LOE Ship Weapons Test: Difference between revisions

From Sphere
Jump to navigation Jump to search
MJ12 Commando (talk | contribs)
Ws60 (talk | contribs)
 
(114 intermediate revisions by 4 users not shown)
Line 1: Line 1:
==Tags==
==Tags==
'''AP #''' - Armour Piercing; reduces the enemy armour value by #. Reduced by 1 for every negative relative milieu level.<br>
===Attack Types===
'''SP #''' - Shield Piercing; reduces the enemy shield value by #. Reduced by 1 for every negative relative milieu level.<br>
'''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.
'''AB #''' - Armour Break; ignores # levels of armour.<br>
'''AA #''' - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.<br>
'''PD''' - Point Defense; can be used in the point-defense role.<br>
'''Slow''' - Target may evade with speed roll.<br>
'''Soft #''' - Increases the target number to attack against MDP-scale units.<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>
'''Unstable#''' - Whenever a number below the Unstable rating is rolled, the weapon re-rolls an attack on its housing vessel and also inflicts a critical hit on itself.


==Tech Weapons==
'''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).
===TL1===
+1 '''Mechanical throwers'''<br>
Attack: 9+; Air<br>
Range: 2<br>
 
+2 '''Heavy mechanical throwers'''<br>
Attack: 9+; AP 1; Air<br>
Range: 3<br>


:+1 '''Burning projectiles'''<br>
'''Missile''' weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage.
:The ship has cauldrons of burning pitch ready for use.
:Effect: -1 penalty to opposing damcon efforts upon damaging enemy.<br>


:+1 '''Bees'''<br>
'''Physical''' weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.
:The ship can lob beehives or something equally dire at the enemy.<br>
:Effect: -1 penalty to crew bonuses upon damaging enemy.<br>


+2 '''Greek fire projectors'''<br>
===Attack Tags===
Attack: 8+; Energy<br>
'''AP #''' (Armour Piercing) – Defender's Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.<br>
Range: 1<br>
'''SP #''' (Shield Piercing) - Defender's Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.<br>
'''AB #''' (Armour Break) - Ignores # levels of Armour.<br>
'''SB #''' (Shield Break) - Ignores # levels of Shield.<br>
'''AV''' (Armour Vaporise) – Defender cannot make an Armour Save.<br>
'''SV''' (Shield Vaporise) – Defender cannot make a Shield Save.<br>
'''AA #''' (Anti-Aircraft) – 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>
'''ED #''' (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.<br>


+1 '''Ram'''<br>
'''Guidance #''' - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.<br>
Attack: 9+; AB 1; Slow<br>
'''Soft #''' – Attack target against MDC targets is increased by #.<br>
Range: 0<br>
'''Unstable #''' - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.<br>
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.<br>
'''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.<br>
'''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.<br>
'''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.<br>


===TL2===
===Other Tags===
+1 '''Carronades'''<br>
'''Alpha #''' - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.<br>
Attack: 8+; AA 1; Soft 2; Anti-Personnel<br>
'''Single Shot''' – The weapon can fire once per battle.<br>
Range: 1<br>
'''Power Hungry''' - No other weapons can be fired that turn except for those that are Independent.<br>
Effect: Can be swiveled to support crew. Attacks crew and exposed objects.
'''Bombard''' – The weapon does not suffer penalties when used on surface targets.<br>
'''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.<br>
'''Incendiary''' – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.<br>
'''Point Defense''' – The weapon may function as a point-defense system.<br>
'''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.<br>
'''Supercritical''' – The weapon has +100% Critical hit rate.<br>
'''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.<br>


+2 '''Cannons''' (one deck)<br>
===Discussion===
Attack: 8+<br>
====Range Multipliers====
Range: 3<br>
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. <br> [[User:Maloncanth|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.<br> [[User:Maloncanth|Maloncanth]] 15:09, 27 January 2009 (UTC)


+3 '''Heavy Cannons''' (one deck)<br>
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. <br>
Attack: 8+; AP1<br>
[[User:MJ12 Commando|MJ12 Commando]] 17:34, 27 January 2009 (UTC)
Range: 4<br>


:+0 '''Breechloading'''<br>
====Guidance====
:A refinement of cannons.<br>
Should the weapon get rerolls no matter what it attacks or only after the target ''evades''? <br>[[User:Maloncanth|Maloncanth]] 15:09, 27 January 2009 (UTC)
:Effect: Cannons and Heavy Cannons attack at 7+.<br>


:+0 '''Rifling'''<br>
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. --[[User:Shrike|Shrike]] 18:07, 27 January 2009 (UTC)
:A refinement of cannons.<br>
:Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.<br>


:+0 '''Elevating Mounts'''<br>
====Slow====
:A refinement of cannons.<br>
Any thoughts about slapping a # on this and giving that many rounds after the attack is launched to evade? <br> [[User:Maloncanth|Maloncanth]] 15:09, 27 January 2009 (UTC)
:Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.<br>


:+1 '''Exploding Shell'''<br>
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. --[[User:Shrike|Shrike]] 18:08, 27 January 2009 (UTC)
:A refinement of cannons.<br>
:Effect: Increase damcon difficulty by 1.<br>


+3 '''Hwacha'''<br>
==Tech Weapons==
East asian style rockets.<br>
===TL1===
Attack: 7+; AA1<br>
+1 '''Ballista''' (Physical)<br>
Attack: 9+<br>
Range: 2<br>
Range: 2<br>
Tags: Independent<br>
Represents low-angle siege weapons such as ballistae or perhaps a man-sized blowdart launcher. Optimized for direct damage.<br>


+2 '''Tesla Coils'''<br>
+1 '''Catapult''' (Physical Missile)<br>
Attack: 7+; Energy<br>
Attack: 9+<br>
Range: 10<br>
Range: 3<br>
Effect: Always attacks the nearest enemy unit.<br>
Tags: Independent<br>
High-arc projectile siege weapons such as catapults or mangonels. Can be refined to deliver fun stuff.<br>


===TL3===
+2 '''Flamethrower''' (Hybrid)<br>
+2 Destroyer caliber naval rifle turrets<br>
Attack: 8+ (Incendiary)<br>
Attack: 7+<br>
Range: 1<br>
Range: 8<br>
Tags: Independent<br>
Greek Fire.<br>


+3 Cruiser caliber naval rifle turrets<br>
+1 '''Ram''' (Physical)<br>
Attack: 7+; AP1<br>
Attack: 8+ (AB 1, Fixed, Slow)<br>
Range: 12<br>
Range: 0<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>


+4 Battleship caliber naval rifle turret<br>
+# '''Fireship Setup''' (Physical)<br>
Attack: 7+; AB1<br>
Attack: 9+ (EA#, Incendiary, Fixed, Slow)<br>
Range: 16<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>


+6 Superbattleship caliber naval rifle turret<br>
===TL2===
Attack: 7+; AB2<br>
+1 '''Carronades''' (Physical)<br>
Range: 20<br>
Attack: 7+ (II 1, Soft 3)<br>
Range: 1<br>
Tags: Independent<br>
Deck-mounted shotguns, or guns with five million barrels type things.<br>


:-1 '''Barbette Mounts'''(may be applied to all 'turret' weapons)<br>
+1 '''Cannons''' (Physical)<br>
:These weapons are mounted in barbettes, rather than turrets.
Attack: 8+ (Fixed) <br>
:Effect: 10% increase to receiving a critical hit to weapons.
Range: 3<br>
Tags: Independent<br>


:+0 '''Extended-Range Munitions'''<br>
+1 '''Rockets''' (Physical Missile)<br>
:Effect: +50% Range for naval guns.<br>
Attack: 7+ (AA 1, Unstable 1)<br>
Range: 2<br>
Tags: Independent<br>
East asian style rack o' rockets like Hwacha.<br>


:+0 '''AA Munitions'''<br>
+2 '''Tesla Coil''' (Energy)<br>
:Effect: Naval guns gain AA +1.<br>
Attack: 7+<br>
Range: 5 (per hop)<br>
''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.<br>


+1 '''Flak Cannons'''<br>
+1 '''Torpedo Tube''' (Physical)<br>
Attack: 8+ x2 Flak1<br>
Attack: 8+ (AB 1, ED 1, Very Slow)<br>
Range: 5<br>
Range: 3<br>
Tags: Independent, Single Shot<br>


+1 Gatling turrets<br>
+2 '''Bombs'''<br>
Attack: 9+ x3 Flak2<br>
Attack: 9+ (AP 2, Slow)<br>
Range: 3<br>
Range: 12<br>
Tags: Independent, Bombard<br>
''May ''only'' attack surface targets.
Deadfall projectiles. Only effective vs ground targets.''<br>


+1 THEL system<br>
===TL3===
Attack: PD, Energy<br>
+2 '''Naval Artillery''' (Physical)<br>
Range: N/A<br>
Attack: 7+ (EA 1)<br>
Range: 8<br>
Tags: Independent<br>


+1 Torpedo banks<br>
+1 '''Autocannon''' (Physical)<br>
Attack: 7+ x2 Slow<br>
Attack: 8+ (EA 1, II 1 Soft 2) <br>
Range: 4<br>
Range: 4<br>
Tags: Independent<br>
Rapidfire type weapons. Usually shoots twice per turn.<br>
+2 '''Missiles''' (Physical Missile)<br>
Attack: 8+ (Guidance 1, Slow)<br>
Range: 12<br>


:+1 '''Enhanced Propulsion'''
+1 '''Laser''' (Energy)<br>
:A torpedo with a rocket engine? Stranger things have happened!
Attack: N/A<br>
:Effect: Torpedo is no longer Slow.
Range: N/A<br>
Tags: Point Defense<br>


+1 SAMs<br>
+8 '''Multi-Stage Gun''' (Physical)<br>
Attack: 8+ AA1 Flak1 Guided1 Air<br>
Attack: 8+ (AB 2, AP 2, ED 5, Fixed, Single Shot)<br>
Range: 10<br>
Range: 24<br>


:+0 Anti-Missiles
===TL4===
: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
+2 '''Beam Array''' (Energy)<br>
:Longer-ranged SAM systems, like the Standard series of missiles.
Attack: 6+<br>
:Effect: +10 range
Range: 12<br>


:+1 Dual-Purpose Warhead
+2 '''Burst Beam Array''' (Energy)<br>
:More robust warheads give SAMs effective anti-shipping ability on top of their anti-air firepower.
Attack: 7+ (EA 1, AA1, Soft 2)<br>
:Effect: Has AA2, no Flak
Range: 6<br>


+2 Antishipping missiles<br>
+3 '''Pulse Array''' (Energy)<br>
Attack: 7+ Air<br>
Attack: 6+ (EA 1)<br>
Range: 20<br>
Range: 8<br>


:+2 '''Etheric Pulse Warhead'''<br>
+2 '''Automatic Pulsar Array''' (Energy)<br>
:The missile is equipped with a warhead that disrupts complex systems but deals minimal damage.<br>
Attack: 7+ (EA 2, Soft 2)<br>
:Effect: Instead of dealing hull damage, it rolls to inflict a critical hit.<br>
Range: 4<br>


:+0 '''Box Launcher'''<br>
===TL5===
: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>
+3 '''Hybrid Cannon Array''' (Hybrid)<br>
Attack: 6+ P1 x2 Ortillery Slow Air<br>
Attack: 5+<br>
Range: 30<br>
Range: 20<br>
Slots: 2<br>


:+1 Stealth Missiles<br>
+10 '''Boson leap cannon''' (Energy)<br>
:Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.
Attack: 5+ SV<br>
:Effect: -1 penalty to attempt to shoot down warheads.
Range: 10-50<br>
Tags: Slow, Power Hungry,


:+1 Anti-Shipping Modification<br>
==Tech Weapon Refinements==
:Naval attack software and hardware modifications.
===Generic===
:Effect: Can declare use of cruise missiles as non-Ortillery.
-1 '''Exposed Mounts'''<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>


+8 Multi-stage cannon<br>
===Ballistae===
Attack: 5+ P3 x6 slow single shot<br>
+0 '''Large'''<br>
Range: 20<br>
:Range +50%<br>
+1 '''Very Large'''<br>
:Range +50%, Size +1, Fixed<br>
+1 '''Burning Pitch'''<br>
:Incendiary<br>
+1 '''Polybolos'''<br>
:EA +1<br>
+1 '''Chain-net Shot'''<br>
:AA +1<br>
+1 '''Fullmetal Ballista Bolt'''<br>
:AP +1<br>
===Catapults===
+0 '''Large'''<br>
:Range +50%<br>
+1 '''Trebuchet Large'''<br>
:Range +50%, Size +1, Fixed<br>
+1 '''Burning Pitch'''<br>
:Incendiary<br>
+1 '''Bees'''<br>
:gains RBC<br>
===Flamethrower===
+1 '''Improved Siphon'''<br>
:Range +2<br>
+1 '''Misting Nozzel'''<br>
:Attack +1<br>
+1 '''Plasmathrower''' (TL 4)<br>
:Attack +2, EA +1<br>
===Rams===
+1 '''Burning Ram'''<br>
:Incendiary<br>
+1 '''Assault Ramp'''<br>
:Can conduct boarding actions<br>
+1 '''Torpedo Ram''' (TL 2)<br>
:AB +1, ED +1, Unstable +2<br>
+1 '''Giant Drill''' (TL 3)<br>
:AP +2<br>
+1 '''Hydraulic Impactor''' (TL 4)<br>
:AB +2<br>
+1 '''Ramfield''' (TL 5)<br>
:AB +3<br>
===Fireships===


+1 Mobile suit gunslits set<br>
===Cannons & Carronades===
Attack: As per squadron<br>
+0 '''Heavy'''<br>
Range: As per squadron<br>
:Range +50%, Size +1<br>
Allows one squadron per set of gunslits to fire.<br>
+0 '''Breechloading'''<br>
:Attacks at 7+.<br>
+0 '''Rifling'''<br>
:Range +1<br>
+1 '''Grapeshot'''<br>
:AA +1, II +1, Soft +2
+1 '''Deck Mounts'''<br>
:loses Fixed<br>
+1 '''Elevating Mounts'''<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>


'''TL3 Ammunition types'''<br>
===Rockets===
May be loaded in any projectile (eg, non-energy, non-hybrid weapon)
+1 '''Incendiary Rockets'''<br>
:+0 '''Incendiary Munitions'''<br>
:Incendiary.<br>
:Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter.<br>
+0 '''Large Rockets'''<br>
:Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty.
:Range +50%, Size +1<br>
:+0 '''Saboted Munitions'''<br>
+1 '''Giant Rockets'''<br>
:Ignores 1 level of reduction to P value from either Heavy Armor or unfavorable milieu.<br>
:AB +1, Range +100%, Size +2<br>
+1 '''Huge Rockets'''<br>
:Attack +1, AB +1, Range +100%, Size +3<br>


'''+10 Kinetic Strike Munitions'''<br>
===Tesla Coils===
Attack: 6 S# Slow<br>
+1 '''Frequency Modulation'''<br>
Range: 12<br>
:SP +1.<br>
Special: Orbitally dropped deadfall projectiles, only effective vs ground targets.<br>
+1 '''Electromagnetic Resonance Chamber'''<br>
:Each time per turn a ship damages a target with Tesla Coil, increase its ECM value by 1.<br>
+1 '''Big Fucking Battery'''<br>
:Alpha +1.<br>


===TL4===
-suggested?-
'''+2 Light railgun turrets'''<br>
Attack: 6+ AA1<br>
Range: 12<br>


'''+3 Medium railgun turrets'''<br>
+0 '''Van De Graff Generator''' (TL3)<br>
Attack: 6+ P1 AA1<br>
:Attack +1, Range +1, SP +1<br>
Range: 16<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>


'''+4 Heavy railgun turrets'''<br>
===Torpedoes===
Attack: 5+ P1 S1<br>
+1 '''Improved Propulsion'''<br>
Range: 20<br>
:loses Very Slow and becomes Slow<br>
+1 '''Gondoan Hax'''<br>
:Range +2<br>
+0 '''ADCAP design''' (TL 3)<br>
:Attack +1, Range +3, Milieu 3<br>
+1 '''Launcher Design''' (TL 3)<br>
:loses Single Shot<br>
+1 '''Kozunese Trickery''' (TL 3)<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>


