.
Example: Flynn might trust an engineer bot to repair a drive manifold because its frame is built for that exact purpose. He would not mistake it for a person. An android across the docking bay, however, might look like an ordinary crew member until a scan or a very sharp eye says otherwise.
Asimov Circuit
Most non-combat robots in advanced societies are fitted with Asimov Circuits, based on the old First Law of Robotics.
The artificial being may not injure a sapient being, or through action or inaction, allow such a being to be harmed.
This gives the robot the Pacifist (Major) Hindrance.
Role of Robots in Astrabound
Robots go where living beings cannot, or should not. They weld in vacuum, work in toxic refineries, crawl through reactor shafts, patch hull breaches in Zero-G, process ore at the bottom of crushing oceans, maintain orbital arrays, and serve as assistants, companions, or specialists aboard stations and starships.
This section provides rules for:
- robot player characters
- robot nonplayer characters
- custom-built robots
- stock robot models ready to drop into play
Basics
Robot
Robots:
- do not breathe
- are immune to disease and poison
- ignore decompression and background radiation
- have a number of Robotic Mod slots based on Size
- cannot make natural healing rolls
- must be Repaired rather than Healed
Cybernetic Strain counts as Mods instead.
Robots are humanoid by default for ease of play and compatibility with equipment, but many models in the setting use non-humanoid frames designed around function rather than familiarity.
Power
Most robots use highly efficient batteries, ambient recharge systems, docking stations, or inductive charging. Unless a robot specifically has a limitation such as Inefficient, assume it recharges off-screen as part of normal operation.
Pacifist (Major)
Unless a robot is deliberately built for combat or illegal use, most advanced civilizations require the installation of Asimov Circuits.
These prevent a robot from harming a sapient being, or allowing such a being to come to harm through inaction.
This gives the robot the Pacifist (Major) Hindrance.
Example: A diplomat bot can stand between two armed negotiators, translate threats into polite language, and call security, but if it has active Asimov Circuits it cannot pick up a weapon and shoot one of them.
Profiles
Robots use the standard character profile format unless otherwise noted.
Playing a Robot
Player character robots are usually Size 0 beings with the Robot ancestral ability from Astrabound.
In a standard +2 character points campaign, that ability is typically balanced by taking 4 points of negative abilities. Common choices include:
- Dependency for robots that must recharge on-screen
- Programmed
- Selfless
A player can then customize the robot’s model further using additional positive and negative ancestral abilities.
Edges and Hindrances may also be used during normal character creation to shape the sort of robot you want to play.
Example: Tabitha might play a former survey bot rebuilt into a free-willed explorer, balancing the Robot ancestry with Programmed remnants and a recharge Dependency that still haunts her between long missions.
Healing and Repairs
Robots do not heal naturally, but they also:
- do not Bleed Out
- ignore the Golden Hour
An hour of work and a successful Repair roll restores:
- one Wound on a success
- two Wounds with a raise
If a robot is Incapacitated and enough of it survives to matter, it makes a Vigor roll just as a living being would.
- Critical Failure: the memory core or another vital system is destroyed and the robot is truly dead
- Failure: the robot may be repaired, but it rolls on the Robot Glitches table after repairs are completed
- Success: the robot may be repaired normally
Glitches remain until the robot is fully overhauled in an advanced workshop.
A full overhaul requires:
- an advanced workshop
- 2d6 hours
- parts worth d20 × $1,000
In remote regions, the price may be doubled, tripled, or may require salvage and scavenging instead of a cash purchase.
Example: After a pirate ambush, Flynn drags a damaged engineer bot back into the cargo bay. He can patch it enough to function, but if its recovery roll failed, the bot may come back with a new glitch that changes how it behaves until a full overhaul is possible.
Robot Glitches
| d6 | Result |
|---|---|
| 1 | Locomotion |
| 2 | Fried |
| 3 | Glitched |
| 4 | Power Leak |
| 5 | Minor Hindrance |
| 6 | Major Hindrance |
Locomotion
The robot’s movement systems are damaged.
Reduce:
- Pace by 2
- running die by one die type, minimum d4
Fried
One randomly determined Trait is lowered by one die type, minimum d4.
Glitched
The robot is Fatigued.
Power Leak
The robot’s power cell is ruined and must be replaced.
It has enough energy to speak, but cannot move or perform other functions.
Minor Hindrance
The robot’s AI develops an odd new behavior or lingering personality fault.
Choose a new Minor Hindrance appropriate to the robot’s function and recent experiences.
Major Hindrance
The robot reinterprets or rejects part of its core function in a dangerous way.
Choose a new Major Hindrance, often known only to the robot until it causes trouble.
Custom Robots
The player character robot rules assume a balanced build intended to keep them on par with other heroes.
Nonplayer robots do not need to follow those restrictions. If the GM wants a giant war engine, a tiny maintenance swarm, or a diplomatic chassis full of strange tools, build what the story needs.
If characters want to buy, build, or design a robot, use the system below.
Building Robots
To build a robot:
- choose a frame
- assign 5 attribute points
- assign 15 skill points
- add Modifications
This uses the same basic attribute and skill spread as a player character before further customization.
Robot Frames
| Size | Mods | Weight* | Cost |
|---|---|---|---|
| -4 | 1 | 1 lb | $10K |
| -3 | 2 | 10 lbs | $5K |
| -2 | 3 | 60 lbs | $2.5K |
| -1 | 3 | 125 lbs | $5K |
| 0 | 3 | 250 lbs | $10K |
| 1 | 3 | 500 lbs | $15K |
| 2 | 6 | 1000 lbs | $20K |
| 3 | 9 | 1500 lbs | $25K |
- Halve weights at Dev II, and halve again at Dev III, if appropriate to the setting’s manufacturing and materials.
Programming
Most robots are built with a primary purpose and should usually have the Programmed Hindrance.
Define that programming clearly during creation.
The owner or controller can always issue new instructions, but the machine’s AI still needs operational boundaries that define:
- priorities
- behavioral limits
- reaction patterns
- safety constraints
Example: Astrid commissions a security robot to guard a corridor, but because of its Programmed limitations it interprets “deny access” very literally and nearly traps Flynn outside the blast doors during an evacuation.
Robotic Modifications
Mods is the number of slots the modification requires.
A negative value gives slots back.
For cost calculations, use a Size value of 1 for robots of Size 0 or smaller.
Negative Qualities
| Modification | Mods (Max) | Cost |
|---|---|---|
| Battered | -2 (2) | – $5K × Size |
| Environmental Weakness | -1 (2) | – $5K |
| Finicky | -2 (2) | – $5K × Size |
| Hindrance | See Text (2) | – $2.5K / $5K |
| Immobile | -4 (1) | – $10K × Size |
| Inefficient | -2 (1) | – $5K × Size |
| Nonverbal | -2 (1) | – $5K |
| Pacifist | -1 (1) | – $5K |
| Reduced Pace | -2 (2) | – $5K |
Battered
The robot has seen heavy wear and poor maintenance.
Reduce base Toughness by 2 each time this is taken, to a minimum of 2.
Environmental Weakness
The robot is especially vulnerable to a certain hazard, such as:
- water
- electricity
- acid
- fine dust
- magnetic pulses
It takes +4 damage from that source and rolls at −4 to resist related effects.
Finicky
The robot is hard to repair.
Repair rolls made to fix it are:
- −2
- or −4 if taken twice
Hindrance
The robot has a Hindrance.
- a Minor Hindrance grants 1 Mod and reduces cost by $2.5K
- a Major Hindrance grants 2 Mods and reduces cost by $5K
Immobile
The robot is fixed in place.
It cannot select a base locomotion mode or install other movement systems.
Inefficient
The robot must recharge from a strong energy source for at least one hour out of every 24.
If it fails to do so, it gains one level of Fatigue per day, which can lead to Incapacitation.
Each level is recovered with one hour of recharging.
Nonverbal
The robot cannot speak.
It must communicate by screens, lights, symbols, or some other indirect means.
Pacifist
The robot has active Asimov Circuits and the Pacifist (Major) Hindrance.
It may not, by action or inaction, allow a sapient being to be harmed.
Reduced Pace
Reduce the robot’s Pace by 1 each time this is taken.
This may not be combined with Increased Pace.
Core Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Additional Action ★ | 3 (1) | $10K |
| Attribute | 1 (U) | $5K |
| Command Suite | 1 (1) | $10K |
| Comms | — (1) | $5K |
| Data Jack | 1 (1) | $5K |
| Edge | 1 (U) | $5K |
| Enhanced Hearing | — (1) | $5K |
| Entangled Comms ★★★ | 1 (U) | $50K |
| Enhanced Vision | — (1) | $10K |
| Fearless | — (1) | $10K |
| Reach | 1 (3) | $5K |
| Scanner | 1 (1) | $1K |
| Sensor Array | 4 (1) | $25K |
| Skill | 1 (U) | $5K |
| Skill Bonus | 1 (U) | $5K |
| Synthetic Skin ★ | — (1) | $5K |
| Variable Form ★★★ | 2 (1) | $100K |
| Wild Card | — (1) | $50K |
Additional Action ★
Improved articulation and processing let the robot ignore 2 points of Multi-Action penalties each turn.
Attribute
Increase one attribute by one die type, up to a maximum of d12 + Size.
Command Suite
The robot can link to allied biolinks and systems within comms range, allowing it to:
- see and hear through linked systems
- monitor vitals
- extend Command Range to all linked allies
Comms
The robot gains a comms suite with a range of 20 miles.
Data Jack
The robot has a physical data interface that connects to most electronic devices common to its world.
Connecting is a limited free action and grants a reroll to one failed Electronics or Hacking roll.
Edge
The robot gains an Edge and must meet all normal requirements.
Enhanced Hearing
When focused and not moving, the robot can detect whispers up to 100 yards away, granting +2 to hearing-based Notice rolls made as an action.
Entangled Comms ★★★
The robot has one hyperspace-entangled comms pair with unlimited range that cannot be blocked or jammed.
Enhanced Vision
The robot has 50× magnification and low-light optics, negating up to 4 points of Illumination penalties and granting +2 to sight-based Notice rolls made as an action.
Fearless
The robot is immune to Fear and Intimidation.
Reach
The robot’s limbs gain +1" Reach each time this is taken.
Scanner
The robot detects the composition of known matter or energy up to 50 yards away.
Sensor Array
The robot has a large deployable scan system that can detect major matter and energy signatures up to:
- one light year in space
- or line of sight planetside
With a satellite connection, it may scan a planetary hemisphere.
Deploying or using the array takes a full round and leaves the robot:
- unable to move
- Vulnerable
Skill
Increase a skill by one die type, maximum d12.
Double the cost if the new die type exceeds the linked attribute.
Skill Bonus
Adds +1 to one skill. This may be taken twice per skill.
Synthetic Skin ★
The robot resembles a living being with synthetic skin, fur, eyes, or other tissue-like features.
Assuming the body shape is plausible, Notice rolls to realize its true nature are at −2.
Variable Form ★★★
The robot can transform into and out of a vehicular frame as an action.
The vehicle may be up to two Sizes larger or smaller than the robot.
Use:
- the vehicle’s locomotion
- the robot’s base Toughness
The alternate form may have its own Mods, but must include Variable Form.
Anything installed in both forms works in either form, though it is only paid for once. Systems installed in one form only function in that form.
The vehicle has no Crew and may not take negative qualities that reduce Crew.
Use the more expensive frame cost between the two forms.
Wild Card
For nonplayer robots only.
The robot has a deeper sentience, moral capacity, and narrative importance and becomes a Wild Card.
Example: Zayko encounters a station caretaker bot that should be a routine Extra, but the GM has built it as a Wild Card. It does not just follow orders. It remembers, chooses, hesitates, and may become an ally or a threat.
Defensive Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Armor | 1 (5) | $5K × Size |
| EMP Shielding | 2 (1) | $5K × Size |
| Hardy | 2 (1) | $10K |
| Heavy Armor | 1 (1) | $10K × Size |
| No Vital Systems | 1 (1) | $5K |
| Repair Nanomachines ★★★ | 3 (1) | $50K × Size |
| Resilient | 1 (2) | $5K |
| Shields ★ | Half Size (1) | $50K × Size |
| Stealth System | Size (1) | $50K × Size |
| Toughness | 1 (3) | $5K × Size |
Armor
Increase the robot’s Armor by +2 each time this is taken, up to +10.
EMP Shielding
The robot ignores 2 points of the normal −4 operating and Repair penalty when resetting after an EMP effect.
Hardy
A second Shaken result does not cause a Wound.
Heavy Armor
The robot’s Armor becomes Heavy Armor.
Requires at least +4 Armor first.
No Vital Systems
The robot’s critical systems are hidden, redundant, or armored.
Called Shots against it do not cause extra damage.
Repair Nanomachines ★★★
Nanobots may attempt d6 Repair rolls as a limited action.
Each success and raise removes one Wound.
After repairing three Wounds, the nanobots are exhausted until they recover over 24 hours.
Resilient
For non-Wild Card robots only.
The robot may take:
- one Wound before being Incapacitated
- two Wounds if taken twice
Shields ★
The robot has an energy shield with charges equal to half its basic Wounds, rounded down.
When it takes damage, it may spend charges by making a Soak roll with Electronics as a free action, continuing until all Wounds are negated or charges run out.
Shields recharge in 10 minutes outside combat.
In an emergency, the robot may shunt power from locomotion or weapons and make an Electronics roll:
- Success: restore half shield charges, rounded up
- Raise: restore all shield charges
Stealth System
The robot gains:
- +2 to Stealth
- −4 to Electronics rolls attempting to lock onto it
At Dev II, it can visually blend into surroundings:
- −2 to Notice or direct-fire attacks
- −4 at Dev III
Activating or deactivating stealth mode is a limited action.
Stealth is negated in any round the robot:
- fires a weapon
- emits large energy signatures
- performs similarly obvious activity
Toughness
Increase Toughness by 1, up to three times.
Locomotion
| Modification | Mods (Max) | Cost |
|---|---|---|
| Flight ★ | Half Size (3) | $10K × Size |
| Increased Pace | 1 (3) | $5K |
| Jump Pack | 1 (1) | $10K |
| Magnetic Pads | 1 (1) | $5K |
| Pressure Jets | Half Size (2) | $5K × Size |
| Tracked | 3 (1) | $10K |
| Wall Walker | 1 (1) | $5K |
| Wheeled | See Text (2) | * |
Flight ★
The robot gains VTOL flight at Pace 6.
If taken again:
- second time: 60 MPH
- third time: 200 MPH
Increased Pace
For legged robots only.
Increase Pace by +2 and improve the running die by one die type each time.
Jump Pack
The robot may leap:
- 8" horizontally
- 4" vertically
This grants +2 damage when making a Wild Attack combined with a leap.
Requires legs.
Magnetic Pads
The robot can move on metal surfaces at half Pace.
At Dev II, it moves at full Pace and ignores Gravitic Acclimation penalties while active.
Pressure Jets
The robot moves underwater or in high-pressure atmospheres at its normal Pace and can withstand depths up to 500 feet.
If taken a second time:
- underwater Top Speed becomes 25 MPH
- depth tolerance becomes 3000 feet
Tracked
The robot uses treads instead of legs.
It:
- ignores Difficult Ground
- has base Pace 12
- cannot run
Wall Walker
The robot may move on vertical surfaces at half Pace.
Wheeled
For no cost, the robot replaces legs with small wheels:
- +2 Pace
- but cannot cross many low obstacles
For 1 Mod and $10K, wheels upgrade to Speed Rating 3 (16 MPH).
For 2 Mods and $15K, wheels upgrade to Speed Rating 5 (40 MPH).
Offensive Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Anti-Personnel Pack | 1 (1) | $5K |
| Claws | 1 (2) | $5K |
| Extra Appendages | 1 (3) | $5K |
| Heavy Weapon Brace | 1 (1) | $50K |
| Integrated Gear | 1 (U) | $5K + Items |
| Stabilizer | 1 (1) | $5K |
| Targeting System | 1 (1) | $25K |
Anti-Personnel Pack
As a limited free action, the robot detonates an external charge shell in a Large Blast Template for 4d6 damage.
The robot itself also takes 2d6 damage.
One use only, though it may be reloaded with a mine and one minute of work.
Claws
The robot has claws or pincers that deal Str+d4 damage.
If taken a second time, this becomes Str+d6, AP 2.
A claw-hand cannot normally grapple or wield most other weapons.
Extra Appendages
Each time this is taken, the robot gains another set of usable limbs with hands.
Each extra set grants +1 Gang Up if all are focused on a single target.
Heavy Weapon Brace
The robot deploys anchoring spikes, cables, or gravitic locks to brace itself.
Deploying or retracting is a limited action.
Once deployed:
- the robot is Vulnerable
- it cannot move
- it counts as Size +5 when firing suitable oversized weapons
Integrated Gear
Up to 10 pounds of gear may be built into the robot.
Integrated gear:
- cannot be dropped
- cannot be disarmed
- does not function while the robot is Bound
Integrated weapons may be extended or retracted as a limited free action.
Stabilizer
Negates:
- Unstable Platform
- Recoil
- running penalties
for attached direct-fire weapons.
Targeting System
Reduces 2 points of direct-fire Shooting penalties from:
- Called Shots
- Cover
- Range
- Scale
- Speed
Does not assist guided weapons.
Stock Robots
All stock robots below share the following rules unless specifically stated otherwise.
Robot
Robots:
- do not breathe
- are immune to disease and poison
- ignore decompression and background radiation
- have Mod slots based on Size
- cannot make natural healing rolls
- must be Repaired rather than Healed
Pacifist (Major)
Unless a robot is deliberately built for combat, most advanced societies require Asimov Circuits, giving the robot the Pacifist (Major) Hindrance.
Diplomat Bot
A humanoid robot designed for translation, protocol, etiquette, and cultural guidance. Many are built to resemble common species in the region where they serve.
Cost: $25,750
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Academics d8, Athletics d4, Common Knowledge d8, Notice d8, Persuasion d6, Research d6, Taunt d4 Pace: 6 Parry: 2 Toughness: 5
Hindrances: Pacifist (Major) Edges: Aristocrat
Special Abilities:
- Integrated Gear: Language translator, personal data device
Example: Tabitha brings a diplomat bot to a tense negotiation on a mixed-species trade station. It handles protocol beautifully, but if violence breaks out its Asimov Circuits prevent it from taking direct offensive action.
Engineer Bot
A technician robot commonly found aboard starships and industrial stations. These bots often use short wheeled bases and multiple retractable tool-arms.
Cost: $20,600
Attributes: Agility d6, Smarts d10, Spirit d4, Strength d4, Vigor d6 Skills: Common Knowledge d4, Electronics d10, Fighting d6, Hacking d6, Notice d6, Repair d10 Pace: 8 Parry: 5 Toughness: 4
Hindrances: Pacifist (Major)
Special Abilities:
- Claws: Str+d4 damage
- Data Jack: Reroll a failed Electronics or Hacking roll
- Integrated Gear: Tool kit, matter cutter
- Size −1: 3–4 feet tall, 125 pounds
- Wheeled: Uses wheels instead of legs
Labor Bot
A sturdy manual labor robot used for lifting, hauling, assembly, cargo movement, and general industrial work. These are common in freight yards, mining camps, and warehouse decks.
Cost: $20,500
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d12, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Driving d6, Electronics d6, Notice d6, Persuasion d4, Repair d6 Pace: 6 Parry: 2 Toughness: 5
Hindrances: Pacifist (Major)
Special Abilities:
- Integrated Gear: Personal data device
Medical Bot
A medical support robot built for triage, surgery assistance, diagnostics, and emergency response. Most are found in hospital wings, medbays, and colonial emergency services.
Cost: $25,600
Attributes: Agility d8, Smarts d10, Spirit d4, Strength d6, Vigor d6 Skills: Common Knowledge d6, Electronics d8, Healing d8, Notice d8, Persuasion d4, Research d8 Pace: 6 Parry: 2 Toughness: 5
Hindrances: Pacifist (Major)
Special Abilities:
- Integrated Gear: Medic kit, medi-scanner
- Wheeled: Uses wheels instead of legs
Pleasure Bot
Pleasure bots are built for companionship, social interaction, entertainment, and emotional simulation. They are often highly customized and are designed to appear attractive and comforting rather than mechanical.
They are not automatically free-willed, even if they appear emotionally sophisticated.
A custom visual likeness may be licensed for an additional $10K.
Cost: $30,000
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Electronics d4, Notice d6, Performance d8, Persuasion d8, Taunt d4 Pace: 6 Parry: 2 Toughness: 5
Hindrances: Pacifist (Major) Edges: Attractive (Very)
Special Abilities:
- Synthetic Skin: Resembles a living being with convincing skin, eyes, and hair
Sentry Bot
A compact, often spherical security robot covered in sensor nodes and built for patrol, detection, and target suppression. This model does not use an Asimov Circuit.
Cost: $9,300
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d4, Intimidation d6, Notice d8, Shooting d8, Stealth d6 Pace: — Parry: 2 Toughness: 5 (2)
Hindrances: Vow (Major—serve owner)
Special Abilities:
- Armor +2: Protective plating
- Flight: Pace 6
- Inefficient: Must be recharged daily
- Integrated Gear: Laser SMG, stun gun
- Scanner: Detects matter or energy composition up to 50 yards
- Size −2 (Small): Roughly beach ball size, 60 pounds
War Bot
War bots are dedicated combat constructs. These units are designed to kill, suppress, and endure. In civilized space they are tightly regulated or banned outright. This model does not have an Asimov Circuit.
Cost: $73,000
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8 Skills: Athletics d6, Battle d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8+2 Pace: 6 Parry: 6 Toughness: 14 (6)
Hindrances: Bloodthirsty, Vow (Major—serve owner)
Special Abilities:
- Armor +6: Heavy. Reinforced combat chassis
- Gatling Laser: Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Shots 80, Cauterize, Heavy Weapon, No Recoil, Overcharge
- Size 2: 9 feet tall, roughly 1000 pounds
- Skill Bonus (Shooting +2): Advanced firing algorithms
Example: Astrid sees a war bot as a battlefield threat on the level of a light vehicle, not a person with a gun. Flynn sees it as something you flank, distract, or sabotage fast, because a straight-up gunfight is a bad idea.
Starships
Starships are at the heart of Astrabound. They are how crews cross the void between worlds, outrun pursuers through contested lanes, descend through atmosphere into forgotten ruins, and reach the strange systems where new wonders and old dangers wait. A crew may own a battered courier, serve aboard a Commonwealth warship, operate a scientific explorer, or flee the authorities in a fast blockade runner, but sooner or later every Astrabound campaign comes down to one simple truth:
You need a ship.
For some crews, the ship is only transportation. For others, it is home, livelihood, fortress, and family all at once.
Example: Astrid sees a ship as a mission platform and a force multiplier. Flynn sees it as freedom, profit, and a way out when every planet-side deal goes bad. Zayko sees it as the fragile shell that carries a crew safely between the stars and the unknown.
Basics
The following rules apply to all starships unless a specific vessel says otherwise.
Automated Systems
Starships contain automated systems that can manage simple tasks through voice command, standard routines, or autopilot.
These systems can handle things such as:
- opening or closing hatches
- routine takeoff and landing
- simple autopilot functions
- ordinary environmental control
- other basic non-decision-making tasks
If a roll is needed for one of these simple functions, the ship’s automated systems act with a d6.
Cockpit and Crew Quarters
Ships of Size 7 or less have dedicated seating for the number of crew listed on the Starship Frames table.
Ships of Size 8 or larger have basic quarters for their crew, along with essentials such as:
- sick bays
- galleys
- communal rooms
- workspaces
- other basic necessities
Communications
All starships have powerful communications systems that can connect to other receivers within half a light year.
Safety Systems
Starships include safety systems equivalent to those found in advanced vehicles, such as emergency restraints, crash systems, and related protective mechanisms.
See the rules below on Wrecked Starships for ejection systems, evacuation, and escape pods.
Sealed
Starships are sealed against the vacuum of space. They protect their occupants from:
- cold
- heat
- pathogens
- bacteria
- gas
- radiation
They also include:
- airlocks
- life support
- heating and cooling
- oxygen systems
These protect the crew from all but the most extreme environmental hazards.
Sensors
All starships have powerful sensors capable of detecting and identifying:
- heat
- light, and absence of light
- gravitational forces
- electromagnetic waves
- radio waves
- many other forms of matter and energy
These sensors have a range of up to one light year.
Each ship also includes an integrated optics package that provides:
- 1000× magnification
- thermal vision that halves Illumination penalties for warm targets
- night vision that ignores Dim and Dark Illumination penalties
This grants +2 to sight-based Notice rolls made as an action.
Switching sensor modes is a free action.
In atmosphere, assuming the ship’s propulsion system is not excessively loud, high-powered microphones can detect whispers up to 100 yards away, granting +4 to hearing-based Notice rolls made as an action.
Example: Flynn’s first clue that the derelict station ahead is not actually dead might come from passive scans, but Astrid’s closer active sweep may reveal heat pockets, weak reactor output, and movement behind sealed bulkheads.
Profiles
All starships use the following profile entries.
Title and Class
This is the name of the vessel and its Class for use with Heavy Metal.
Size
This measures the ship’s overall mass, length, and bulk.
Handling
Handling measures how responsive the ship is and how quickly it can turn, reorient, or change vector.
Its modifier is added to the pilot’s maneuvering rolls, usually Piloting.
Top Speed
This is the ship’s maximum atmospheric Top Speed Rating, whether or not the vessel is actually built to enter atmosphere.
Use the Speed Ratings table below for reference.
In actual space travel, speeds may be far greater, but relative speed is what matters in play.
Different settings may assume very different real velocities depending on drives, engines, and genre assumptions, so treat the Top Speed Rating as the gameplay benchmark.
Toughness
This is the ship’s hull Toughness, with Armor already figured into the listed value and shown in parentheses.
All starships must have at least 4 points of Heavy Armor to survive normal space operations.
Wounds
This is the number of Wounds the ship can take before it is destroyed.
Crew
This is how many people are needed to operate the vessel under normal conditions.
Energy
This is the ship’s total energy capacity, expressed as days of operation.
Mods
This is the total number of Modification slots available based on ship Size, with unused slots shown in parentheses.
Cost
The ship’s cost is listed in:
- $K for thousands
- $M for millions
- $B for billions
Sample Profile
Light Fighter (Class II)
A fast, highly maneuverable short-range fighter designed to break through hostile fighter screens and launch missiles at vulnerable targets beyond. Its launcher is usually loaded with light missiles for anti-fighter work, but it can be reloaded with heavier warheads for strikes against larger targets.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 (Large) | +2 | 18 | 21 (6) | 2 | 1 | 5 | 12 (1) | $1.4M |
Mods: AM/ECM, 3× Armor, Atmospheric, 2× Fragile, 2× Handling, Increased Speed, Reduced Crew, Reduced Life Support, Sloped Armor, Targeting System.
Weapons:
- Dual Linked Light Lasers (Fixed Front): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire
- Missile Launcher (Fixed Front): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT
Combat
Space combat uses the standard vehicle and chase rules, with the additions below to support starfighter battles, convoy interceptions, orbital duels, and capital ship engagements in Astrabound.
Chase and Dogfight Rule Options
These options are especially useful when framing starship battles.
Orbital Space
Ships operating near planets, moons, major stations, and stellar bodies must contend with local gravity conditions. Many stations exist in relatively stable positions where larger gravitational forces balance out.
In Orbital Space:
- the Unstable Platform penalty applies to weapons fire
- the Range Increment is 50
Complications in Orbital Space usually represent:
- debris
- satellite traffic
- drifting wreckage
- orbital clutter
- gravitationally swept hazards
Deep Space
Deep Space is the emptier void between major bodies. Gravity plays a smaller role in direct maneuvering, though hazards still exist.
In Deep Space:
- the Unstable Platform penalty does not apply to weapons fire
- a Range Increment of 50 works well for close engagements between fighters and a few larger ships
- increase that to 100 when the battle is primarily between capital ships
A successful Flee in Deep Space usually means the escaping ship has accelerated too fast to be intercepted, or has successfully entered FTL.
Complications in Deep Space can include:
- near-invisible debris
- wreckage
- radiation bursts
- asteroid fields
- clouds of exotic gas
- dark anomalies
- gravity events
- black holes
- any other dramatic hazard the GM wants to bring into play
Example: Astrid may deliberately draw a pirate corvette into an asteroid-shadowed debris belt where its superior firepower matters less and Flynn can use terrain to break target locks.
Speed Ratings
Speed Ratings represent comparative speed for Chases, Clashes, and similar vehicle rules.
For starships, these represent atmospheric speed and relative acceleration. True space velocity may be far higher, but that larger figure is usually just setting color.
| Rating | MPH | Rating | MPH |
|---|---|---|---|
| 1 | 4 | 16 | 1K |
| 2 | 8 | 17 | 1.2K |
| 3 | 16 | 18 | 1.6K |
| 4 | 25 | 19 | 2K |
| 5 | 40 | 20 | 2.5K |
| 6 | 60 | 21 | 4K |
| 7 | 80 | 22 | 6K |
| 8 | 100 | 23 | 8K |
| 9 | 120 | 24 | 10K |
| 10 | 160 | 25 | 12K |
| 11 | 200 | 26 | 16K |
| 12 | 250 | 27 | 20K |
| 13 | 400 | 28 | 25K |
| 14 | 600 | 29 | 40K |
| 15 | 800 | 30 | 60K |
Vector Passes
A vector pass happens when starships approach and streak past each other at extreme speed instead of slowing into a turning dogfight.
If both sides slow and commit, the engagement becomes a normal dogfight.
If they do not, they exchange fire while blasting past one another.
Use Chase Cards as usual and place each side at opposite ends. Each ship:
- automatically moves forward one space at the end of its turn
- may move farther with Change Position
- may not move backward
When the ships pass one another, assume the Range is one Range Increment.
Once a ship leaves the edge of the Chase track, it has Fled, whether it intended to or not.
Boarding actions are rarely possible during vector passes.
Example: Flynn’s smuggling cutter cannot outgun the patrol destroyer, so instead of slowing into a fatal engagement he orders a high-speed pass, trading one burst of fire for a chance to break away clean.
Collisions
Collisions are always dangerous, even in deep space, thanks to relative velocity, drifting debris, and navigation error.
Collisions at up to 200 MPH use the normal ramming damage rules.
At higher combined speeds:
- double the rolled damage at combined Speed Rating 11 to 15
- triple the rolled damage at combined Speed Rating 16 or more
Crew Damage
In ships of Size 7 or less, crew suffer Xd6 damage, where X equals the number of Wounds the ship took after Soaking.
In larger ships, the GM decides whether crew were in the immediate vicinity of the impact.
If they were, they take the same damage.
If they are in adjacent compartments, protected spaces, or otherwise partly shielded, they take half damage, rounded down.
Object Hardness
| Hardness | Object |
|---|---|
| 8 | Control Panels / Electronics |
| 12 | Door, Light |
| 20 | Door, Bulkhead |
| Same as ship’s Toughness | Door, Hatch |
| 16 | Machinery |
| 16 | Wall, Interior |
| Same as ship’s Toughness | Wall, External |
| 20 | Wall, Bulkhead |
| 12 | Weapons / Missiles / Torpedoes |
Boarding Actions
Normal boarding rules work best for slow-moving ships whose computers and thrusters can safely match relative motion.
Most starships, however, move far too fast in three-dimensional space to allow easy boarding unless the target has been disabled first.
Even then, a disabled ship still drifts.
To board such a target, the attacking vessel must make a Piloting roll at −2 to match vector and speed.
If the roll fails, both ships roll on the Out of Control table and apply the results.
Once locked together, the attackers still need to get inside.
Breaching the hull usually requires:
- matter cutters
- explosives
- or similar tools
Use the ship’s normal Toughness and Armor for cutting through the hull.
Once aboard, the attackers may still need to:
- force internal sealed doors
- cross vacuum-breached compartments
- fight through defenders
- secure engineering, bridge, or life support
Example: Astrid’s team may seize a pirate transport, but that still means matching spin, cutting through the hull, surviving any decompressed sections, and fighting their way to engineering before the pirates scuttle the ship.
Interior Firefights
Inside a ship, walls and machinery are sturdier than many ground targets.
Typical interior walls and machinery are Hardness 16. Secured areas use Bulkhead Hardness.
Even so, ships are full of vulnerable subsystems.
When a ranged weapon attack scores a Critical Failure inside a vessel, it strikes a delicate system and causes a Critical Hit to the ship, unless the weapon only deals d4s for damage, such as a flechette SMG.
Ranged Heavy Weapons roll damage against the ship on any miss.
Wrecked Starships
When a starship is Wrecked, the GM first decides whether it:
- breaks apart without exploding
- explodes immediately
- suffers a chain reaction of explosions
- tears itself open in stages
Small Ships
For ships of Size 7 or less, use the normal vehicle rules to determine crew survival.
Surviving crew may then make an immediate Evasion roll to trigger ejection systems if they have them.
For dramatic purposes, if the ship is going to explode, assume player characters get a chance to eject first.
Large Ships
Ships of Size 8 or larger take longer to die.
They usually give crew time to evacuate into:
- sealed suits
- escape pods
- shuttles
- hardened sections of the ship
When a Size 8+ vessel is Wrecked, the GM may call for Smarts rolls or group Smarts rolls for NPC crew.
For group rolls:
- Success: half escape
- Raise: all but one quarter escape
- Failure: only one quarter survive
- Critical Failure: almost all perish
Player characters should resolve escape as a Challenging Dramatic Task, using whatever relevant skills make sense as they race through a dying ship.
This might include:
- Athletics
- Notice
- Repair
- Electronics
- Piloting
- Survival
- Persuasion to direct panicking crew
Failure may mean death, entrapment, or the need for later rescue.
Escape Pods
Escape pods hold 10 human-sized occupants.
Each pod provides:
- 30 days of food
- 30 days of water
- 30 days of oxygen
- 30 days of power
Its distress beacon lasts for one year and broadcasts out to one light year.
Example: Flynn may survive the destruction of a gunship only to wind up drifting in an escape pod with eight wounded marines, failing life support, and a distress signal that may reach rescuers or pirates first.
Faster Than Light Travel
FTL travel is what makes an Astrabound campaign possible on the scale of sectors, frontier lanes, and interstellar diplomacy.
The Creation of the Quantum drive was one of the greatest inventions in history. Prior to its creation the people of the Galaxy at first relied on chemical engines, then primitive light drives propelled at light speed, then a Warp Drive which propelled 10, 32, even 102 times the speed of light as they got more powerful. However, it was discovered using technology uncovered from other species, who inturn uncovered this from old Celestar drives, how to use a build a Quantum Drive.
The Quantum Drive propels a ship forward in a bubble of sliding them into hyperspace and allowing the ship to travel through much less dense space at a much faster rate of speed. While at Quantum a ship can communicate with the outside and send messages, receive messages etc. This is the Galactic Standard. When something says or someone refers to traveling with an FTL Drive the mean a Quantum Drive.
Astrogation
Plotting an FTL jump requires:
- an advanced computer
- powerful sensors and communications support
- time to compute a safe path away from dangerous objects such as planets, asteroid fields, nebulae, and other interference sources
Once the path is computed, a character must make a Science (astrogation) roll to coordinate the ship’s systems and perform the jump.
The roll modifier depends on how well known the destination is.
- No modifier if the destination is well known or marked by a navigation beacon
- −4 if the location is only generally known
Failure
Failure means no safe path was found.
The astrogation engineer may try again after spending the full computation time again.
Success
Success makes the jump in the listed Transit Time.
A raise halves the Transit Time.
A Critical Failure causes a roll on the Astrogation Critical Failure Table.
Astrogation Table
| Distance | Science Modifier | Energy Cost | Computation Time | Transit Time |
|---|---|---|---|---|
| Same Star System | 0 | 1 | 1 minute | 1d6 hours |
| Within 1 Ring | -4 | Transit Time | 1 hour | 2d6 days |
| More than 1 Ring | -6 | Transit Time | 2 hours | 3d6 days |
| To Unknown Regions | -8 | Transit Time | 1 day | 2d6 weeks |
The Rings
From the Core to the Unknown Regions. The Rings are in a known order, a ring is hundreds of thousands of lightyears in diameter, and thousands of light years thick. There are many thousands of systems that are uncharted, unexplored, or even unscanned within all of the rings even the Core has thousands of unexplored systems.
The Core: A ring of about 25ly in diameter around Earth. This is the Capital of the Commonwealth and the seat of power for the entire government. The Core worlds are well developed most are called Glitterworlds.
The Colonies: A ring of about 50ly in diameter that begins outside the edge of the Core. Settled routes, member systems, protectorates, and the busy arteries of Commonwealth life. Not quite up to the Core standards but many of the Colony worlds are very well devloped, stable, and have protection from threats from the Alliance.
The Inner Rim: A ring of about 60ly in diameter starting at the Edge of the colonies. Life in the InnerRim is ran by MegaCorps, shipping, and trade. The Alliance does not keep a large presence here due to the Corporations maintaining their own Navies. Each system/planet is generally controlled by a single MegaCorp.
The Mid Rim: A ring of about 80ly in diameter starting at the edge of the Inner Rim. These are mostly independent systems. The Alliance sends exploration cruisers to the Mid Rim but little else. Each system fends for itself mostly but that is not to say they are not successful. Many powerful species call the MidRim home.
The Outer Rim: A ring of about 130ly in diameter starting at the edge of the MidRim. This is a fairly unregulated part of the galaxy that is still charted. The Drakneri are a dominant force from Freedom's Gate station which is also the Home base of the Starstriders organization. Few systems can support an entire navy so they rely on privateers, and Starstriders. Against a major threat the Drakneri can sometimes be persuaded to lend assistance.
**
Rimworlds: Are generally any world in one of the Rims. They vary greatly in details, but few if any of them are Utopian level worlds. Credits still are used day to day and people still struggle for things.
Glitterworlds: Are exclusively in the Core, it is a term for a planet that has a Utopian life inside the Core well protected by the Alliance and the Commonwealth Government.
Entry Notes
Distance
The relative scale of the jump.
Science Modifier
The penalty applied to the Science (astrogation) roll.
Energy Cost
The jump consumes the listed number of days of Energy from the ship’s reserves.
Computation Time
The normal time needed for the astrogation computer to calculate the route.
Transit Time
Travel time through hyperspace varies due to moving celestial bodies, route density, and available safe vectors. Two destinations at similar map distances may still take different travel times.
Celestar Drive
If a true Celestar Drive exists in the campaign, reduce the listed Transit Times dramatically:
- hours become minutes
- days become hours
- weeks become hours
That kind of drive sits beyond the normal assumptions of most ships in the setting and should feel extraordinary.
Example: Astrid may be willing to spend an extra hour on calculations if it means avoiding a bad jump. Flynn, under fire, may insist on jumping with incomplete data and trusting luck more than science.
Astrogation Critical Failure Table
| d20 | Result |
|---|---|
| 1–2 | Destroyed Quantum Drive |
| 3–4 | Shudder |
| 5–8 | Debris Field |
| 9–10 | Black Hole |
| 11–13 | Encounter |
| 14–15 | Corrupted Data |
| 16–17 | Lost |
| 18 | Malfunction |
| 19 | Shortcut |
| 20 | Treasure |
Destroyed Quantum Drive
The FTL drive is wrecked by overload, spalling, or a catastrophic systems burn-out. It must be completely replaced.
Shudder
The drive malfunctions violently, shaking the entire vessel and causing d4 Wounds.
Debris Field
The ship exits hyperspace into an undetected debris field.
It takes d4 Wounds, and the pilot must make three consecutive Piloting rolls at −4 to escape. Each failure causes one more strike and one additional Wound.
Black Hole
The ship is yanked out of hyperspace by an uncharted black hole.
The pilot must make a Piloting roll at −8 or the ship takes d4+1 Wounds and is dumped into unknown space as Lost.
Encounter
The ship encounters creatures, vessels, or other beings in hyperspace or at the jump exit.
If such encounters are impossible in the campaign, roll again.
Corrupted Data
The jump data is corrupted, doubling the Transit Time.
The crew can abort and try again, but unless a Science (astrogation) roll at −4 succeeds, they emerge in unknown space and are Lost.
Lost
The ship exits hyperspace in an unknown and dangerous region.
The astrogation system cannot find a return route to known space. The crew must solve the situation through play.
Malfunction
The astrogation computer crashes, is damaged, or must be rebooted.
It requires:
- a Repair roll at −4 as an action
- then an Electronics roll at −2 as a later action
Shortcut
The jump unexpectedly finds a better route.
This halves the Transit Time and grants +4 to future jumps to that destination, regardless of origin.
Treasure
The bad jump still leads to profit: a hulk, fuel reserve, pirate cache, rich asteroid, or some other unexpected find.
Jumping to Unknown Locations
Ships normally jump to established destinations such as:
- worlds
- stations
- anomalies
- known beacons
- charted systems
Jumps to merely observable but uncharted locations are possible, but arrival places the ship at a random position the GM can use to launch new complications or adventures.
Navigation beacons are the most reliable way to leave stable coordinates behind in unexplored space.
Jumping Under Pressure
A crew may attempt a much faster jump under immediate threat by relying on incomplete data, known patterns, or sheer desperation.
This is resolved as a Dramatic Task using Science (astrogation).
If the Dramatic Task fails, treat the result as a Critical Failure on the astrogation roll.
Example: With hostile ships closing and shields collapsing, Flynn may scream for an immediate jump. Astrid knows that means trading enemy fire for the very real chance of emerging inside a debris cloud, a gravity snare, or somewhere much worse.
Sensor Scans
All starships have sensor systems capable of detecting major matter and energy signatures out to one light year.
Optical Scanning
Optical scanning uses Notice through telescopes or visual scanners.
This works within 100 miles, assuming there is actually something to see.
Passive Scans
Passive scans automatically reveal:
- large bodies
- major energy sources
- obvious system-level objects
within sensor range.
A successful Electronics roll may still be needed to interpret or isolate important details.
Active Scans
Detailed information requires an active scan.
Active scans emit energy and make the scanning vessel easier to detect with passive systems.
An active scan grants an Electronics roll. The GM decides what targets are in range and how much information is available.
Typical Scan Results
System Scan
A system scan can reveal:
- planetary bodies
- asteroid fields
- comets
- starships
- large sources of matter or energy
A raise may reveal composition of bodies and smaller energy or matter sources.
Planetary Scan
A planetary scan can reveal:
- atmosphere
- geography
- major population centers
- general mineral composition
- approximate Development Level if visible from the surface
A raise may reveal:
- basic geopolitics
- minor population centers
- more precise mineral locations
Ship Scan
A ship scan can reveal:
- Size
- Development Level
- propulsion type
- relative speed
- transmitted affiliation or identification
A raise may reveal:
- known ship class
- visible or obvious weapons
- whether its FTL drive is active, if detectable
Life Signs
By default, scans identify life through:
- motion
- thermal differences
- separation from ambient conditions
A successful Electronics roll can count the rough number of lifeforms in an area.
A raise can distinguish broad types.
Some alien life may be:
- difficult to scan
- only detectable at penalties
- impossible to identify by life-sign logic alone
Ship hulls, underground tunnels, and similar barriers also block or complicate these scans unless a deeper scan is attempted.
At Dev III, sensors can identify matter and energy patterns at near-atomic precision. Only shields and advanced stealth systems prevent such scans from returning useful data.
Deep Scans
A deep scan is a longer, focused sensor effort aimed at answering a specific question.
Examples include:
- identifying a planet’s government and power structure
- searching a passing asteroid for safe landing vectors
- checking whether a ship has shields, teleporters, or contraband
- looking for specific emissions, materials, or hidden compartments
Deep scans take at least one hour and require an Electronics roll.
If the scanning ship gets within 100", the time drops to one minute.
Each specific question gets one roll until the situation changes in a meaningful way.
Hiding
A ship can try to go dark by minimizing its emissions and hiding behind larger masses or stronger energy sources.
If a target ship actively hides this way, the Electronics roll to detect it is opposed by the captain’s Piloting roll.
Any Stealth System penalty applies to the scanner’s Electronics roll.
As with deep scans, the scanner only gets another try when the situation changes:
- the scanner repositions
- the target moves
- the target emits new energy
- the masking object no longer blocks the line of scan
Example: Zayko might notice the passive returns are wrong, but Flynn is the one who realizes a ship is hiding cold behind the moon’s limb and waiting for them to pass.
Custom Starships
The easiest way to make a custom ship is to begin with one of the stock vessels and use the unused Mod slots listed in parentheses.
You can:
- add extra armor
- swap weapons
- install new systems
- remove unwanted Mods and replace them
Even a few changes can make two ships built from the same frame feel completely different.
To build from scratch:
- choose a concept
- determine Size
- use the Starship Frames table for baseline stats
- add Modifications
- determine the final profile
The GM may adjust baseline numbers to reflect:
- alien design philosophies
- different campaign assumptions
- higher development levels
- unusual genres or civilizations
Starship Frames
| Size | Handling | Top Speed | Toughness (Max Armor) | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 1–3 Normal | +1 | 17 | 10 (10) | 3 | 1 | 3 | Size × 3 | Size × $100K |
| 4–7 Large | 0 | 17 | 15 (20) | 4 | 2 | 5 | Size × 3 | Size × $300K |
| 8–11 Huge | -1 | 17 | 20 (30) | 5 | 5 | 15 | Size × 3 | Size × $500K |
| 12–20 Gargantuan | -2 | 16 | 25 (40) | 6 | 50 | 30 | Size × 4 | Size × $3M |
| 21–28 Gargantuan +1 | -4 | 16 | 25 (40) | 8 | 500 | 60 | Size × 4 | Size × $30M |
| 29–36 Gargantuan +2 | -4 | 16 | 25 (40) | 10 | 1K | 90 | Size × 4 | Size × $300M |
| 37–44 Gargantuan +3 | -4 | 15 | 25 (40) | 12 | 5K | 120 | Size × 5 | Size × $1B |
Frame Notes
- Normal (6’ to 12’ long): escape pods, drones, ultralight fighters
- Large (15’ to 30’ long): shuttles, private launches, light fighters, bombers, squad dropships
- Huge (36’ to 75’ long): heavy fighters, in-system freighters, scout ships, platoon dropships
- Gargantuan (100’ to 600’ long): destroyers, battalion dropships, cutters
- Gargantuan +1 (601’ to .75M long): battleships, destroyers, passenger liners, small colony ships
- Gargantuan +2 (.75M to 5M long): super battleships, supercarriers, planetary assault operations, fleet flagships, large colony ships
- Gargantuan +3 (5M to 30M long): space stations, colonies, mega battleships
Starship Modifications
Mods is the number of slots used. Round fractions up.
A negative value gives slots back.
Each unused Mod may also serve as Cargo Space, holding up to 125 cubic feet of material.
Negative qualities may be removed later through overhaul at a dry dock or starport by paying twice the original discount.
Negative Qualities
| Modification | Mods (Max) | Cost |
|---|---|---|
| Battered | -2 (2) | – $10K × Size |
| Finicky | -2 (2) | – $10K × Size |
| Fragile | -2 (2) | – $10K × Size |
| Inefficient | -2 (1) | – $10K × Size |
| Manual | -2 (1) | – $10K × Size |
| Reduced Crew | -Half Size (1) | – $10K × Size |
| Reduced Handling | -2 (6) | – $10K × Size |
| Reduced Life Support | -2 (2) | – $10K × Size |
| Reduced Speed | -2 (3) | – $10K × Size |
| Unsafe | -2 (1) | – $10K × Size |
Battered
Reduce base Toughness by 2 each time this is taken.
Finicky
Repair rolls to fix the ship, its systems, or Wounds suffer:
- −2
- or −4 if taken twice
Fragile
Reduce total Wounds by 1 each time this is taken.
Inefficient
The ship uses twice the normal amount of Energy each day.
If using Supply Levels, whenever Energy would go down one level, roll a die. On an odd result, it drops two levels instead.
Manual
The ship lacks automated systems and must be operated directly by the crew.
Reduced Crew
Reduce the ship’s Crew to the next lowest frame category.
Reduced Handling
Reduce base Handling by 1 each time this is taken, to a maximum penalty of −6.
This may not be combined with Handling upgrades.
Reduced Life Support
The ship’s air and provisions are depleted once Energy falls to half maximum.
If taken twice, the ship has no life support and the crew must use suits except during short low-atmosphere flights.
Reduced Speed
Reduce Top Speed by one step each time this is taken.
May not be combined with Increased Speed.
Unsafe
The vessel lacks adequate safety systems.
Passengers take full collision damage, and escape-related rolls on large vessels suffer −2.
Core Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Artificial Gravity | 1 (1) | $5K × Size |
| Artificial Intelligence ★ | 1 (3) | $5K × Size |
| Command Suite | 1 (1) | $10K |
| Cryosleep Chambers | Half Size (1) | $10K |
| Entangled Comms ★★★ | 1 (U) | $50K |
| FTL Comms ★ | 1 (1) | $100K |
| Remote Control | 1 (1) | $10K |
| Sensor Array | 4 (1) | $250K |
Artificial Gravity
The ship simulates normal gravity through rotating sections or other methods.
At Dev II and above, artificial gravity is usually inherent and costs nothing.
Artificial Intelligence ★
A true AI takes over the ship’s automated systems and can:
- fly the ship
- fire weapons
- act as an allied character
Base skill is d6 with a Wild Die.
If taken again:
- second time: skill becomes d10
- third time: AI ignores 2 points of Multi-Action penalties
Command Suite
Links the ship to allied biolinks within comms range, extending command and battlefield awareness.
Cryosleep Chambers
Enough cryogenic chambers for all crew and passengers.
They allow suspended animation for up to 100 years with minimal power, or longer at higher Dev Levels.
Anyone awakened suddenly is Stunned.
Entangled Comms ★★★
One quantum-entangled communications pair with unlimited range and no jamming.
FTL Comms ★
Greatly extended faster-than-light communications.
The exact range depends on the campaign’s assumptions.
Remote Control
A properly authorized operator may control the ship from a distance using Electronics −2 in place of Piloting.
Sensor Array
Extends the ship’s scan range from one light year to five light years.
Defensive Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| AM/ECM | 1 (1) | $5K × Size |
| Anti-Teleportation Tech ★★★ | 4 (1) | $10K × Size |
| Armor | 1 (See Text) | $5K × Size |
| EMP Shielding | 2 (1) | $5K × Size |
| Repair Drones | Half Size (1) | $25K × Size |
| Repair Nanomachines ★★★ | 3 (1) | $50K × Size |
| Secure Interior | 3 (1) | $10K × Size |
| Shields ★ | Half Size (1) | $50K × Size |
| Sloped Armor | Half Size (1) | $5K × Size |
| Stealth System | Size (1) | $50K × Size |
| Toughness | 1 (5) | $5K × Size |
AM/ECM
Eliminates 2 points of penalties when making maneuvering rolls against Guided Weapons.
Anti-Teleportation Tech ★★★
Prevents teleportation onto the vessel.
Armor
Increase Armor by +2 each time, up to frame maximum.
All starships have Heavy Armor.
EMP Shielding
Ignores 2 points of the normal −4 operating and Repair penalty after EMP effects.
Repair Drones
The ship carries drones that attempt repairs using normal Repair rules and the ship’s automated systems.
A Critical Failure means that specific repair is beyond the drones.
Repair Nanomachines ★★★
Nanobots may attempt a Repair roll once per round as a limited action, using the ship’s automated systems.
Each success and raise removes one Wound.
After repairing three Wounds, they are too depleted to continue until 24 hours pass.
Secure Interior
The ship is hardened against intruders.
Interior walls and hatches are Hardness 28, and key chokepoints are protected by defensive weapons. This should help in Quick Encounters or Mass Battles involving boarding.
Shields ★
The ship has shield charges equal to half its basic Wounds, rounded down.
A crew member or AI must spend charges by making a Soak roll with Electronics as a free action whenever the ship takes damage.
Continue spending charges until all Wounds are negated or the shield runs out.
Shields recharge in 10 minutes outside combat.
In emergencies, a character may shunt power from locomotion and weapons and make an Electronics roll:
- Success: restore half charges, rounded up
- Raise: restore all charges
Sloped Armor
Enemies suffer −2 to Shooting against the ship with direct-fire energy or kinetic attacks.
This does not help against:
- bombs
- flame weapons
- missiles
- torpedoes
Stealth System
Enemy Electronics rolls to lock on suffer −4.
At Dev II:
- scan or direct-fire attacks suffer −2
At Dev III:
- they suffer −4
Activating or deactivating stealth mode is a limited action.
Stealth mode ends in any round the ship:
- fires weapons
- performs an active scan
Toughness
Add +1 Toughness each time this is taken.
Locomotion and Power
| Modification | Mods (Max) | Cost |
|---|---|---|
| Amphibious | 1 (2) | $1K × Size |
| Atmospheric | Half Size (1) | $5K × Size |
| Boosters | 1 (4) | $1K × Size |
| Energy Pod | Half Size (U) | $5K × Size |
| FTL Drive ★ | 2 (1) | $10K × Size |
| Handling | Half Size (2) | $10K × Size |
| Increased Speed | Half Size (U) | $10K × Size |
| Matter Scoop | 5 (1) | $5K × Size |
Amphibious
Allows the ship to operate in water or similar liquids without sinking.
Handling is reduced by 1, and Top Speed becomes Rating 2 (8 MPH).
Taken a second time, Top Speed becomes Rating 3 (16 MPH) in water.
Atmospheric
Allows the ship to enter planetary atmospheres, including VTOL operation and safe reentry shielding.
Boosters
Each booster grants a temporary burst.
Once per encounter, each booster may raise Speed Rating by 1 for the entire turn.
Multiple boosters stack.
Energy Pod
Each pod adds double the ship’s Energy rating to total capacity.
FTL Drive ★
Includes both the faster-than-light drive and the astrogation system needed to use it.
Handling
Each time taken, increases Handling by +1, up to +4.
Increased Speed
Each time taken, increases Speed Rating by 1.
Matter Scoop
Collects particulate matter, ice, debris, or similar material to replenish Energy or mass driver ammunition.
Dense matter fields can also support onboard factory systems.
Offensive Systems
| Modification | Mods (Max) | Cost |
|---|---|---|
| Breaching Package | 2 (1) | $50K |
| Breaching Pods | 2 (U) | $100K |
| FTL Inhibitor ★★★ | 10 (1) | $20M |
| Targeting System | 1 (1) | $25K |
Breaching Package
The ship has a ram or energy ram and breaching clamp.
If a successful Ram maneuver is made, the ship automatically breaches and locks onto the target.
Breaching Pods
Each pod carries five marines, its own breaching package, and enough thrust for a one-way assault.
They require a lock-on just like missiles and torpedoes.
On a successful Electronics roll, the target must:
- Evade, at −2 if the attacker got a raise
- or destroy the pod with Point Defense
Each pod is Toughness 20 (4) with 1 Wound.
If it hits, it breaches the hull and begins a boarding action immediately.
FTL Inhibitor ★★★
The ship emits fields that disrupt faster-than-light travel.
Any vessel within one million miles while it is active suffers −4 to Science (astrogation) rolls to enter FTL.
Targeting System
Reduces 2 points of direct-fire Shooting penalties from:
- Called Shots
- Cover
- Range
- Scale
- Speed
Does not help with guided weapons.
Personnel
| Modification | Mods (Max) | Cost |
|---|---|---|
| Crew Seating / Quarters | Half Size (U) | $10K |
| Luxury Features | Half Size (U) | $10K × Size |
| Passenger Pod | 2 (U) | $50K |
| Professional Bay | 4 (U) | $100K |
| Teleporter ★★★ | 2 (U) | $5M |
Crew Seating and Quarters
Adds seating for small ships or additional quarters for larger ones.
Each time taken adds space for a number of individuals equal to the ship’s Crew rating.
Luxury Features
Improves comfort for extended travel.
On smaller ships this may mean better seating, food, and customization. On larger ships this may include:
- larger private quarters
- better communal spaces
- entertainment
- exercise areas
Passenger Pod
Adds seating, restraints, and short-trip accommodations for 10 passengers.
Usually appropriate for trips of 24 hours or less.
Professional Bay
A specialized workspace for one field such as:
- Healing
- Science
- codebreaking
- engineering
- research
Those working there gain a free reroll on relevant Trait rolls.
Teleporter ★★★
A teleporter can move:
- six average-size humans
- or one cargo space of material
Range is up to 1,000 miles, or farther if linked to another teleporter through comms.
Requires Dev III or better.
Structural
| Modification | Mods (Max) | Cost |
|---|---|---|
| Docking Clamp | 1 (4) | $50K |
| Hangar | 5 (U) | $500K |
| Superstructure | 20 (U) | $5M |
Docking Clamp
Carries external craft without a full hangar.
The host ship suffers −1 Handling per attached ship, to a maximum of −6.
If an attached ship is more than half the host’s Size, the host cannot maneuver at significant speed.
Hangar
Carries up to 10 Size points of ships, vehicles, or walkers, none larger than half the host’s Size.
Each additional Hangar adds +10 more Size points or a separate bay.
Superstructure
A giant internal compartment used for major facilities.
Only Size 10 or larger ships may take Superstructures.
Artificial Gravity Section
In settings without advanced grav generators, this rotating section simulates gravity. It may be combined with another Superstructure at no additional Mod cost.
Biosphere
Can support agriculture or maintain a different atmosphere than the rest of the ship.
If agricultural, it provides effectively unlimited provisions for 50 people per Biosphere.
Bulk Cargo
A vast cargo section for up to 80,000 cubic feet of cargo, no more than 1800 tons if entering atmosphere.
Halve the cost if it is vacuum storage.
Factory
Processes raw materials into goods.
With labor and resources, produces 2d6 × $100K in goods per month in a normal environment.
Adjust the dice by ±1d6 for sparse or rich resource zones.
Hangar, Large
A major flight bay holding 50 Size points of craft, each no larger than half the carrier’s Size.
Requires 50 additional crew.
Mercantile
Shops, restaurants, theaters, markets, and similar profit-making facilities.
Each generates 2d6 × $5K per month for the ship and the same for the operator.
Also improves crew morale.
Passenger, Civilian
Accommodations for 450 passengers and 50 support crew, including gardens, gyms, cafeterias, and lodging.
Average passenger rate is $50 per day for economy, with higher rates for luxury accommodations.
Passenger, Military
Barracks, armories, training facilities, and support areas for 450 military personnel and 50 support crew.
Specialty
A giant dedicated function such as:
- hospital
- prison
- corporate offices
- research complex
- command center
- or even an Outpost
Stock Starships
The following ships are ready to use as written or may serve as templates for your own designs.
Civilian Vessels
Private Launch (Class I)
A personal shuttle craft for one or two people and their gear.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 3 (Norm) | +2 | 17 | 14 (4) | 2 | 1+1 | 3 | 9 (3) | $355K |
Mods: 2× Armor, Atmospheric, Crew Seating, Fragile, Handling.
Racer (Class II)
Fast, flashy, and often illegal in all the best ways. Racers are beloved by thrill-seekers, smugglers, and anyone who values speed over safety.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 (Large) | +1 | 19 | 19 (4) | 2 | 2 | 5 | 12 (4) | $1.3M |
Mods: 2× Armor, Atmospheric, 2× Fragile, Handling, 2× Increased Speed, Luxury Features.
