Difference between revisions of "Second Sphere Craft Construction Rules"

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==Articles==
 +
[[Craft Construction Test Builds]]<br>
  
==Building A Robot==
+
==Craft Bodies==
This could get longSome example stats followAnything in '''bold''' has a defined effect but I'm too lazy to write out how it works just yetTrust me on this.
+
Craft are designed slightly differently from warships; instead of simply having Spaces, they have both Spaces and Power.  This is because Craft are much more size-constrained than ships; having a powerplant with the output of a miniature star doesn't mean you can dual-wield 2000mm hyper mega particle cannons.
 +
:'''Body Expansions''' physically increase the size of the craft, enabling more ''stuff'' to be fitted inside the frameBody expansions will progressively increase the size of the Craft.
 +
:'''External Carriage''' is hot-swappable items, normally munitionsOn aircraft it generally takes the form of pylon-mounted weapons, whereas mecha usually have one or more hand-carried weapons.
 +
:'''Power''' is outputted by the Craft's onboard powerplant and is consumed by various items.  Power is routed to any attached item, be it internal or externalRules ''may'' exist to de-activate items in order to activate others.  (expect this to only be available for 'roleplaying' scenarios)
  
 +
'''These numbers are not yet finalized'''
  
 +
===Aircraft===
 +
====Interceptor====
 +
:Base Spaces:  2
 +
:Base External Carriage:  2
 +
:Base Size:  3
 +
:Expansion Threshhold:  +1 Size/3 Body expansions
 +
:'''Transatmospheric'''
  
Interceptor (transatmospheric fighter)
+
====Space Fighter====
:A 22nd century aerospace fighter
+
:Base Spaces: 2
::Speed 10, Agility 7, Evasion 5, Armor 0, 4 Hits
+
:Base External Carriage:  4
:::Component Space8
+
:Base Size4
:::Hull Growth Factor: 4
+
:Expansion Threshhold+1 Size/3 Body expansions
:::External Carriage8
 
:::External Carriage Growth Factor2
 
  
Heavy Fighters (space fighter)
+
====Interdictors====
:A a boxy space fighter
+
:Base Spaces: 2
::Speed 7, Agility 5, Evasion 4, Armor 6, 4 Hits
+
:Base External Carriage2
:::Component Space12
+
:Base Size: 4
:::Hull Growth Factor: 4
+
:Expansion Threshhold+1 Size/3 Body expansions
:::External Carriage12
+
:'''Transatmospheric'''
:::External Carriage Growth Factor:  2
 
  
Combat Frame
+
====Bomber====
:The standard mobile suit frame
+
:Base Spaces: 5
::Speed 5, Agility 5, Evasion 4, Armor 6, 4 Hits
+
:Base External Carriage4
:::Component Space12
+
:Base Size: 8
:::Hull Growth Factor: 4
+
:Expansion Threshhold+1 Size per Body expansion
:::External Carriage12
+
:'''Transatmospheric'''
:::External Carriage Growth Factor:  2
+
:Gains 2x spaces, 2x power, all propulsion and defenses take up 2x space and cost.
  
Assault Frame
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===Mecha===
:A slower but more robust mobile suit design
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====Combat Frame====
::Speed 4, Agility 4, Evasion 3, Armor 10, 4 Hits
+
:Base Spaces2
:::Component Space12
+
:Base External Carriage:  3
:::Hull Growth Factor: 4
+
:Base Size: 4
:::External Carriage:  12
+
:Expansion Threshhold+1 Size/3 Body expansions
:::External Carriage Growth Factor2
 
  
Mobile Armor
+
====Assault Frame====
:Not very moe at all
+
:Base Spaces: 2
::Speed 4, Agility 2, Evasion 2, Armor 7, 8 Hits
+
:Base External Carriage:  3
::Batch Size:  Individual
+
:Base Size5
:::Component Space:  40
+
:Expansion Threshhold: +1 Size/3 Body expansions
:::Hull Growth Factor: 8
 
:::External Carriage:  10
 
:::External Carriage Growth Factor2
 
::::Every hull expansion reduces Evasion by 1
 
::::May add 1 extra level of shielding
 
::::May use Ship-list weapons
 
::::All Craft-list direct-fire weapons gain ROF 4
 
  
 +
====Giant Frame====
 +
:Base Spaces:  5
 +
:Base External Carriage:  6
 +
:Base Size:  8
 +
:Expansion Threshhold:  +1 Size per Body expansion
 +
:Gains 2x spaces, 2x power, all propulsion and defenses take up 2x space and cost.
  
