Second Sphere Craft Construction Rules

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Building A Robot

This could get long. Some example stats follow. Anything in bold has a defined effect but I'm too lazy to write out how it works just yet. Trust me on this.


Interceptor (transatmospheric fighter)

A 22nd century aerospace fighter
Speed 10, Agility 7, Evasion 5, Armor 0, 4 Hits
Component Space: 8
Hull Growth Factor: 4
External Carriage: 8
External Carriage Growth Factor: 2

Heavy Fighters (space fighter)

A a boxy space fighter
Speed 7, Agility 5, Evasion 4, Armor 6, 4 Hits
Component Space: 8
Hull Growth Factor: 4
External Carriage: 8
External Carriage Growth Factor: 2

Combat Frame

The standard mobile suit frame
Speed 5, Agility 5, Evasion 4, Armor 6, 4 Hits
Component Space: 12
Hull Growth Factor: 4
External Carriage: 12
External Carriage Growth Factor: 2

Assault Frame

A slower but more robust mobile suit design
Speed 4, Agility 4, Evasion 3, Armor 10, 4 Hits
Component Space: 12
Hull Growth Factor: 4
External Carriage: 12
External Carriage Growth Factor: 2

Mobile Armor

Not very moe at all
Speed 4, Agility 2, Evasion 2, Armor 7, 8 Hits
Batch Size: Individual
Component Space: 40
Hull Growth Factor: 8
External Carriage: 10
External Carriage Growth Factor: 2
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


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.

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.


Weapons

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.

Melee Weapons

Alpha Edge (sword)

Spaces: 2
Power: 0
Parry: +5
Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish

Alpha Edge (pole)

Spaces: 4
Power: 0
Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish

Plasma Knives

Spaces: 1
Power: 2
Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave

Plasma Lance

Spaces: 1
Power: 2
Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave

Mega Beam Saber

Spaces: 2
Power: 6
Accuracy +5, penetration +3, Strength +6, Parry +3, Cleave

Ranged Weapons

Automatic Railgun

Spaces: 8
Power: 2
Range 8, accuracy +6, penetration +2, Strength +0

Heavy Cannon

Spaces: 10
Power: 3
Range 12, accuracy +3, penetration +5, Strength +2

Coilgun

Spaces: 5
Power: 5
Range 6, accuracy +8, penetration +0, Strength -2

Heavy Coilgun

Spaces: 10
Power: 15
Range 16, accuracy +0, penetration +6, Strength +0, AP +4

Shotcannon

Spaces: 5
Power: 2
Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9

Bazooka

Spaces: 8
Power: 0
Range 4, accuracy +0, penetration +8, Strength +6, 3 Shots, ROF 3


Pulse Gun

Spaces: 6
Power: 5
Range 8, accuracy +8, penetration +1, Strength +0

Beam Gun

Spaces: 8
Power: 10
Range 12, accuracy +4, penetration +5, Strength +2

Dual Beam Gun

Spaces: 12
Power: 16
Range 12, accuracy +4, penetration +5, Strength +2, ROF 2
Fixed weapon

Megaparticle Gun

Spaces: 6
Power: 8
Range 8, accuracy +5, penetration +4, Strength +2, AP Bonus +4

Heavy Megaparticle Gun

Spaces: 8
Power: 12
Range 8, accuracy +1, penetration +6, Strength +4, AP Bonus +6

Cluster Missiles

Spaces: 2
Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots

Anti-Air Missile

Spaces: 2
Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot

Strike Missile

Spaces: 2
Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot

Assault Missile

Spaces: 2
Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 2 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 Evasion
1 Space, 1 RP

Verniers

Verniers increase Agility and also provide a small increase to Evasion.
+1 Agility, +0.5 Evasion
1 Space, 2 RP

Armor

Provides . . . Armor. Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
+1 Armor, -0.25 Agility
1 Space, 1 RP

Nephilim Hyperalloy

The armor alloy used by the mysterious Nephilim is currently beyond Human science's ability to replicate in any quantities, though it can be salvaged and reshaped.
+1 Armor, -0.25 Agility, +1 additional Armor against energy strikes
1 Space, 10 RP (or special dispensation)

Reinforced Frame

Strengthens the basic structure of the machine .
+1 Hits, -0.25 Agility
2 Space, 2 RP

Scattering Field

Bubble-field system. Immune to any forms of special armor-piercing effects.
+3 Armor, -1 Evasion (non-stacking)
2 Space, 5 RP

Microjump Drive

Lets you make short-range FTL jumps
2 Space, 6 RP

Aleph Matrix

A compact computer system that enhanced the natural abilities of all Alephs.
+1 Evasion
0 Space, 3 RP