LOE Ship Weapons Test: Difference between revisions

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'''SV''' (Shield Vaporise) – Defender cannot make a Shield Save.<br>
'''SV''' (Shield Vaporise) – Defender cannot make a Shield Save.<br>
'''AA #''' (Anti-Aircraft) – Attack roll is increased by # against Aircraft.<br>
'''AA #''' (Anti-Aircraft) – Attack roll is increased by # against Aircraft.<br>
'''II #''' (Anti-Infantry) - Attack roll is increased by # against Aircraft.<br>
'''II #''' (Anti-Infantry) - Attack roll is increased by # against Infantry.<br>
'''EA #''' (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.<br>
'''EA #''' (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.<br>
'''ED #''' (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.<br>
'''ED #''' (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.<br>


'''Guidance #''' - Weapon can perform target re-aquisition, allowing it # re-rolls to attack.<br>
'''Guidance #''' - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.<br>
'''Soft #''' – Attack target against MDC targets is increased by #.<br>
'''Soft #''' – Attack target against MDC targets is increased by #.<br>
'''Unstable #''' - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.<br>
'''Unstable #''' - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.<br>
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Tags: Independent<br>
Tags: Independent<br>
''Once a ship has been rammed, it is stuck in melee/boarding range with the attacker and must roll Maneuver or Damage Control in order to break free.''<br>
''Once a ship has been rammed, it is stuck in melee/boarding range with the attacker and must roll Maneuver or Damage Control in order to break free.''<br>
+# '''Fireship Setup''' (Physical)<br>
Attack: 9+ (EA#, Incendiary, Fixed, Slow)<br>
Range: 0<br>
Tags: Independent<br>
''Completely fills all Weapon and Option slots on a vessel so fitted. Once a ship has been rammed, the fireship gains an extra attack for each slot it had and is then destroyed.</br>


===TL2===
===TL2===
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===TL3===
===TL3===
+2 '''Naval Artillery''' (Physical)<br>
+2 '''Naval Artillery''' (Physical)<br>
Attack: 7+<br>
Attack: 7+ (EA 1)<br>
Range: 8<br>
Range: 8<br>
Tags: Independent<br>
Tags: Independent<br>
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+1 '''Autocannon''' (Physical)<br>
+1 '''Autocannon''' (Physical)<br>
Attack: 8+ (EA 1, II 1 Soft 2) <br>
Attack: 8+ (EA 1, II 1 Soft 2) <br>
Range: 6<br>
Range: 4<br>
Tags: Independent<br>
Tags: Independent<br>
Rapidfire type weapons. Usually shoots twice per turn.<br>
Rapidfire type weapons. Usually shoots twice per turn.<br>
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+8 '''Multi-Stage Gun''' (Physical)<br>
+8 '''Multi-Stage Gun''' (Physical)<br>
Attack: 8+ (AB 2, AP 2, ED 5, Fixed, Slow)<br>
Attack: 8+ (AB 2, AP 2, ED 5, Fixed, Single Shot)<br>
Range: 24<br>
Range: 24<br>
Tags: Single Shot<br>


===TL4===
===TL4===


+3 '''Railgun Artillery''' (Physical)<br>
+2 '''Beam Array''' (Energy)<br>
Attack: 6+<br>
Attack: 6+<br>
Range: 12<br>
Range: 12<br>


+3 '''Beam Array'' (Energy)<br>
+2 '''Burst Beam Array''' (Energy)<br>
Attack: 6+<br>
Attack: 7+ (EA 1, AA1, Soft 2)<br>
Range: 10<br>
Range: 6<br>
 
====Refinements====
 
+1 Enhanced Collimation
:One beam system gains +50% Range.
 
--wip--
 
'''+2 AAA beam cannons'''<br>
Attack: 8+ AA3 energy<br>
Range: 10<br>
 
'''+2 Thermal inducers'''<br>
Attack: 8+ crew-killing energy<br>
Range: 10<br>


'''+3 Plasma Cannon'''<br>
+3 '''Pulse Array''' (Energy)<br>
Attack: 6+ S3 slow hybrid<br>
Attack: 6+ (EA 1)<br>
Range: 8<br>
Range: 8<br>
:+0 '''Alpha charges'''<br>
:Auxillary tanking stores additional plasma ready for use
:Effect: adds Alpha1<br>
'''+3 Cluster missile pods'''<br>
Attack: 7+ 2x AA1 air<br>
Range: 12<br>
'''+3 Brilliant missiles'''<br>
Attack: 6+ AA1 air<br>
Range: 30<br>


'''+1 Laser cluster'''<br>
+2 '''Automatic Pulsar Array''' (Energy)<br>
Attack: 9+ 2x Flak3 energy<br>
Attack: 7+ (EA 2, Soft 2)<br>
Range: 5<br>
Range: 4<br>
 
'''+12 Superlaser'''<br>
Attack: 4+ x8 P3 slow single shot energy<br>
Range: 25<br>
 
'''+12 Spinal Railgun'''<br>
Attack: 3+ x7 P2 B1 slow single shot<br>
Range: 30<br>
 
'''+2 Ortillery Beam'''<br>
Attack: 7+ Ortillery energy<br>
Range: 12<br>
 
'''+4 Ortillery Massdriver'''<br>
Attack: 5+ Ortillery Slow<br>
Range: 20<br>
 
'''+10 Mass Driver'''<br>
Attack: 4 S# Slow<br>
Range: 12<br>
Special: Kinetic Deadfall projectiles combined with a mass driver for added kick and improved accuracy.<br>
 
'''+X Enhanced Guidance'''<br>
Effect: Gives Guided1 and +2 range to any non-Hybrid non-Energy weapon. Increases weapons size by 50%, rounded up.
 