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit.  Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.
+
===Equipment===
 +
====Propulsion and Defense====
 +
'''Armor'''
 +
:Spaces:  1
 +
:Power:  0
 +
:PIP cost:
 +
:CIP cost:
  
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, with more sophisticated (or simply larger!) machines having 1, 2 or more expansions.
+
'''Shields'''
 +
:Spaces:  1
 +
:Power:  2
 +
:PIP cost:
 +
:CIP cost:
  
 +
'''Thrusters'''
 +
:Spaces:  1
 +
:Power:  1
 +
:PIP cost:
 +
:CIP cost:
  
====Weapons====
+
'''Verniers'''
Note that all stats below are, ultimately, provisionary.  I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
+
:Spaces:  1
 +
:Power:  1
 +
:PIP cost:
 +
:CIP cost:
  
====Melee Weapons====
+
'''Mobility'''
'''Alpha Edge (sword)'''
+
:Spaces:  1
:Spaces:  2
+
:Power:  0
 +
:PIP cost:
 +
:CIP cost:
 +
 
 +
====Misc====
 +
'''Electronics'''
 +
:Spaces:  1
 
:Power:  0
 
:Power:  0
:Parry: +5
+
:PIP cost:
:Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish
+
:CIP cost:
  
'''Alpha Edge (pole)'''
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'''Hardpoints'''
:Spaces:  4
+
:Spaces:  1
 
:Power:  0
 
:Power:  0
:Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish
+
:PIP cost:
 +
:CIP cost:
 +
:Adds 1 External Carriage
  
'''Alpha Edge (Axe)'''
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'''Auxilary Generator'''
:Spaces:  2
+
:Spaces:  1
 
:Power:  0
 
:Power:  0
:Accuracy +3, penetration +5, Strength +0, Parry 6, Brutish
+
:PIP cost:
 +
:CIP cost:
 +
:Adds +2 Power
  
'''Alpha Edge (Knife)'''
+
'''Laser AMS'''
 
:Spaces:  1
 
:Spaces:  1
 
:Power:  0
 
:Power:  0
:Accuracy +4, penetration +2, Strength +0, Parry 2, Brutish
+
:PIP cost:
 +
:CIP cost:
  
'''Plasma Knives'''
+
====Melee Weapons====
 +
'''Alpha Edge Blade'''
 
:Spaces:  1
 
:Spaces:  1
:Power:  2
+
:Power:  0
:Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave
+
:PIP cost:
 +
:CIP cost:
  
'''Plasma Lance'''
+
'''Alpha Edge Pole'''
 
:Spaces:  1
 
:Spaces:  1
:Power:  2
+
:Power:  0
:Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave
+
:PIP cost:
 +
:CIP cost:
  
'''Mega Beam Saber'''
+
'''Alpha Buster'''
 
:Spaces:  2
 
:Spaces:  2
:Power:  6
+
:Power:  0
:Accuracy +5, penetration +3, Strength +6, Parry +3, Cleave
+
:PIP cost:
 +
:CIP cost:
  
====Ranged Weapons====
+
'''Pilebunker'''
'''Anti-Missile Gatling'''
+
:Spaces:  1
:2 Space
 
 
 
'''Mecha-SMG'''
 
:Spaces:  5
 
 
:Power:  0
 
:Power:  0
:Range 4, accuracy +8, penetration +0, Strength -2
+
:PIP cost:
 +
:CIP cost:
  
'''Autogun'''
+
'''Beam Saber'''
:Spaces:  8
+
:Spaces:  0
 
:Power:  0
 
:Power:  0
:Range 6, accuracy +6, penetration +1, Strength +0
+
:PIP cost:
 +
:CIP cost:
  
'''Heavy Gun'''
+
'''Twin Beam Sabers'''
:Spaces:  10
+
:Spaces:  1
 
:Power:  0
 
:Power:  0
:Range 10, accuracy +3, penetration +3, Strength +2
+
:PIP cost:
 +
:CIP cost:
  
'''Automatic Railgun'''
+
'''Beam Saber Array'''
:Spaces:  8
+
:Spaces:  2
:Power:  2
+
:Power:  1
:Range 8, accuracy +6, penetration +2, Strength +0
+
:PIP cost:
 +
:CIP cost:
 +
:Requires Multi-Arm option
  
'''Heavy Railgun'''
+
'''Plasma Lance'''
:Spaces:  10
+
:Spaces:  1
:Power:  3
+
:Power:  1
:Range 12, accuracy +3, penetration +5, Strength +2
+
:PIP cost:
 +
:CIP cost:
  
'''Tank Railgun'''
+
====Ranged Weapons====
:Spaces:  12
+
'''Huge Gatling'''
:Power:  4
+
:Spaces:  4
:Range 16, accuracy +0, penetration +8, Strength +2, AP +3
+
:Power:  0
 +
:PIP cost:
 +
:CIP cost:
  
'''Coilgun'''
+
'''Bazooka/Heavy Rocket Pod'''
:Spaces:  5
+
:Spaces:  3
:Power:  5
+
:Power:  0
:Range 6, accuracy +8, penetration +0, Strength -2
+
:PIP cost:
 +
:CIP cost:
  
'''Heavy Coilgun'''
+
'''Carbine Rail'''
:Spaces:  8
+
:Spaces:  2
:Power:  10
+
:Power:  1
:Range 16, accuracy +0, penetration +6, Strength +0, AP +4
+
:PIP cost:
 +
:CIP cost:
  
'''Shotcannon'''
+
'''Autorail'''
:Spaces:  5
+
:Spaces:  3
:Power:  2
+
:Power:  1
:Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9
+
:PIP cost:
 +
:CIP cost:
  
'''Bazooka'''
+
'''Tank Railgun'''
:Spaces:  8
+
:Spaces:  4
:Power:  0
+
:Power:  1
:Range 4, accuracy -2, penetration +8, Strength +6, Damage 3, 3 Shots, ROF 3
+
:PIP cost:
 
+
:CIP cost:
'''Giant Bazooka'''
 
:Spaces:  12
 
:Power: 0
 
:Range 4, accuracy -5, penetration +12, Strength +12, Damage 6, 2 Shots, ROF 2
 
  
 +
'''Frag Gun'''
 +
:Spaces:  2
 +
:Power:  1
 +
:PIP cost:
 +
:CIP cost:
  
 
'''Pulse Gun'''
 
'''Pulse Gun'''
:Spaces:  6
+
:Spaces:  2
:Power:  5
+
:Power:  2
:Range 8, accuracy +8, penetration +1, Strength +0
+
:PIP cost:
 +
:CIP cost:
  
 
'''Beam Gun'''
 
'''Beam Gun'''
:Spaces:  8
+
:Spaces:  3
:Power:  10
+
:Power:  3
:Range 12, accuracy +4, penetration +5, Strength +2
+
:PIP cost:
 +
:CIP cost:
  
'''Dual Beam Gun'''
+
'''Burst Gun'''
:Spaces:  12
+
:Spaces:  4
:Power:  16
+
:Power:  3
:Range 12, accuracy +4, penetration +5, Strength +2, ROF 2
+
:PIP cost:
:Fixed weapon
+
:CIP cost:
:-1 Evasion
 
  
'''Megaparticle Gun'''
+
'''Mega Particle Gun'''
:Spaces:  6
+
:Spaces:  2
:Power:  8
+
:Power:  4
:Range 8, accuracy +5, penetration +4, Strength +2, AP Bonus +4
+
:PIP cost:
 
+
:CIP cost:
'''Heavy Megaparticle Gun'''
 
:Spaces: 8
 
:Power: 12
 
:Range 8, accuracy +1, penetration +6, Strength +4, AP Bonus +6
 
  
 
'''Plasma Gun'''
 
'''Plasma Gun'''
:Spaces:  6
 
:Power:  8
 
:Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, Ship Damage 2
 
 
'''Dual Plasma Gun'''
 
:Spaces:  10
 
:Power:  14
 
:Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, ROF 2, Ship Damage 2
 
:Fixed weapon
 
:-1 Evasion
 
 
'''Cluster Missiles'''
 
 
:Spaces:  2
 
:Spaces:  2
:Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots
+
:Power:  2
 +
:PIP cost:
 +
:CIP cost:
  
'''Anti-Air Missile'''
+
'''Missiles'''
:Spaces:  2
+
:Spaces:  1
:Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot
+
:Power:  0
 +
:PIP cost:
 +
:CIP cost:
  
'''Strike Missile'''
+
'''Funnel Array'''
:Spaces:  2
+
:Spaces:  3
:Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot
+
:Power:  2
 
+
:PIP cost:
'''Assault Missile'''
+
:CIP cost:
:Spaces:  2
 
:Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 3 damage
 
 
 
'''Anti-Ship Missile'''
 
:Spaces:  8
 
:Range 40, accuracy -6, penetration +12, Strength +12, Guided +5, 1 Shot, 4 damage
 
 
 
USASF Mk 16 Remote Drones
 
:
 
::Range 12, accuracy +15, penetration +0, Strength +0, '''No Range Penalty''', '''Remote'''
 
::Space: 4
 
::Power: 5
 
 
 
Transbaal Type-Four Semiautonomous Attack Drone
 
:
 
::Range 12, accuracy +16, penetration +2, Strength +0, '''No Range Penalty''', '''Remote'''
 
::Space: 4
 
::Power: 5
 
 
 
ACLS Wardens
 
:
 
::Range 4, accuracy +20, penetration +2, Strength +0, '''No Range Penalty''', '''Remote'''
 
::Space: 3
 
::Power: 4
 
 
 
'Shiranui' Assault Funnels
 
:
 
::Range 12, accuracy +14, penetration +3, Strength +2, '''No Range Penalty''', '''Remote''', AP +3
 
::Space: 6
 
::Power: 8
 
 
 
====Components====
 
IOW, everything that's not a weapon. All Components take up double the amount of space if they're fitted externally in External Carriage.
 
 
 
Thrusters
 
:Fusion thrusters provide linear speed and a small boost to Evasion.
 
::+1 Speed, +0.5 Agility, +0.5 Evasion
 
::Space: 1
 
::Power: 1
 
 
 
Verniers
 
:Verniers increase Agility and also provide a small increase to Evasion.
 
::+1 Agility, +0.5 Evasion
 
::Space: 1
 
::Power: 1
 
 
 
Mercurion Thrusters
 
:ZOCU's infamous 'glitterblower' propulsion system.
 
::+1 Speed, +1.5 Agility, +1 Evasion, -1 Stealth
 
::Space: 1
 
::Power: 5
 
 
 
Microjump Unit
 
:In-system FTL
 
::Space: 1
 
::Power: 1
 
 
 
Fission Reactor
 
:Space: 1
 
:Power Output: 2
 
 
 
Fusion Reactor
 
:Space: 1
 
:Power Output: 4
 
 
 
Forced Fusion Reactor
 
:Space: 1
 
:Power Output: 6
 
 
 
T-Forced Fusion Reactor
 
:Space: 1
 
:Power Output: 8
 
 
 
Armor
 
:Provides . . . Armor.  Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
 
::+1 Armor, -0.33 Agility
 
::Space:  1
 
 
 
Scattering Field
 
:Bubble-field system.
 
::+3 Armor, -1 Evasion (non-stacking), -1 Sensors, +3 AP Protection
 
::Space: 1
 
::Power: 8
 
 
 
Flash Field
 
:Stutter field system.
 
::+2 Armor, +0.5 Evsion, +2 AP Protection
 
::Space: 1
 
::Power: 8
 

Revision as of 01:50, 29 March 2011

Articles

Craft Construction Test Builds

Craft Bodies

Craft are designed slightly differently from warships; instead of simply having Spaces, they have both Spaces and Power. This is because Craft are much more size-constrained than ships; having a powerplant with the output of a miniature star doesn't mean you can dual-wield 2000mm hyper mega particle cannons.

Body Expansions physically increase the size of the craft, enabling more stuff to be fitted inside the frame. Body expansions will progressively increase the size of the Craft.
External Carriage is hot-swappable items, normally munitions. On aircraft it generally takes the form of pylon-mounted weapons, whereas mecha usually have one or more hand-carried weapons.
Power is outputted by the Craft's onboard powerplant and is consumed by various items. Power is routed to any attached item, be it internal or external. Rules may exist to de-activate items in order to activate others. (expect this to only be available for 'roleplaying' scenarios)

These numbers are not yet finalized

Aircraft

Interceptor

Base Spaces: 2
Base External Carriage: 2
Base Size: 3
Expansion Threshhold: +1 Size/3 Body expansions
Transatmospheric

Space Fighter

Base Spaces: 2
Base External Carriage: 4
Base Size: 4
Expansion Threshhold: +1 Size/3 Body expansions

Interdictors

Base Spaces: 2
Base External Carriage: 2
Base Size: 4
Expansion Threshhold: +1 Size/3 Body expansions
Transatmospheric

Bomber

Base Spaces: 5
Base External Carriage: 4
Base Size: 8
Expansion Threshhold: +1 Size per Body expansion
Transatmospheric
Gains 2x spaces, 2x power, all propulsion and defenses take up 2x space and cost.

Mecha

Combat Frame

Base Spaces: 2
Base External Carriage: 3
Base Size: 4
Expansion Threshhold: +1 Size/3 Body expansions

Assault Frame

Base Spaces: 2
Base External Carriage: 3
Base Size: 5
Expansion Threshhold: +1 Size/3 Body expansions

Giant Frame

Base Spaces: 5
Base External Carriage: 6
Base Size: 8
Expansion Threshhold: +1 Size per Body expansion
Gains 2x spaces, 2x power, all propulsion and defenses take up 2x space and cost.

Equipment

Propulsion and Defense

Armor

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Shields

Spaces: 1
Power: 2
PIP cost:
CIP cost:

Thrusters

Spaces: 1
Power: 1
PIP cost:
CIP cost:

Verniers

Spaces: 1
Power: 1
PIP cost:
CIP cost:

Mobility

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Misc

Electronics

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Hardpoints

Spaces: 1
Power: 0
PIP cost:
CIP cost:
Adds 1 External Carriage

Auxilary Generator

Spaces: 1
Power: 0
PIP cost:
CIP cost:
Adds +2 Power

Laser AMS

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Melee Weapons

Alpha Edge Blade

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Alpha Edge Pole

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Alpha Buster

Spaces: 2
Power: 0
PIP cost:
CIP cost:

Pilebunker

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Beam Saber

Spaces: 0
Power: 0
PIP cost:
CIP cost:

Twin Beam Sabers

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Beam Saber Array

Spaces: 2
Power: 1
PIP cost:
CIP cost:
Requires Multi-Arm option

Plasma Lance

Spaces: 1
Power: 1
PIP cost:
CIP cost:

Ranged Weapons

Huge Gatling

Spaces: 4
Power: 0
PIP cost:
CIP cost:

Bazooka/Heavy Rocket Pod

Spaces: 3
Power: 0
PIP cost:
CIP cost:

Carbine Rail

Spaces: 2
Power: 1
PIP cost:
CIP cost:

Autorail

Spaces: 3
Power: 1
PIP cost:
CIP cost:

Tank Railgun

Spaces: 4
Power: 1
PIP cost:
CIP cost:

Frag Gun

Spaces: 2
Power: 1
PIP cost:
CIP cost:

Pulse Gun

Spaces: 2
Power: 2
PIP cost:
CIP cost:

Beam Gun

Spaces: 3
Power: 3
PIP cost:
CIP cost:

Burst Gun

Spaces: 4
Power: 3
PIP cost:
CIP cost:

Mega Particle Gun

Spaces: 2
Power: 4
PIP cost:
CIP cost:

Plasma Gun

Spaces: 2
Power: 2
PIP cost:
CIP cost:

Missiles

Spaces: 1
Power: 0
PIP cost:
CIP cost:

Funnel Array

Spaces: 3
Power: 2
PIP cost:
CIP cost: