Second Sphere Craft Construction Rules
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. Each Body Expansion adds +2 Spaces.
- 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)
Aircraft
Interceptor
- Base Spaces: 4
- Base External Carriage: 2
- Base Power: 2
- Base Size: 3
- Expansion Threshhold: +1 Size/3 Body expansions
- Transatmospheric
Space Fighter
- Base Spaces: 4
- Base External Carriage: 4
- Base Power: 2
- Base Size: 4
- Expansion Threshhold: +1 Size/3 Body expansions
Interdictors
- Base Spaces: 4
- Base External Carriage: 2
- Base Power: 2
- Base Size: 4
- Expansion Threshhold: +1 Size/3 Body expansions
- Transatmospheric
Bomber
- Base Spaces: 12
- Base External Carriage: 4
- Base Power: 4
- Base Size: 10
- Expansion Threshhold: +1 Size per Body expansion
- Transatmospheric
- Gains 2x spaces, 2x power, all propulsion and defenses take up 3x space and cost.
- Bombers can carry large internal payloads and consequently when loading missile/bomb weapons, for every 2 of a specific type loaded, a third may be loaded at no space requirement.
Mecha
Combat Frame
- Base Spaces: 5
- Base External Carriage: 3
- Base Power: 2
- Base Size: 4
- Expansion Threshhold: +1 Size/3 Body expansions
Assault Frame
- Base Spaces: 5
- Base External Carriage: 3
- Base Power: 2
- Base Size: 5
- Expansion Threshhold: +1 Size/3 Body expansions
Giant Frame
- Base Spaces: 12
- Base External Carriage: 6
- Base Power: 4
- 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.
Super Aerospace
Mobile Armor
- Base Spaces: 25
- Base External Carriage: 10
- Base Power: 10
- Gains 4x spaces, 5x power, all propulsion and defenses take up 4x space and cost.
- Adapter Hardpoint Size: 1 hardpoint
- Adapter PIP cost: 25
- Adapter CIP cost: 20
Super Robot
Also usable for smashing things on the ground!
- Base Spaces: 30
- Base External Carriage: 20
- Base Power: 15
- Gains 6x spaces, 6x power, all propulsion and defenses take up 6x space and cost.
- Adapter Hardpoint Size: 2 hardpoints
- Adapter PIP cost: 50
- Adapter CIP cost: 40
Super Mobile Armor
- Base Spaces: 80
- Base External Carriage: 25
- Base Power: 40
- Gains 10x spaces, 10x power, all propulsion and defenses take up 10x space and cost.
- Adapter Hardpoint Size: 4 hardpoints
- Adapter PIP cost: 100
- Adapter CIP cost: 80
Exofortress
- Base Spaces: 80
- Base External Carriage: 25
- Base Power: 40
- Transatmospheric
- Gains 10x spaces, 10x power, all propulsion and defenses take up 10x space and cost.
- Adapter Hardpoint Size: 4 hardpoints
- Adapter PIP cost: 100
- Adapter CIP cost: 80
MA Enclosure
Super Aerospace can use Mobile Armor Enclosures. These provide larger stocks of consumables, spare parts etc as well as the ability to perform maintenance and support activities 'under armor'. An enclosure can support up to two mobile armors/super robots (or one SMA/Exofortress) and requires its own hardpoint. Enclosures can also be used to support dropships or parasites, one enclosure per dropship/parasite.
- PIP cost: 20
- CIP cost: 40
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:
Twin Beam Gun
- Spaces: 5
- Power: 6
- 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:
Heavy MPG
- Spaces: 3
- Power: 6
- 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: