LOE Ship Test Rules: Difference between revisions

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For the steampunk stuff, I've suggested the magic milieu where I think you should be able to buy the required tech to get those weapons, since I don't know what any of the techs would be called yet. -Screwball
For the steampunk stuff, I've suggested the magic milieu where I think you should be able to buy the required tech to get those weapons, since I don't know what any of the techs would be called yet. -Screwball
As costs with many decimal places look ugly, it might be a good idea to multiply all final costs with a constant, such as 1000.  <br>
<br>
The price of a weapon system is higher the more power is crammed into a single weapon slot. This could be used to estimate where on the milieu range a given weapon goes. Example: a weapon that costs between 100 and 200 is in milieu 2, a weapon that costs between 400 and 500 is in milieu 5, and so on. The scale would depend on the constant that the final price is multiplied with. <br>
<br>
Alternatively, dividing the cost of the weapon by the number of slots it takes up could be used only for TL calculation, without affecting the cost that the player has to pay for the weapon. <br>
:'''Stuff needs to cost enough that filling all the slots available is usually a bad idea.'''
Auuuuugh!
===Thoughts on Costs===
Cost should be dependent on how effective the weapon is. To measure effectiveness, I use the average number of hits per turn here.
====Most Costs====
Base cost:
'''suggested: ((11-TN)/10)*(number of dice)''' <br>
Where TN is the target number for the roll. This formula gives the average number of hits for a weapon without any modifications.<br>
'''Example:''' a TL2 Cannon 8+ would have a base cost of  (11-8)/10*1 = 0.3 <br>
'''P#:'''
This mod reduces the enemy armour by 1 for every increment of P, which corresponds to an increase in effectiveness against armoured ships only of 10% per increment. As it's not an increase against every target, I suggest that cost only increases by 5% per increment of P. <br>
'''suggested: (current cost)*(1+P/20)'''  <br>
'''B#'''
I'm not sure if shield piercing works the same way as armour piercing does. If it works the same as armour piercing, then the price increase should be similar: 5% per increment of B. <br>
'''suggestede: (current cost)*(1+B/20)''' <br>
'''S#'''
Another of the “increase effectiveness by 10% per increment” mods. If I'm not mistaken, every target has a soak roll though, and therefore the increase in cost should be the full 10%. <br>
'''suggested: (current cost)*(1+S/10)''' <br>
'''AA#'''
10% increase per increment, only good against air units. <br>
'''suggested: (current cost)*(1+AA/20)''' <br>
'''Flak#'''
10% increase per increment against air units, 10% decrease against ships. Those two cancel out IMO. <br>
'''suggested: no cost change''' <br>
'''PD'''
Don't know the mechanics, so I can't calculate cost <br>
'''Slow'''
Reduces effectiveness, depending on enemy speeds. No reduction at all if used against immobile targets, up to 70% reduction against targets with a TN of 4. (I'm assuming that this is as high as it goes). Most targets will probably be somewhere in between, so around 35% effectiveness reduction is my guess. For the sake of simplicity, let's reduce the cost by one third (33%). <br>
'''suggested: (current cost)*2/3''' <br>
'''Alpha#'''
This one is difficult, as it's hard to judge how much of a drawback the “once per battle” limitation is. Figuring that out would depend on the average length of battles. The following formula arbitrarily assumes that battles take 10 turns. The effectiveness increase depends on how many rolls the weapon already gets. <br>
'''suggested: (current cost)*(1+ (number of dice + Alpha)/((number of dice) * 10))''' <br>
'''Guided#'''
Effectiveness increase depends on the innate accuracy (TN) of the weapon. <br>
'''suggested: (current cost)*(1+(TN-1)/10)''' <br>
'''Single shot'''
Hard to tell without playtesting. Arbitrarily decrease cost by a factor of 10 for now, similar to what was used for battle length for the Alpha mod. <br>
'''suggested: (current cost)/10''' <br>
'''Air'''
I don't know the rules for shooting down missiles. No suggestion yet. <br>
'''Energy'''
Same as for Air, no suggestion until more about possible countermeasures is known. <br>
'''Hybrid'''
Again, need more info about countermeasures <br>
'''Power Hungry'''
Another difficult one, as the effect depends on the other weapons on the same ship. If it has no other weapons, the effect can be 0% effectiveness decrease. If it has lots of others, effectiveness reduction might approach 100%. However, it can be assumed that players will design their ships intelligently in order to minimise weapon outage. 20% cost reduction feels fairly generous. <br>
'''suggested: (current cost)*(4/5)''' <br>
'''Range:'''
Hard to tell before seeing the movement/positioning rules. It doesn't help that range does not fit easily into the “average number of hits per turn” measuring scale. For now: arbitrarily 2% increase in cost per range increment. <br>
'''suggested: (current cost)*(1+Range/50)''' <br>
'''Slots#:'''
I feel inclined to just divide the cost by the number of spaces the weapon takes up. <br>
'''suggested: (current cost)/slots''' <br>
====Example====
Let's consider this weapon system: <br>
'''+3 Battleship caliber naval rifle turrets''' <br>
Attack: 6+ P2 <br>
Range: 16  <br>
'''Step 1:''' <br>
Figure out the base cost. <br>
It has a TN of 6, and rolls 1 die. <br>
base cost = ((11-6)/10)*1 = 0.5 <br>
'''Step 2:''' <br>
P2 mod: <br>
new cost = 0.5*(1+2/20) =  0.5*1.1 = 0.55 <br>
'''Step 3:''' <br>
Range <br>
new cost = 0.55*(1+16/50) = 0.726 <br>
'''Step 4:''' <br>
number of slots it takes up <br>
new cost = 0.726/3 = 0.242 <br>
<br>
There are no more modifications to take into account, so 0.242 is the final cost of the weapon system. <br>


==Ships==
==Ships==
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MDP: 1<br>
MDP: 1<br>
Move: 4<br>
Move: 4<br>
Weapon Slots: 2 (gain +2 slots at TL4 and +2 at TL5)<br>
Weapon Slots: 4 <br>
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)<br>
Engine Slots: 12 <br>
Option Slots: 1 (gain +1 slot at TL4 and +1 at TL5)<br>
Armor Slots: 2<br>
Option Slots: 4 <br>


====Small Warship====
====Small Warship====
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MDP: 3<br>
MDP: 3<br>
Move: 4<br>
Move: 4<br>
Weapon Slots: 4 (gain +2 slots at TL4 and +2 at TL5)<br>
Weapon Slots: 10 <br>
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)<br>
Engine Slots: 12 <br>
Armour Slots: 2 (gain +1 slots at TL4 and +1 at TL5)<br>
Armour Slots: 6 <br>
Option Slots: 2 (gain +1 slots at TL4 and +2 at TL5)<br>
Option Slots: 6 <br>


====Cruiser====
====Cruiser====
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MDP: 5<br>
MDP: 5<br>
Move: 4<br>
Move: 4<br>
Weapon Slots: 6<br>
Weapon Slots: 30<br>
Engine Slots: 4<br>
Engine Slots: 12<br>
Armour Slots: 4<br>
Armour Slots: 12<br>
Option Slots: 4<br>
Option Slots: 12<br>


====Battleship====
====Battleship====
Line 72: Line 181:
MDP: 10<br>
MDP: 10<br>
Move: 4<br>
Move: 4<br>
Weapon Slots: 10<br>
Weapon Slots: 60<br>
Armour Slots: 8<br>
Armour Slots: 25<br>
Engine Slots: 4<br>
Engine Slots: 12<br>
Option Slots: 6<br>
Option Slots: 12<br>


====Carrier====
====Carrier====
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Option Slots may be loaded with any system, but pay double space for Weapons, Engines or Armor.
Option Slots may be loaded with any system, but pay double space for Weapons, Engines or Armor.


===Unofficial types===
===Test Types===


====Light Carrier====
====Light Carrier====
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Note:  Pays double for all Hangars.  Move bonus from engines is halved.
Note:  Pays double for all Hangars.  Move bonus from engines is halved.


==Test Systems==
====Light Omniship====
 
===Weapons===
'''P#''' - Pierce; reduces the enemy armor value by the P value. Reduced by 1 for every negative relative milieu level.<br>
'''B#''' - Break; reduces the enemy shield value by the B value. Reduced by 1 for every negative relative milieu level.<br>
'''S#''' - Smash; increases soak difficulty by S value. Reduced by 1 for every negative relative milieu level.<br>
'''AA#''' - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.<br>
'''Flak#''' - Flak; adds a bonus equal to the Flak value to the weapon when used for anti-air attacks.  Also ''increases'' enemy MDP-scale defensive saves by the Flak value, as they are ill-suited to penetrating heavy shields/armor<br>
'''PD''' - Point Defense; can be used in the point-defense role.<br>
'''Slow''' - Target may evade with speed roll.<br>
'''Alpha#''' - Weapon has an integral capacitor, allowing it a number of extra shots equal to the Alpha value once per battle.<br>
'''Guided#''' - Weapon can perform target re-aquisition, allowing it a number of re-rolls equal to the Guided value.<br>
'''Single Shot''' - Weapon has one shot per battle.<br>
'''Air''' - Weapon fires an 'air' attack (normally a large missile) that can be shot down.<br>
'''Energy''' - Weapon is an energy attack and may be vulnerable to specific countermeasures.<br>
'''Hybrid''' - Weapon has properties of both energy and projectile and uses whichever is optimal for penetrating defenses.<br>
'''Power Hungry''' - No other weapons can be fired that turn.<br>


====TL1====
Milieu: TL4<br>
+1 '''Mechanical throwers'''<br>
MDP: 3<br>
Attack: 9+; Air<br>
Move: 4<br>
Range: 2<br>
Engine Slots: 6 (gain +2 at TL5)<br>
Armour Slots: 2 (gain +1 at TL5)<br>
Option Slots: 8 (gain +3 at TL5)<br>
Cargo Slots: 1 (gain +1 at TL5)<br>


+2 '''Heavy mechanical throwers'''<br>
Destroyer-analogue omniship. Suitable for convoy escort and patrol duties.
Attack: 9+; S1; Air<br>
Range: 3<br>


:+1 '''Burning projectiles'''<br>
Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options. However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)
:The ship has cauldrons of burning pitch ready for use.
:Effect: -1 penalty to opposing damcon efforts upon damaging enemy.<br>


:+1 '''Bees'''<br>
====Medium Omniship====
:The ship can lob beehives or something equally dire at the enemy.<br>
Milieu: TL4<br>
:Effect: -1 penalty to crew bonuses upon damaging enemy.<br>
MDP: 5<br>
Move: 4<br>
Engine Slots: 6 (gain +2 at TL5)<br>
Armour Slots: 3 (gain +1 at TL5)<br>
Option Slots: 12 (gain +3 at TL5)<br>
Cargo Slots: 2 (gain +1 at TL5)<br>


+1 '''Greek fire projectors'''<br>
Cruiser-analogue omniship. Suitable for fleet escort, independent operations, and flotilla-leader duties.
Attack: 8+; P1; Energy<br>
Range: 1<br>


+1 '''Ram'''<br>
Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options.  However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)
Attack: 9+; B1; Slow<br>
Range: 0<br>
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.<br>


+1 '''Fighting tops'''<br>
====Heavy Omniship====
Represents raised areas or strongpoints for troops and marines.<br>
Effect: +1 attack bonus and +1 terrain protection for onboard troops.<br>


+1 '''Smoke casters'''<br>
Milieu: TL4<br>
Effect: Can be used to create a penalty to attack for both sides.<br>
MDP: 10<br>
Move: 4<br>
Engine Slots: 6 (gain +2 at TL5)<br>
Armour Slots: 6 (gain +4 at TL5)<br>
Option Slots: 20 (gain +10 at TL5)<br>
Cargo Slots: 6 (gain +2 at TL5)<br>


====TL2====
Battleship-analogue omniship. Suitable for line combat duty and showing off a PhD in Fucking You Up. Also suitable as an assault carrier hull for providing a -very- safe roost for your small craft.
+1 '''Carronades'''<br>
Attack: 8+; Flak1<br>
Range: 1<br>
Effect: Can be swiveled to support crew. Attacks crew and exposed objects.


+2 '''Cannons''' (one deck)<br>
Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options. However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)  
Attack: 8+<br>
Range: 3<br>


+3 '''Heavy Cannons''' (one deck)<br>
Attack: 8+; S1<br>
Range: 4<br>


:+0 '''Breechloading'''<br>
====Courier====
:A refinement of cannons.<br>
Milieu: TL3<br>
:Effect: Cannons and Heavy Cannons attack at 7+.<br>
MDP: 1<br>
Move: 4<br>
Engine Slots: 8 <br>
Armour Slots: 1<br>
Option Slots: 1 <br>
Cargo Slots: 1 <br>


:+0 '''Rifling'''<br>
Basic zippy courier; meant more for quick starway travel between systems than tactical travel though.
:A refinement of cannons.<br>
:Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.<br>


:+0 '''Elevating Mounts'''<br>
==Test Systems==
:A refinement of cannons.<br>
:Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.<br>


:+1 '''Exploding Shell'''<br>
===Weapons===
:A refinement of cannons.<br>
[[LOE Ship Weapons Test]]<br>
:Effect: Increase damcon difficulty by 1.<br>
[[MDP Magic Weapons]]<br>


+3 '''Hwacha'''<br>
===Rebuild of Shipping===
East asian style rockets.<br>
Attack: 7+; AA1<br>
Range: 2<br>


+2 '''Tesla Coils'''<br>
[[LOE Rebuild of Shipping]]<br>
Attack: 7+ energy<br>
Range: 10<br>
Special: Always attacks the nearest enemy unit.<br>


+1 Small Ether-Cannon turrets (W/ML3)<br>
===Armour===
Steampunk TM weapons equivalent to destroyer calibre naval rifles. <br> 
[[LOE Ship Armour Test]]<br>
Attack: 7+<br>
[[MDP Magic Armour]]<br>
Range: 8<br>


+2 Medium Ether-Cannon turrets (W/ML3)<br>
===Engines===
Steampunk TM weapons equivalent to cruiser calibre naval rifles. <br>
[[LOE Ship Engine Test]]<br>
Attack: 7+ P1<br>
[[Magic Engines]]<br>
Range: 12<br>


+3 Large Ether-Cannon turrets (W/ML3)<br>
===Options===
Steampunk TM weapons equivalent to battleship calibre naval rifles. <br>
Attack: 6+ P2<br>
Range: 16<br>
 
+5 Very Large Ether-Cannon turrets (W/ML3)<br>
Steampunk TM weapons equivalent to superbattleship calibre naval rifles. <br>
Attack: 5+ P3<br>
Range: 20<br>
 
====TL3====
+1 Destroyer caliber naval rifle turrets<br>
Attack: 7+<br>
Range: 8<br>
 
:-1 '''Barbette Mounts'''(may be applied to all 'turret' weapons)<br>
:These weapons are mounted in barbettes, rather than turrets.
:Effect: 10% increase to receiving a critical hit to weapons.


