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===The Tank Royal, The King of Tanks===


====Armour====
'''Hyperdense''': Super-high-density armor plating. Heavy, huge, and exceedingly bulky, hyperdense armor restricts a machine's agility.
: +5 Durability to all components, -3 Agility.
====Core====
'''Supertank Core''': Holy shit it's a giant flying space tank. The difficulties in synching with a supertank core are only equalled by the raw lethality they can put out.
: '''Connectors''': 4 (2 large turrets, 2 small turrets)
: '''Base Durability''': 8
: '''Component Space: 55
: '''Base Criticals''': Cockpit (7), Internal Structure (10)
:: Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8.
:'''Spin Generator''': Used only by super robots and supertanks, spin generators are massive, multikiloton affairs that provide :incredible amounts of power. In theory one could fit one in a standard frame but the space premium would make it far too :vulnerable to carry a valuable system such as this.
::'''Size''': 20
::'''Durability''': Infinite (functionally indestructible)
::'''Power''': +120
::: When allocating damage, no damage can be allocated to the spin generator.
:18 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''.
::'''Size''': 1
::'''Durability''': N/A
::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
:'''Targeting Computer (Sniper)''': Optimized for long range engagements, the sniper TC improves long range targeting but has poor :short range characteristics.
::'''Size''': 1
::'''Durability''': 1
::'''Power''': 0
::: +2 accuracy at long range, +1 accuracy at medium range.
:'''Heavy Deflector''': Heavy deflector system intended for super robots and other wonderful things.
::'''Size''': 10
::'''Durability''': 1
::'''Power''': -12 base (additional -4 for every additional component besides the core)
::: +4 Shield Bonus
:'''Advanced Barrier Shield''': A more advanced model. Pays for higher durability with greater power consumption.
::'''Size''': 8
::'''Durability''': 1
::'''Power''': -6 base (additional -2 for every additional component besides the core)
::: +4 Durability to all components.
====Large Turret 1====
'''Large Turret''': Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)
: '''Connectors''': None (uses large turret)
: '''Base Durability''': 6
: '''Component Space''': 24
:: Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
:2 x '''Artillery Cannon''': Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver :approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event :that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it.
::'''Size''': 20
::'''Durability''': 1
::'''Power''': -20
::'''Accuracy''': -5
::'''Penetration''': 10 (Devastating:3, Scatter:3)
::'''Range''': Long
:2 x '''Point Defense Guns''': Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or :mass drivers which are largely ineffective against larger units like Avatars.
::Size: 2
::Durability:
::Power: -1
::Accuracy: +1 (Point Defense)
::Penetration: 0
::Range: Short
:2 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular :armor''.
::'''Size''': 1
::'''Durability''': N/A
::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
====Large Turret 2====
'''Large Turret''': Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)
: '''Connectors''': None (uses large turret)
: '''Base Durability''': 6
: '''Component Space''': 24
:: Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
:2 x '''Plasma Torpedo''': Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target :tracking ability and incredible power but are power-intensive and large.
::'''Size''': 10
::'''Durability''': 2
::'''Power''': -10
::'''Accuracy''': +5 (Guided)
::'''Penetration''': 5 (Devastating:2)
::'''Range''': Medium
:6 x '''Short Range Missiles''': Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and :ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are :power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and :therefore do not track ammo.
::'''Size''': 4
::'''Durability''': 1
::'''Power''': -1
::'''Accuracy''': +5 (Guided)
::'''Penetration''': 2
::'''Range''': Short
:2 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular :armor''.
::'''Size''': 1
::'''Durability''': N/A
::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
====Small Turret====
'''Small Turret''': Mount a single gun (sometimes a Dual Weapon), and generally little more than that. Gunships, tanks, and the like often use these to mount lighter weapons to harass and destroy lightly armored targets.
: '''Connectors''': None (uses small turret)
: '''Base Durability''': 3
: '''Component Space''': 6
: '''Base Criticals''': Internal Structure (3)
:: Small Turrets consider the largest weapon they mount to be half size (round up). Small turrets cost +2 Psyche.
:'''Plasma Ejector''': A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is :against lightly armored targets, which essentially ''melt'' against them in an instant. Unfortunately they're fragile and :power-hungry.
::'''Size''': 10
::'''Durability''': 1
::'''Power''': -12
::'''Accuracy''': +4
::'''Penetration''': 3 (Devastating:2, Scatter:4)
::'''Range''': Melee
::: A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons.
:'''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''.
::'''Size''': 1
::'''Durability''': N/A
::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
====Sensor Turret====
:'''Sensor Turret''': A fragile turret design intended to mount sensors equipment.
:: '''Connectors''': None (uses small turret)
:: '''Base Durability''': 0
:: '''Component Space''': 5
:: '''Base Criticals''': Sensors (1), Internal Structure (2)
::: Sensor Turrets consider sensors to be half size. Their basic sensors give +1 Electronics. Sensor turrets cost +2 Psyche.
:'''Active Probe''': A standard sensor suite combining a half-dozen various active sensor systems.
:: '''Size''': 1
:: '''Durability''': 1
:: '''Power''': -1
::: +3 Electronics, -1 Stealth
:'''Anti-Cloak Scanner''': A suite of sensors dedicated explicitly to measuring refraction indices and other indications of a :stealthed foe. In a pinch, can also double as a very good astronomy observatory. Unfortunately all those shiny astronomical :instruments with incredible sensitivity are both massive and fragile.
:: '''Size''': 3
:: '''Durability''': 1
:: '''Power''': -1
::: +1 Electronics, halve enemy stealth modifiers (round down), -1 Stealth
:'''Passive Sensor''': A standard passive sensor array. Common use.
:: '''Size''': 1
:: '''Durability''': 1
:: '''Power''': 0
::: +1 Electronics
:'''Component Armor''': A series of internal braces, internal bracing, and reinforcement that adds to the ability of a system to :withstand damage. Component armor is not actually a discrete item, but rather a design philosophy of compartmentalization and :protection. As such, there is a limit of 1 component armor + 1 additional component armor per 10 space in a system.
::'''Size''': 1
::'''Durability''': 1
::'''Power''': 0
::: If a body part with component armor is hit, criticals must first be allocated to component armor before any other allocations are made.
:'''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular :armor''.
::'''Size''': 1
::'''Durability''': N/A
::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up)

Revision as of 05:51, 2 June 2011