'''+0 Microwave Pulse'''<br>
It might not really use microwaves but it sure can cook things. This modification is for Energy or Hybrid weapons.<br>
Effect: Weapon gains Incendiary.
 
'''-X Unstable Fuel'''<br>
The weapon uses unstable and toxic chemicals as a power source, reducing its size.
Effect: Weapon gains Unstable1 (or adds 1 to the Unstable rating if it already is Unstable), -25% (rounded down, minimum -1) to weapon size.
 
'''+1 Bomb-Pumped'''<br>
The weapon is bomb-pumped. It's more powerful but also more unstable.
Effect: Weapon gains Unstable1 (or adds 1 to the rating if it already has this trait), gains P1 and -1 attack difficulty.


===TL5===
===TL5===


'''Standard Modular Array modifications'''<br>
+3 '''Hybrid Cannon Array''' (Hybrid)<br>
 
Attack: 5+<br>
:+1 '''Variable Array'''<br>
:Increases module count by 2.<br>
 
:+2 '''Heavy Array'''<br>
:Adds AB1, AP1, +5 range, but reduces module count by 1.<br>
 
+3 '''Modular Projectile Cannon Array''' (Physical)<br>
Attacks: 5+<br>
Range:  20<br>
Has 2 integral modules<br>
:Armor Piercing: adds AP1<br>
:Shield Piercing: adds SP1<br>
:Anti-Air: Adds AA1<br>
:Alpha Capacitors: Adds Alpha1 (2 slots)<br>
:Guided: Adds Guided1 (2 slots, max 1)<br>
:Point Defense: Adds PD<br>
:Increased Range: +5 range<br>
:Massive Capacitors: Adds Independent<br>
Sophisticated kinetic-impactor weapons, conventionally using inertial or momentum-transfer technology to achieve unmatched performance.<br>
 
+3 '''Modular Energy Cannon Array''' (Energy)<br>
Attacks: 5+ Energy<br>
Range:  20<br>
Has 2 integral modules<br>
:Armor Piercing: adds AP1<br>
:Shield Piercing: adds SP1 (2 slots)<br>
:Anti-Air: Adds AA1<br>
:Alpha Capacitors: Adds Alpha1<br>
:Guided: Adds Guided1 (2 slots, max 1)<br>
:Point Defense: Adds PD<br>
:Increased Range: +8 range<br>
:Massive Capacitors: Adds Independent (2 slots)<br>
 
+3 '''Modular Hybrid Cannon Array'''<br>
Attacks: 5+ Hybrid<br>
Range:  20<br>
Has 2 integral modules<br>
:Armor Piercing: adds AP1<br>
:Shield Piercing: adds SP1<br>
:Anti-Air: Adds AA1<br>
:Alpha Capacitors: Adds Alpha1<br>
:Guided: Adds Guided1 (2 slots, max 1)<br>
:Point Defense: Adds PD<br>
:Increased Range: +5 range<br>
:Massive Capacitors: Adds Independent (2 slots)<br>
 
+4 '''Disruptor cannon'''<br>
Attack: 5+ (V slow)<br>
Range: 10<br>
 
+3 '''Plasma Torpedo'''<br>
Relatively inexpensive TL5 weapon; bulky but not costly.<br>
Attack: 5+ SP1 Air Hybrid<br>
Range: 25<br>
 
+2 '''Phalanx'''<br>
Attack: 7+ MA2 AA2 Soft2 Hybrid<br>
Range: 8<br>
 
+1 '''Bobbler Launcher'''<br>
PD2.<br>
Range: N/A<br>
 
+3 '''Brilliant Endo/Exoatmospheric interceptors (BEEis)'''<br>
Attack: 6+ Guided1 AA1 Soft1 SP1 air<br>
Range: 25<br>
 
+4 '''Advanced Multipurpose Missile'''<br>
Attack: See Below<br>
Range: 25<br>
Has 3 modes<br>
:Anti-Shipping: Attack 5+ SP1 AP1 Air Guided1
:Anti-Aircraft: Attack 5+ AA2 Soft2 Air Guided1
:Etheric Pulse: Attack 4+ Air Guided1 Disabling
 
+6 '''Hypometric Weapon'''<br>
Hypometric weapons tear chunks out of enemy vessels using space distortion, making most defenses entirely useless. However, they are inaccurate, expensive, and exceedingly finicky.<br>
Attack: 9+ Hybrid Unstable1 B V MD1<br>
Range: 10<br>
 
:+2 Improved Acausal Targeting
:Effect: -1 attack difficulty.
 
+4 '''Vibro-Cannon'''<br>
Lightweight tractor-repulsor cannon used for orbit-to-surface fire.<br>
Attack: 5+ AB1 Ortillery Hybrid<br>
Range: 20<br>
 
+6 '''Tremor Cannon'''<br>
Heavyweight tractor-repulsor cannon used for orbit-to-surface fire.<br>
Attack: 5+ AB2 Ortillery Slow Hybrid<br>
Range: 20<br>
Range: 20<br>
Slots: 2<br>


+7 '''Hellbore'''<br>
+10 '''Boson leap cannon''' (Energy)<br>
Not the Bolo kind, the Starfleet Battles kind.<br>
Attack: 5+ SV<br>
Attack: See Below<br>
Range: 10-50<br>
Range: 20/8 (Normal/Overcharge)<br>
Tags: Slow, Power Hungry,
Has 2 modes-<br>
Normal: 5+ MA1 AP1 SB1<br>
Overcharge: 4+ MA3 AP2 SP1 SB2, Range 8, Power Hungry.
 
+12 '''Boson leap cannon'''<br>
Attack: 5+ Slow power hungry energy<br>
Range: 10/50<br>
Special: Ignores shields on an attack roll of '10'<br>


+12 '''Gravity-blast cannon'''<br>
Attack: 4+ x6 B3 single shot energy<br>
Range: 25<br>
+15 '''Hell-class weapon'''<br>
Attack: 4+ x10 SB2 AP3 SP1 slow single shot energy<br>
Range: 30<br>
+1 '''Energy Shells'''<br>
Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.<br>
==Tech Weapon Refinements==
==Tech Weapon Refinements==
===Generic===
===Generic===
-1 '''Exposed Mounts'''<br>
-1 '''Exposed Mounts'''<br>
:Weapon Critical hit rate +10%<br>
:Weapon Critical hit rate +10%<br>
+1 '''Full Stabilization''' (TL3)<br>
:+1 to attack, Range +1 <br>
+1 '''Fire Control''' (TL3)<br>
:+1 To attack <br>
+1 '''Smart Fire Control''' (TL4)<br>
:+2 Attack <br>
+1 '''Brilliant Fire Control''' (TL5)<br>
:+3 Attack <br>
===Ballistae===
===Ballistae===
+0 '''Large'''<br>
+0 '''Large'''<br>
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+1 '''Burning Ram'''<br>
+1 '''Burning Ram'''<br>
:Incendiary<br>
:Incendiary<br>
+1 '''Assault Ramp'''<br>
:Can conduct boarding actions<br>
+1 '''Torpedo Ram''' (TL 2)<br>
+1 '''Torpedo Ram''' (TL 2)<br>
:AB +1, ED +1, Unstable +2<br>
:AB +1, ED +1, Unstable +2<br>
+1 '''Giant Drill''' (TL 3)<br>
+1 '''Giant Drill''' (TL 3)<br>
:AP +2<br>
:AP +2<br>
===Cannons===
+1 '''Hydraulic Impactor''' (TL 4)<br>
:AB +2<br>
+1 '''Ramfield''' (TL 5)<br>
:AB +3<br>
===Fireships===
 
===Cannons & Carronades===
+0 '''Heavy'''<br>
+0 '''Heavy'''<br>
:Range +50%, Size +1<br>
:Range +50%, Size +1<br>
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+1 '''Elevating Mounts'''<br>
+1 '''Elevating Mounts'''<br>
:Range +1<br>
:Range +1<br>
+0 '''Naval Battery Upgrade''' (TL3)<br>
:Attack +1, AB +1, Range +3, Size +1, Milieu 3<br>
+1 '''Autoloaders''' (TL3)<br>
:MA +1<br>
+0 '''Massdriver Upgrade''' (TL4)<br>
:Attack +2, AB +1, Range +7, Size +2, Milieu 4<br>
===Rockets===
===Rockets===
+1 '''Incendiary Rockets'''<br>
+1 '''Incendiary Rockets'''<br>
:Incendiary.<br>
:Incendiary.<br>
+0 '''Large Rockets'''<br>
+0 '''Large Rockets'''<br>
:Range +50%, Size +1<br>  
:Range +50%, Size +1<br>
+1 '''Giant Rockets'''<br>
:AB +1, Range +100%, Size +2<br>
+1 '''Huge Rockets'''<br>
:Attack +1, AB +1, Range +100%, Size +3<br>
 
===Tesla Coils===
===Tesla Coils===
+1 '''Frequency Modulation'''<br>
+1 '''Frequency Modulation'''<br>
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+1 '''Big Fucking Battery'''<br>
+1 '''Big Fucking Battery'''<br>
:Alpha +1.<br>
:Alpha +1.<br>
-suggested?-
+0 '''Van De Graff Generator''' (TL3)<br>
:Attack +1, Range +1, SP +1<br>
+0 '''Improved Dynamo''' (TL4)<br>
:Range +1, SP +1<br>
+0 '''Even More Improved Dynamo''' (TL5)<br>
:Attack +1, Range +1, AP +1<Br>
+1 '''Overcharged''' (TL3)<br>
:Attack +1, Range +1, SP +1, Unstable 1
+1 '''TEMPEST''' (TL3)<br>
:Disabling, Size +2<br>
+1 '''Giant Taser''' (TL3)<br>
:RBC, Size +1<br>
+1 '''Improved Charge Guidance''' (TL3)<br>
:Attack +1, Size +2, Range +1<br>
+1 '''Lightning Field''' (TL4)<br>
:PD<br>
+1 '''Lightning Fan''' (TL5)<br>
:AA +2, EA +1, Soft +2<br>
+1 '''Target Charge Painting''' (TL4)<br>
:AA +1<br>
+1 '''Arc Lightning''' (TL5)<br>
:Guided +1, SP +1<br>
+1 '''Chain Lightning''' (TL4)<br>
:Tesla Field no longer increases its TN when attacking secondary targets.
+1 '''Superconducting Capacitor''' (TL4)<br>
:Alpha +1<br>
+1 '''Etheromagnetic Interferer''' (TL5)<br>
:Hypercritical, Size +2<br>
+1 '''Micro-Fusion Reactor''' (TL5)<br>
:Independent, Size +1<br>
===Torpedoes===
===Torpedoes===
+1 '''Improved Propulsion'''<br>
+1 '''Improved Propulsion'''<br>
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+1 '''Gondoan Hax'''<br>
+1 '''Gondoan Hax'''<br>
:Range +2<br>
:Range +2<br>
+0 '''ADCAP design''' (TL 3)<br>
:Attack +1, Range +3, Milieu 3<br>
+1 '''Launcher Design''' (TL 3)<br>
+1 '''Launcher Design''' (TL 3)<br>
:loses Single Shot<br>
:loses Single Shot<br>
+1 '''Kozunese Trickery''' (TL 3)<br>
+1 '''Kozunese Trickery''' (TL 3)<br>
:Range +100%<br>
:Range +100%<br>
+2 '''Supercavitation''' (TL 3)<br>
:loses (Very) Slow<br>
+0 '''Energy Torpedo''' (TL 4)<br>
:Attack +2, Range +3, Energy type, Milieu 4<br>
+0 '''Plasma Tanking'''<br>
:Alpha +1<br>
===Bombs===
===Bombs===
+0 '''Bomb Sights'''<br>
+0 '''Bomb Sights'''<br>
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+0 '''AA Munitions'''<br>
+0 '''AA Munitions'''<br>
:AA +1<br>
:AA +1<br>
+0 '''NGS Munitions'''<br>
:Bombard<br>
+0 '''Saboted Munitions'''<br>
+0 '''Saboted Munitions'''<br>
:Ignores 1 reduction to AP<br>
:Ignores 1 reduction to AP<br>
+0 '''Destabilizer Munitions''' (TL4)<br>
+0 '''Destabilizer Munitions''' (TL4)<br>
:SP +1<br>
:SP +1<br>
+0 '''NGS Munitions'''<br>
+1 '''Energy Shells''' (TL5)<br>
:Bombard<br>
Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.<br>


