User:Holle
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)