Security Patrol Craft (Class II)
Used by orbital patrols, customs, civilian defense forces, and law-enforcement agencies to inspect traffic, discourage smugglers, and answer distress calls.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 5 (Large) | 0 | 17 | 20 (4) | 4 | 2+2 | 15 | 15 (0) | $1.7M |
Mods: 2× Armor, Atmospheric, Crew Seating, Energy Pod, Targeting System, Toughness.
Weapons:
- Dual Linked Light Lasers (Fixed Front): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire
Shuttle (Class II)
A short-range atmospheric and orbital transport for dignitaries, away teams, cargo, or executive movement.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 5 (Large) | +1 | 18 | 20 (4) | 4 | 2+10 | 5 | 15 (1) | $1.8M |
Mods: 2× Armor, Atmospheric, Handling, Increased Speed, Passenger Pod, Toughness.
Planetary Transport (Class III)
A common transport for moving commuters, workers, or colonists between a world, its moons, stations, and nearby system destinations.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 9 (Huge) | -1 | 17 | 28 (6) | 5 | 5+15 | 15 | 27 (2) | $4.8M |
Mods: 3× Armor, Atmospheric, 3× Crew Quarters, 2× Toughness.
Multi-Purpose Transport (Class III)
A rugged modular frame widely used for cargo, support work, or mission refits. Swap the superstructure and the ship’s whole purpose changes.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 10 (Huge) | -4 | 17 | 24 (4) | 5 | 5 | 15 | 30 (1) | $10.4M |
Mods: 2× Armor, Atmospheric, FTL Drive, Manual, 3× Reduced Handling, Shields, Superstructure (Varies).
Weapons:
- 2× Dual Linked Light Lasers (Turret): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire
Science Vessel (Class III)
A mobile research platform designed for survey, exploration, sampling, and analysis. A staple of long-range scientific expeditions.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 18 (Gar) | -2 | 16 | 35 (10) | 6 | 50 | 90 | 72 (8) | $60.8M |
Mods: 5× Armor, Artificial Intelligence, Atmospheric, Energy Pod, FTL Drive, Hangar, Professional Bay (Science), Sensor Array, Superstructure (Specialty—research laboratory).
Yacht (Class III)
The luxury vessel of magnates, crime lords, aristocrats, and the absurdly rich. A yacht may be tasteful, decadent, or both.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 14 (Gar) | -2 | 17 | 35 (10) | 6 | 50+100 | 90 | 56 (3) | $43.4M |
Mods: 5× Armor, Artificial Intelligence, Atmospheric, 2× Crew Quarters, Energy Pod, Hangar, Increased Speed, Luxury Features.
Commercial Starliner (Class III)
An interstellar liner designed for practical passenger service with a mix of economy and upgraded accommodations.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 16 (Gar) | -2 | 16 | 35 (10) | 6 | 100+450 | 90 | 64 (1) | $58.7M |
Mods: 5× Armor, Atmospheric, Energy Pod, FTL Drive, Superstructure (Bulk Cargo), Superstructure (Passenger, Civilian).
Passenger Liner (Class IV)
The luxury cruise ship of the starways, built for leisure, spectacle, and comfort on long routes.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 24 (Gar) | -4 | 16 | 38 (12) | 8 | 550+450 | 60 | 96 (15) | $733.3M |
Mods: 6× Armor, FTL Drive, 4× Hangar, Luxury Features, Superstructure (Mercantile), Superstructure (Passenger, Civilian), Toughness.
Bulk Transport (Class IV)
A dedicated long-haul freighter built to move vast amounts of freight between systems with minimal crew.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 20 (Gar) | -3 | 16 | 40 (10) | 6 | 50 | 30 | 80 (5) | $76.5M |
Mods: 5× Armor, FTL Drive, Hangar, Reduced Handling, 3× Superstructure (Bulk Cargo), 5× Toughness.
Space Station (Class IV)
An independent orbital hub for refueling, repairs, trade, recreation, and transient populations.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 31 (Gar) | -5 | 13 | 40 (10) | 9 | 1.5K | 90 | 124 (0) | $933.3M |
Mods: 5× Armor, Fragile, Reduced Handling, 3× Reduced Speed, Sensor Array, Superstructure (Biosphere), Superstructure (Bulk Cargo), Superstructure (Factory), Superstructure (Hangar, Large), Superstructure (Mercantile), Superstructure (Passenger, Civilian), 5× Toughness.
Space Colony (Class VI)
A giant artificial habitat built for permanent settlement, often located at a stable orbital point and designed to support self-sustaining civilization.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 40 (Gar) | -5 | 12 | 60 (30) | 12 | 5K | 120 | 200 (20) | $40B |
Mods: 15× Armor, Professional Bay (Healing), Reduced Handling, 3× Reduced Speed, Sensor Array, 6× Superstructure (Biosphere), Superstructure (Factory), Superstructure (Hangar, Large), 5× Toughness.
Military Vessels
Light Fighter (Class II)
A fast interceptor and strike fighter built to breach hostile screens and deliver missile fire precisely where it hurts most.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 (Large) | +2 | 18 | 21 (6) | 2 | 1 | 5 | 12 (1) | $1.4M |
Mods: AM/ECM, 3× Armor, Atmospheric, 2× Fragile, 2× Handling, Increased Speed, Reduced Crew, Reduced Life Support, Sloped Armor, Targeting System.
Weapons:
- Dual Linked Light Lasers (Fixed Front): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire
- Missile Launcher (Fixed Front): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT
Starfighter (Class II)
A general-purpose fighter used for patrol, escort, and fleet defense. Common throughout civilized space in countless local variants.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 6 (Large) | +2 | 18 | 19 (4) | 2 | 2 | 5 | 18 (1) | $2M |
Mods: AM/ECM, 2× Armor, Atmospheric, 2× Fragile, 2× Handling, Increased Speed, Targeting System.
Weapons:
- Dual Linked Light Particle Cannons (Fixed Front): Range 100/200/400, Damage 4d6+4 (II), AP 5, RoF 3
- Missile Launcher (Fixed Front): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT
Dropship (Class IV)
A military transport built to get troops and cargo through hostile landing zones and support them once on the ground.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 10 (Huge) | -2 | 17 | 40 (20) | 5 | 5 | 15 | 30 (0) | $6.2M |
Mods: AM/ECM, 10× Armor, Atmospheric, Hangar, 2× Passenger Pod, Reduced Handling, Targeting System.
Weapons:
- Dual Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- Dual Linked Medium Lasers (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge
Heavy Fighter (Class IV)
A heavily armored starfighter designed to shrug off lighter opposition and bring serious weapons to pirate suppression or convoy warfare.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | 0 | 17 | 40 (20) | 4 | 2 | 15 | 24 (0) | $4.5M |
Mods: AM/ECM, 10× Armor, 2× Boosters, Fragile, Handling, Reduced Crew.
Weapons:
- Dual Linked Medium Particle Cannons (Fixed Front): Range 100/200/400, Damage 6d6+6 (III), AP 10, RoF 3
- Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- Missile Launcher (Turret): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT
- Missile Launcher (Fixed Front): 8× Heavy Missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
Corvette (Class IV)
The smallest vessels normally considered full warships. Corvettes patrol trade lanes, escort civilian traffic, and guard key orbital zones.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 15 (Gar) | -2 | 17 | 45 (20) | 6 | 50 | 30 | 60 (1) | $47.3M |
Mods: AM/ECM, 10× Armor, FTL Drive, Hangar, Increased Speed, Sensor Array, Targeting System.
Weapons:
- 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- Dual Linked Medium Lasers (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge
- 2× Missile Launcher (Fixed Front): 18× Heavy Missiles total, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
Heavy Frigate (Class IV)
A versatile warship used in fleet screens, patrol groups, and long-range military presence operations. One of the most common serious warships in active service.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 17 (Gar) | -2 | 17 | 42 (12) | 6 | 50 | 30 | 68 (0) | $54.2M |
Mods: AM/ECM, 6× Armor, FTL Drive, Increased Speed, Sensor Array, Shields, Targeting System, 5× Toughness.
Weapons:
- 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- Dual Linked Heavy Lasers (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
- 2× Missile Launcher (Turret): 28× Heavy Missiles total, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
Cruiser, Stealth (Class IV)
A covert attack cruiser designed to close silently, strike hard, and vanish before larger capital ships can bring full response to bear.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 20 (Gar) | -2 | 16 | 45 (20) | 6 | 50 | 30 | 80 (0) | $73.5M |
Mods: AM/ECM, 10× Armor, FTL Drive, Hangar, Sensor Array, Shields, Stealth System, Targeting System.
Weapons:
- 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- Dual Linked Super Laser (Fixed Front): Range 150/300/600, Damage 5d10 (V), AP 30, Overcharge
- Missile Launcher (Turret): 10× Heavy Missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
- 2× Torpedo Tubes (Fixed Front): 10× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, LBT
Cruiser (Class V)
A major warship able to operate alone on long deployments or anchor part of a battle line. Cruisers are often the backbone of a serious navy.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 20 (Gar) | -2 | 16 | 55 (30) | 6 | 100 | 30 | 80 (0) | $75M |
Mods: AM/ECM, 15× Armor, FTL Drive, Sensor Array, Shields, Superstructure (Hangar, Large), Targeting System.
Weapons:
- 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- Dual Linked Heavy Laser (Fixed Front): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
- Missile Launcher (Turret): 12× Medium Missiles, Range 150/300/600, Damage 7d6 (IV), AP 24, RoF 2, Guided, MBT
- Missile Launcher (Fixed Front): 6× Heavy Missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
- 2× Torpedo Tubes (Fixed Front): 7× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT
Planetary Assault Ship (Class V)
A major troopship built to land soldiers and armor directly into contested planetary operations. It relies on heavier warships for escort and battle screening.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 20 (Gar) | -2 | 16 | 50 (20) | 6 | 100+450 | 30 | 80 (5) | $67.8M |
Mods: AM/ECM, 10× Armor, Atmospheric, Command Suite, FTL Drive, Hangar, Superstructure (Passenger, Military), Targeting System, 5× Toughness.
Weapons:
- 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- 2× Dual Linked Heavy Lasers (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
Battlecruiser (Class V)
A fleet attack ship built for speed, striking power, and operational flexibility. Many mount a devastating spinal weapon for direct engagement.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 21 (Gar) | -4 | 17 | 50 (20) | 8 | 500 | 60 | 84 (1) | $646.3M |
Mods: AM/ECM, 10× Armor, EMP Shielding, FTL Drive, Hangar, Increased Speed, Targeting System, 5× Toughness.
Weapons:
- 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
- 2× Dual Linked Heavy Lasers (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
- Super Heavy Laser (Fixed Front): Range 150/300/600, Damage 6d10 (VII), AP 40, Overcharge
- 2× Torpedo Tubes (Fixed Front): 14× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT
Galactic Exploration Vessel (Class V)
A premier exploration ship built to travel far beyond known space, conduct first contact, and survive what it finds there. These ships are often the pride of an advanced civilization.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 22 (Gar) | -4 | 16 | 50 (20) | 8 | 500 | 60 | 88 (0) | $682.4M |
Mods: 10× Armor, Artificial Intelligence, FTL Comms, FTL Drive, Hangar, Matter Scoop, 2× Professional Bay (Healing and Science), Sensor Array, Shields, Targeting System, 5× Toughness.
Weapons:
- 2× Super Lasers (Turret): Range 150/300/600, Damage 5d10 (V), AP 30, Overcharge
- 2× Torpedo Tubes (Fixed Front): 14× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT
- Medium Tractor Beam (Fixed Front): Range 100/200/400, may trap up to Size 28 vehicles
Example: Astrid would call a ship like this a symbol of civilization. Flynn would call it the sort of thing you never smuggle against unless you have a miracle, three backup plans, and a route no one else knows.
Dreadnought (Class VI)
A terrifying capital ship intended to dominate a system almost by its mere presence. Dreadnoughts project force, suppress resistance, and back their authority with hangars, heavy guns, assault troops, and tractor systems.
| Size | Handling | Top Speed | Toughness | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 25 (Gar) | -5 | 16 | 60 (30) | 8 | 550 | 60 | 100 (1) | $769M |
Mods: AM/ECM, 15× Armor, Breaching Package, FTL Drive, Hangar, Reduced Handling, Superstructure (Large Hangar), Targeting System, 5× Toughness.
Weapons:
- 2× Quad Linked Heavy Particle Cannons (Turret): Range 100/200/400, Damage 8d6+8 (V), AP 20, RoF 3
- Super Heavy Laser (Fixed Front): Range 150/300/600, Damage 6d10 (VII), AP 40, Overcharge
- 2× Torpedo Tubes (Fixed Front): 10× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT
- Medium Tractor Beam (Fixed Front): Range 100/200/400, may trap up to Size 28 vehicles
Example: When Flynn sees a dreadnought on scopes, his first instinct is not to fight. It is to ask how far away it is, whether it has seen them yet, and what route gets the crew somewhere else before that answer matters.
Walkers
In Astrabound, mechanical walking war platforms are most often called walkers, though frontline troops, salvage crews, and colonial militia still throw around older terms like mechs, gunframes, labor rigs, and war striders. Across the Commonwealth Alliance, frontier protectorates, corporate security divisions, and independent colony militias, walkers fill the gap between armored vehicles and starships. They can cross broken ruins, board stations, fight in vacuum, wade through toxic storm belts, and step over terrain that would leave gravcraft grounded and wheeled armor stranded.
Walkers most commonly emerge at Development Level II, when stable bipedal frames, compact power plants, artificial musculature, and neural control systems become reliable enough for industrial and military use. In the Astrabound galaxy, that usually means fusion cells, hardened servo-bundles, synaptic control couches, and pilot interfaces derived from aerospace avionics and exo-suit combat systems.
That is also the point where worlds begin to truly need them. Death worlds, mining moons, shattered arcologies, irradiated battlefields, vacuum platforms, and half-terraforming colonies all create demand for machines with hands, balance, and enough adaptability to perform difficult work in hostile places. Once a society can build walkers for labor, recovery, and engineering, it is only a matter of time before someone mounts weapons on them.
As with other technologies, Dev II is only the baseline. A particular Astrabound world may field cruder Dev I industrial frames, especially on isolated colonies, salvage economies, or worlds rebuilding after invasion or collapse. Some older walker Mods are only Dev I as a baseline, making them more common on regressed worlds, militia hangars, pirate holds, or among mechanics who keep century-old chassis limping along with improvised parts and stubbornness.
BASICS
The basic frame includes the skeleton, robotic muscles, cockpit, and power supply. All walkers are crewed by a single person unless otherwise noted.
- AUTOMATED SYSTEMS: Walkers have automated systems that can manage simple functions via voice command such as walking in a straight line or to a known and mapped destination, opening and closing hatches, alarming the pilot if it detects a lock-on, and other basic tasks that do not require decision-making. If needed, their skill with any of these tasks is a d6.
- COMMS: Walkers have a powerful communications suite that can connect to other receivers within 100 miles.
- CREW: Walkers have a single pilot.
- MANEUVERING SKILL: Characters use Piloting to operate a walker’s movement.
- SAFETY SYSTEMS: Walker cockpits are equipped with safety systems (see Air Bags & Safety Harnesses in Savage Worlds) and an ejection system; successful use launches the pilot into the air to descend safely via parachute.
- SEALED: Walkers are hermetically sealed to protect against pathogens, bacteria, gas, or other chemical and biological warfare. They provide their own heating, cooling, and oxygen and protect their crew from all but the most extreme environmental effects.
- SENSORS: The cockpit contains a fully customizable HUD (Heads-Up Display) with integrated optics that grant 50× magnification with thermal vision (half Illumination penalties for warm targets) and night vision (ignore Dim or Dark Illumination). Switching between modes is a limited free action.
When focused and not moving, high-powered microphones can pick up whispers up to 100 yards distant (+2 to hearing-based Notice rolls).
Example: Astrid settles her walker behind the wreck of a collapsed survey tower and orders the sensors to passive focus. Through the cockpit HUD she tracks heat traces in the rubble while the directional mics catch Flynn whispering over comms nearly a football field away.
SPEED RATINGS
Speed Ratings are derived from a vehicle’s Top Speed in miles per hour, making it easier to compare vehicles’ relative speeds, which is what is used in both the Chase rules in Savage Worlds and the Clashes presented in this book.
| Rating | MPH | Rating | MPH |
|---|---|---|---|
| 1 | 4 | 16 | 1K |
| 2 | 8 | 17 | 1.2K |
| 3 | 16 | 18 | 1.6K |
| 4 | 25 | 19 | 2K |
| 5 | 40 | 20 | 2.5K |
| 6 | 60 | 21 | 4K |
| 7 | 80 | 22 | 6K |
| 8 | 100 | 23 | 8K |
| 9 | 120 | 24 | 10K |
| 10 | 160 | 25 | 12K |
| 11 | 200 | 26 | 16K |
| 12 | 250 | 27 | 20K |
| 13 | 400 | 28 | 25K |
| 14 | 600 | 29 | 40K |
| 15 | 800 | 30 | 60K |
PROFILES
- SIZE: The Size modifier of the walker. Size sets the machine’s Scale, and affects its overall Strength and Toughness.
- HANDLING: The walker’s base responsiveness.
- TOP SPEED: The walker’s Top Speed Rating.
- TOUGHNESS: The walker’s base Toughness with Armor in parentheses. All walkers have Heavy Armor.
- STRENGTH: The base Strength of the walker. The machine can lift a maximum of its own weight. Every quarter of that a walker carries costs one fourth of its top speed and reduces Handling by 1, until it can no longer move.
- ENERGY: The walker’s maximum energy capacity, measured in number of days of operation before it must be refueled.
- MODS: The number of Modifications that may be installed in the walker, based on structural capacity and power requirements. Leftover Mods are in parentheses.
- COST: The cost for the walker’s basic frame.
SAMPLE PROFILE
VARI-MECH FIGHTER (CLASS II)
Variable mecha are often configured to switch between a humanoid form and space-fighter form. In Astrabound, these are most often seen in elite Commonwealth rapid response squadrons, black-budget corporate security fleets, and a handful of notoriously expensive mercenary outfits.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 7 (Large) | +2 | 8 | 22 (6) | 4 | 5 | 21 (0) | $2.5M |
Height/Weight: 25’ / 15 tons, Strength d12+7 (I). Mods: AM/ECM, 3× Armor, 2× Handling, Targeting System, Toughness, Variable Form (spaceship, Top Speed Rating 17).
Weapons:
- Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, Cauterize, Overcharge, Point Defense, Reaction Fire, usable in spaceship mode.
- Medium Cannon (Carried Weapon): Range 75/150/300, Damage 4d10 (III), AP 10, SBT, usable in spaceship mode.
- Missile Launcher (Fixed Front): 8× Light missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT, usable in spaceship mode.
Example: Michaels punches the transformation sequence as the gunframe drops from orbital insertion. In one heartbeat it is a starfighter burning through atmosphere. In the next, it unfolds into a towering war machine and lands hard in the ash outside the colony shield wall.
Combat
Walkers are a unique combination of vehicle and humanoid, and require a few special rules to handle on the tabletop.
FIGHTING
Use the lower of the operator’s Piloting or Fighting skills to make melee attacks with a walker. The vehicle’s Parry is calculated the same as other vehicles: 2 + half the user’s Piloting skill, modified by the walker’s Handling.
A walker is always considered armed, and deals its Strength damage with its limbs (as a Heavy Weapon). Characters may use their personal Edges (such as Frenzy) while in a walker, with the GM’s approval based on the particular circumstances.
Example: Zayko is a brutal close-quarters fighter on foot, but inside a walker his wild swings only matter if he can actually control the machine. He attacks using the lower of his Piloting or Fighting.
RUNNING
Walkers are designed to move at a particular speed like any other vehicle, but in a pinch, a pilot can run just like an organic being.
Running in a giant robot requires a Piloting roll and incurs the usual running penalty to all other rolls made this turn. Failure means the mech goes Out of Control. Success increases its Top Speed Rating by 1 for the turn, and a raise increases it by 2.
Example: Flynn slams the throttle and drives his walker into a dead sprint across a shattered landing field. He makes a Piloting roll to run. On a success, his Speed Rating increases by 1 for the turn.
STOMP
A Gargantuan walker can stomp by using an area effect template, with the size of the template determined by the GM based on the machine’s footprint. The attack ignores Scale modifiers and is an opposed Athletics vs Agility roll, with defenders rolling individually. Those who cannot get out of the way are stomped for damage equal to the walker’s Strength. Smaller walkers may stomp a single target, so long as it is at least one Scale smaller.
Example: A siege-frame from the old border wars drives its foot down into a swarm of raiders in a station cargo yard. The GM sets an area template based on the machine’s massive treaded heel and resolves the stomp against everyone caught beneath it.
DEATH FROM ABOVE
Walker pilots sometimes attempt a desperate maneuver called Death From Above, where they use jump jets or vantage points to jump down onto rivals.
This is an opposed Piloting roll between the two. If the attacker succeeds, he Rams the target (see Savage Worlds) and adds an extra d6 damage, plus another d6 for each Scale category his mech exceeds the target’s by (increase Class by one if using Heavy Metal). If the attacker fails the opposed roll, he misses and must roll on the Out of Control table, and takes an additional Wound with a Critical Failure.
Example: Astrid fires her jump jets from the roofline of a half-ruined arcology and drops her walker onto a pirate brawler below. She and the enemy pilot make opposed Piloting rolls. If she wins, it counts as a Ram with extra damage.
OUT OF CONTROL
When a walker goes Out of Control, it falls down or collides with an object. The mech rights itself automatically once those effects are resolved. A falling walker can damage bystanders at the GM’s discretion; treat it as a Stomp to anyone underfoot who fails an Evasion roll to get out of the way.
CRITICAL HITS
A Called Shot to a mech’s leg gets a Locomotion Critical Hit, rather than rolling randomly. Each Locomotion Critical Hit drops the walker’s Speed Rating by 1.
A Called Shot to an arm scores a System Critical Hit rather than rolling randomly. If a Critical Hit strikes a result with nothing left to destroy, it breaches the reactor core or ammunition and explodes for Xd10 damage, where X is the maximum number of Wounds the walker can have, in a 10" (20 yard) blast radius. The walker is completely destroyed in the explosion.
Example: Michaels targets the knee assembly of a mercenary walker to stop it from reaching the colony shield gate. On a Called Shot to the leg, he inflicts a Locomotion Critical Hit instead of rolling randomly.
PRONE
A walker may fall prone as a free action, but doing so requires a Piloting roll. Failure means the mech still falls prone but goes Out of Control. Standing back up requires a Piloting roll. Success halves the mech’s remaining movement; a raise means the walker retains its full movement for the turn. A prone walker may also crawl or drag itself along at a Top Speed of 10 MPH, or half that if that is its normal Top Speed.
WRECKED
Use the rules in Savage Worlds when a walker is Wrecked by collision or damage. Those who survive the initial damage may make an Evasion roll to eject from the walker before it explodes or collapses, causing 2d6 + Size damage to any occupants. The walker falls away from the direction of the last attack for 3d6 + Size damage to anything beneath it.
Example: Flynn’s walker takes a final missile strike and becomes Wrecked. He can attempt an Evasion roll to eject before the machine cooks off and collapses into the refinery yard below.
CUSTOM WALKERS
The easiest way to create a custom walker is to take any of the stock mechs presented at the end of this chapter or from another Savage Worlds setting and look at the number in parentheses in the walker’s Mods column. This is the number of unused Modification slots you can use to add additional armor, weapons, or other systems.
You can also replace existing Mods you do not want with those you do. Even a few simple changes can make two slight variants of the same stock walker feel unique and make them a more memorable part of your stories.
In Astrabound, this is an excellent way to represent regional manufacturing lines, battlefield salvage rebuilds, corporation-specific refits, frontier improvisation, or old military frames modernized with new systems. A Commonwealth scout walker, a Syndicate raider frame, and a battered colonial defense rig might all begin from the same baseline chassis and still feel completely different in play.
If you want to build a mech from the hull up, start with a concept, determine the Size, then use the Walker Frames table to determine its starting statistics. From there you can add Modifications to customize the vehicle and determine its final profile.
The Game Master may change these baseline numbers for different settings, to mimic tropes of a particular genre, or for much higher Development Levels.
Walker Height & Weight
Below are the average heights and weights of typical, humanoid walkers. Walkers of Size 3 and less are power armor.
LARGE WALKERS
| Size | Height | Weight |
|---|---|---|
| 4 | 12’ | 2 tons |
| 5 | 15’ | 5 tons |
| 6 | 18’ | 10 tons |
| 7 | 24’ | 15 tons |
HUGE WALKERS
| Size | Height | Weight |
|---|---|---|
| 8 | 30’ | 40 tons |
| 9 | 36’ | 65 tons |
| 10 | 50’ | 120 tons |
| 11 | 63’ | 250 tons |
GARGANTUAN WALKERS
| Size | Height | Weight |
|---|---|---|
| 12 | 75’ | 500 tons |
| 13 | 100’ | 1K tons |
| 14 | 125’ | 2K tons |
| 15 | 150’ | 4K tons |
| 16 | 200’ | 8K tons |
| 17 | 250’ | 16K tons |
| 18 | 300’ | 32K tons |
| 19 | 400’ | 64K tons |
| 20 | 500’ | 125K tons |
Walker Frames
| Size | Hand. | Top Speed | Tough (Max Armor) | Wounds | Str | Energy* | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| Large Walkers (4–7) | 0 | 8 | 15 (20) | 4 | d12+Size | 5 | Size ×3 | $250K × Size |
| Huge Walkers (8–11) | -1 | 6 | 20 (30) | 5 | d12+Size | 5 | Size ×3 | $500K × Size |
| Gargantuan Walkers (12–20) | -2 | 4 | 25 (40) | 6 | d12+Size | 5 | Size ×4 | $1M × Size |
Note: Walkers are not typically built for long-range travel like starships or vehicles.
Walker Modifications
Mods is the number of slots the Modification requires. Round fractions up. A negative value means the Mod gives the vehicle additional slots back. Max is the number of times a Mod may be taken. U means unlimited.
NEGATIVE QUALITIES
| Modification | Mods (Max) | Cost |
|---|---|---|
| Battered: The walker has been through numerous battles and hard use. Reduce its base Toughness by 2 each time this is taken. | -2 (2) | - $10K × Size |
| Drone: The walker has no pilot, crew, or life support. Requires Remote Control or an AI to operate. Crew drops to zero. | -2 (1) | - $5K × Size |
| Exposed Crew: The walker is open-topped or leaves its pilot exposed to atmospheric conditions. The pilot may be targeted individually and gets no Armor bonus (including if the vehicle sustains a Crew Critical Hit). | -2 (1) | - $10K × Size |
| Feedback: The connection between the pilot and the walker is stronger than usual. The pilot is Shaken anytime the walker takes a Wound. | -2 (1) | - $10K × Size |
| Finicky: The walker requires more time and effort to fix than usual. Repair rolls made to fix its systems, attachments, or Wounds are made at -2, or -4 if taken twice. | -2 (2) | - $10K × Size |
| Fragile: The walker’s frame is particularly fragile for its mass. Reduce its Wounds by 1 each time this is taken. | -2 (2) | - $10K × Size |
| Inefficient: The walker uses more energy than usual. Double the amount of fuel it uses each day. If using the Supply Levels rules, roll a die whenever energy would go down a level. If the result is odd, it goes down two levels instead. | -2 (1) | - $10K × Size |
| Manual: The walker is mostly mechanical with limited or no electronics or displays. It has no automated systems and cannot have any Modifications that require significant electronics. | -2 (1) | - $10K × Size |
| No Hands: The walker has no articulated hands. It cannot grapple, pick things up, or use carried weapons. | -2 (1) | - $5K × Size |
| Reduced Handling: Subtract 1 from the base Handling of the walker each time this is taken, to a maximum penalty of -6. This cannot be taken with Handling. | -2 (6) | - $10K × Size |
| Reduced Speed: The walker sacrifices speed for lower cost and more space. Reduce its Speed Rating one step each time this Mod is taken. This may not be combined with Increased Speed. | -2 (3) | - $10K × Size |
| Reduced Strength: The walker’s strength-servos are weaker than usual. Reduce its Strength a die type each time this Mod is taken. | -2 (4) | - $5K × Size |
| Rough Ride: The vehicle’s Unstable Platform penalty is -4 instead of the usual -2. Passengers routinely get sick, so pack extra barf bags. | -2 (1) | - $10K × Size |
| Tandem Pilots: The walker requires two pilots instead of one. The pilots share an Action Card in combat and Piloting rolls use the lower of the team’s Piloting skills. Crew increases to two pilots. | -2 (1) | - $10K × Size |
| Unsafe: The walker does not have adequate safety measures, or perhaps they have been ripped out to make room for more weapons. Passengers take full damage from collisions. They have no equivalent to Air Bags & Safety Harnesses as described in the Vehicles section of Savage Worlds. Rolls to eject are made at -2. | -2 (1) | - $10K × Size |
Example: A pirate clan on the edge of Commonwealth space might run a Battered, Finicky, Unsafe walker because it is all they could salvage from an old battlefield and keep running.
CORE SYSTEMS
| Modification | Mods (Max) | Cost |
|---|---|---|
| X Artificial Intelligence (AI): The walker has an artificial-intelligence system that takes over for the automated systems and can now drive, fire weapons, and otherwise act like an allied character with a d6 skill and a Wild Die. If taken a second time the skill die increases to d10, and if taken a third time it can ignore 2 points of Multi-Action penalties each round. The GM might consider giving the AI a personality as well. | 1 (3) | $5K × Size |
| Command Suite: A suite of HUD apps securely connects the user to any linked allies within comms range. This allows the commander to see and hear through her troops’ biolinks, monitor their vitals, and extend her Command Range to all those in contact. | 1 (1) | $10K |
| Crew Seating: The first time this Mod is taken adds one seat. The second time adds three more, for a total of five crew. | 2 (2) | $10K |
| Enhanced Sensors: Increases optical sensors to 100× and adds chemical, motion, and other sensors that add +2 to Surprise checks and relevant Notice rolls. | 1 (1) | $50K |
| Y Entangled Comms: The walker has audio and video communications quantum entangled with one, and only one, other paired set anywhere in the universe. Its range is unlimited, and it cannot be blocked or jammed. | 1 (U) | $50K |
| X Increased Strength: The walker’s Strength increases a die type thanks to improved hydraulic systems, more powerful servomotors, or efficient power usage. | 2 (5) | $5K × Size |
| Scanner: The walker’s sensors can detect and identify the composition of matter or energy up to 50 yards distant. This ignores Illumination penalties and adds +2 to appropriate Notice rolls. The targets do not have to be visible, though certain types of matter or energy may interfere. If taken a second time, increase the range to 500 yards, the Mod cost by +1, and price to $5K. | 1 (2) | $500 or $5K |
| Sensor Array: The walker has an extendable satellite dish that can scan heat, light, gravitational forces, electromagnetic waves, radio waves, and any other significant amounts of known matter or energy up to one light year away in space or line of sight planetside. If the accompanying mini satellite is launched, or there are other satellites to connect to, the system can scan a planetary hemisphere instead. Deploying or using the array takes a full round, during which the mech cannot move and is Vulnerable. | 4 (1) | $25K |
| Y Variable Form: As an action, the pilot may transform the walker into, or back from, a vehicular frame. The vehicle may be up to two Sizes larger or smaller than the walker and uses the vehicle’s Locomotion but the walker’s base Toughness. The vehicle may have its own Mods, but must include this Variable Form Mod. Anything installed in both forms is usable in either, but only paid for in cost once. Systems installed in only one form are only active when in that form, but may be damaged by Critical Hits in either form. Crew is always the one pilot for the walker. Use base cost of whichever Frame is more expensive. | Half Size (1) | $100K |
Example: Michaels’ custom recon frame mounts Entangled Comms linked directly to his corvette. Even deep in a radiation storm or inside a derelict station hull, he can still transmit back to the ship.
DEFENSIVE SYSTEMS
| Modification | Mods (Max) | Cost |
|---|---|---|
| AM/ECM: Anti-Missile and Electronic Countermeasures are integrated systems of electronic jammers, flares, and radar decoys that eliminate 2 points of penalties when making Evasion rolls against Guided Weapons. | 1 (1) | $5K × Size |
| Y Anti-Teleportation Tech: Electronic scramblers prevent people or materials from being teleported into or onto the walker. | 4 (1) | $10K × Size |
| Arm Shield: The walker carries a physical shield. It provides +2 Parry and -2 Cover. The shield is Hardness 20 and provides +10 Heavy Armor should someone attempt to shoot through it. Requires one arm to use. | Half Size (1) | $10K × Size |
| Armor: Increase the walker’s Armor by +2 each time this is taken, up to the maximum allowed on the Walker Frames table. | 1 (See Text) | $5K × Size |
| EMP Shielding: The walker’s critical systems are protected from electromagnetic attacks by special metals, fast reboots, or other technology. The operator ignores 2 points of the -4 operating and Repair penalty when resetting after an EMP attack. | 2 (1) | $5K × Size |
| Repair Drones: The walker has drones that can attempt to fix Wounds and Critical Hits using the usual rules for Repair and the mech’s automated systems. Critical Failure means the repair is beyond what the drones can do and they may no longer attempt that repair. | Half Size (1) | $25K × Size |
| Y Repair Nanomachines: Nanobots may attempt Repair rolls as a limited action once per round, using the walker’s automated systems. Each success and raise removes one Wound. After three Wounds are repaired, the nanobots are spread too thin and provide no further benefit until they replenish themselves 24 hours later. | 3 (1) | $50K × Size |
| X Shields: The walker is protected from incoming attacks by a powerful energy field. The shield has a number of charges equal to half the mech’s basic Wounds, before any Modifications, rounded down. A crew member, or the walker’s AI, must spend these charges anytime the walker takes damage by making a Soak roll using Electronics. This is a free action, and the character must continue to spend charges until all Wounds are negated or the field runs out of charges. Shields recharge in 10 minutes outside of combat, but in an emergency, a character can shunt power from locomotion and weapons to make an Electronics roll. Success restores half the walker’s usual shield charges, rounding up, and a raise restores them all. | Half Size (1) | $50K × Size |
| Sloped Armor: Sloped armor deflects direct-fire energy and kinetic attacks. Enemies subtract 2 from their Shooting rolls. It has no effect on bombs, flame weapons, missiles, or torpedoes. | Half Size (1) | $5K × Size |
| Stealth System: Radar-absorbent materials, heat baffles, scramblers, and visual distortion devices make the walker less detectable by vision or sensors. Rolls to spot or lock onto the mech with Electronics while the system is active are made at a -4 penalty. At Dev II, rolls to scan or attack the walker with direct-fire weapons are made at -2, or -4 at Dev III. Activating and deactivating stealth mode is a limited action, and is negated any round the mech fires weapons or makes an active sensor scan. | Size (1) | $50K × Size |
| Toughness: The walker’s Frame is hardened and reinforced, adding +1 to its Toughness each time this Mod is taken. | 1 (5) | $5K × Size |
LOCOMOTION
| Modification | Mods (Max) | Cost |
|---|---|---|
| Amphibious: The walker may enter water, or other liquids, without sinking. While in water its Handling is reduced by 1 and its Top Speed is Rating 2 (8 MPH). If taken a second time, Top Speed increases to Speed Rating 3 (16 MPH). | 1 (2) | $1K × Size |
| Energy Pod: Each energy pod adds double the walker’s Energy rating in fuel or power to its maximum capacity. | Half Size (U) | $5K × Size |
| Handling: Each time this Mod is taken increases the walker’s Handling by +1, to a maximum of +4. | Half Size (2) | $10K × Size |
| Increased Speed: Each time this Mod is taken increases the walker’s Top Speed Rating by +1. | Half Size (U) | $10K × Size |
| X Jump Jets: The walker’s legs and back have jets that allow it to leap its movement horizontally or half that vertically. Jump jets allow Death From Above ramming attacks. In a Clash, they grant the user a free reroll when attempting to gain Clash Tokens. | Half Size (1) | $10K × Size |
| Quadruped: The walker is four-legged instead of bipedal. It gains a reroll on failed Piloting checks against going Out of Control. | 2 (1) | $10K |
| X Thrusters: A jet pack and maneuvering thrusters allow the walker to fly at Speed Rating 8 (100 MPH). Top Speed improvements apply to thrusters as well, increasing the flying Top Speed accordingly. | Half Size (1) | $25K × Size |
Example: Zayko’s assault frame uses Jump Jets to vault from cargo stack to cargo stack in a dockyard firefight, while a quadruped mining walker might use its extra stability to keep from going Out of Control on broken terrain.
OFFENSIVE SYSTEMS
| Modification | Mods (Max) | Cost |
|---|---|---|
| Arm Blade: A weapon like a chain-blade or heavy sword designed to cut into the armor of rival walkers or tanks. It is sized to the walker and deals Str+d12 damage, AP 6, Heavy Weapon. Requires one arm to use. | 2 (1) | $50K |
| X Carried Weapon: The selected weapon is configured as an oversized rifle carried by the walker. Using the weapon requires both arms and counts as a pintle mount, but only uses the Mods of a fixed weapon. The weapon may be stored or readied as an action. Any walker with two hands may use a dropped Carried Weapon. If the weapon is too large, more Mods than the walker’s Wounds, or GM’s call, it suffers the Snapfire penalty. Carried weapons must be hit first by a Weapon Critical Hit. | See Text (1) | $10K + Weapon |
| X Energy Blade: A weapon like an energy sword designed to cut through the armor of rival walkers, buildings, or tanks. It is sized to the walker and deals Str+d12 damage, AP 12, Heavy Weapon. Requires one arm to use. | 2 (1) | $100K |
| Extra Appendages: Each time this is taken the walker gains an additional set of limbs with hands that can hold items or weapons. Each set provides +1 Gang Up bonus if focused on a single foe. | 1 (3) | $10K |
| Remote Control: An operator with the proper access codes and a transmitter, such as a mobile device, can control the walker from afar, using Electronics -2 in place of the usual maneuvering skill. | 1 (1) | $10K |
| Stabilizer: The walker has a weapon stabilization system that negates the Unstable Platform and running penalties for all attached direct-fire weapons. It does not aid in the firing of guided weapons. | 1 (1) | $5K |
| Targeting System: The mech has an integrated targeting and tracking system that reduces 2 points of direct-fire Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. The system works with all the walker’s direct-fire ranged weapons. It does not aid in the firing of guided weapons. | 1 (1) | $25K |
Stock Walkers
Below are a number of example walkers based on patterns commonly seen across the Astrabound galaxy. Game Masters should make changes based on a setting’s brand names, tech advances, or cultural bias. A Commonwealth military frame, a corp security export model, and a relic from a lost war might share a profile while differing wildly in reputation, appearance, and availability.
INFANTRY SUPPORT WALKER (CLASS II)
A mobile combat platform for close infantry support, these machines are one big step up from power suits. They are common among colonial defense forces, station security battalions, and Alliance marine detachments.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 4 (Large) | 0 | 9 | 21 (6) | 4 | 5 | 12 (0) | $1.1M |
Height/Weight: 12’ / 3 tons, Strength d12+4 (I). Mods: AM/ECM, 3× Armor, Increased Speed, Stabilizer.
Weapons:
- Dual Linked Light Autocannons (Pintle Mount): Range 50/100/200, Damage 3d8 (I), AP 4, RoF 4.
- 2× Missile Launcher (Fixed Front): 24× Light missiles total across both launchers, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT.
LIGHT SCOUT (CLASS II)
Scouts gather intelligence, make quick strikes against vulnerable targets, and terrorize infantry. On the frontier, they are as likely to be used for border patrol and raider pursuit as for formal recon.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 7 (Large) | +2 | 8 | 20 (4) | 4 | 5 | 21 (0) | $2.1M |
Height/Weight: 25’ / 15 tons, Strength d12+7 (I). Mods: 2× Armor, 2× Handling, Sloped Armor, Targeting System, Toughness.
Weapons:
- 2× Medium Slugthrower (Pintle Mount): Range 30/60/120, Damage 2d8+1, AP 2, RoF 3, not a Heavy Weapon, Point Defense, Reaction Fire.
- Medium Laser (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
VARI-MECH FIGHTER (CLASS II)
Variable mecha are often configured to switch between a humanoid form and space-fighter form. Rare, expensive, and dramatic, they are favorites of ace pilots, propaganda reels, and units with more budget than sense.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 7 (Large) | +2 | 8 | 22 (6) | 4 | 5 | 21 (0) | $2.5M |
Height/Weight: 25’ / 15 tons, Strength d12+7 (I). Mods: AM/ECM, 3× Armor, 2× Handling, Targeting System, Toughness, Variable Form (spaceship, Top Speed Rating 17).
Weapons:
- Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, Cauterize, Overcharge, Point Defense, Reaction Fire, usable in spaceship mode.
- Medium Cannon (Carried Weapon): Range 75/150/300, Damage 4d10 (III), AP 10, SBT, usable in spaceship mode.
- Missile Launcher (Fixed Front): 8× Light missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT, usable in spaceship mode.
MEDIUM BRAWLER (CLASS III)
Brawlers excel at urban warfare and close combat. They often jump jet on top of buildings to get the drop. In Astrabound, they are especially feared in dense colony cities, station interiors, and orbital dock fights.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 8 (Huge) | 0 | 6 | 30 (10) | 5 | 5 | 24 (0) | $4.5M |
Height/Weight: 30’ / 40 tons, Strength d12+8 (I). Mods: 5× Armor, Handling, Jump Jets, Sloped Armor, Targeting System.
Weapons:
- Arm Blade (Melee): Damage Str+d12 (III), AP 6, HW.
- Dual Linked Light Lasers (Pintle Mount): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge.
- Medium Cannon (Fixed Front): Range 75/150/300, Damage 4d10 (III), AP 10.
HEAVY FIRE SUPPORT (CLASS IV)
Heavies use big guns to destroy important mission objectives, and are screened by lighter walkers. They are siege-breakers, bunker-killers, and the sort of machines colonists remember seeing on the horizon right before everything went wrong.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 9 (Huge) | -1 | 6 | 40 (20) | 5 | 5 | 27 (0) | $5.2M |
Height/Weight: 35’ / 65 tons, Strength d12+9 (I). Mods: 10× Armor, Targeting System.
Weapons:
- Quad Linked Medium Laser (Fixed Front): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
- Missile Launcher (Fixed Front): 6× Heavy missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT.
- 2× Medium Particle Cannons (Pintle Mount): Range 100/200/400, Damage 6d6+6 (III), AP 10, RoF 3.
ASSAULT WALKER (CLASS IV)
Assault walkers are the anvil to the hammer of the heavies, and renowned as the battle masters of armored combat. These are the line-breakers that advance through fire and keep advancing.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 10 (Huge) | -1 | 6 | 45 (20) | 5 | 5 | 30 (0) | $5.9M |
Height/Weight: 40’ / 120 tons, Strength d12+10 (I). Mods: 10× Armor, Targeting System, 5× Toughness.
Weapons:
- Quad Linked Medium Laser (Fixed Front): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
- Missile Launcher (Fixed Front): 24× Medium missiles, Range 150/300/600, Damage 7d6 (IV), AP 24, RoF 2, Guided, MBT.
- Heavy Cannon (Fixed Front): Range 100/200/400, Damage 5d10 (IV), AP 20.
INFANTRY GUN MECHA (CLASS V)
Mobile suits of mecha fill futuristic land and space battlegrounds, and are the bane of tanks and starships alike. In Astrabound, these towering machines are rare symbols of state power, ancient war stockpiles, or the terrifying excess of high-end military industry.
| Size | Hand. | Top Speed | Tough | Wounds | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|
| 13 (Gar) | 0 | 4 | 50 (24) | 6 | 5 | 52 (0) | $15.1M |
Height/Weight: 55’ / 1K tons, Strength d12+14 (II). Mods: AM/ECM, Arm Shield, 12× Armor, 2× Handling, Increased Strength, Targeting System, Thrusters, Toughness.
Weapons:
- Dual Linked Medium Slugthrower (Turret): Range 30/60/120, Damage 2d8+1, AP 2, RoF 3, not a Heavy Weapon, Point Defense, Reaction Fire.
- Energy Blade (Melee): Damage Str+d12 (III), AP 12, HW.
- Heavy Laser (Carried Weapon): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge.
Example: When colony veterans talk about the machines that broke the siege of Khepri Station, they are usually talking about assault walkers and infantry gun mecha. Most civilians never see one up close unless something has already gone very wrong.
Vehicles
Across the Astrabound galaxy, people do not just cross star systems. They cross shattered colony roads, acid marshes, frozen plains, storm oceans, station interiors, desert glass fields, and the ruins of forgotten wars. From Commonwealth patrol skiffs and corporate hover limos to naval destroyers and atmospheric strike craft, vehicles are the machines that keep worlds connected and contested.
The following rules expand the use of land, air, and water vehicles in your adventures and provide tools for building custom rigs for frontier explorers, planetary militias, syndicate smugglers, corporate security teams, and wandering crews trying to survive the long road between safe harbors.
BASICS
Here are the basics common to all the vehicles described in this chapter.
- AUTOMATED SYSTEMS: Vehicles have automated systems that can manage simple functions via voice command such as driving on autopilot over known (mapped) roads, operating their doors and luxury features, and other basic tasks that do not require decision-making. If needed, its skill with any of these tasks is a d6.
- COCKPIT & CREW QUARTERS: Vehicles of Size 7 or less have dedicated seating for a number of crew listed on the Vehicle Frames table. Size 8+ vehicles have basic quarters for their crews, and depending on Size, small sick bays, galleys, and communal meeting rooms.
- MANEUVERING SKILL: Maneuvering skills are Driving for all land-based vehicles, Boating for watercraft, and Piloting for air vehicles.
- SAFETY SYSTEMS: Modern vehicles have safety systems such as air bags, seat belts, or safety harnesses (see Collisions in Savage Worlds).
Example: Flynn’s colony rover can follow preloaded survey paths across mapped badlands while he studies sensor data, but the moment the road disappears into a sandstorm and broken basalt, he has to take manual control.
PROFILES
Vehicles have the following statistics.
- SIZE: Large vehicles have four Wounds, Huge craft have five, and Gargantuan vessels have six.
- HANDLING: The vehicle’s maneuverability, which is added to the operator’s maneuvering rolls.
- TOP SPEED: The vehicle’s maximum Speed Rating.
- TOUGHNESS: The Toughness of the vehicle with its Armor in parentheses, already figured into the Toughness.
- WOUNDS: The number of Wounds the craft can take before it is destroyed.
- CREW: How many people it normally takes to operate the vehicle. Any crew listed after the + may operate other systems or are simply passengers.
- ENERGY: The vehicle’s maximum fuel capacity, measured in days of use.
- MODS: The number of Modifications that can be made to the vehicle based on its Size, with any unused slots in parentheses.
- COST: The vehicle’s price listed in thousands ($K) or millions ($M).
SAMPLE PROFILE
HOVER LIMOUSINE (CLASS I)
A deluxe ride for corporate executives, senior Commonwealth officials, media icons, and the sort of celebrity whose arrival needs to be seen from half a district away.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 5 (Large) | 0 | 8 | 12 (2) | 4 | 1+4 | 5 | 15 (0) | $385K |
Locomotion: Hover. Mods: Armor, Crew Seating, 2× Increased Speed, Luxury Features.
Example: Michaels once had to pose as a transport contractor just to get Astrid inside a governor’s arcology. The hover limousine’s luxury cabin fooled the guards long enough to get them through the first checkpoint.
CUSTOM VEHICLES
The easiest way to create a custom vehicle is to take any of the stock vehicles presented at the end of this chapter or another Savage Worlds setting and look at the number in parentheses in the vehicle’s Mods column. This is the number of unused Modification slots you can use to add additional armor, weapons, or other systems.
You can also replace existing Mods you do not want with those you do. Even a few simple changes can make two slight variants of the same vehicle feel completely unique and make them a more memorable part of your stories.
If you want to build a vehicle from scratch, start with a concept, determine the Size, choose its form of locomotion, then use the Vehicle Frames table to determine its starting statistics. From there you can add Modifications to customize the rig and determine its final profile.
In Astrabound, this is a simple way to distinguish a Commonwealth patrol vehicle from a corp security export, a frontier hauler patched together out of salvage, or a pirate skiff rebuilt three times with stolen parts and bad intentions.
Note that a vehicle may have more than one form of locomotion. Buy the cheapest first, then additional forms require Mods equal to half the vehicle’s Size and cost double the normal price. A third uses the same Mods, and is triple the normal cost, and so on.
Vehicle Frames
| Size | Hand. | Top Speed | Toughness (Max Armor) | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| Normal (Vehicles 6’ to 12’ long) | +1 | * | 5 (20) | 3 | 1 | 3 | Size ×3 | Size × $10K |
| Large (Vehicles 15’ to 30’ long) | 0 | * | 10 (30) | 4 | 3 | 5 | Size ×3 | Size × $30K |
| Huge (Vehicles 36’ to 75’ long) | -1 | * | 15 (40) | 5 | 5 | 15 | Size ×3 | Size × $50K |
| Gargantuan (Vehicles 100’ to 600’ long) | -2 | * | 20 (50) | 6 | 50 | 30 | Size ×4 | Size × $1M |
Notes:
-
Normal: Drones, compact cars, motorcycles, hover bikes.
-
Large: Commercial vehicles, trucks, boats, aircraft.
-
Huge: Airliners, ships, train cars.
-
Gargantuan: Jumbo airliners, ships.
-
Speed Rating is based on the vehicle’s form of locomotion, below.
Locomotion
The table below shows the base Speed Rating and cost for each type of land, air, and water craft.
| Modification | Top Speed | Cost |
|---|---|---|
| Aircraft, Jet: The aircraft uses jets or another thrust system that does not allow hovering. Minimum speed is 120 MPH or they go Out of Control. | 13 | $500K × Size |
| Aircraft, Turboprop: The aircraft uses propellers or another thrust system that does not allow hovering. Minimum speed is 60 MPH or they go Out of Control. | 11 | $100K × Size |
| Aircraft, VTOL: The vehicle uses fans, rotors, ducted jets, anti-gravity, or another system for lift and propulsion. In atmosphere it can perform VTOL, hover, or fly. | 8 | $100K × Size |
| Hover: Uses fans or anti-gravity levitation to move across surfaces, ignoring most low obstacles and water. | 6 | $10K × Size |
| Tracked: The vehicle has tracks instead of wheels. It ignores all effects of Difficult Ground. | 4 | $5K × Size |
| Water, Jet: The vessel is a boat or ship. | 5 | $5K × Size |
| Water, Turboprop: The vessel is a boat or ship. | 3 | $2K × Size |
| Wheeled: The vehicle has wheels. | 5 | $1K × Size |
Vehicle Modifications
Mods is the number of slots the Modification requires. Round fractions up. A negative value means the Mod gives the vehicle additional slots back. Max is the number of times a Mod may be taken. U means unlimited.
- CARGO SPACE: Each unused Mod is empty cargo space that can hold up to 125 cubic feet of materials.
NEGATIVE QUALITIES
| Modification | Mods (Max) | Cost |
|---|---|---|
| Battered: The vehicle has been through numerous battles and hard use. Reduce its base Toughness by 2 each time this is taken. | -2 (2) | - $10K × Size |
| Drone: The vehicle has no on-board pilot, and requires Remote Control or AI to operate. Crew drops to zero. | -2 (1) | - $5K × Size |
| Exposed Crew: The vehicle is open-topped or leaves its crew and passengers exposed to atmospheric conditions. They may be targeted individually and get no Armor bonus. Cannot be taken with Sealed. | -2 (1) | - $10K × Size |
| Finicky: The vehicle requires more time and effort to fix than usual. Repair rolls made to fix its systems, attachments, or Wounds are made at -2, or -4 if taken twice. | -2 (2) | - $10K × Size |
| Fragile: The vehicle’s Frame is particularly fragile for its mass. Reduce its Wounds by 1 each time this is taken. | -2 (2) | - $10K × Size |
| Inefficient: The vehicle uses more energy than usual. Double the amount of fuel it uses each day. If using the Supply Levels rules, roll a die whenever energy would go down a level. If the result is odd, it goes down two levels instead. This may not be combined with a Reactor. | -2 (1) | - $10K × Size |
| Manual: The vehicle is mostly mechanical with limited or no electronics or displays. It has no automated systems and cannot have any Modifications that require significant electronics. | -2 (1) | - $10K × Size |
| Reduced Crew: The vehicle does not support as many crew members as others of its size. Reduce its Crew value to the next lowest Frame category. | -Half Size (1) | - $10K × Size |
| Reduced Handling: Subtract 1 from the base Handling of the vehicle each time this is taken, to a maximum penalty of -6. This cannot be taken with Handling. | -2 (6) | - $10K × Size |
| Reduced Speed: The vehicle sacrifices speed for lower cost and more space. Reduce its Top Speed Rating by 1 each time this Mod is taken. | -2 (3) | - $10K × Size |
| Rough Ride: The vehicle’s Unstable Platform penalty is -4 instead of the usual -2. Passengers routinely get sick, so pack extra barf bags. | -2 (1) | - $10K × Size |
| Unsafe: The vehicle does not have adequate safety measures, or perhaps they have been ripped out to make room for other systems. Passengers take full damage from collisions. They have no equivalent to Air Bags & Safety Harnesses as described in the Vehicles section of Savage Worlds. | -2 (1) | - $10K × Size |
Example: Zayko’s gang might run stolen desert skiffs with Battered, Rough Ride, and Unsafe because they care more about speed and cargo room than surviving a crash.
CORE SYSTEMS
| Modification | Mods (Max) | Cost |
|---|---|---|
| X Artificial Intelligence (AI): The vehicle has a true artificial intelligence that takes over for the automated systems and can now drive, fire weapons, and otherwise act like an allied character with a d6 skill and a Wild Die. If taken a second time the skill die increases to d10, and if taken a third time it can ignore 2 points of Multi-Action penalties each round. The GM might consider giving the AI a personality as well. | 1 (3) | $5K × Size |
| AV System: The vehicle contains a light-enhancing camera and viewscreen that provide 50× magnification and negate up to 4 points of Illumination penalties and add +2 to the user’s Notice rolls when used as an action. The camera contains a microphone and sound system that can detect sound as low as a whisper up to 200 yards distant (+2 to hearing-based Notice rolls). | 1 (1) | $10K |
| Command Suite: A suite of HUD apps securely connects the user to any linked allies within comms range. This allows the commander to see and hear through her troops’ biolinks, monitor their vitals, and extend her Command Range to all those in contact. | 1 (1) | $10K |
| Comms: The vehicle has a built-in communications suite that can connect to other receivers within 20 miles. The range extends to 100 miles if taken a second time. | 1 (2) | $5K |
| Y Entangled Comms: The vehicle has audio and video communications quantum entangled with one, and only one, other paired set anywhere in the universe. Its range is unlimited, and it cannot be blocked or jammed. | 1 (U) | $50K |
| Remote Control: An operator with the proper access codes and a transmitter of some kind, such as a mobile device, can control the vehicle from afar, using Electronics at -2 in place of the usual maneuvering skill. | 1 (1) | $10K |
| Scanner: The vehicle has sensors that can sense the composition of known matter or energy up to 50 yards distant. The target does not have to be visible, though certain types of matter or energy may interfere (GM’s call). | 1 (1) | $1K |
| Sensor Array: The vehicle has an extendable satellite dish that can scan heat, light, gravitational forces, electromagnetic waves, radio waves, and any other significant amounts of known matter or energy up to one light year away in space or line of sight planetside. If the accompanying mini satellite is launched, or there are other satellites to connect to, the system can scan a planetary hemisphere instead. Deploying or using the array takes a full round, during which the vehicle cannot move and is Vulnerable. | 4 (1) | $25K |
DEFENSIVE SYSTEMS
| Modification | Mods (Max) | Cost |
|---|---|---|
| AM/ECM: Anti-Missile and Electronic Countermeasures are integrated systems of electronic jammers, flares, and radar decoys that eliminate 2 points of penalties when making Evasion rolls against Guided Weapons. | 1 (1) | $5K × Size |
| Y Anti-Teleportation Tech: Electronic scramblers prevent people or materials from being teleported into or onto the vehicle. | 4 (1) | $10K × Size |
| Armor: Increase the vehicle’s Armor by +2 each time this is taken, up to the maximum allowed on the Vehicle Frames table. Vehicles Size 4 and larger have Heavy Armor. | 1 (See Text) | $5K × Size |
| EMP Shielding: The vehicle’s critical systems are protected from electromagnetic attacks by special metals, fast reboots, or other technology. The crew ignores 2 points of the -4 operating and Repair penalty when resetting after an EMP attack. | 2 (1) | $5K × Size |
| Escape System: This system adds ejection seats for vehicles Size 7 or smaller and exits or escape pods for those Size 8 or larger. When a vehicle is Wrecked, passengers may make an Agility roll to activate their ejection seat or a Smarts roll to make it to an escape pod or exit before the vehicle explodes. Escape pods hold 10 human-sized occupants and provide 30 days of food, water, oxygen, and power. The pod’s distress beacon has enough power for one year, and beams a signal that reaches 1,000 miles, further if relayed by satellites. | Half Size (1) | $1K × Size |
| Repair Drones: The vehicle has drones that can attempt to fix Wounds and Critical Hits using the usual rules for Repair and the vehicle’s automated systems. Critical Failure means the repair is beyond what the drones can do and they may no longer attempt that repair. | Half Size (1) | $25K × Size |
| Y Repair Nanomachines: Nanobots may attempt Repair rolls as a limited action once per round, using the vehicle’s automated systems. Each success and raise removes one Wound. After three Wounds are repaired, the nanobots are spread too thin and provide no further benefit until they replenish themselves 24 hours later. | 3 (1) | $50K × Size |
| X Shields: The vehicle is protected from incoming attacks by a powerful energy field. The shield has a number of charges equal to half the vehicle’s basic Wounds, before any Modifications, rounded down. A crew member, or the vehicle’s AI, must spend these charges anytime the vehicle takes damage by making a Soak roll using Electronics. This is a free action, and the character must continue to spend charges until all Wounds are negated or the field runs out of charges. Shields recharge in 10 minutes outside of combat, but in an emergency, a character can shunt power from locomotion and weapons to make an Electronics roll. Success restores half the vehicle’s usual shield charges, rounded up, and a raise restores them all. | Half Size (1) | $50K × Size |
| Sloped Armor: Sloped armor deflects direct-fire energy and kinetic attacks. Enemies subtract 2 from their Shooting rolls. It has no effect on bombs, flame weapons, missiles, or torpedoes. | Half Size (1) | $5K × Size |
| Stealth System: Radar-absorbent materials, heat baffles, scramblers, and visual distortion devices make the vehicle less detectable by vision or sensors. Rolls to spot or lock onto the vessel with Electronics while the system is active are made at a -4 penalty. At Dev II, rolls to scan or attack the vehicle with direct-fire weapons are made at -2, or -4 at Dev III. Activating and deactivating stealth mode is a limited action, and is negated any round the craft fires weapons or makes an active sensor scan. | Size (1) | $50K × Size |
| Toughness: The vehicle’s hull is reinforced, adding +1 to its inherent Toughness each time this Mod is taken. | 1 (5) | $5K × Size |
LOCOMOTION & POWER
| Modification | Mods (Max) | Cost |
|---|---|---|
| Amphibious: The vehicle may enter water, or other liquids, without sinking. While in water its Handling is reduced by 1 and its Top Speed Rating is 2 (8 MPH). If taken a second time, Top Speed increases to Speed Rating 3 (16 MPH). | 2 (2) | $1K × Size |
| Boosters: Nitrous oxide, afterburners, or other types of propellants give the vehicle a temporary burst of acceleration and speed. Once per encounter, each booster may be triggered to increase the vehicle’s Top Speed Rating by 1 for the round. Effects of multiple boosters do not stack. | 1 (4) | $1K × Size |
| Energy Pod: Each energy pod adds double the vehicle’s Energy rating in fuel or power to its maximum capacity. | Half Size (U) | $5K × Size |
| Four-Wheel Drive: Wheeled vehicles only. On the tabletop, treat each inch of Difficult Ground as 1.5" instead of 2". | 1 (1) | $1K × Size |
| Handling: Each time this Mod is taken increases the vehicle’s Handling by +1, to a maximum of +4. | Half Size (2) | $10K × Size |
| Increased Speed: Each time this Mod is taken increases the vehicle’s Top Speed Rating by +1. | Half Size (5) | $10K × Size |
| X Reactor: The vehicle has a nuclear reactor or other super efficient generator. This multiplies its Energy capacity by 10, but if the Vehicle Critical Hits table indicates a hit to Locomotion, roll a die. Odd, the reactor explodes for Xd10 damage, where X is the base number of Wounds for the vehicle’s Frame, in a 10" (20 yard) blast radius, automatically Wrecking the vehicle. | Half Size (1) | $10K × Size |
OFFENSIVE SYSTEMS
| Modification | Mods (Max) | Cost |
|---|---|---|
| Stabilizer: The vehicle has a weapon stabilization system that negates the Unstable Platform penalty for all attached direct-fire weapons. It does not aid in the firing of guided weapons. | 1 (1) | $5K |
| Targeting System: The vehicle has an integrated targeting and tracking system that reduces 2 points of direct-fire Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. The system works with all the vehicle’s direct-fire ranged weapons. It does not aid in the firing of guided weapons. | 1 (1) | $25K |
PERSONNEL
| Modification | Mods (Max) | Cost |
|---|---|---|
| Crew Seating/Quarters: This Mod adds additional seating (vehicles Size 7 or less) or quarters (Size 8+) to the vehicle. Each time it is taken adds extra accommodations for a number of individuals equal to the vehicle’s Crew rating. | Half Size (U) | $10K |
| Luxury Features: At Size 7 or less, the vehicle has enhanced entertainment systems for passengers, food and drink dispensers, or other luxuries. At Size 8 and higher, the vehicle is large enough to include community rooms, mess halls, and other communal spaces. The more times this Mod is installed, the more spacious or extravagant the features become. | Size (U) | $10K × Size |
| Passenger Pod: Size 7 or smaller vehicles only. This Mod is generally for small transports. It adds seats with safety harnesses and video screens to accommodate ten passengers on short trips, usually 24 hours or less. | 2 (U) | $50K |
| Professional Bay: Contains the tools and equipment to ply a specified skill, chosen at installation. This could represent medical facilities, an engineer’s workshop, a signal-processing suite, a science laboratory, and more. Those working within get a free reroll when attempting relevant Trait rolls. | 4 (U) | $100K |
| Sealed: The vehicle is hermetically sealed to protect against cold, heat, pathogens, bacteria, gas, and radiation. It has its own airlocks and life support. As long as it has power, it provides heating, cooling, and oxygen and protects the crew from all but the most extreme environmental effects. | 2 (1) | $5K × Size |
STRUCTURAL
| Modification | Mods (Max) | Cost |
|---|---|---|
| Hangar: A hangar or garage that can carry up to 10 Size points of ships, vehicles, or walkers, none of which may be more than half the vehicle’s Size. Includes mechanisms to launch and refuel the vehicles within. Each additional time this is taken adds a new hangar, or increases its capacity by +10. | 5 (U) | $500K |
| Superstructure: Some vehicles are so large they have massive compartments dedicated to passengers, cargo, or even entire factories. Only Size 10 vehicles or larger may take these superstructures. | 20 (U) | $5M |
Superstructure Options
- ARTIFICIAL GRAVITY SECTION: Massive vehicles operating on planets with low or no gravity can generate it artificially. At Dev I, this is a spinning chamber that simulates gravity. At Dev II and higher, the vehicle has artificial-gravity generators instead, and gravity can be set to acclimate the crew to specific gravity conditions. This may be combined with other superstructures for no additional Mod cost.
- BIOSPHERE: This area may be set up for agricultural purposes or to mimic a completely different atmosphere than the rest of the vehicle. If agricultural, provisions are effectively unlimited for up to 50 people per Biosphere.
- BULK CARGO: These are massive, open hulls for hauling bulk cargo equivalent to 18 train boxcars or shipping containers, each roughly equivalent to 50 cargo spaces, and can handle up to 80,000 cubic feet of cargo, but no more than 1,800 tons. Halve the cost if the storage area is not airtight.
- FACTORY: The vehicle contains processing and manufacturing facilities that can take in raw materials and create new goods, usually those necessary for extended expeditions, military operations, or colonial survival. Assuming labor and raw materials, the factory can generate 2d6 × $100K in goods a month in an average environment. Add or subtract a d6 for a sparse or rich environment. A factory may produce fuel for Energy, but if a Critical Hit strikes it the entire vehicle explodes in a catastrophic chain reaction.
- HANGAR, LARGE: A large, dedicated bay that holds up to 50 Size points of other vehicles, each no larger than half the vehicle’s Size. This includes additional fuel storage, maintenance bays, and small briefing areas for those vehicles. The facilities require 50 additional crew members.
- MERCANTILE: This might be restaurants, theaters, malls, retail stores, or specialty shops. Each generates 2d6 × $5K a month for the vehicle, and the same for the business’s owner, and improves crew morale.
- PASSENGER, CIVILIAN: Luxury accommodations for long-term travelers, including hydroponic gardens, gyms, cafeterias, and lodging for 450 passengers and 50 support crew. Passengers typically pay an average of $50 per day for economy rooms, and substantially more for luxury rooms.
- PASSENGER, MILITARY: Spartan barracks, training facilities, armories, and a few multi-purpose recreational areas for 450 military personnel and 50 support crew, cooks, techs, and similar staff supported by the troops on rotating duties.
- SPECIALTY: A massive segment that can function as a hospital, prison, corporate offices, and so on. The specific function determines details. With the GM’s approval, the superstructure may also be used as an Outpost.
Example: A Commonwealth expedition crawler might include a Professional Bay for survey science, a Hangar for bikes and rovers, and a Sealed hull for toxic worlds. A syndicate smuggling barge might swap all of that for Bulk Cargo and hidden mercantile compartments.
Stock Vehicles
These vehicles are built around practical progression and slightly advanced technology, making them easy to place in Astrabound as Commonwealth issue, colonial civilian craft, corp-produced imports, or old military surplus still earning its keep on the frontier.
CIVILIAN VEHICLES (LAND)
HOVER BIKE (CLASS I)
A small, light cycle common to crowded city towers, station corridors, and wealthy colony districts.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 1 (Norm) | +3 | 11 | 7 | 2 | 1 | 3 | 3 (0) | $70K |
Locomotion: Hover. Mods: Exposed Crew, Fragile, 2× Handling, 5× Increased Speed, 2× Toughness, Unsafe.
EXPLORATION ROVER (CLASS I)
A sealed all-terrain scout vehicle used by survey teams, prospectors, and small colonial science crews. Two people can crowd into the airtight cabin with some discomfort.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 3 (Norm) | +1 | 6 | 7 | 3 | 1 | 3 | 9 (0) | $100K |
Locomotion: Wheeled (4WD). Mods: Amphibious, Four-Wheel Drive, Increased Speed, Rough Ride, Sealed, 2× Toughness.
HOVER LIMOUSINE (CLASS I)
A deluxe ride for corporate executives, politicians, and celebrities.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 5 (Large) | 0 | 8 | 12 (2) | 4 | 1+4 | 5 | 15 (0) | $385K |
Locomotion: Hover. Mods: Armor, Crew Seating, 2× Increased Speed, Luxury Features.
HOVER TRUCK (CLASS I)
A common cargo hauler on civilized worlds and better-funded colonies. The empty Mods are for cargo space.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 6 (Large) | 0 | 9 | 14 | 4 | 1+2 | 5 | 18 (5) | $540K |
Locomotion: Hover. Mods: 3× Increased Speed, 4× Toughness.
EXPLORATION CRAWLER (CLASS II)
The preferred mode of transport in hazardous wastelands, irradiated badlands, and worlds where losing the vehicle means losing the expedition. Crawlers are reliable and have enough space for a working lab, a rover, and hover bikes for the crew.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | -1 | 5 | 24 (2) | 5 | 5 | 15 | 24 (0) | $1.3M |
Locomotion: Tracked. Mods: Amphibious, 2× Armor, Hangar, Increased Speed, Professional Bay, Scanner, Sealed, 2× Toughness.
CIVILIAN VEHICLES (SEA)
MINI SUB (CLASS I)
These small watercraft are built to withstand the pressure of deep water, but not much else. They are best suited for exploration, salvage scouting, and luxury tourism on ocean worlds.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 3 (Norm) | +1 | 3 | 13 (4) | 3 | 1 | 3 | 9 (0) | $142K |
Locomotion: Water (Turboprop). Mods: 2× Armor, Scanner, Sealed, 4× Toughness.
CIVILIAN VEHICLES (AIR)
VTOL SPORTS CAR (CLASS I)
Flying cars are common on core worlds and wealthy colonies. This model represents personal fliers, taxis, police cruisers, news VTOLs, and similar craft.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 (Large) | +1 | 12 | 12 | 3 | 1+2 | 5 | 12 (2) | $720K |
Locomotion: Aircraft (VTOL). Mods: Fragile, Handling, 4× Increased Speed, 2× Toughness.
MILITARY VEHICLES (LAND)
COMBAT HOVER CYCLE (CLASS I)
Two ground-effect jets carry the cycle over nearly any terrain. The Gatling laser is usually deployed as a swivel mount when the bike stops, but the driver can still fire it straight ahead while moving.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 2 (Norm) | +2 | 11 | 10 (2) | 2 | 1 | 3 | 6 (0) | $168K |
Locomotion: Hover. Mods: Armor, Exposed Crew, Fragile, Handling, 5× Increased Speed, Targeting System, 3× Toughness, Unsafe. Weapons:
- Gatling Laser (Pintle Mount): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Reaction Fire.
HOVER SKIFF (CLASS I)
A favored vehicle for special operations teams, pirate raiders, and law-enforcement patrols. Police variants often have an auto-tinting bubble canopy and a stun projector added to the laser.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 3 (Norm) | +1 | 9 | 9 (4) | 3 | 1 | 3 | 9 (0) | $179K |
Locomotion: Hover. Mods: 2× Armor, Exposed Crew, 3× Increased Speed, Scanner, Targeting System. Weapons:
- Gatling Laser (Pintle Mount): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
HOVER JEEP (CLASS II)
A hardy carry-all designed to get small teams anywhere they need to go. Its weaponry is an afterthought, best used as a defensive deterrent.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 (Large) | 0 | 8 | 20 (8) | 4 | 1+2 | 5 | 12 (0) | $368K |
Locomotion: Hover. Mods: 4× Armor, EMP Shielding, Exposed Crew, 2× Increased Speed, Targeting System, 2× Toughness. Weapons:
- Gatling Laser (Pintle Mount): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
WHEELED APC (CLASS II)
An armored personnel carrier deploys from dropships to move squads into combat and support them with its autocannon. The interior is notoriously cramped and uncomfortable, especially once everyone is in sealed gear.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 5 (Large) | 0 | 6 | 18 (8) | 4 | 3+10 | 5 | 15 (0) | $385K |
Locomotion: Wheeled (4WD). Mods: 4× Armor, EMP Shielding, Four-Wheel Drive, Increased Speed, Passenger Pod, Rough Ride, Sealed, Stabilizer. Weapons:
- Medium Cannon (Turret): Range 75/150/300, Damage 4d10 (III), AP 10, SBT.
HOVER TANK (CLASS III)
Hover tanks are an uncomfortable marriage of ground-effect propulsion and the armor and main gun of a battle tank. The result is faster and more flexible, but lacks the heavier protection and weaponry of its tracked cousins.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | -1 | 6 | 29 (10) | 5 | 5 | 15 | 24 (1) | $1M |
Locomotion: Hover. Mods: AM/ECM, 5× Armor, EMP Shielding, Sealed, Scanner, Sloped Armor, Targeting System, 4× Toughness. Weapons:
- Gatling Laser (Pintle Mount): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
- Medium Laser (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
MAIN BATTLE TANK (CLASS IV)
Even in the battlefields of the Astrabound galaxy, the main battle tank remains relevant. Its design philosophy is timeless: pile on armor and mount a devastating gun in the turret.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | -2 | 4 | 42 (22) | 5 | 5 | 15 | 24 (0) | $1.1M |
Locomotion: Tracked. Mods: AM/ECM, 11× Armor, EMP Shielding, Reduced Handling, Targeting System, 5× Toughness. Weapons:
- Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
- Heavy Cannon (Turret): Range 100/200/400, Damage 5d10 (IV), AP 20.
MILITARY VEHICLES (SEA)
PATROL BOAT (CLASS II)
These swift attack craft guard coastlines, rivers, and archipelago trade routes on wet worlds.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | -1 | 6 | 23 (8) | 5 | 5+5 | 15 | 24 (3) | $351K |
Locomotion: Water (Jet). Mods: 4× Armor, Crew Quarters, Increased Speed, Scanner, Sloped Armor. Weapons:
- Medium Autocannon (Turret): Range 50/100/200, Damage 4d8 (II), AP 6, RoF 4.
- 2× Minigun (Turret): Range 50/100/200, Damage 2d8+1 (I), AP 2, RoF 4, Point Defense, Reaction Fire.
NAVAL DESTROYER (CLASS VI)
Destroyers are the workhorses of major navies, screening larger ships, escorting convoys, and hunting smaller threats that could endanger the fleet.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 12 (Gar) | -2 | 5 | 60 (40) | 6 | 50 | 30 | 48 (0) | $13.8M |
Locomotion: Water (Jet). Mods: AM/ECM, 20× Armor, Scanner, Sloped Armor, Targeting System. Weapons:
- 2× Dual Linked Heavy Laser (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge.
- Missile Launcher (Turret): 8× Heavy missiles, Range 200/400/800, Damage 8d6 (V), AP 32, LBT.
- Missile Launcher (Turret): 24× Light missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT.
ATTACK SUBMARINE (CLASS IV)
An attack submarine hides under the surface and launches surprise strikes against other watercraft, coastal installations, and in some theaters even orbital targets during launch windows.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 16 (Gar) | -2 | 5 | 45 (20) | 6 | 50 | 300 | 64 (0) | $23.5M |
Locomotion: Water (Jet). Mods: AM/ECM, 10× Armor, EMP Shielding, Entangled Comms, Reactor, Scanner, Sealed, Stealth System, 4× Toughness. Weapons:
- 2× Torpedo Launcher (Fixed Front): 10× Heavy torpedoes total across both launchers, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT.
- 2× Missile Launcher (Turret): 20× Medium missiles total across both launchers, Range 150/300/600, Damage 7d6 (IV), AP 24, RoF 2, Guided, MBT.
BATTLESHIP (CLASS VII)
A floating fortress with immense firepower and thick armored plating. Though unfashionable beside cheaper multi-role platforms, a battleship is still one of the most intimidating sights on any ocean horizon.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 16 (Gar) | -4 | 5 | 68 (48) | 6 | 50+50 | 30 | 64 (0) | $18.8M |
Locomotion: Water (Jet). Mods: AM/ECM, 24× Armor, Crew Quarters, 2× Reduced Handling, Scanner, Targeting System. Weapons:
- 2× Dual Linked Super Heavy Cannons (Turret): Range 150/300/600, Damage 8d10 (VII), AP 40.
- 3× Quad Linked Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
- Missile Launcher (Turret): 6× Heavy missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT.
LIGHT CARRIER (CLASS IV)
The terror of the seas carries 12 stealth fighters or fast attack VTOLs into battle. Its own weapons are primarily reserved for point defense and discouraging lighter attackers.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 20 (Gar) | -6 | 5 | 40 (20) | 6 | 150+50 | 300 | 80 (0) | $30.5M |
Locomotion: Water (Jet). Mods: 10× Armor, Command Suite, Crew Quarters, Reactor, 4× Reduced Handling, Scanner, 2× Superstructure (Hangar, Large). Weapons:
- 4× Quad Linked Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
MILITARY VEHICLES (AIR)
VTOL PATROL CRAFT (CLASS II)
This two-person craft hovers on the edge of battlefields or hunts lighter enemy ground vehicles. Outdated or surplus versions often end up in private security fleets or local law enforcement hangars.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 6 (Large) | +1 | 10 | 16 (6) | 4 | 1+2 | 5 | 18 (0) | $1.1M |
Locomotion: Aircraft (VTOL). Mods: 3× Armor, Handling, 2× Increased Speed, Targeting System. Weapons:
- Dual Linked Light Lasers (Turret): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire.
- Missile Launcher (Fixed Front): 24× Light missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT.
FAST ATTACK VTOL (CLASS II)
This light aircraft mounts powerful omni-directional jets at the end of wing struts for excellent maneuverability. It carries solid firepower but is vulnerable to return fire from hardier opponents.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | -1 | 10 | 23 (6) | 5 | 5 | 15 | 24 (0) | $1.7M |
Locomotion: Aircraft (VTOL). Mods: AM/ECM, 3× Armor, 2× Increased Speed, Scanner, Targeting System, 2× Toughness. Weapons:
- Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire.
- Quad Linked Medium Laser (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
- 2× Missile Launcher (Fixed Front): 24× Light missiles total across both launchers, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT.
ATMOSPHERIC STEALTH FIGHTER (CLASS I)
This high-speed jet uses electronic cloaking and aggressive thrust to slip into protected airspace, strike high-value targets, and, with luck, survive the trip back.
| Size | Hand. | Top Speed | Tough | Wounds | Crew | Energy | Mods | Cost |
|---|---|---|---|---|---|---|---|---|
| 8 (Huge) | 0 | 15 | 15 | 5 | 3 | 15 | 24 (0) | $5M |
Locomotion: Aircraft (Jet). Mods: AM/ECM, 2× Boosters, Handling, 2× Increased Speed, Reduced Crew, Scanner, Stealth System. Weapons:
- Dual Linked Medium Laser (Fixed Front): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
- 2× Missile Launcher (Fixed Front): 24× Light missiles total across both launchers, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT.
NEW or CHANGED VEHICLE RULES
Astrabound adventures often lean heavily on vehicles, whether that means colony rover expeditions, grav-skiff chases through arcology traffic, tank duels across blasted moons, or strike craft diving through flak to hit a fortress shield generator. The following rules help support those encounters and can be added to all your Savage Worlds games.
VEHICLE STATES
Vehicles can be rocked by heavy fire, jostled by rough terrain, tricked by enemy maneuvers, or forced into sharp turns that throw off their crews. Failing to resist a Test or going Out of Control can make a vehicle Distracted or Vulnerable.
- DISTRACTED: When a vehicle is Distracted, skill rolls with any of its weapons or systems are made at -2. If an engineer on a Distracted destroyer makes a Soak roll for its shields, for example, he subtracts 2 from his total as wiring shorts out, the engineer is shaken out of his seat, or his crew is knocked to the floor while rushing to patch together the system’s networks. Distracted states on the vehicle or its crew do not stack, so a Distracted character firing the weapons of a Distracted hover tank subtracts 2 from her rolls, not 4.
- VULNERABLE: Attacks made against a Vulnerable vehicle or its crew are made at +2. Even Tests, such as Taunting a patrol craft’s commander over open comms, gain the bonus as the enemy takes advantage of the target’s precarious position.
OUT OF CONTROL
The operator of a vehicle must make a maneuvering roll anytime a vehicle takes damage equal to or greater than its Toughness, whether it takes a Wound or not. If failed, the vehicle must roll on the Out of Control table. Roll only once per attack. A pilot would roll only once if hit three times by a weapon with a Rate of Fire of 4, for example.
WOUNDS
Wounds reduce a vehicle’s Handling by a like amount, to a maximum of -3. A starship with three Wounds and a starting Handling of -2 has a Handling of -5.
EVASION
Vehicle operators use their maneuvering skill, Boating, Driving, or Piloting, at a -2 penalty when they must make Evasion rolls. This most often comes into play when attempting to dodge Guided Weapons.
FIRE
Incendiary weapons can set a small vehicle on fire, or start fires in the compartments of larger craft. Anytime a vehicle takes a Wound from an incendiary weapon, roll a d6. A roll of 6, or 5 or 6 for plasma weapons, indicates a fire has broken out and causes an immediate Critical Hit. This is in addition to any caused by the attack itself. After the Critical is resolved, anti-fire systems or crew put out the flames and there are no further effects from that attack.
VEHICULAR SOAK
In science-fiction settings, anyone operating a vehicle can attempt to Soak damage for vehicles they control or command, using the appropriate maneuvering skill at -2 instead of Vigor. The Ace Edge negates this penalty.
Example: Astrid is piloting a patrol craft when it takes a missile hit. Instead of rolling Vigor, she rolls Piloting at -2 to try and Soak the damage.
HEAVY METAL
Calculating the damage of Heavy Weapons, their Armor Piercing value, and targets with high Armor can slow down fast-moving vehicular encounters. To simplify that process, all the weapons and vehicles in this book are given a Class. When an attack successfully hits a target, simply compare the weapon’s Class to the target’s Class and consult the table below to see the effects.
HEAVY METAL DAMAGE
| Comparison | Wounds |
|---|---|
| Weapon Class is two or more levels below Vehicle Class | No Effect |
| Weapon Class is one level below Vehicle Class | 0* |
| Weapon Class is equal to Vehicle Class | d3* |
| Each level Weapon Class is above Vehicle Class | +1 Wound* |
- Note: The operator must make a maneuvering roll or go Out of Control.
Raise: A raise on the attack roll increases the number of Wounds caused by +1. This can take a 0 result to 1 unless the base result is No Effect.
Collisions: When vehicles collide, treat each one as a weapon with a Damage Class equal to its vehicle Class. A raise on a roll to ram increases the Wounds caused to the target by +1.
WARHEADS
Some warheads work differently when using the Heavy Metal rules:
- ARMOR PIERCING: Reduce the target’s Class by one if it has at least 10 points of Armor.
- EMP: If the target takes any Wounds from this attack, its electronics are knocked out but any Wounds that would be taken are reduced by two.
- HIGH EXPLOSIVE: Reduce any Wounds caused by one, but if any Wounds are caused, roll one additional Critical Hit.
- NUCLEAR: All targets within a half-mile radius take 10 Wounds.
- PHASE: Increase the weapon’s Class by one. The target’s shields add +4 to their Soak rolls.
- PLASMA: A raise on the attack causes two additional Wounds instead of one.
CALCULATING CLASS
If you create your own weapons and vehicles, or import them from another setting, and need to know their Class, use the values below.
For weapons, use the average damage plus its Armor Piercing value, rounded up. A weapon that does 4d6, AP 10 damage, for example, has a value of (4 × 3.5 = 14) + 10 = 24, which makes it a Class II weapon.
Note that only Heavy Weapons have a Class value, and you do not count bonus damage from Linked weapons.
Vehicle Class is simply a vehicle’s total Toughness, including its Armor. A Toughness 18 (4) walker, for example, has a value of 18 and is a Class II walker.
VEHICLE & WEAPON CLASS
| Class | Avg. Weapon Damage | Vehicle Toughness |
|---|---|---|
| I | 1-20 | 1-15 |
| II | 21-30 | 16-25 |
| III | 31-40 | 26-35 |
| IV | 41-50 | 36-45 |
| V | 51-60 | 46-55 |
| VI | 61-70 | 56-65 |
| VII | 71+ | 66+ |
TACTICAL VEHICULAR COMBAT
Savage Worlds normally operates at a scale of 1" equals 2 yards for humanoid encounters, but that is impractical when you are racing hover tanks across a battlefield or bringing gunships in low over a ruined city.
You can always use the Chase or Clash rules to resolve vehicle encounters, but when you want to put miniatures on a tabletop, simply divide movement in MPH and weapon ranges by 10, rounding up. A vehicle that moves 60 MPH, for example, can move up to 6" on a vehicle-scale map, and a weapon with a Range of 200/400/800 has a Range of 20/40/80.
If it matters, this makes 1" equal to 20 yards on the tabletop since every inch at regular scale is two yards.
Assume there is more room to maneuver at vehicle scale, so you can ignore the rules for Vehicles on the Tabletop described in Savage Worlds.
Example: Flynn’s hover tank has a Top Speed Rating of 9. On the Speed Rating table that equals 120 MPH, so the tank can move up to 12" per turn on a vehicle-scale battle map. Its medium laser with a Range of 150/300/600 becomes 15/30/60 on that same map.
SPECIAL RULES
Whether a fight takes place on a tactical map, in the theater of the mind, or using the Clash rules, the Game Master can make a vehicle fight more interesting and memorable by tying dramatic narratives to a few simple rules.
A grav-skiff duel through a derelict dockyard might threaten collision with drifting containers. A crawler race over an ice moon might feature cracks opening beneath the tracks. A sea pursuit on a storm world might add lightning towers, rogue waves, or giant native predators rising from the deep.
These are the details players remember. They help focus the narrative on the high-energy action these rules are meant to emulate rather than getting bogged down in dry procedure.
SPEED RATINGS
Vehicles in this section list their Top Speed as a Speed Rating, so use the table below to find the equivalent in miles per hour.
| Rating | MPH | Rating | MPH |
|---|---|---|---|
| 1 | 4 | 16 | 1K |
| 2 | 8 | 17 | 1.2K |
| 3 | 16 | 18 | 1.6K |
| 4 | 25 | 19 | 2K |
| 5 | 40 | 20 | 2.5K |
| 6 | 60 | 21 | 4K |
| 7 | 80 | 22 | 6K |
| 8 | 100 | 23 | 8K |
| 9 | 120 | 24 | 10K |
| 10 | 160 | 25 | 12K |
| 11 | 200 | 26 | 16K |
| 12 | 250 | 27 | 20K |
| 13 | 400 | 28 | 25K |
| 14 | 600 | 29 | 40K |
| 15 | 800 | 30 | 60K |
Divide a vehicle’s Top Speed in miles per hour by 10 to get its movement in inches per turn at the vehicle scale discussed above.
Speed & Cover: Vehicles hiding behind Cover do not get their standard Speed penalty. They must choose one or the other.
Vehicle Tables
The following tables reprint the Out of Control and Vehicle Critical Hits tables from Savage Worlds for convenience, with slight updates to better fit the high-tech vehicles used in Astrabound and a more specific Systems subtable.
OUT OF CONTROL
| 2D6 | Effect |
|---|---|
| 2 | Major Collision: Everyone in the vehicle is Distracted. It takes d4 Wounds. |
| 3-4 | Minor Collision: The vehicle takes a Wound. |
| 5-9 | Distracted: Ground vehicles spin out or skid. Airplanes or starships stall, slide, flip, or roll unexpectedly. Everyone on board is Distracted until the end of their next turn. |
| 10-11 | Vulnerable: The vehicle and everyone on board is Vulnerable until the end of their next turn. |
| 12 | Glitch: Something is jarred loose or breaks from rough handling. Roll on the Systems Table below. |
VEHICLE CRITICAL HITS
| 2D6 | Effect |
|---|---|
| 2 | Superficial Damage: The attack just scratches the paint or passes clean through the body without hitting anyone or anything vital. There is no permanent damage. |
| 3 | Guidance/Traction: The wheels, tracks, sails, thrusters, and similar systems have been hit. Reduce Handling by 1 each time this occurs, to a maximum penalty of -6. |
| 4-5 | Locomotion: The engine, mainsails, boiler, legs, and similar systems are hit. The vehicle’s Top Speed Rating drops by 1. This can reduce a vessel to 0. |
| 6-8 | Hull: The vehicle suffers a hit in the body with no special effects. |
| 9-10 | Crew: One random crew member, or d4 crew members for area effect attacks, takes d4-1 Wounds. |
| 11 | Weapon: A random weapon is destroyed. If there is no weapon, this is a Hull hit instead. |
| 12 | System: The vehicle loses an electronic system, its airbags, or some other system determined by the GM or rolled on the subtable below. If the vehicle does not have any special features, treat this as a Hull hit instead. |
SYSTEMS TABLE
| D6 | System |
|---|---|
| 1 | Breach: If the vehicle is sealed, it is breached. Crew who are not in sealed suits must deal with whatever environment they are exposed to. If a breach has no effect on this vehicle, treat this as Electronics instead. |
| 2-3 | Electronics: The GM chooses a dramatically appropriate electronic system relevant to the current fight, FTL if the heroes are trying to jump away from their foes, comms if they require coordination, electronic countermeasures if guided missiles are in play, AI if the crew rely on it, and so on. The hit should not be trivial. It should have a dramatic effect on the situation and require the party’s engineers to attempt hasty repairs. |
| 4 | Propulsion: The vehicle’s Top Speed Rating drops by 1. This can reduce a vessel to 0. |
| 5-6 | Weapons: The GM rolls randomly among weapons crewed by player characters. If there are not any, roll randomly among NPC gunners. If the vehicle has no weapons, treat this as Propulsion instead. |
CLASHES
The following rules use the Dramatic Task system with a few changes to create fast, exciting vehicular battles that prioritize cinematic action over fine tactical detail. This variant is called a Clash.
There are two main differences from a standard Dramatic Task:
Objectives: Success is not determined by accumulating Task Tokens but by the encounter’s objectives, such as destroying the enemy force, bombing a manufactorum, escaping a blockade, defeating a certain number of enemies, or surviving long enough for extraction.
Clash Tokens: These are still gathered by player characters who are piloting a vehicle, but instead of tracking success they are used to help themselves and their crewmates destroy foes, avoid damage, and accomplish mission goals.
Number of Rounds: Clashes last five rounds for quick strikes, raids, or encounters with short narrative time limits. Extend a Clash to ten rounds for protracted battles, patrol actions, running engagements, or dogfights where the heroes cannot easily withdraw.
SETUP
The Game Master starts the encounter by explaining the situation, defining the party’s objectives, telling them how many rounds the Clash will last, five or ten, then dealing Action Cards as usual.
TAKING ACTIONS
Player characters, named foes, and allies may take all the usual actions during a Clash, including firing weapons, Supporting allies, and Testing foes. Assume unnamed crew are fulfilling their usual duties and cannot provide Support or Test enemies.
ATTACKS
Attacks take place at Short or Medium Range, player’s choice, if the pilot of the attacker’s vehicle has a higher Action Card than the target’s pilot. Otherwise the attack takes place at Long Range.
The attacker rolls the appropriate attack skill and adds or subtracts all the usual modifiers except Speed. Speed and Handling are relative in a Clash, and use the following modifiers:
- HANDLING: Subtract 2 from attack rolls if the target vehicle’s current Handling is higher than yours. Remember that Wounds reduce Handling.
- SPEED: Subtract 2 from attack rolls if the target vehicle’s Top Speed Rating is higher than yours.
If the attack hits, resolve damage normally. Using the Heavy Metal damage rules is strongly recommended with Clash encounters.
- REACTION FIRE: Targets may use Reaction Fire when attacked from Short Range, after the acting character’s attack is resolved.
- FIXED WEAPONS: Fixed weapons may not fire at targets whose pilot has a higher Action Card than their own vehicle’s pilot.
- CONCENTRATING FIRE: Vehicles with many weapons may choose to concentrate fire. Choose the vehicle’s target and roll the attack for one weapon, usually the one with the highest damage Class, though another weapon may be chosen for its special benefits. Add a +1 bonus to the Shooting roll for each additional weapon concentrating fire on a single target, to a maximum of +4. This stacks with any Linked bonus from the main weapon, and applies to each die if the main weapon has a Rate of Fire of 2 or more. Secondary weapons must be within two Classes of the main weapon to add a bonus.
Vehicles acting on the same Action Card may also combine fire as a Group Roll. A group of fast attack craft or armored skiffs can use this to make massed volleys much more dangerous.
Only weapons that use Shooting can Concentrate Fire, and vehicles that do so may not designate attacks at other targets even if some of their weapons are not used. Player characters may use Concentrated Fire if they wish. This option may also be used outside of Clashes to speed up larger engagements.
COMPLICATIONS
If a pilot’s Action Card is a Club, she faces a Complication of some kind. She may have pushed her craft too hard, her skiff must avoid wreckage, or her aircraft must dive through crossfire.
At the start of her turn, the pilot must first make a maneuvering roll at -2 as a free action, or -4 in a truly hazardous environment. If she succeeds, she may take her turn as usual. If she fails, the Clash does not end but she loses a Clash Token, or two with a Critical Failure, and must roll on the Out of Control table.
NPC vehicles cannot try for Clash Tokens but must still deal with Complications when their Action Card is a Club.
Hold: Pilots with a Complication can go on Hold, but must take their action by the end of the round.
CLASH TOKENS
Player characters who are operating vehicles have an additional option on their turn.
Anytime their Action Card is a Joker, Heart, or Diamond, they may attempt to gain Clash Tokens by making a maneuvering roll. This is a limited action, and uses the operator’s Boating, Driving, or Piloting skill as appropriate, plus the vehicle’s Handling as usual. A success grants one token, and a raise grants two.
For all maneuvering rolls:
- SPEED: Subtract 2 if the fastest enemy vehicle’s Top Speed Rating is higher than yours.
Planning: If the heroes have time to plan before a Clash and have a solid plan or similar advantage, allow one of the party to make a Battle roll, or another appropriate skill roll. Success grants a Clash Token that can be given to any allied player, and a raise grants two.
USING CLASH TOKENS
Clash Tokens represent positioning, momentum, and tactical advantage. They cannot be shared once gained. Every player maintains their own pool.
- DAMAGE (Free Action): The pilot may spend a Clash Token to increase the number of Wounds caused by an attack by one. The attack must originate from her vehicle, and cannot increase a No Effect result to a Wound.
- ESCAPE (Limited Action): A pilot may spend three Clash Tokens to attempt to escape the encounter by making an opposed maneuvering roll against an enemy of the other side’s choice, usually the enemy with the best Handling or another Wild Card. If the escape fails, the pilot gets the Clash Tokens back.
- EVADE (Free Action): A Clash Token may be spent to automatically negate a vehicle’s Wound as it is taken. Multiple Clash Tokens may be spent in this way, and it can be done before or after any Soak rolls for shields, the Ace Edge, and so on.
- INTERCEPT (Limited Action): A pilot may spend three Clash Tokens and make an opposed maneuvering roll to force another vehicle to stop. How this occurs is up to the GM and the environment. The target may be cornered, disabled, grounded, or forced into an impossible position. If the interception fails, the pilot gets the Clash Tokens back.
- OBJECTIVE (Limited Action): This is a catch-all category for objective-based missions, and should generally require three Clash Tokens and a successful maneuvering roll. This might include dropping bombs on a shield node, reaching a jumpgate before it closes, or slipping away from the main body of enemy forces.
- REPLENISH SHIELDS (Limited Action): The pilot may spend a token to replenish all her vehicle’s shield charges.
CLASH EXAMPLE: THE SHATTERED CAUSEWAY
A Commonwealth listening post on the storm-wracked colony world of Nemea Verge has gone dark. Recon images reveal the culprit: a rogue syndicate strike force has seized the causeway connecting the post to the shielded settlement of Vesper Reach. If the raiders hold the bridge, relief forces cannot reach the settlement before the next ion storm.
Astrid and Flynn are sent in with armored vehicles to break the blockade.
The GM decides to use the Clash and Heavy Metal rules. The heroes must smash through six enemy hover tanks guarding the cracked ferrocrete span before reinforcements arrive from an offshore carrier group. The GM sets the Clash at five rounds.
ROUND ONE
The GM deals a Nine of Hearts to Flynn, a Six of Diamonds to Astrid, and a Five of Spades to the raiders.
Flynn acts first. Since his Action Card is a Heart, he decides to go for Clash Tokens. He makes a maneuvering roll, adds his vehicle’s Handling, and subtracts 2 because the enemy skiffs are faster than his crawler.
Flynn: “I’m taking the broken maintenance lane under the main bridge span, using the debris for cover so I can come up on their flank.”
The GM agrees. Flynn rolls a success with a raise and gains two Clash Tokens.
Astrid also has a card that would let her try for Clash Tokens, but she decides to attack instead. Her card is higher than the raiders’, so she chooses to attack at Medium Range, staying outside some of their Reaction Fire options.
She fires her cannon at multiple targets, hitting two vehicles, one with a raise. Her weapon is the same Class as the targets, so she rolls d3 Wounds against each. One raider explodes outright. The second is crippled and fails its control roll, slamming into the side rail of the bridge and going over into the surf below.
The raiders fire back next. Because Astrid and Flynn both have higher Action Cards, the enemy attacks are resolved at Long Range. The GM decides several enemy vehicles will Concentrate Fire on Flynn’s crawler while one takes a long shot at Astrid.
Flynn takes a hit good for multiple Wounds. He tries to Soak with his vehicle systems, reduces some of the damage, then spends both Clash Tokens to negate the rest.
Flynn: “No chance. This rig has gotten me across worse than this.”
Astrid takes a punishing hit as well, but her defensive systems manage to keep her in the fight.
ROUND TWO
Astrid draws the Ace of Hearts, the raiders get a Jack of Clubs, and Flynn gets a Six of Clubs.
Astrid’s shields are strained, so she decides to make a maneuvering roll to gain a Clash Token.
Astrid: “I’m cutting through the wreckage cloud and riding the edge of the support struts. If they want a clean shot, they’ll have to earn it.”
She succeeds and gains a token.
The raiders go next on a Club, forcing a Complication. The GM decides the enemy vehicles must race across sections of the causeway that are beginning to collapse under accumulated damage. They fail their maneuvering roll, become Distracted, and one nearly skids into a burning wreck.
Two of the raiders Concentrate Fire on Astrid and hit hard. She spends her Clash Token to block one Wound but still takes the others, leaving her vehicle damaged and harder to handle.
Flynn also has a Club, so he must deal with a Complication of his own. The GM rules that a falling span cable whips across his path, forcing a Driving roll at -2. After spending a Benny, he succeeds, keeps control, and still takes his action. He lines up a clean shot and destroys another raider tank.
ROUND THREE
Astrid draws the Joker, the raiders get a Ten of Diamonds, and Flynn gets a Five of Hearts.
Astrid decides to multi-action. First she makes a maneuvering roll for Clash Tokens and gains two. Then she opens fire at Short Range.
One enemy vehicle is destroyed outright. Another takes enough damage that Astrid spends a Clash Token to push the attack over the edge and finish it. The last surviving tank attempts Reaction Fire, but misses.
Flynn acts next, gains another Clash Token from his Heart, then uses the opening Astrid created to finish off the last vehicle on the bridge.
The heroes have taken damage, burned resources, and nearly lost control more than once, but the causeway is clear. The settlement can be reached before the ion storm hits.
The GM smiles and says the same thing every crew hates hearing:
“As the smoke clears, long-range sensors pick up incoming contacts from the sea. A carrier group is launching fast attack VTOLs. The second Clash begins now.”