===Autocannon===
===Autocannon===
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+1 '''Flak'''<br>
+1 '''Flak'''<br>
:AA +1<br>
:AA +1<br>
+1 '''Coilgun Upgrade''' (TL4)<br>
+1 '''Armour-Piercing Shells'''<br>
:Attack +1, Range +2, Milieu 4, Size +1<br>
+1 '''Armour-Piercing Bullets'''<br>
:Soft -1<br>
:Soft -1<br>
+1 '''Improved Shells'''<br>
+1 '''Improved Shells'''<br>
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+1 '''Extended Range Munitions'''<br>
+1 '''Extended Range Munitions'''<br>
:Range +100%<br>
:Range +100%<br>
+1 '''Coilgun Upgrade''' (TL4)<br>
:Attack +1, Range +2, Milieu 4, Size +1<br>
+1 '''Hybrid Upgrade''' (TL5)<br>
:Attack +2, Range +4, Milieu 5, Size +1, Type: Hybrid<br>


===Missiles===
===Missiles===
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+0 '''Very Large'''<br>
+0 '''Very Large'''<br>
:ED +1, Range +150%, Size +2<br>
:ED +1, Range +150%, Size +2<br>
+1 '''Advanced Design'''<br>
+1 '''Improved Warhead'''<br>
:Attack +1<br>
:Attack +1<br>
+1 '''Anti-Ship Warhead'''<br>
+1 '''Anti-Ship Warhead'''<br>
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+1 '''Land Attack'''<br>
+1 '''Land Attack'''<br>
:Bombard<br>
:Bombard<br>
+1 '''Improved Guidance'''<br>
+1 '''Guidance'''<br>
:Guidance +1<br>
+1 '''Very Improved Guidance''' (TL 4)<br>
:Guidance +1<br>
+1 '''Very ''Damn'' Improved Guidance''' (TL 5)<br>
:Guidance +1<br>
:Guidance +1<br>
+1 '''Etheric Pulse Warhead'''<br>
+1 '''Etheric Pulse Warhead'''<br>
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:Enemy Point Defenses -1<br>
:Enemy Point Defenses -1<br>
:''Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.''<br>
:''Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.''<br>
+0 '''Advanced Warhead''' (TL 4)<br>
:Attack +1<br>
+1 '''Smart Guidance''' (TL 4)<br>
:Guidance +1<br>
+1 '''Plasma Warhead''' (TL 4)<br>
:Weapon type: Plasma<br>
+1 '''Destabilizer Field''' (TL 4)<br>
:SP +1<br>
+0 '''Compressed Energy Warhead''' (TL 5)<br>
:Attack +1<br>
+1 '''Adaptive Warhead''' (TL 5)<br>
:Weapon type: Hybrid<br>
+2 '''Brilliant Guidance''' (TL 5)<br>
:Guidance +2<br>
===Beam Weapons===
+0 '''Cruiser Scale'''<br>
:SP +1, Range +50%, Size +1<br>
+0 '''Battleship Scale'''<br>
:SP +1, SB +1, Range +100%, Size +2<br>
+1 '''Superbattleship Scale'''<br>
:SP +1, SB +2, Range +150%, Size +3<br>
+1 '''Improved Collimation'''<br>
:Range +50%<br>
+1 '''High Output'''<br>
:ED +1<br>
+1 '''Continuous Beam'''<br>
:EA +1<br>
+0 '''Beam sweepers'''<br>
:AA +1<br>
+1 '''Pulsed beam'''<br>
:AP +1<br>
+1 '''Haywire'''<br>
:Critical +50%<br>
+1 '''Heat Rays'''<br>
:Incendiary<br>
+1 '''Death Rays'''<br>
:RBC<br>
+1 '''Deep Magazine Capacitors'''<br>
:Alpha +1<br>
+1 '''Thermal Induction'''<br>
:Attack -2, attacks crew
+1 '''Ortillery'''<br>
:Ortillery, Slow<br>
+1 '''Multimodal'''<br>
:PD<br>
===Pulse Weapons===


===Railgun Artillery===
+0 '''Cruiser Scale'''<br>
+0 '''Cruiser Scale'''<br>
:AP +1, Range +50%, Size +1<br>
:AP +1, Range +50%, Size +1<br>
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+1 '''Superbattleship Scale'''<br>
+1 '''Superbattleship Scale'''<br>
:AP +1, AB +2, Range +150%, Size +3<br>
:AP +1, AB +2, Range +150%, Size +3<br>
+2 '''Spinal Mount'''<br>
+1 '''Ortillery'''<br>
:AB +2, SB +2, ED 3, Alpha 2, Fixed, Slow, Range +150%, Size +9<br>
:Ortillery, Slow<br>
+0 '''Coilgun Design'''<br>
+1 '''Multimodal'''<br>
:Attack -1, AP -1, AA +1, EA +1, Range -4<br>
:PD<br>
The continuous-feed design of coilguns allows them to fire faster, at the expense of projectile velocity.<br>
+0 '''Enhanced Tracking'''<br>
+2 '''Guided Shells'''<br>
:AA +1<br>
:Guided +1, Size +2<br>
+0 '''Variable-Frequency'''<br>
+0 '''Extended-Range Munitions'''<br>
:SP +1<br>
+1 '''Mega Particles'''<br>
:AB +1<br>
+1 '''Continuous Beam'''<br>
:EA +1, Size +2<br>
+1 '''High Output'''<br>
:ED +1, Size +2<br>
+0 '''Haywire'''<br>
:Critical +50%<br>
+0 '''Deep Magazine Capacitors'''<br>
:Alpha +1<br>
 
===Hybrid Cannons===
 
+0 '''Cruiser Scale'''<br>
:AB +1, Range +25%, Size +1<br>
+0 '''Battleship Scale'''<br>
:AB +2, Range +50%, Size +2<br>
+0 '''Superbattleship Scale'''<br>
:AB +3, Range +75%, Size +3<br>
+0 '''Variable Array'''<br>
:Slots +2<br>
+0 '''Disruptor Upgrade'''<br>
:Add Vaporize, Slow, Range -10<br>
+1 '''Continuous Beam'''<br>
:EA +1, Size +2<br>
+1 '''High Output'''<br>
:ED +1, Size +2<br>
+1 '''Improved Collimation'''<br>
:Range +50%<br>
:Range +50%<br>
+0 '''AA Munitions'''<br>
+1 '''Beam sweepers'''<br>
:AA +1<br>
:AA +1<br>
+0 '''Destabilizer Munitions'''<br>
+1 '''Pulsed beam'''<br>
:AP +1<br>
+1 '''Variable Frequency'''<br>
:SP +1<br>
:SP +1<br>
+0 '''Saboted Munitions'''<br>
+1 '''Haywire'''<br>
:Ignores 1 reduction to AP<br>
:Critical +50%<br>
+0 '''NGS Munitions'''<br>
+1 '''Heat Rays'''<br>
:Bombard<br>
:Incendiary<br>
+1 '''Death Rays'''<br>
:RBC<br>
+1 '''Blast Capacitors'''<br>
:Alpha +2<br>
+1 '''Vectored'''<br>
:Guided +1<br>
+1 '''Ortillery'''<br>
:Ortillery, Slow<br>
+1 '''Multimodal'''<br>
:PD<br>


===Laser===
===Multi-Stage Gun===
===Multi-Stage Gun===


--wip--
'''+12 Superlaser'''<br>
Attack: 4+ x8 P3 slow single shot energy<br>
Range: 25<br>
'''+12 Spinal Railgun'''<br>
Attack: 3+ x7 P2 B1 fixed single shot<br>
Range: 30<br>
+12 '''Gravity-blast cannon'''<br>
Attack: 4+ x6 B3 single shot energy<br>
Range: 25<br>
+15 '''Hell-class weapon'''<br>
Attack: 4+ x10 SB2 AP3 SP1 slow single shot energy<br>
Range: 30<br>
===WIP===
+1 '''Bobbler Launcher'''<br>
PD2.<br>
Range: N/A<br>
+4 '''Advanced Multipurpose Missile'''<br>
Attack: See Below<br>
Range: 25<br>
Has 3 modes<br>
:Anti-Shipping: Attack 5+ SP1 AP1 Air Guided1
:Anti-Aircraft: Attack 5+ AA2 Soft2 Air Guided1
:Etheric Pulse: Attack 4+ Air Guided1 Disabling
+6 '''Hypometric Weapon'''<br>
Hypometric weapons tear chunks out of enemy vessels using space distortion, making most defenses entirely useless. However, they are inaccurate, expensive, and exceedingly finicky.<br>
Attack: 9+ Hybrid Unstable1 B V MD1<br>
Range: 10<br>
:+2 Improved Acausal Targeting
:Effect: -1 attack difficulty.
+7 '''Hellbore'''<br>
Not the Bolo kind, the Starfleet Battles kind.<br>
Attack: See Below<br>
Range: 20/8 (Normal/Overcharge)<br>
Has 2 modes-<br>
Normal: 5+ MA1 AP1 SB1<br>
Overcharge: 4+ MA3 AP2 SP1 SB2, Range 8, Power Hungry.




[[LOE Ship Test Rules#Weapons|Back]]
[[LOE Ship Test Rules#Weapons|Back]]

Latest revision as of 22:07, 30 January 2009

Tags

Attack Types

Energy weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.

Hybrid weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).

Missile weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage.

Physical weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.

Attack Tags

AP # (Armour Piercing) – Defender's Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.
SP # (Shield Piercing) - Defender's Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.
AB # (Armour Break) - Ignores # levels of Armour.
SB # (Shield Break) - Ignores # levels of Shield.
AV (Armour Vaporise) – Defender cannot make an Armour Save.
SV (Shield Vaporise) – Defender cannot make a Shield Save.
AA # (Anti-Aircraft) – Attack roll is increased by # against Aircraft.
II # (Anti-Infantry) - Attack roll is increased by # against Infantry.
EA # (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.
ED # (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.

Guidance # - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.
Soft # – Attack target against MDC targets is increased by #.
Unstable # - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.
Fixed – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.
Slow – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.
Very Slow – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.

Other Tags

Alpha # - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.
Single Shot – The weapon can fire once per battle.
Power Hungry - No other weapons can be fired that turn except for those that are Independent.
Bombard – The weapon does not suffer penalties when used on surface targets.
Disabling – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.
Incendiary – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.
Point Defense – The weapon may function as a point-defense system.
RBC – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don't appreciate it either.
Supercritical – The weapon has +100% Critical hit rate.
Independent – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.

Discussion

Range Multipliers

Currently assuming multipliers are added together (50% + 50% =100%), then get applied after incremental (ie +1/+2) changes to allow weapon types to scale up intuitively.
Maloncanth 15:09, 27 January 2009 (UTC)

Armour Break/Shield Break

Slightly strange things occur when the two coexist on one weapon. An AB 1/SB 1 weapon becomes broken when faced with a perfectly reasonable ship with 1 Armour and 1 Shield.
Maloncanth 15:09, 27 January 2009 (UTC)

A suggestion for a weapon that defeats both would be a "Hybrid Break" that ignores a number of levels of any defense, so against a HB2 weapon, going all-shield/all-armor wouldn't help if you only had space for 2 defenses of either type. It'd have to be rare and expensive, though, because something of that sort would be incredibly good. I tentatively suggest if you have armor break and shield break on the same weapon, they instead add their scores, become a hybrid break, and gets factored into combat like that.
MJ12 Commando 17:34, 27 January 2009 (UTC)

Guidance

Should the weapon get rerolls no matter what it attacks or only after the target evades?
Maloncanth 15:09, 27 January 2009 (UTC)

That will limit it to being used on air targets and maybe the occasional rare ship. It's a fairly powerful advantage, but I don't think it necessarily should be limited like that. I don't recommend allowing more than one level of guidance, particularly on higher-grade weapons. There's diminishing returns, but it nonetheless swifly results in very high likelyhood of hits. --Shrike 18:07, 27 January 2009 (UTC)

Slow

Any thoughts about slapping a # on this and giving that many rounds after the attack is launched to evade?
Maloncanth 15:09, 27 January 2009 (UTC)

I don't think the book-keeping involved would make doing so worthwhile. I also think slow/very slow is a rules expansion we don't really need. --Shrike 18:08, 27 January 2009 (UTC)

Tech Weapons

TL1

+1 Ballista (Physical)
Attack: 9+
Range: 2
Tags: Independent
Represents low-angle siege weapons such as ballistae or perhaps a man-sized blowdart launcher. Optimized for direct damage.

+1 Catapult (Physical Missile)
Attack: 9+
Range: 3
Tags: Independent
High-arc projectile siege weapons such as catapults or mangonels. Can be refined to deliver fun stuff.

+2 Flamethrower (Hybrid)
Attack: 8+ (Incendiary)
Range: 1
Tags: Independent
Greek Fire.

+1 Ram (Physical)
Attack: 8+ (AB 1, Fixed, Slow)
Range: 0
Tags: Independent
Once a ship has been rammed, it is stuck in melee/boarding range with the attacker and must roll Maneuver or Damage Control in order to break free.

+# Fireship Setup (Physical)
Attack: 9+ (EA#, Incendiary, Fixed, Slow)
Range: 0
Tags: Independent
Completely fills all Weapon and Option slots on a vessel so fitted. Once a ship has been rammed, the fireship gains an extra attack for each slot it had and is then destroyed.

TL2

+1 Carronades (Physical)
Attack: 7+ (II 1, Soft 3)
Range: 1
Tags: Independent
Deck-mounted shotguns, or guns with five million barrels type things.

+1 Cannons (Physical)
Attack: 8+ (Fixed)
Range: 3
Tags: Independent

+1 Rockets (Physical Missile)
Attack: 7+ (AA 1, Unstable 1)
Range: 2
Tags: Independent
East asian style rack o' rockets like Hwacha.

+2 Tesla Coil (Energy)
Attack: 7+
Range: 5 (per hop)
Tesla Coils always attack the nearest enemy unit. If Tesla Coil scores extra attack successes and damages an enemy, the electric arc "hops"; its Attack TN increases by 1 and it attacks the next nearest enemy.

+1 Torpedo Tube (Physical)
Attack: 8+ (AB 1, ED 1, Very Slow)
Range: 3
Tags: Independent, Single Shot

+2 Bombs
Attack: 9+ (AP 2, Slow)
Range: 12
Tags: Independent, Bombard
May only attack surface targets. Deadfall projectiles. Only effective vs ground targets.

TL3

+2 Naval Artillery (Physical)
Attack: 7+ (EA 1)
Range: 8
Tags: Independent

+1 Autocannon (Physical)
Attack: 8+ (EA 1, II 1 Soft 2)
Range: 4
Tags: Independent
Rapidfire type weapons. Usually shoots twice per turn.

+2 Missiles (Physical Missile)
Attack: 8+ (Guidance 1, Slow)
Range: 12

+1 Laser (Energy)
Attack: N/A
Range: N/A
Tags: Point Defense

+8 Multi-Stage Gun (Physical)
Attack: 8+ (AB 2, AP 2, ED 5, Fixed, Single Shot)
Range: 24

TL4

+2 Beam Array (Energy)
Attack: 6+
Range: 12

+2 Burst Beam Array (Energy)
Attack: 7+ (EA 1, AA1, Soft 2)
Range: 6

+3 Pulse Array (Energy)
Attack: 6+ (EA 1)
Range: 8

+2 Automatic Pulsar Array (Energy)
Attack: 7+ (EA 2, Soft 2)
Range: 4

TL5

+3 Hybrid Cannon Array (Hybrid)
Attack: 5+
Range: 20
Slots: 2

+10 Boson leap cannon (Energy)
Attack: 5+ SV
Range: 10-50
Tags: Slow, Power Hungry,

Tech Weapon Refinements

Generic

-1 Exposed Mounts

Weapon Critical hit rate +10%

+1 Full Stabilization (TL3)

+1 to attack, Range +1

+1 Fire Control (TL3)

+1 To attack

+1 Smart Fire Control (TL4)

+2 Attack

+1 Brilliant Fire Control (TL5)

+3 Attack

Ballistae

+0 Large

Range +50%

+1 Very Large

Range +50%, Size +1, Fixed

+1 Burning Pitch

Incendiary

+1 Polybolos

EA +1

+1 Chain-net Shot

AA +1

+1 Fullmetal Ballista Bolt

AP +1

Catapults

+0 Large

Range +50%

+1 Trebuchet Large

Range +50%, Size +1, Fixed

+1 Burning Pitch

Incendiary

+1 Bees

gains RBC

Flamethrower

+1 Improved Siphon

Range +2

+1 Misting Nozzel

Attack +1

+1 Plasmathrower (TL 4)

Attack +2, EA +1

Rams

+1 Burning Ram

Incendiary

+1 Assault Ramp

Can conduct boarding actions

+1 Torpedo Ram (TL 2)

AB +1, ED +1, Unstable +2

+1 Giant Drill (TL 3)

AP +2

+1 Hydraulic Impactor (TL 4)

AB +2

+1 Ramfield (TL 5)

AB +3

Fireships

Cannons & Carronades

+0 Heavy

Range +50%, Size +1

+0 Breechloading

Attacks at 7+.

+0 Rifling

Range +1

+1 Grapeshot

AA +1, II +1, Soft +2

+1 Deck Mounts

loses Fixed

+1 Elevating Mounts

Range +1

+0 Naval Battery Upgrade (TL3)

Attack +1, AB +1, Range +3, Size +1, Milieu 3

+1 Autoloaders (TL3)

MA +1

+0 Massdriver Upgrade (TL4)

Attack +2, AB +1, Range +7, Size +2, Milieu 4

Rockets

+1 Incendiary Rockets

Incendiary.

+0 Large Rockets

Range +50%, Size +1

+1 Giant Rockets

AB +1, Range +100%, Size +2

+1 Huge Rockets

Attack +1, AB +1, Range +100%, Size +3

Tesla Coils

+1 Frequency Modulation

SP +1.

+1 Electromagnetic Resonance Chamber

Each time per turn a ship damages a target with Tesla Coil, increase its ECM value by 1.

+1 Big Fucking Battery

Alpha +1.

-suggested?-

+0 Van De Graff Generator (TL3)

Attack +1, Range +1, SP +1

+0 Improved Dynamo (TL4)

Range +1, SP +1

+0 Even More Improved Dynamo (TL5)

Attack +1, Range +1, AP +1

+1 Overcharged (TL3)

Attack +1, Range +1, SP +1, Unstable 1

+1 TEMPEST (TL3)

Disabling, Size +2

+1 Giant Taser (TL3)

RBC, Size +1

+1 Improved Charge Guidance (TL3)

Attack +1, Size +2, Range +1

+1 Lightning Field (TL4)

PD

+1 Lightning Fan (TL5)

AA +2, EA +1, Soft +2

+1 Target Charge Painting (TL4)

AA +1

+1 Arc Lightning (TL5)

Guided +1, SP +1

+1 Chain Lightning (TL4)

Tesla Field no longer increases its TN when attacking secondary targets.

+1 Superconducting Capacitor (TL4)

Alpha +1

+1 Etheromagnetic Interferer (TL5)

Hypercritical, Size +2

+1 Micro-Fusion Reactor (TL5)

Independent, Size +1

Torpedoes

+1 Improved Propulsion

loses Very Slow and becomes Slow

+1 Gondoan Hax

Range +2

+0 ADCAP design (TL 3)

Attack +1, Range +3, Milieu 3

+1 Launcher Design (TL 3)

loses Single Shot

+1 Kozunese Trickery (TL 3)

Range +100%

+2 Supercavitation (TL 3)

loses (Very) Slow

+0 Energy Torpedo (TL 4)

Attack +2, Range +3, Energy type, Milieu 4

+0 Plasma Tanking

Alpha +1

Bombs

+0 Bomb Sights

Attack +1

Naval Artillery

+0 Cruiser Scale

AP +1, Range +50%, Size +1

+0 Battleship Scale

AP +1, AB +1, Range +100%, Size +2

+1 Superbattleship Scale

AP +1, AB +2, Range +150%, Size +4

+0 Railgun Upgrade (TL4)

Attack +1, Range +4, Size +1, Milieu 4

+1 Hypervelocity (TL4)

Range +4, SP +1, -1 AP

+0 Extended-Range Munitions

Range +50%

+0 AA Munitions

AA +1

+0 NGS Munitions

Bombard

+0 Saboted Munitions

Ignores 1 reduction to AP

+0 Destabilizer Munitions (TL4)

SP +1

+1 Energy Shells (TL5)
Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.

Autocannon

+1 Phalanx

Range -50%, Point Defense

+1 Multiple Barrels

AA +1

+1 Flak

AA +1

+1 Armour-Piercing Shells

Soft -1

+1 Improved Shells

Attack +1

+1 Extended Range Munitions

Range +100%

+1 Coilgun Upgrade (TL4)

Attack +1, Range +2, Milieu 4, Size +1

+1 Hybrid Upgrade (TL5)

Attack +2, Range +4, Milieu 5, Size +1, Type: Hybrid

Missiles

+1 Anti-Aircraft

AA +2

+0 Small

Soft +2, Range -50%, Size -1

+0 Large

Range +100%

+0 Very Large

ED +1, Range +150%, Size +2

+1 Improved Warhead

Attack +1

+1 Anti-Ship Warhead

AP +1, AB +1

+1 Shaped Charge

ED +1

+1 Supersonic

loses Slow

+1 Land Attack

Bombard

+1 Guidance

Guidance +1

+1 Etheric Pulse Warhead

Disabling

+0 Box Launcher

Single Shot, Alpha 3
The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.

+1 Stealth Missiles

Enemy Point Defenses -1
Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.

+0 Advanced Warhead (TL 4)

Attack +1

+1 Smart Guidance (TL 4)

Guidance +1

+1 Plasma Warhead (TL 4)

Weapon type: Plasma

+1 Destabilizer Field (TL 4)

SP +1

+0 Compressed Energy Warhead (TL 5)

Attack +1

+1 Adaptive Warhead (TL 5)

Weapon type: Hybrid

+2 Brilliant Guidance (TL 5)

Guidance +2

Beam Weapons

+0 Cruiser Scale

SP +1, Range +50%, Size +1

+0 Battleship Scale

SP +1, SB +1, Range +100%, Size +2

+1 Superbattleship Scale

SP +1, SB +2, Range +150%, Size +3

+1 Improved Collimation

Range +50%

+1 High Output

ED +1

+1 Continuous Beam

EA +1

+0 Beam sweepers

AA +1

+1 Pulsed beam

AP +1

+1 Haywire

Critical +50%

+1 Heat Rays

Incendiary

+1 Death Rays

RBC

+1 Deep Magazine Capacitors

Alpha +1

+1 Thermal Induction

Attack -2, attacks crew

+1 Ortillery

Ortillery, Slow

+1 Multimodal

PD

Pulse Weapons

+0 Cruiser Scale

AP +1, Range +50%, Size +1

+0 Battleship Scale

AP +1, AB +1, Range +100%, Size +2

+1 Superbattleship Scale

AP +1, AB +2, Range +150%, Size +3

+1 Ortillery

Ortillery, Slow

+1 Multimodal

PD

+0 Enhanced Tracking

AA +1

+0 Variable-Frequency

SP +1

+1 Mega Particles

AB +1

+1 Continuous Beam

EA +1, Size +2

+1 High Output

ED +1, Size +2

+0 Haywire

Critical +50%

+0 Deep Magazine Capacitors

Alpha +1

Hybrid Cannons

+0 Cruiser Scale

AB +1, Range +25%, Size +1

+0 Battleship Scale

AB +2, Range +50%, Size +2

+0 Superbattleship Scale

AB +3, Range +75%, Size +3

+0 Variable Array

Slots +2

+0 Disruptor Upgrade

Add Vaporize, Slow, Range -10

+1 Continuous Beam

EA +1, Size +2

+1 High Output

ED +1, Size +2

+1 Improved Collimation

Range +50%

+1 Beam sweepers

AA +1

+1 Pulsed beam

AP +1

+1 Variable Frequency

SP +1

+1 Haywire

Critical +50%

+1 Heat Rays

Incendiary

+1 Death Rays

RBC

+1 Blast Capacitors

Alpha +2

+1 Vectored

Guided +1

+1 Ortillery

Ortillery, Slow

+1 Multimodal

PD

Multi-Stage Gun

--wip--

+12 Superlaser
Attack: 4+ x8 P3 slow single shot energy
Range: 25

+12 Spinal Railgun
Attack: 3+ x7 P2 B1 fixed single shot
Range: 30

+12 Gravity-blast cannon
Attack: 4+ x6 B3 single shot energy
Range: 25

+15 Hell-class weapon
Attack: 4+ x10 SB2 AP3 SP1 slow single shot energy
Range: 30

WIP

+1 Bobbler Launcher
PD2.
Range: N/A

+4 Advanced Multipurpose Missile
Attack: See Below
Range: 25
Has 3 modes

Anti-Shipping: Attack 5+ SP1 AP1 Air Guided1
Anti-Aircraft: Attack 5+ AA2 Soft2 Air Guided1
Etheric Pulse: Attack 4+ Air Guided1 Disabling

+6 Hypometric Weapon
Hypometric weapons tear chunks out of enemy vessels using space distortion, making most defenses entirely useless. However, they are inaccurate, expensive, and exceedingly finicky.
Attack: 9+ Hybrid Unstable1 B V MD1
Range: 10

+2 Improved Acausal Targeting
Effect: -1 attack difficulty.


+7 Hellbore
Not the Bolo kind, the Starfleet Battles kind.
Attack: See Below
Range: 20/8 (Normal/Overcharge)
Has 2 modes-
Normal: 5+ MA1 AP1 SB1
Overcharge: 4+ MA3 AP2 SP1 SB2, Range 8, Power Hungry.


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