+2 Cruiser caliber naval rifle turrets<br>
+1 '''Mobile Suit Gunslits'''<br>
Attack: 7+ P1<br>
Range: 12<br>
 
+3 Battleship caliber naval rifle turrets<br>
Attack: 6+ P2<br>
Range: 16<br>
 
+5 Superbattleship caliber naval rifle turrets <br>
Attack: 5+ P3<br>
Range: 20<br>
 
+1 Advanced destroyer caliber naval rifle turrets<br>
Attack: 7+ AA1<br>
Range: 10<br>
 
+1 Flak cannons<br>
Attack: 8+ x2 Flak1<br>
Range: 5<br>
 
+1 Gatling turrets<br>
Attack: 9+ x3 Flak2<br>
Range: 3<br>
 
+1 THEL system<br>
Attack: PD, Energy<br>
Range: N/A<br>
 
+1 Torpedo banks<br>
Attack: 7+ x2 Slow<br>
Range: 4<br>
 
:+1 '''Enhanced Propulsion'''
:A torpedo with a rocket engine? Stranger things have happened!
:Effect: Torpedo is no longer Slow.
 
+1 SAMs<br>
Attack: 8+ AA1 Flak1 Guided1 Air<br>
Range: 10<br>
 
:+0 Anti-Missiles
:Using a missile to shoot down another missile often works better than trying to use a gun to do the same thing.
:Effect: SAMs gain PD, receive Flak2
 
:+1 Extended Range
:Longer-ranged SAM systems, like the Standard series of missiles.
:Effect: +10 range
 
:+1 Dual-Purpose Warhead
:More robust warheads give SAMs effective anti-shipping ability on top of their anti-air firepower.
:Effect: Has AA2, no Flak
 
+2 Antishipping missiles<br>
Attack: 7+ Air<br>
Range: 20<br>
 
:+2 '''Etheric Pulse Warhead'''<br>
:The missile is equipped with a warhead that disrupts complex systems but deals minimal damage.<br>
:Effect: Instead of dealing hull damage, it rolls to inflict a critical hit.<br>
 
:+0 '''Box Launcher'''<br>
:The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.<br>
:Effect: Adds '''Single Shot''', Alpha3
 
+6 Cruise Missile Launcher<br>
Attack: 6+ P1 x2 Ortillery Slow Air<br>
Range: 30<br>
 
:+1 Stealth Missiles<br>
:Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.
:Effect: -1 penalty to attempt to shoot down warheads.
 
:+1 Anti-Shipping Modification<br>
:Naval attack software and hardware modifications.
:Effect: Can declare use of cruise missiles as non-Ortillery.
 
+8 Multi-stage cannon<br>
Attack: 5+ P3 x6 slow single shot<br>
Range: 20<br>
 
+1 Mobile suit gunslits set<br>
Attack: As per squadron<br>
Attack: As per squadron<br>
Range: As per squadron<br>
Range: As per squadron<br>
Allows one squadron per set of gunslits to fire.<br>
Allows one squadron per set of gunslits to fire.<br>


+2 Incendiary Munitions<br>
+1 '''Fighting tops'''<br>
Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter. Can only modify non-Energy non-Hybrid weapons.<br>
Represents raised areas or strongpoints for troops and marines.<br>
Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty.
Effect: +1 attack bonus and +1 terrain protection for onboard troops.<br>


'''+10 Kinetic Strike Munitions'''<br>
+1 '''Smoke casters'''<br>
Attack: 6 S# Slow<br>
Effect: Can be used to create a penalty to attack for both sides.<br>
Range: 12<br>
Special: Orbitally dropped deadfall projectiles, only effective vs ground targets.<br>
 
'''+2 Minor Aethyric Impeller turrets''' (W/ML4)<br>
Small technomagical railguns. <br>
Attack: 6+ AA1<br>
Range: 12<br>
 
'''+3 Major Aethyric Impeller turrets'''(W/ML4)<br>
Medium technomagic railguns.<br>
Attack: 6+ P1 AA1<br>
Range: 16<br>
 
'''+4 Greater Aethyric Impeller turrets'''(W/ML4)<br>
Large technomagic railguns. <br>
Attack: 5+ P1 S1<br>
Range: 20<br>
 
====TL4====
'''+2 Light railgun turrets'''<br>
Attack: 6+ AA1<br>
Range: 12<br>
 
'''+3 Medium railgun turrets'''<br>
Attack: 6+ P1 AA1<br>
Range: 16<br>
 
'''+4 Heavy railgun turrets'''<br>
Attack: 5+ P1 S1<br>
Range: 20<br>
 
'''+4 Ortillery Massdriver'''<br>
Attack: 5+ Ortillery Slow<br>
Range: 20<br>
 
'''+2 Light beam turrets'''<br>
Attack: 6+ P1 energy<br>
Range: 12<br>
 
'''+3 Medium beam turrets'''<br>
Attack: 6+ P2 energy<br>
Range: 16<br>
 
'''+4 Heavy beam turrets'''<br>
Attack: 5+ P2 energy<br>
Range: 16<br>
 
'''+2 AAA beam cannons'''<br>
Attack: 8+ AA3 energy<br>
Range: 10<br>
 
'''+2 Ortillery Beam'''<br>
Attack: 7+ Ortillery energy<br>
Range: 12<br>
 
'''+2 Thermal inducers'''<br>
Attack: 8+ crew-killing energy<br>
Range: 10<br>
 
'''+3 Plasma Cannon'''<br>
Attack: 6+ S3 slow hybrid<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>
Attack: 9+ 2x Flak3 energy<br>
Range: 5<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: 25<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.
 
'''+1 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: +1 bonus against ships of Mileu 2 or below, -1 DamCon penalty.
 
====TL5====
+2 Aggressor Shields<br>
Attack: 7+ B1 S1 Slow Energy<br>
Range: 0<br>
Adds 1 to ship's shield value.
 
+3 '''Plasma Torpedo'''<br>
Relatively inexpensive TL5 weapon; bulky but not costly.<br>
Attack: 5+ P1 Air Hybrid<br>
Range: 25<br>
 
+4 '''Advanced Multipurpose Missile'''<br>
Attack: See Below<br>
Range: 25<br>
Has 3 modes<br>
:Anti-Shipping: Attack 5+ P1 B1 Air Guided1
:Anti-Aircraft: Attack 5+ Flak2 Air Guided1
:Etheric Pulse: Attack 4+ Guided1, deals no hull damage, rolls for critical hit instead.
 
+2 '''Phalanx'''<br>
Attack: 7+ 3x Flak2 Hybrid<br>
Range: 8<br>
 
+3 '''Brilliant Endo/Exoatmospheric interceptors (BEEis)'''<br>
Attack: 6+ Guided1 Flak1 B1 air<br>
Range: 25<br>
 
+4 '''Disruptor cannon'''<br>
Attack: 5+ V slow energy<br>
Range: 10<br>
 
'''+4 Stiletto Beam Array'''<br>
Attack: 4+ Modular Hybrid<br>
Range: 16<br>
Has 4 integral modules (reccomended P2/B2)<br>
 
+4 '''Modular Projectile Cannon Array'''<br>
Attacks: 5+<br>
Range:  20<br>
Has 4 integral modules<br>
:Heavy: +3 weapon size, +5 range, -1 attack difficulty<br>
:Vectored: AA1 (2 slots)<br>
:Piercing: P1<br>
:Breaker: B1<br>
:Smasher: S1<br>
:Alpha Capacitors: Alpha1 (2 slots)<br>
:Guided: Guided1 (2 slots, max 1)<br>
:PD<br>
:Increased Range: +5 range<br>
:Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)<br>
 
+4 '''Modular Energy Cannon Array'''<br>
Attacks: 5+ Energy<br>
Range:  20<br>
Has 4 integral modules<br>
:Heavy: +3 weapon size, +5 range, -1 attack difficulty<br>
:Vectored: AA1<br>
:Piercing: P1<br>
:Breaker: B1 (2 slots)<br>
:Smasher: S1 (2 slots)<br>
:Alpha Capacitors: Alpha1<br>
:Guided: Guided1 (2 slots, max 1)<br>
:PD<br>
:Increased Range: +8 range<br>
:Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)<br>
 
+4 '''Modular Hybrid Cannon Array'''<br>
Attacks: 5+ Hybrid<br>
Range:  20<br>
Has 4 integral modules<br>
:Heavy: +3 weapon size, +5 range, -1 attack difficulty<br>
:Vectored: AA1<br>
:Piercing: P1<br>
:Breaker: B1<br>
:Smasher: S1 (2 slots)<br>
:Alpha Capacitors: Alpha1<br>
:Guided: Guided1 (2 slots, max 1)<br>
:PD (2 slots)<br>
:Increased Range: +5 range<br>
:Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)<br>
 
+1 '''Bobbler Launcher'''<br>
PD2.<br>
Range: N/A<br>
 
+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+ x2 P1 B2<br>
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.
 
