Neo-SP Spaceships: Difference between revisions
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*Battleship | *Battleship | ||
:HP 20, Shields 12, Speed 2, +1 to AC, MD 2, Init +1 | :HP 20, Shields 12, Speed 2, +1 to AC, MD 2, Init +1 | ||
:Primary: Capital Vector Beam, 2 x Capital Plasma Cannons, | :Primary: Spinal Cannon, Capital Vector Beam, 2 x Capital Plasma Cannons, | ||
:Secondary: 2 Destroyer Coil Guns | :Secondary: 2 Destroyer Coil Guns | ||
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:Antimater Torpedo: 1 Shot Range 4, Damage is equal to 3 times base HP of firing ship, turns AC of target vs 8 due to antimatter drive system | :Antimater Torpedo: 1 Shot Range 4, Damage is equal to 3 times base HP of firing ship, turns AC of target vs 8 due to antimatter drive system | ||
:Spinal Cannon: Range 16, Reload 3 turns, Damage is equal to HP of ship firing. Can spend a turn locked on without firing when in weapons range to deal half damage if shot fails AC roll. | :Spinal Cannon: Range 16, Reload 3 turns, Damage is equal to HP of ship firing. Can spend a turn locked on without firing when in weapons range to deal half damage if shot fails AC roll. | ||
:Naval Missile Salvo: 6 DMG, Range 25 |
Latest revision as of 09:45, 17 June 2024
Basics
Ships have the following stats
- HP
- Armored Class (the general value needed to hit on a roll 20, combines both dodging and armor
- Speed: How many hexes it can move a turn
- Init+: The base number it adds to init rules
- MD; Missile Defense, each unit has a missile defense value (normally 1) which rolls a 10 to score 3 or higher to absolute take one missile salvo off the board against fellow Imperials, most NPCS need to pass a check of 5.
- Primary Weapons: Weapons that are their size
- Secondary Weapons: Weapons that are a class smaller than the ship size
- Forcefield: Temporary HP
Armored Class Charts
Notes Weapons +- 2 per step changes in difference of ship firing and target to absolute reductions of 1 ping damage.
Capitals
- AC 15 vs Capital Weapons
- AC 17 vs Cruiser Weapons
- AC 19 vs Escort Weapons
Cruisers
- AC 13 vs Everybody
Destroyers
- AC 17 vs Capital Weapons
- AC 13 vs Cruisers
- AC 8 vs Escorts
Generic Ship Types
Imperial Ships
- Battleship
- HP 20, Shields 12, Speed 2, +1 to AC, MD 2, Init +1
- Primary: Spinal Cannon, Capital Vector Beam, 2 x Capital Plasma Cannons,
- Secondary: 2 Destroyer Coil Guns
- Imperial Flagship
- HP 30, Shields 15, Speed 1, +2 to AC, MD 2, Init +1
- Primary: Spinal Canon, 2 Capital Vector Beams
- Secondary: 2 Destroyer Coil Guns
- Imperial Strike Cruiser
- HP 12, Shields 8, Speed 5, MD 2, Init +3
- Primary: Spinal Canon, 1 Vector Beam (Cruiser), 3 NSM
- Imperial Cruiser
- HP 20, Shields 10, Speed 4, MD 2, Init +2
- Primary: 2 Vector Beams (Cruiser),
- Secondary: 1 Coilgun
- Imperial Destroyer
- HP 6, Shields 4, MD 1, Init 3, Speed 6
- Primary: 1 Vector Beam, 1 FS Torp
Neo Siran Expanse
- Kzaon Mothership (AC 12)
- HP 30 Combat Module, HP 25 Hanger Module [Holds 10 Strikers], HP 50 City Module
- Shields 15 per module, MD 2 (combat module) Init 1
- Primary: 3 Spinal Guns,
- Secondary: 3 Vector Beams per module (destroyer)
- Striker [Dragoon} AC15
- HP 10, Shields 2, Init +4, MD 1
- Primary Pulse Batteries, DMG 3, RNG 5, 5 shots before needing to reload at mothership
- Longstar (Cruiser)
- 15 HP, Speed 3, Init 2, Forcefield 5
- 3 Cruiser Plasma Cannons
- 1 Destroyer Vector Beam
Federation
Notes: Need 7 to pass MD checks as Imperial missiles are optimized to deal with them.
- Federation Heavy Battlecruiser
- HP 16, Shields 8, Init 3, Speed 5, MD 2
- Primary Weapon: Spinal Cannon +2, 2 Particle Riffles
- Secondary: 3 Coilguns (DD)
- Federation Patcom
- HP: 7, shields 12, Init 5, Speed 6, MD1
- Primary: 1 Kinetic Driver, 1 Antimatter Torp (note each hit, ship needs to roll a 6 not to have the AM combust if loaded with AM
Pirates
Scow (cruiser)
- Hp 6, shields 2, Init 1, MD0, Speed 3
- Primary: Vector Beam
- Secondary; Vector Beam
Frigate
- HP: 3, Shields 5, MD 1, Init 3, Speed 7
- Primary: Plasma Cannon
Weapons
Energy Weapons
- Plasma Cannon: Damage 3, Range 5, Reload 1
- Particle Beam: Damage 2, Range 7
- Vector Beam: Damage 1, Range 14
Kinetic Weapons
- Heavy Kinetic Drive: Damage 6, Range 3, Reload 1
- Coilguns: Damage 2, Range 8 (Note Destroyer CGs add +3/2/1 to hit roll due to rapid firing versus, capitals/cruisers/escorts)
Special Weapons
- Fusion Torpedoes: 1 Shot Range 3, Damage is equal to base HP of ship firing, turns AC of target vs 10
- Antimater Torpedo: 1 Shot Range 4, Damage is equal to 3 times base HP of firing ship, turns AC of target vs 8 due to antimatter drive system
- Spinal Cannon: Range 16, Reload 3 turns, Damage is equal to HP of ship firing. Can spend a turn locked on without firing when in weapons range to deal half damage if shot fails AC roll.
- Naval Missile Salvo: 6 DMG, Range 25