Second Sphere Craft Construction Rules

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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: