Showing posts with label HG Wells. Show all posts
Showing posts with label HG Wells. Show all posts

Monday, December 8, 2025

Stars Without Numbers rpg : Campaign Pitch: The Red Dawn of Sector X- War of the Worlds Update - The Martian Manta Ray Craft From 1953's War of the Worlds Movie

 



Here's an update to the Stars Without Numbers rpg : Campaign Pitch: The Red Dawn of Sector X- War of the Worlds & that's the Manta ray craft from the 1953's classic War of the Worlds movie for this campaign. The Martian War Machine from the 1953 War of the Worlds film, often described as a "stingray" or "manta ray" craft, is an iconic piece of sci-fi.



Since there are no official Stars Without Number (SWN) stats for this specific vehicle, We can create a custom profile for it using the rules for Alien Craft or as a specialized Walker/Grav Vehicle from the SWN core rulebook (Deluxe Edition, or adapting from the standard vehicle/robot rules).

Here is a proposed stat block and description, focusing on its unique features:


Martian War Machine (1953 Film)

This sleek, manta ray-shaped craft hovers on three invisible energy "legs" and is an incredibly resilient and terrifying war engine of an alien race.2

TraitValueNotes
ClassGrav Vehicle, Very HeavyTreats Rough terrain as Normal. Ignores difficult terrain.
Crew1 Martian Operator (Single Occupant)
Speed50 kph (Standard), 200 kph (Max)Standard for tactical movement; max for rapid travel.
Armor15 (Force Field)Invulnerable to all non-nuclear conventional weaponry.
Hit Points (HP)40 (Structure)Structure can only be damaged if Armor is bypassed/disrupted.
AC10The craft moves too smoothly to be targeted by small arms.
Hard Points2 (Fixed)Heat Ray (Fixed Fore), Wingtip Pulsars (Fixed Broad)
TL5 (Alien)Represents the Martian technological superiority.
CostPriceless (Alien Artifact)Cannot be bought or replicated with known technology.

Special Features

  •  Invisible Energy Tripod: The craft hovers on three invisible "legs" of magnetic or energy force.3 Any attempt to ground the vehicle by damaging the earth beneath it is ineffective, but the energy emissions leave three scorched areas beneath the hull, briefly visible at takeoff or in wet terrain.

  • Molecularly Cohesive Armor: The craft's hull, and more importantly, its powerful force field (represented by the high Armor score), is nearly impervious to conventional weapons. All attacks from TL0-4 conventional weapons (bullets, rockets, kinetic weapons) do no damage unless a Critical Hit (Natural 20) is scored. Even then, the damage is halved. Only nuclear weapons, extreme TL5 energy weapons, or the unique vulnerability (see below) can effectively damage it.

  • Siren of War: The machine emits a terrifying, wailing siren sound when attacking or maneuvering. This can impose a -1 penalty to Morale checks for any troops within 100 meters who are actively aware of the machine.

Weapons

The Martian War Machine fields two devastating alien weapons:4

  1.  Heat Ray (Mounted Fore, Cobra Head)5

    • Range: 1,000 meters

    • Damage: $4\text{d}10$ Energy

    • Special: The Heat Ray is a focused stream of energy capable of rapid molecular disintegration. It ignores 5 points of mundane Armor (but not the machine's own Force Field). Against objects (buildings, vehicles), it deals $\times 2$ damage. It is a slow-to-fire weapon and can only target one vehicle or area per round.

  2.  Wingtip Pulsars (Broad Arc/Point Defense)6

    • Range: 300 meters

    • Damage: $2\text{d}6$ Energy

    • Special: Two pulsing ray emitters, one on each wingtip.7 They can target two different opponents or one target twice per round. These are primarily used to incinerate infantry or lightly armored vehicles.

The Vulnerability (Spoilers)

In the source material, the Martians and their technology are vulnerable to terrestrial bacteria.

  • Infectious Failure: If the Martian occupant is exposed to the local planetary environment for a significant period (minutes/hours), their biological systems will begin to fail. This is a progressive threat. Once the occupant dies, the machine immediately becomes inert, its force field and systems shutting down. Its Armor drops to 5 (Structure) and its HP is now its main defense, allowing it to be damaged by any weapon.


This stat block should give you a terrifying challenge for your Stars Without Number players, respecting the machine's near-invulnerability while keeping it within the system's framework.

Saturday, December 6, 2025

Stars Without Numbers rpg : Campaign Pitch: The Red Dawn of Sector X- War of the Worlds

 

Campaign Pitch: The Red Dawn of Sector X



Core Premise

A distress signal from a forgotten, fringe world in your sector (or a newly discovered system) leads the players to an invasion zone. This isn't a high-tech star war, but an asymmetric, ground-based invasion by a terrifying, utterly alien species from Mars (or some ancient, isolated corner of the sector). The Martians rely on massive, immune-to-local-weapons war machines and a bizarre bioweapon (the Red Weed) to pacify the planet before moving to the next. The PCs are among the few capable of understanding and counteracting the threat.

Campaign Theme: Technological Asymmetry and Resource Scarcity

The Martians' Heat-Rays and Tripods are TL5+ tech that simply ignores the local TL3-TL4 conventional weapons. They are immune to lasers, kinetic rounds, and even light tank shells (this is represented by their high Armor Class and damage reduction). The PCs' advantage lies not in firepower, but in Pretech, Psionics, and ingenuity—discovering the Martian weakness (biological vulnerability) and finding the rare, ancient weapons or materials needed to exploit it.

Initial Adventure Hooks

  1. The Cylinder: The PCs are contracted to investigate a mysterious "meteorite" crash on a backwater world (e.g., a high-tech planet in a low-tech sector, or a classic pre-Collapse Earth analog). They arrive just as the first Tripods are being deployed, witnessing the horrifying debut of the Heat-Ray. Their primary goal becomes escape and warning the nearest planetary authority.

  2. Salvage Run: A powerful faction hires the PCs to retrieve a Pretech component from a planet that has just gone dark. The mission is to get in, get the tech, and get out, navigating a collapsing society and the patrolling Martian tripods. The Pretech might be the key to designing an anti-Tripod weapon.

  3. The Panic: The PCs' home planet/base world is next on the Martian itinerary. They have only a few weeks of in-game time (or a couple of Faction Turns) to arm, organize, and fortify defenses, or find a way to stop the invasion before it starts.


 The Faction: The Martian Vanguard

The Martians are a horrifying, telepathic, parasitic species. Use the Stars Without Number Faction Turn rules to track their slow, methodical conquest.

AttributeScoreDescription
Cunning4Cold, ruthless strategic logic; flawless coordination via telepathy.
Force5Devastating combat assets (Tripods, Heat-Rays) and total air superiority.
Wealth1No need for currency; they consume all local resources.
GoalExtinguish all native intelligent life in the sector; establish Red Weed colonies.

Martian Assets (Examples)

AssetTypeCost (Force)Faction Turn Action
Invasion CylinderBaseN/AArrives at a planet, deploys Tripods.
Fighting MachineMilitary2Assault: Destroy a local military unit or infrastructure.
Handling MachineMilitary1Bioprocurement: Gather bio-material (humans/livestock) to sustain the Martian core.
Red Weed Bio-PlagueProject2Pacification: Reduces the planet's Wealth and Force for every turn it's active.
Flying MachineRecon1Scout: Reveal hidden Faction assets or safe zones on a planet.

Martian Faction Feat: Telepathic Coordination

The Martian Vanguard automatically succeeds on all Opfor or Assault actions where two or more Fighting Machines are involved, unless the target Faction successfully executes a Rival action against them that same turn.


The War Machine: Fighting Machine (Tripod)



This uses the Stars Without Number rules for Vehicles/Mechs. The Martians are TL5+ but this design is deliberately simplified to be manageable for a GM.

ComponentDetails
TypeLarge Walker (100 ft. tall, tripod configuration)
TL5 (Pretech/Alien)
Speed30m/round (Ground)
AC16
HP100
Armor10
Crew1 Martian Controller (Psionic)

Martian Armor Trait: Kinetic Immunity

The Tripod's metallic shell and energy fields are immune to conventional small arms and all non-Heavy Weapons (TL4 or lower). Heavy Weapons and Energy Weapons (TL5+) deal damage normally, reduced by Armor. Psionic attacks and Maltech/Pretech weapons bypass the armor and deal full damage to the Tripod's HP.

Martian Tripod Weapons

WeaponAttack BonusDamageRangeNotes
Heat-Ray+83d12 (Energy)50m/100mIgnores all non-Powered Armor; targets must make a Physical Save or suffer an additional 1d6 damage due to being on fire.
Black Smoke Gun+5Special10m burstCone or small area. Targets must make a Physical Save (Difficulty 8) or take 2d6 Chemical Damage and suffer a -2 penalty to all actions for 1d4 rounds.
Grasping Tentacles+61d8 (Crushing)5mOn a successful hit, the target (vehicle or person) is Grappled. The next round, the Tripod can repeat the damage or use a special action (e.g., toss the victim, feed them to a Handling Machine).

Special Action: Martian War Cry

The Tripod can emit its terrifying, echoing "Ulllaaa!" (from the 1953 film version, or the novel's description). All enemies within 60m must make a Mental Save (Difficulty 8) or be Shaken (penalty to hit and saves) for 1 round.


This setup gives the players a seemingly insurmountable foe that must be defeated through careful planning, acquiring rare technology (Pretech/Maltech), or exploiting the hidden biological weakness.

This expanded material deepens the Martian threat by detailing their core weakness, adding a second, horrifying machine (the Handling Machine), and outlining the key Pretech the PCs must find to fight back.


The Martian Core Weakness: Biological Vulnerability

The Martians, a highly evolved, telepathic race, purged their home world of microscopic life long ago. They are biologically defenseless against the microbes of any colonized world.

The Plague (The Foe of All)

In your Stars Without Number setting, this takes the form of a hyper-virulent, fast-acting microbe.

  • Mechanism: When the Martian body is breached (even by a minor wound), or they are exposed to highly contaminated local atmosphere for extended periods, the infection takes hold.

  • Contamination Level: A standard battlefield (especially one with Black Smoke deployment) is considered Contaminated. Planetary settlements (TL3-4) are Heavily Contaminated.

  • Infection Roll: Any Martian exposed to a Heavily Contaminated environment for 24 hours must make a Physical Save (Difficulty 6). If they fail, they are infected.

  • Infection Effects: Infected Martians suffer a cumulative -1 penalty to all attack rolls, saving throws, and skill checks per day of infection. After 4 days, they are too weak to pilot a machine and perish shortly after.

PC Objective: Exploit the Weakness

The PCs must figure out two things:

  1. Diagnosis: A successful Tech/Medical (Diff 8) check on a Martian corpse or a captured specimen is required to isolate the Martian's total lack of immunity and vulnerability to local pathogens.

  2. Delivery System: The PCs need a method to deliver the contagion past the Tripod's shielding. This usually involves recovering a specific piece of Pretech (see below) or engineering an explosive dispersal system with a Tech/Postech (Diff 9) check.


Martian War Machines (Expanded)

1. Fighting Machine (Tripod)

  • Type: Large Walker (100 ft. tall, tripod configuration)

  • TL: 5 (Pretech/Alien)

  • Speed: 30m/round (Ground)

  • AC: 16

  • HP: 100

  • Armor: 10

  • Crew: 1 Martian Controller (Psionic)

Tripod Traits

  • Kinetic Immunity: Immune to conventional small arms and all non-Heavy Weapons (TL4 or lower). Heavy Weapons and Energy Weapons (TL5+) deal damage normally, reduced by Armor. Psionic attacks and Maltech/Pretech weapons bypass the armor and deal full damage to the Tripod's HP.

  • Unsettling Presence: The Tripod's sheer size and alien motion is terrifying. Any non-psychic PC seeing a Tripod in combat for the first time must succeed on a Mental Save (Diff 7) or suffer a -1 penalty to all attacks and checks for the duration of the encounter.

Tripod Weapons

WeaponAttack BonusDamageRangeNotes
Heat-Ray+83d12 (Energy)50m/100mIgnores all non-Powered Armor; targets must make a Physical Save or suffer an additional 1d6 damage due to being on fire.
Black Smoke Gun+52d6 (Chem)10m burstCone or small area. Targets must make a Physical Save (Diff 8) or suffer a Stun for 1 round and a -2 penalty to all actions for 1d4 rounds.
Grasping Tentacles+61d8 (Crushing)5mOn hit, target is Grappled. Tripod can sacrifice its next attack to instantly Crush or Toss the target (2d8 damage).

2. Handling Machine

These smaller, insect-like walkers accompany the Tripods. Their primary role is reconnaissance, resource harvesting, and the handling (capture) of biological specimens.

  • Type: Medium Walker (15 ft. tall, multi-limbed)

  • TL: 5 (Alien)

  • Speed: 20m/round (Ground)

  • AC: 14

  • HP: 30

  • Armor: 4

  • Crew: 1 Martian or Telepathic Drone Brain

Handling Machine Traits

  • Rapid Retrieval: Can move up to its full speed and perform a Grapple attack with its claw in the same round.

  • Kinetic Resistance: Its armor reduces damage from Non-Heavy kinetic weapons (like assault rifles) by 2, but it is vulnerable to all Heavy Weapons, Energy, and Psionic attacks.

Handling Machine Weapons

WeaponAttack BonusDamageRangeNotes
Collection Claw+41d6 (Crushing)5mTarget is Grappled. If the grapple is maintained, the target is considered Captured and will be transported to a Cylinder.
Stun Discharge+4Special10mTarget must make a Physical Save (Diff 6) or be Stunned for 1 round. Deals no damage.

 Essential Pretech Salvage Missions

The PCs cannot win by conventional force. They must find the technology capable of piercing the Tripods' defenses. These relics are excellent hooks for adventure.

1. The Gravitic Field Nullifier

This is the core target. It's the only known device capable of creating a temporary field that interferes with the Tripod's own TL5 power generation and anti-kinetic shielding.

  • Location: Found in a sealed Pretech Vault beneath the ruins of an ancient world (or a TL5 research facility on the target planet). The vault is protected by formidable AI Defenses and Security Constructs.

  • Effect: Once found and activated (requires a Tech/Pretech (Diff 8) check), the Nullifier, when mounted to a vehicle or heavy weapon platform, can target a Tripod within 200m. If successful, the Tripod loses its Kinetic Immunity trait for 1d4 rounds, dropping its effective Armor from 10 to 4. This is the window for conventional weapons to hurt it.

  • Salvage Requirement: Requires 3 units of Pretech Salvage and 1 unit of Rare Earth Metals to restore and mount.

2. The Metastasis Projector (Maltech/Biological Option)

An outlawed Maltech weapon designed to accelerate biological failure. This is the perfect delivery system for the Martian plague.

  • Location: Held by a dangerous, isolated Cult or a paranoid Crime Lord who views it as their ultimate defense. The PCs must negotiate, steal, or fight for it.

  • Effect: A successful hit (using the Shoot skill) with the Projector forces the target to make a Physical Save (Diff 9). If the target is a Martian, they are instantly subject to the effects of The Plague at day 2 of the infection, bypassing the initial exposure time.

  • Drawback: If a human target fails the save, they suffer debilitating, long-term health issues (e.g., permanent -1 penalty to Physical saves, lost point of Constitution).

3. The Siren Array (Psionic Option)

A Psitech device of the Biopsion or Telepathy disciplines. It doesn't hurt the machines, but attacks the pilots.

  • Location: Found in an abandoned Psionic Academy or hidden base of a former Mandate Faction. The site may be protected by dormant psychic traps or other hostile psionics.

  • Effect: When activated, it broadcasts a targeted, chaotic psychic noise. All Martians (who are telepathic) within 1km must make a Mental Save (Diff 8) or suffer System Strain and be unable to take an action for 1 round due to psychic feedback.

  • Salvage Requirement: Requires a PC with the Psionic class and a successful Tech/Pretech (Diff 7) check to operate.