+12 '''Gravity-blast cannon'''<br>
Attack: 4+ x6 B3 single shot energy<br>
Range: 25<br>
 
+15 '''Hell-class weapon'''<br>
Attack: 4+ x10 P3 S3 slow single shot energy<br>
Range: 30<br>
 
+1 '''Energy Shells'''<br>
Adds 'Hybrid' and 'S1' to any projectile weapon of any milieu.<br>
 
====ML1====
+1 '''Magical Circle'''<br>
Boosts magic spells to Naval-scale.  Penalty if spells cast are above the milieu level of the circle.<br>
 
====ML2====
====ML3====
+2 '''Casting Chamber'''<br>
Boosts magic spells to Naval-scale.  Penalty if spells cast are above the milieu level of the chamber.<br>
Range: +10<br>
 
====ML4====
====ML5====
+3 '''Archmagical Link'''<br>
Boosts magic spells to Naval-scale.<br>
Range: +10<br>
Counts as having link to nation's magical network at all times.
 
===Armor===
 
Represented as MDP added and Soak.
 
Soak is represented by dice rolled against each attack. Each rolled success reduces damage by one. If two numbers are shown, the second represents total damage absorbed before the armor's effects are ablated. (NOTE: Misunderstood requirement. Will be removed.)
 
 
====TL1====
 
+1 Oak Boarding<br>
1|2 Soak
 
+1 Bracing<br>
1 MDP
 
+1 Hides<br>
2|2 Soak vs Energy
 
+1 Fore/Aftercastle<br>
Extra defense vs boarding actions
 
+2 Mayope Boarding<br>
2|4 Soak
 
====TL2====
 
+1 Ceramic Plating<br>
2|1 Soak
 
+1 Improved Hull Ribbing<br>
2 MDP
 
+2 Ironclad<br>
3|5 Soak
 
+2 Metal Frame<br>
4 MDP
 
+2 Silvered
3|4 Soak vs Energy<br>
 
====TL3====
 
+1 All or Nothing Armor<br>
4|5 Soak
-1 MDP
 
+3 Mirrored<br>
5|5 Soak vs Energy
 
+1 Improved Bulkheads<br>
2 MDP
 
+2 Capital Bracing<br>
5 MDP
 
+3 STS Steel<br>
7 MDP
 
+1 Torpedo Blisters<br>
4|2 Soak vs Torpedoes
 
+1 Reactive Armor<br>
3/1 Soak
 
+6 Stealth<br>
Reduces Detection Chance
 
====TL4====
 
+1 Kinetic Battle Screen<br>
2 Soak vs Projectiles
 
+2 Deflectors<br>
3 Soak
 
+2 Ablative Armor<br>
6/3 Soak
 
+4 Capital Plate<br>
7/12 Soak
 
+4 Stealth<br>
Reduces Detection Chance
 
+3 '''Inteference Field'''<br>
Defense: 3+<br>
Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.
 
====TL5====
 
+2 Bubble Shield<br>
4 MDP (lost before soak) (regenerative)
 
+3 Intra-Hull Shielding<br>
4 MDP (regenerative)
 
+2 Battle Pods<br>
Adds 3 Option Slots
-2 MDP
 
+2 Ballenger Shields<br>
3/10 Soak (fast repair)
 
+2 Stealth<br>
Reduces Detection Chance
 
===Engines===
 
Notes:  1 Great Knot equals 1 Great League/Week and 50 km/h in-atmosphere speed.  Yes, this means great leagues are half as long now, but we can do away with annoying decimals.  Plus, the map is twice as 'big'.<br>
All bonuses stack linearly, save cruise speed.  Cruise speed is 25% of the total for all additional drives of equivalent Milieu on top of that of the fastest individual drive.<br>
 
====TL1/ML1====
+1 '''Simple Sails'''<br>
Mechanical Drive<br>
Cruise Speed: 1 GK<br>
Tactical Speed: +0<br>
Atmospheric Flight: No<br>
Hover: No<br>
Enchantable: Yes<br>
No Transit Costs<br>
Simple space-canvas sails. Ride the etheric curents in the deep sky.<br>
 
+1 '''Ether-soaked Oars'''<br>
Mechanical Drive<br>
Cruise Speed: 0.5 GK<br>
Tactical Speed: 2<br>
Atmospheric Flight: No<br>
Hover: No<br>
Enchantable:  Yes<br>
Maybe Transit Costs?<br>
Sails are for pussies. The manly way of getting around the galaxy<br>
 
:'''Treadmill Drive''' (with ''Advanced Clockwork'')<br>
:Effect: Cruise Speed becomes 1.<br>
 
:'''Animated Rowers''' (with ''Golems/Zomvies'')<br>
:Effect: Speed +1.<br>
 
====TL2====
 
+2 Etherscrews<br>
Mechanical Drive<br>
Cruise Speed:  2 GK<br>
Tactical Speed:  +1<br>
Atmospheric Flight:  No (yes w/refinement)<br>
Hover:  No (yes w/refinement)<br>
Enchantable:  Yes<br>
Big electrified space-propellers.  Great for those flying predreads.<br>
 
+2 Etheric Spheres<br>
Reactionless Drive<br>
Cruise Speed:  2 GK<br>
Tactical Speed:  +0<br>
Agility Bonus:  +1<br>
Atmospheric Flight:  Yes<br>
Hover:  Yes<br>
Enchantable:  Yes<br>
Strange glowing spheres filled with compressed and charged ether.  Have unparalleled agility but aren't terribly fast.<br>
 
====TL3====
 
+2 Etheric Turbofans<br>
Mechanical Drive<br>
Cruise Speed:  3 GK<br>
Tactical Speed:  +0 (+1 in Star Ways/Nebula/Atmosphere)<br>
Atmospheric Flight:  Yes<br>
Hover:  No<br>
Enchantable:  Yes<br>
Low Transit Costs<br>
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether.  The Tu-995 'Bear' Aethyric Battlecruiser flies again.<br>
 
+2 Scramrockets<br>
Reaction Drive<br>
Cruise Speed:  3 GK<br>
Tactical Speed:  +2<br>
Dodge Bonus:  +1<br>
Stealth Penalty: -1<br>
Atmospheric Flight:  Yes<br>
Hover:  No<br>
Enchantable:  No<br>
Double bonus from Flanking<br>
High-output chemical scramrockets, capable of almost turning a ship into an aircraft on full burn.  Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.<br>
 
+2 Ion Thrusters<br>
Reaction Drive<br>
Cruise Speed:  4 GK<br>
Tactical Speed:  +2<br>
Atmospheric Flight:  No (yes w/refinement)<br>
Hover:  No<br>
Enchantable:  No<br>
Fairly conventional electro-etheric propulsion system, also comes in plasma versions.  The norm for Tech 3 ships meant for Deep Sky operations.<br>
 
+2 Ramdrive<br>
Reaction Drive<br>
Cruise Speed:  4 GK<br>
Stealth Penalty: -2<br>
Atmospheric Flight:  No<br>
Hover:  No<br>
Enchantable:  No<br>
Low Transit Costs<br>
Derived from Iron Drives<br>
Zoom!<br>
 
