Blame
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1 | # Global Symbols |
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2 | ## ⬜ Plastoys |
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| 3 | Used in building almost everything, space grade plastoys (plastic-metal alloys), play a massive role in ship building. It can be bought from most ports, stolen, or made out of metal and plastic with fabrication equipment. Each resource represents a pallet-sized crate of plastoy plates, ingots, and pipes. |
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| 4 | ## 🔷 Components |
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| 5 | Used to build higher tech modules, these intricate components and circuits are often made primarily of precious metals. Can be obtained by purchasing them, stealing them, or making your own by processing precious metals into components. Each resource represents a pallet-sized crate of various components. |
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| 6 | ## ⚡ Power |
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| 7 | Used to power modules, power comes from power generating modules such as the fission reactor. Most modules will consume power, so the more power you have, the more modules you'll be able to sustain. |
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| 8 | ## 💧 Fuel |
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| 9 | An often finite mix of oxidizer and combustible fuel used in combustion thrusters for travel, evasion, and other maneuvers. Stored in fuel tank and combustion drive modules. It can be purchased at almost any port, or refined on-ship with the help of specialized modules. |
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| 10 | ## ❤️ Health |
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| 11 | Used as a measure of the durability of ship modules and walls. When this reaches 0, walls, doors, and airlocks, are completely destroyed, being fully removed from play. When this reaches 0 for other modules, they enter a damaged state where they no longer provide any passive or active bonuses, and can be repaired out of combat for half the resources (rounded to nearest whole number) that they cost to build. Takes damage 1:1 from lancer sources, and largely reduced damage, if any at all, from starfinder sources. |
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| 12 | ## ⬣ Hexes |
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| 13 | Used as a measure of the durability of the ship's exterior "firewall" shields. Typically hexes apply ship-wide, and block most incoming attacks, receiving the damage instead of what was targeted. When broken, any excess damage will not leak through. Takes damage 1:1 from lancer sources, and largely reduced damage from starfinder sources. |
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| 14 | ## 🔥 Thrust |
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| 15 | Thrust is a measure of your ship's ability to change its velocity. It is used in overcoming thrust requirements such as escaping gravity, dodging attacks, or repositioning in combat. The more thrusters you have, combustion or ion, the more thrust you will be able to output. More on this in the Maneuvers section! |
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16 | # Key Terms |
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| 17 | Tile |
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| 18 | Tiles are the hexagonal spaces that make up the map of the ship. Every Module takes up a certain pattern of tiles, sometimes multiples. |
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| 19 | Module |
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| 20 | Anything that occupies tiles on this wiki is a module, including walls, doors, airlocks, and floors. All non-floor/wall/door modules have basic flooring by default, but more advanced floors can be placed within them. |
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| 21 | Destroyed |
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| 22 | When a module is destroyed it is removed from play entirely. It is gone. |
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| 23 | Ceases (to) function |
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| 24 | When a module ceases to function, it provides no passive or active bonuses to the ship and essentially becomes basic floor tiles until whatever condition that caused it to cease function is resolved. |
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| 25 | Damaged |
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| 26 | A module is considered damaged when it has no health. It ceases to function until repaired. |
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| 27 | Exterior |
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| 28 | Anywhere that is outside airtight space enclosed by walls, doors, or airlocks aboard your ship is considered exterior. If an exterior-only module somehow ends up on the inside of your ship, it will cease to function until outside again. |
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| 29 | Interior |
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| 30 | Anywhere that is inside airtight space enclosed by walls, doors, or airlocks aboard your ship is considered interior. If an interior-only module is in an exterior space, it ceases to function until it is inside again. |
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| 31 | Fragile |
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| 32 | A fragile module ceases to function if its health is not full. This is separate from the damaged condition, and the module can still gain that condition if it is damaged to 0 health. |
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| 33 | Explosive |
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| 34 | The module will explode when it is reduced to 0 health. This does 10 damage to modules and other entities extending out 2 tiles from each tile that the exploding module occupies. This damage will damage walls and project through them if the walls are destroyed by the blast. |
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| 35 | Prone to Meltdown |
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| 36 | The module will begin to meltdown when it is reduced to 0 health. This does 15 damage to modules and other entities extending out 2 tiles from each tile that the exploding module occupies. This damage will damage walls and project through them if the walls are destroyed by the blast. Every tile affected by the explosion will also catch fire (explained in flammable). |
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| 37 | Flammable |
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| 38 | This module can take burn damage, and when taking burn damage, its burn increases by one. When destroyed, it leaves fire on the ground of each of its tiles. Fire will last on the tile for 10 turns and deal 1 burn to mechs when starting their turn in it or moving through it. It will do 10 persistent fire damage to starfinder characters, with the persistent burn damage stacking up by 10 if they already are affected by persistent fire damage (so 10, then 20, then 30, etc.). |
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| 39 | Comms Range |
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| 40 | Comms range represents the communication range of your ship (sending and receiving) and is a value from one to six. It is determined by the combined level of both your best scanner module and best computer module. 1=Close range 2=Long range 3=Sub-orbital range 4=Orbital range 5=Underground range 6=Crust-Penetrating range. It can be altered positively and negatively by conditions such as interference or proximity to a port. |
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| 41 | Close Range |
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| 42 | About 20 tiles away from the ship. Mech combat range. |
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| 43 | Long Range |
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| 44 | About 50 tiles away from the ship. Ship to ship combat range. |
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| 45 | Sub-Orbital Range |
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| 46 | Distance between most planets' surface and upper atmosphere. |
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| 47 | Orbital Range |
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| 48 | Distance between most planets' surface and high orbital altitude. |
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| 49 | Underground Range |
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| 50 | Allows communication to underground places, getting worse the further underground it is. Can communicate in space across the whole system, with a few minutes of delay based on distance. |
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| 51 | Crust-Penetrating Range |
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| 52 | Allows communication to underground places, with clear communication all the way until the mantle. Can communicate in space across the whole system, with a few seconds of delay based on distance. |
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| 53 | Gravity |
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| 54 | Essentially uses the starfinder system for starfinder stuff and the lancer system for mechs. (I'll add the specific rules to this section later and details about the gravity generator) |
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