+2 Mag Lifters<br>
Reactionless Drive<br>
Cruise Speed:  3 GK<br>
Tactical Speed:  +0 (+1 near planets)<br>
Shield Bonus:  +1<br>
Atmospheric Flight:  Yes<br>
Hover:  Yes<br>
Enchantable:  No<br>
Motors built to repel against a planet's magnetic field.  Effective at lifting large masses into orbit cheaply.<br>
 
====TL4====
+3 Fusion Drives<br>
Reaction Drive<br>
Cruise Speed:  6 GK<br>
Tactical Speed:  +3<br>
Atmospheric Flight:  Yes<br>
Hover:  No<br>
Enchantable:  No<br>
A generically common reaction drive; eg, Glowy Scifi Spaceship Engines.  They use Etheric fusion to propel the ship along at a good clip.  Probably the most common drive by the numbers.<br>
 
+3 Ether Scoop<br>
Reaction Drive<br>
Cruise Speed:  6 GK<br>
Tactical Speed:  +0<br>
Stealth Penalty: -2<br>
Atmospheric Flight:  No<br>
Hover:  No<br>
Enchantable:  No<br>
Low Transit Costs<br>
Derived from Fusion Drives<br>
What happens when you put a giant ether scoop in front of a fusion drive?  You get a drive that's wildly unsubtle and turns like a pig, but is cheap to operate and has a pretty good cruise speed.<br>
 
+3 Gravity Drive<br>
Reactionless Drive<br>
Cruise Speed:  6 GK<br>
Tactical Speed:  +1<br>
Shield Bonus:  +1<br>
Atmospheric Flight:  Yes<br>
Hover:  Yes<br>
Enchantable:  No<br>
Gravity-control motors can move a ship along on a wedge, cushion, bubble or some other geometry of mildly bent space-time.  Not as zippy as fusion drives, but the gravity waves reinforces the ship's defenses.  The second most common drive type by the numbers.<br>
 
+3 Ether Sails<br>
Reactionless Drive<br>
Cruise Speed:  4 GK<br>
Tactical Speed:  +0 (+2 in Star Ways)<br>
Atmospheric Flight:  Yes<br>
Hover:  Yes<br>
Enchantable:  No<br>
Low Transit Costs<br>
Derived from Gravity Drives<br>
Hazily translucent forcefield 'sails' that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.<br>
 
====TL5====
 
+4 EAM Drives<br>
Reaction Drive<br>
Cruise Speed:  8 GK<br>
Tactical Speed:  +4<br>
Atmospheric Flight:  Yes<br>
Hover:  No<br>
Enchantable:  No<br>
Bigger, glowier, more powerful reaction drives.  Uses miniscule pinches of etheric antimatter as primary fuel. Accept no substitutes when it comes to speed.<br>
 
+4 Inertial Drive<br>
Reactionless Drive<br>
Cruise Speed:  8 GK<br>
Tactical Speed:  +2<br>
Agility Bonus:  +2<br>
Atmospheric Flight:  Yes<br>
Hover:  Yes<br>
Enchantable:  No<br>
Requiring deep understanding of physics, inertial control drives allow a ship to perform some truly wild maneuvers.  Zip zip!<br>
 
+4 Parametric Drive<br>
Hybrid Drive<br>
Cruise Speed:  8 GK<br>
Tactical Speed:  +2<br>
Shield Bonus:  +1<br>
Stealth Bonus: +1<br>
Atmospheric Flight:  Yes<br>
Hover:  Yes<br>
Enchantable:  No<br>
A direct-action momentum-transfer drive that acts like a reaction drive but is based upon reactionless drive technology.  Not as fast as EAM or as agile as inertial drives, but boosts defenses and due to its particularly subtle emissions, is fairly stealthy.<br>
 
===Options===


+2 '''Streamlined Design (+3 for Capital ships)'''<br>
+2 '''Streamlined Design (+3 for Capital ships)'''<br>
Line 865: Line 338:
+50% crew survival<br>
+50% crew survival<br>


+1 C'''atastrophic Survival Matrix'''<br>
+1 '''Catastrophic Survival Matrix'''<br>
+75% crew survival, +2 DamCon.<br>
+75% crew survival, +2 DamCon.<br>


+1 '''Sensors'''<br>
+1 '''Spyglass'''<br>
+1 Sensor Power<br>
+1 Sensor Power. Immune to ECM.<br>
 
+2 '''Radar''' (TL3)<br>
+3 Sensor Power. +50% Sensor Range.<br>
 
+2 '''Sub-Ether Sonar''' (TL3)<br>
+3 Sensor Power. +1 vs. Stealth<br>
 
+3 '''Full Spectrum Imaging''' (TL4)<br>
+5 Sensor Power, +100% Sensor Range<br>
 
+3 '''Lidar''' (TL4)<br>
+2 Sensor Power. Immune to ECM.<br>
 
+3 '''Etheric Resonance Imaging''' (TL4)<br>
+5 Sensor Power. +1 Vs. Stealth, +25% Sensor Range<br>
 
+4 '''Space-Time Interference Sensors''' (TL5)<br>
+8 Sensor Power, +150% Sensor Range<br>
 
+4 '''Molecular Disturbance Imaging''' (TL5)<br>
+8 Sensor Power. +1 vs. Stealth, +50% Sensor Range<br>


+2 '''Extended-range targeting'''<br>
+2 '''Extended-range targeting'''<br>
Line 925: Line 419:
'''Limited Arc Weapons'''<br>
'''Limited Arc Weapons'''<br>


Halves cost and space requirements of any given weapon but adds +1 movement points required to bring the ship to bear ''for each facing of the ship with a Limited Arc weapon mount''.
Halves cost and space requirements of any given weapon but adds +1 movement points required to bring the ship to bear ''for each facing of the ship with a Limited Arc weapon mount''.<br>
 
'''Suggested / Proposed Options'''<br>
 
+2 Fleet Command <br>
- Can be placed only on flagships <br>
Provides a +1 Command Bonus to all ships in the fleet. Provides +2 when combined with Shipboard Intelligence<br>
 
+2 Emergency Engine Booster <br>
-One use per battle, cannot be used unless the ship reaches 50% MDP <br>
Increases tactical move by 2 for 6 turns. <br>
 
+2 Emergency Weapons Power <br>
-One use per battle, cannot be used unless the ship reaches 50% MDP <br>
Decreases the difficulty on attack roll of a specified weapons system by 2<br>
 
+2 Emergency Shield Battery <br>
-One use per battle, cannot be used unless the ship reaches 50% MDP <br>
Restores shields to quarter power after use <br>
 
+4 Emergency Power Grid <br>
-One use per battle, cannot be used unless ship reaches 25% MDP <br>
Reduces difficulty on ship death save rolls by 1<br>
 
+3 Reloads <br>
-One use per battle, only applicable for weapons with limited ammo / alpha strikes <br>
Reloads a weapon's ammo supply and/or allows it to use the Alpha Strike ability again. Takes 2 turns to fully reload ammo <br>
 
+1 Shipboard Efficiency <br>
Reduces Ether and Supply consumption by 25% <br>
 
+2 Shipboard Efficiency <br>
Reduces Ether and Supply consumption by 50% <br>
 
+1 Internal Factory <br>
-Can be used on minimum cruiser level ships<br>
-Ship consumes 50% more ether and supply<br>
Capable of producing a set amount of PP while on the move, to be determined later<br>
 
+1 Inefficiency<br>
-Increases the ship's consumption of Ether and Supply by 25%<br>
Decreases cost of any additional options by 25%<br>
 
+2 Inefficiency<br>
-Increases the ship's consumption of Ether and Supply by 50%<br>
Decreases cost of any additional options by 50%<br>


===Cargo===
===Cargo===
Line 949: Line 488:
Doubles DP for Mecha, Aviation, Strategic Air or Strategic Missiles<br>
Doubles DP for Mecha, Aviation, Strategic Air or Strategic Missiles<br>


==Entirely Theoretically Things==
=Test Units=
 
====Medium Omniship====
Milieu: TL4<br>
MDP: 5<br>
Move: 4<br>
Engine Slots: 6 (gain +2 at TL5)<br>
Armour Slots: 3 (gain +1 at TL5)<br>
Option Slots: 12 (gain +3 at TL5)<br>
Cargo Slots: 2 (gain +1 at TL5)<br>
 
Note:  Omniships do not pay double-space penalty for fitting non-Option systems into Options.  However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)
 
==Thoughts on Costs (entirely unofficial)==
 
Cost should be dependent on how effective the weapon is. To measure effectiveness, I use the average number of hits per turn here.
 
===list of mod costs===
 
====Base cost:==== 
'''suggested: ((11-TN)/10)*(number of dice)''' <br>
Where TN is the target number for the roll. This formula gives the average number of hits for a weapon without any modifications.<br>
'''Example:''' a TL2 Cannon 8+ would have a base cost of  (11-8)/10*1 = 0.3 <br>
 
====P#:====
This mod reduces the enemy armour by 1 for every increment of P, which corresponds to an increase in effectiveness against armoured ships only of 10% per increment. As it's not an increase against every target, I suggest that cost only increases by 5% per increment of P. <br>
'''suggested: (current cost)*(1+P/20)'''  <br>
 
====B#====
I'm not sure if shield piercing works the same way as armour piercing does. If it works the same as armour piercing, then the price increase should be similar: 5% per increment of B. <br>
'''suggestede: (current cost)*(1+B/20)''' <br>
 
====S#====
Another of the “increase effectiveness by 10% per increment” mods. If I'm not mistaken, every target has a soak roll though, and therefore the increase in cost should be the full 10%. <br>
'''suggested: (current cost)*(1+S/10)''' <br>
 
====AA#====
10% increase per increment, only good against air units. <br>
'''suggested: (current cost)*(1+AA/20)''' <br>
 
====Flak#====
10% increase per increment against air units, 10% decrease against ships. Those two cancel out IMO. <br>
'''suggested: no cost change''' <br>
 
====PD====
Don't know the mechanics, so I can't calculate cost <br>
 
====Slow====
Reduces effectiveness, depending on enemy speeds. No reduction at all if used against immobile targets, up to 70% reduction against targets with a TN of 4. (I'm assuming that this is as high as it goes). Most targets will probably be somewhere in between, so around 35% effectiveness reduction is my guess. For the sake of simplicity, let's reduce the cost by one third (33%). <br>
'''suggested: (current cost)*2/3''' <br>
 
====Alpha#====
This one is difficult, as it's hard to judge how much of a drawback the “once per battle” limitation is. Figuring that out would depend on the average length of battles. The following formula arbitrarily assumes that battles take 10 turns. The effectiveness increase depends on how many rolls the weapon already gets. <br>
'''suggested: (current cost)*(1+ (number of dice + Alpha)/((number of dice) * 10))''' <br>
 
====Guided#====
Effectiveness increase depends on the innate accuracy (TN) of the weapon. <br>
'''suggested: (current cost)*(1+(TN-1)/10)''' <br>
 
====Single shot====
Hard to tell without playtesting. Arbitrarily decrease cost by a factor of 10 for now, similar to what was used for battle length for the Alpha mod. <br>
'''suggested: (current cost)/10''' <br>
 
====Air====
I don't know the rules for shooting down missiles. No suggestion yet. <br>
 
====Energy====
Same as for Air, no suggestion until more about possible countermeasures is known. <br>
 
====Hybrid====
Again, need more info about countermeasures <br>
 
====Power Hungry====
Another difficult one, as the effect depends on the other weapons on the same ship. If it has no other weapons, the effect can be 0% effectiveness decrease. If it has lots of others, effectiveness reduction might approach 100%. However, it can be assumed that players will design their ships intelligently in order to minimise weapon outage. 20% cost reduction feels fairly generous. <br>
'''suggested: (current cost)*(4/5)''' <br>
 
====Range:====
Hard to tell before seeing the movement/positioning rules. It doesn't help that range does not fit easily into the “average number of hits per turn” measuring scale. For now: arbitrarily 2% increase in cost per range increment. <br>
'''suggested: (current cost)*(1+Range/50)''' <br>
 
====Slots#:====
I feel inclined to just divide the cost by the number of spaces the weapon takes up. <br>
'''suggested: (current cost)/slots''' <br>
 
 
=== Example ===
 
Let's consider this weapon system: <br>
 
'''+3 Battleship caliber naval rifle turrets''' <br>
Attack: 6+ P2 <br>
Range: 16  <br>
 
'''Step 1:''' <br>
Figure out the base cost. <br>
It has a TN of 6, and rolls 1 die. <br>
base cost = ((11-6)/10)*1 = 0.5 <br>
'''Step 2:''' <br>
P2 mod: <br>
new cost = 0.5*(1+2/20) =  0.5*1.1 = 0.55 <br>
'''Step 3:''' <br>
Range <br>
new cost = 0.55*(1+16/50) = 0.726 <br>
'''Step 4:''' <br>
number of slots it takes up <br>
new cost = 0.726/3 = 0.242 <br>
<br>
There are no more modifications to take into account, so 0.242 is the final cost of the weapon system. <br>
===Further thoughts===
 
As costs with many decimal places look ugly, it might be a good idea to multiply all final costs with a constant, such as 1000.  <br>
<br>
The price of a weapon system is higher the more power is crammed into a single weapon slot. This could be used to estimate where on the milieu range a given weapon goes. Example: a weapon that costs between 100 and 200 is in milieu 2, a weapon that costs between 400 and 500 is in milieu 5, and so on. The scale would depend on the constant that the final price is multiplied with. <br>
<br>
Alternatively, dividing the cost of the weapon by the number of slots it takes up could be used only for TL calculation, without affecting the cost that the player has to pay for the weapon. <br>
 
:'''Stuff needs to cost enough that filling all the slots available is usually a bad idea.'''
 
 
[[LOE Test Ships]]<br>
[[LOE Test Ships]]<br>
[[LOE Rules|Back]]
[[LOE Rules|Back]]

Latest revision as of 11:46, 30 January 2009

OK, Shrike was wondering about things PCs could work on, so rather than cross over into stuff I'm already doing, here's a skeleton of the early ship rules. Subject to change of course - this is just a rough framework. The idea is that equipment is added to the slots, and as technology gets more advanced ships have more space to work with. Note that these additional slots are NOT automatically gained - unlike oLoE there are no discreet tech levels - the TL numbers are just markers to indicate roughly in the tech tree where these ships fall. Each refinement must be separately researched. So if you want super star galleys you will have to research them.

I have only included the slot gains as a rough guide, and only on some ships. They are subject to change as the cost of various systems that might be added is determined.

Now, unlike added caps in oLoE slots are actually filled with discrete systems. Thus unlike adding "+1 weapons", a Ship of the Line might have "2x +1 medium muzzleloader cannon banks" and "2 x +2 heavy muzzleloader cannon banks" to simulate multiple decks of large numbers of 24 pounder and 36-48 pounder cannon. Each weapons fit has a SPECIFIC amount of damage it deals that does not change based on class. Thus to make more powerful weapons loads you must usually stack multiple weapons together. A battleship with "+1 medium gun" has exactly the same gun loadout as a destroyer with "+1 medium gun"

Nevertheless, these systems are still based on what existed in old LoE, so the basic concept of the ships doesn't change, just how they're built.

So what I need are lists of added caps for everything based on the old weapons, armour, engines and other systems going up to TL3 at least. Then we can start playing with slot costs, damage and other abilities.

Discussion

Battleships look like they could use an increase to 12 guns/armor; 'heavy' grade weapons would increase in size a bit to compensate and would gain additional penetration.

Freighter and Light Carrier designs added for discussion. --Shrike 21:04, 23 January 2009 (UTC)


For the steampunk stuff, I've suggested the magic milieu where I think you should be able to buy the required tech to get those weapons, since I don't know what any of the techs would be called yet. -Screwball


As costs with many decimal places look ugly, it might be a good idea to multiply all final costs with a constant, such as 1000.

The price of a weapon system is higher the more power is crammed into a single weapon slot. This could be used to estimate where on the milieu range a given weapon goes. Example: a weapon that costs between 100 and 200 is in milieu 2, a weapon that costs between 400 and 500 is in milieu 5, and so on. The scale would depend on the constant that the final price is multiplied with.

Alternatively, dividing the cost of the weapon by the number of slots it takes up could be used only for TL calculation, without affecting the cost that the player has to pay for the weapon.

Stuff needs to cost enough that filling all the slots available is usually a bad idea.

Auuuuugh!

Thoughts on Costs

Cost should be dependent on how effective the weapon is. To measure effectiveness, I use the average number of hits per turn here.

Most Costs

Base cost: suggested: ((11-TN)/10)*(number of dice)
Where TN is the target number for the roll. This formula gives the average number of hits for a weapon without any modifications.
Example: a TL2 Cannon 8+ would have a base cost of (11-8)/10*1 = 0.3

P#: This mod reduces the enemy armour by 1 for every increment of P, which corresponds to an increase in effectiveness against armoured ships only of 10% per increment. As it's not an increase against every target, I suggest that cost only increases by 5% per increment of P.
suggested: (current cost)*(1+P/20)

B# I'm not sure if shield piercing works the same way as armour piercing does. If it works the same as armour piercing, then the price increase should be similar: 5% per increment of B.
suggestede: (current cost)*(1+B/20)

S# Another of the “increase effectiveness by 10% per increment” mods. If I'm not mistaken, every target has a soak roll though, and therefore the increase in cost should be the full 10%.
suggested: (current cost)*(1+S/10)

AA# 10% increase per increment, only good against air units.
suggested: (current cost)*(1+AA/20)

Flak# 10% increase per increment against air units, 10% decrease against ships. Those two cancel out IMO.
suggested: no cost change

PD Don't know the mechanics, so I can't calculate cost

Slow Reduces effectiveness, depending on enemy speeds. No reduction at all if used against immobile targets, up to 70% reduction against targets with a TN of 4. (I'm assuming that this is as high as it goes). Most targets will probably be somewhere in between, so around 35% effectiveness reduction is my guess. For the sake of simplicity, let's reduce the cost by one third (33%).
suggested: (current cost)*2/3

Alpha# This one is difficult, as it's hard to judge how much of a drawback the “once per battle” limitation is. Figuring that out would depend on the average length of battles. The following formula arbitrarily assumes that battles take 10 turns. The effectiveness increase depends on how many rolls the weapon already gets.
suggested: (current cost)*(1+ (number of dice + Alpha)/((number of dice) * 10))

Guided# Effectiveness increase depends on the innate accuracy (TN) of the weapon.
suggested: (current cost)*(1+(TN-1)/10)

Single shot Hard to tell without playtesting. Arbitrarily decrease cost by a factor of 10 for now, similar to what was used for battle length for the Alpha mod.
suggested: (current cost)/10

Air I don't know the rules for shooting down missiles. No suggestion yet.

Energy Same as for Air, no suggestion until more about possible countermeasures is known.

Hybrid Again, need more info about countermeasures

Power Hungry Another difficult one, as the effect depends on the other weapons on the same ship. If it has no other weapons, the effect can be 0% effectiveness decrease. If it has lots of others, effectiveness reduction might approach 100%. However, it can be assumed that players will design their ships intelligently in order to minimise weapon outage. 20% cost reduction feels fairly generous.
suggested: (current cost)*(4/5)

Range: Hard to tell before seeing the movement/positioning rules. It doesn't help that range does not fit easily into the “average number of hits per turn” measuring scale. For now: arbitrarily 2% increase in cost per range increment.
suggested: (current cost)*(1+Range/50)

Slots#: I feel inclined to just divide the cost by the number of spaces the weapon takes up.
suggested: (current cost)/slots


Example

Let's consider this weapon system:

+3 Battleship caliber naval rifle turrets
Attack: 6+ P2
Range: 16

Step 1:
Figure out the base cost.
It has a TN of 6, and rolls 1 die.
base cost = ((11-6)/10)*1 = 0.5
Step 2:
P2 mod:
new cost = 0.5*(1+2/20) = 0.5*1.1 = 0.55
Step 3:
Range
new cost = 0.55*(1+16/50) = 0.726
Step 4:
number of slots it takes up
new cost = 0.726/3 = 0.242

There are no more modifications to take into account, so 0.242 is the final cost of the weapon system.

Ships

Galley

Milieu: TL1
MDP: 1
Move: 1
Engine Slots: 1 (gain +1 slot at TL4 and +2 at TL5)
Option Slots: 4 (gain +2 slot at TL2, +1 at TL3, +1 at TL4, and +2 at TL5)

Small Sailing Ship

Milieu: TL2
MDP: 2
Move: 2
Weapon Slots: 3 (gain +1 slot at TL3, +1 at TL4, and +2 and TL5)
Engine Slots: 3 (gain +1 slot at TL4 and +2 at TL5)
Option Slots: 1 (gain +1 slot at TL3, +1 at TL4, and +2 and TL5)

Large Sailing Ship

Milieu: TL2
MDP: 3
Move: 1
Weapon Slots: 6 (gain +2 slot at TL3, +2 at TL4, and +4 and TL5)
Engine Slots: 3 (gain +1 slot at TL4 and +2 at TL5)
Option Slots: 2 (gain +2 slot at TL3, +2 at TL4, and +3 and TL5)

Patrol Boat

Milieu: TL3
MDP: 1
Move: 4
Weapon Slots: 4
Engine Slots: 12
Armor Slots: 2
Option Slots: 4

Small Warship

Milieu: TL3
MDP: 3
Move: 4
Weapon Slots: 10
Engine Slots: 12
Armour Slots: 6
Option Slots: 6

Cruiser

Milieu: TL3
MDP: 5
Move: 4
Weapon Slots: 30
Engine Slots: 12
Armour Slots: 12
Option Slots: 12

Battleship

Milieu: TL3
MDP: 10
Move: 4
Weapon Slots: 60
Armour Slots: 25
Engine Slots: 12
Option Slots: 12

Carrier

Milieu: TL3
MDP: 7
Move: 4
Weapon Slots: 5
Engine Slots: 4
Armour: 6
Option Slots: 10
Cargo Slots: 10

Note on option slots:
Option Slots may be loaded with any system, but pay double space for Weapons, Engines or Armor.

Test Types

Light Carrier

Milieu: TL3
MDP: 4
Move: 4
Weapon Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Armour Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Option Slots: 5 (gain +3 slots at TL4 and +5 at TL5)
Cargo Slots: 3 (gain +1 slots at TL4 and +1 at TL5)

Freighter

Milieu: TL3
MDP: 1
Move: 2
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Option Slots: 5 (gain +3 slots at TL4 and +5 at TL5)
Cargo Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Note: Pays double for all Hangars. Move bonus from engines is halved.

Superfreighter

Milieu: TL3
MDP: 3
Move: 2
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Armour Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Option Slots: 5 (gain +3 slots at TL4 and +6 at TL5)
Cargo Slots: 10 (gain +5 slots at TL4 and +5 at TL5)
Note: Pays double for all Hangars. Move bonus from engines is halved.

Light Omniship

Milieu: TL4
MDP: 3
Move: 4
Engine Slots: 6 (gain +2 at TL5)
Armour Slots: 2 (gain +1 at TL5)
Option Slots: 8 (gain +3 at TL5)
Cargo Slots: 1 (gain +1 at TL5)

Destroyer-analogue omniship. Suitable for convoy escort and patrol duties.

Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options. However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)

Medium Omniship

Milieu: TL4
MDP: 5
Move: 4
Engine Slots: 6 (gain +2 at TL5)
Armour Slots: 3 (gain +1 at TL5)
Option Slots: 12 (gain +3 at TL5)
Cargo Slots: 2 (gain +1 at TL5)

Cruiser-analogue omniship. Suitable for fleet escort, independent operations, and flotilla-leader duties.

Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options. However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)

Heavy Omniship

Milieu: TL4
MDP: 10
Move: 4
Engine Slots: 6 (gain +2 at TL5)
Armour Slots: 6 (gain +4 at TL5)
Option Slots: 20 (gain +10 at TL5)
Cargo Slots: 6 (gain +2 at TL5)

Battleship-analogue omniship. Suitable for line combat duty and showing off a PhD in Fucking You Up. Also suitable as an assault carrier hull for providing a -very- safe roost for your small craft.

Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options. However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)


Courier

Milieu: TL3
MDP: 1
Move: 4
Engine Slots: 8
Armour Slots: 1
Option Slots: 1
Cargo Slots: 1

Basic zippy courier; meant more for quick starway travel between systems than tactical travel though.

Test Systems

Weapons

LOE Ship Weapons Test
MDP Magic Weapons

Rebuild of Shipping

LOE Rebuild of Shipping

Armour

LOE Ship Armour Test
MDP Magic Armour

Engines

LOE Ship Engine Test
Magic Engines

Options

+1 Mobile Suit Gunslits
Attack: As per squadron
Range: As per squadron
Allows one squadron per set of gunslits to fire.

+1 Fighting tops
Represents raised areas or strongpoints for troops and marines.
Effect: +1 attack bonus and +1 terrain protection for onboard troops.

+1 Smoke casters
Effect: Can be used to create a penalty to attack for both sides.

+2 Streamlined Design (+3 for Capital ships)
While the insubstantial ether clouds rarely have have a measurable impact on performance no matter how outlandish a ship's hull form may be, some naval architects make use of aerodynamically-optimized designs to eliminate or even take advantage of this. Doing so also improves a ship's handling characteristic in atmosphere. Streamlined designs provide no bonus to a ship travelling under zero-cost transit drives (eg, sails/ramscoop) as they are travelling with the ether, instead of against it and require at least Tech/Magical Milieu 2.
+1 Strategic Speed, low cost.

+2 Slip Field
With the development of forcefields it became possible to wrap a ship in a low-power forcefield that would give it the speed advantages of a streamlined hullform without forcing it into shape that might be otherwise detrimental to efficiency. Slip Fields provide no bonus to a ship travelling under zero-cost transit drives (eg, sails/ramscoop) and require at least Tech/Magical Milieu 4.
+1 Strategic Speed, moderate cost

+0 Automation
+1 on command and electronics rolls/passive values. Halves crew.

+0 Smart Ship (TL4)
+1 on command and electronics rolls and passive values, adds 1 Option slot for Electronics. +2 Damcon. Halves crew. May not be combined with Automation.

+0 Shipboard Intelligence (TL4)
+1 on command and electronics rolls/passive values, adds 1 Option slot for Electronics. +2 stealth vs mental detection. Halves crew.

+2 Universal Backup (TL5)
Absorbs first critical hit.

+0 Escape pods
+50% crew survival

+1 Catastrophic Survival Matrix
+75% crew survival, +2 DamCon.

+1 Spyglass
+1 Sensor Power. Immune to ECM.

+2 Radar (TL3)
+3 Sensor Power. +50% Sensor Range.

+2 Sub-Ether Sonar (TL3)
+3 Sensor Power. +1 vs. Stealth

+3 Full Spectrum Imaging (TL4)
+5 Sensor Power, +100% Sensor Range

+3 Lidar (TL4)
+2 Sensor Power. Immune to ECM.

+3 Etheric Resonance Imaging (TL4)
+5 Sensor Power. +1 Vs. Stealth, +25% Sensor Range

+4 Space-Time Interference Sensors (TL5)
+8 Sensor Power, +150% Sensor Range

+4 Molecular Disturbance Imaging (TL5)
+8 Sensor Power. +1 vs. Stealth, +50% Sensor Range

+2 Extended-range targeting
+25% range to weapons and sensors

+1 ECM generators
+1 ECM Power

+2 Scattering ECM
+3 global ECM power

+2 Concealment Field
Smokescreen effect

+3 Flagship
+ Command

+1 Bit Controller
+1 space for Weapons or Shields, counted as AIR type with no armor.

+3 Catapults
For launching planes at extremely high velocity

+X Stealth
+3 Stealth (1 space for PT and small warship, 2 for cruiser, 3 for capital ships)

+4 Overdrive
Doubles speed and +1 to all rolls for the turn. Also makes the ship glow red. One turn of usage per battle.

+2 External Dockpoint
For carrying dropships, mobile armors, etc

+1 Cargo Hold (Option)
TL1: 50 CP
TL2: 250 CP
TL3: 1000 CP
TL4: 2000 CP
TL5: 3000 CP

Specialized Cargo
Doubles CP for Passengers, Supplies, Ether (By milieu)

+1 TL3 Hangars (Option)
5 DP for TL3 planes

+1 TL4 Hangars (Option)
4 DP for TL4 planes

+1 TL5 Hangars (Option)
3 DP for TL5 planes

Specialized Hangars
Doubles DP for Mecha, Aviation, Strategic Air or Strategic Missiles

Limited Arc Weapons

Halves cost and space requirements of any given weapon but adds +1 movement points required to bring the ship to bear for each facing of the ship with a Limited Arc weapon mount.

Suggested / Proposed Options

+2 Fleet Command
- Can be placed only on flagships
Provides a +1 Command Bonus to all ships in the fleet. Provides +2 when combined with Shipboard Intelligence

+2 Emergency Engine Booster
-One use per battle, cannot be used unless the ship reaches 50% MDP
Increases tactical move by 2 for 6 turns.

+2 Emergency Weapons Power
-One use per battle, cannot be used unless the ship reaches 50% MDP
Decreases the difficulty on attack roll of a specified weapons system by 2

+2 Emergency Shield Battery
-One use per battle, cannot be used unless the ship reaches 50% MDP
Restores shields to quarter power after use

+4 Emergency Power Grid
-One use per battle, cannot be used unless ship reaches 25% MDP
Reduces difficulty on ship death save rolls by 1

+3 Reloads
-One use per battle, only applicable for weapons with limited ammo / alpha strikes
Reloads a weapon's ammo supply and/or allows it to use the Alpha Strike ability again. Takes 2 turns to fully reload ammo

+1 Shipboard Efficiency
Reduces Ether and Supply consumption by 25%

+2 Shipboard Efficiency
Reduces Ether and Supply consumption by 50%

+1 Internal Factory
-Can be used on minimum cruiser level ships
-Ship consumes 50% more ether and supply
Capable of producing a set amount of PP while on the move, to be determined later

+1 Inefficiency
-Increases the ship's consumption of Ether and Supply by 25%
Decreases cost of any additional options by 25%

+2 Inefficiency
-Increases the ship's consumption of Ether and Supply by 50%
Decreases cost of any additional options by 50%

Cargo

+1 Cargo Hold
TL1: 200 CP
TL2: 1000 CP
TL3-5: 10,000 CP

Specialized Cargo
Doubles CP for Passengers, Supplies, Ether (By milieu)

+1 TL3 Hangars
10 DP for TL3 planes

+1 TL4 Hangars
8 DP for TL4 planes

+1 TL5 Hangars
6 DP for TL5 planes

Specialized Hangars
Doubles DP for Mecha, Aviation, Strategic Air or Strategic Missiles

Test Units

LOE Test Ships
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