'''+4 Ortillery Massdriver'''<br>
===Bombs===
Attack: 5+ Ortillery Slow<br>
+0 '''Bomb Sights'''<br>
Range: 20<br>
:Attack +1<br>
===Naval Artillery===
+0 '''Cruiser Scale'''<br>
:AP +1, Range +50%, Size +1<br>
+0 '''Battleship Scale'''<br>
:AP +1, AB +1, Range +100%, Size +2<br>
+1 '''Superbattleship Scale'''<br>
:AP +1, AB +2, Range +150%, Size +4<br>
+0 '''Railgun Upgrade''' (TL4)<br>
:Attack +1, Range +4, Size +1, Milieu 4<br>
+1 '''Hypervelocity''' (TL4)<br>
:Range +4, SP +1, -1 AP
+0 '''Extended-Range Munitions'''<br>
:Range +50%<br>
+0 '''AA Munitions'''<br>
:AA +1<br>
+0 '''NGS Munitions'''<br>
:Bombard<br>
+0 '''Saboted Munitions'''<br>
:Ignores 1 reduction to AP<br>
+0 '''Destabilizer Munitions''' (TL4)<br>
:SP +1<br>
+1 '''Energy Shells''' (TL5)<br>
Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.<br>


'''+2 Light beam turrets'''<br>
===Autocannon===
Attack: 6+ P1 energy<br>
+1 '''Phalanx'''<br>
Range: 12<br>
:Range -50%, Point Defense<br>
+1 '''Multiple Barrels'''<br>
:AA +1<br>
+1 '''Flak'''<br>
:AA +1<br>
+1 '''Armour-Piercing Shells'''<br>
:Soft -1<br>
+1 '''Improved Shells'''<br>
:Attack +1<br>
+1 '''Extended Range Munitions'''<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>


'''+3 Medium beam turrets'''<br>
===Missiles===
Attack: 6+ P2 energy<br>
+1 '''Anti-Aircraft'''<br>
Range: 16<br>
:AA +2<br>
+0 '''Small'''<br>
:Soft +2, Range -50%, Size -1<br>
+0 '''Large'''<br>
:Range +100%<br>
+0 '''Very Large'''<br>
:ED +1, Range +150%, Size +2<br>
+1 '''Improved Warhead'''<br>
:Attack +1<br>
+1 '''Anti-Ship Warhead'''<br>
:AP +1, AB +1<br>
+1 '''Shaped Charge'''<br>
:ED +1<br>
+1 '''Supersonic'''<br>
:loses Slow<br>
+1 '''Land Attack'''<br>
:Bombard<br>
+1 '''Guidance'''<br>
:Guidance +1<br>
+1 '''Etheric Pulse Warhead'''<br>
:Disabling
+0 '''Box Launcher'''<br>
: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.''<br>
+1 Stealth Missiles<br>
:Enemy Point Defenses -1<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>


'''+4 Heavy beam turrets'''<br>
===Beam Weapons===
Attack: 5+ P2 energy<br>
Range: 16<br>


'''+2 AAA beam cannons'''<br>
+0 '''Cruiser Scale'''<br>
Attack: 8+ AA3 energy<br>
:SP +1, Range +50%, Size +1<br>
Range: 10<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>


'''+2 Ortillery Beam'''<br>
===Pulse Weapons===
Attack: 7+ Ortillery energy<br>
Range: 12<br>


'''+2 Thermal inducers'''<br>
+0 '''Cruiser Scale'''<br>
Attack: 8+ crew-killing energy<br>
:AP +1, Range +50%, Size +1<br>
Range: 10<br>
+0 '''Battleship Scale'''<br>
:AP +1, AB +1, Range +100%, Size +2<br>
+1 '''Superbattleship Scale'''<br>
:AP +1, AB +2, Range +150%, Size +3<br>
+1 '''Ortillery'''<br>
:Ortillery, Slow<br>
+1 '''Multimodal'''<br>
:PD<br>
+0 '''Enhanced Tracking'''<br>
:AA +1<br>
+0 '''Variable-Frequency'''<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>


'''+3 Plasma Cannon'''<br>
===Hybrid Cannons===
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>
+0 '''Cruiser Scale'''<br>
Attack: 7+ 2x AA1 air<br>
:AB +1, Range +25%, Size +1<br>
Range: 12<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>
+1 '''Beam sweepers'''<br>
:AA +1<br>
+1 '''Pulsed beam'''<br>
:AP +1<br>
+1 '''Variable Frequency'''<br>
:SP +1<br>
+1 '''Haywire'''<br>
:Critical +50%<br>
+1 '''Heat Rays'''<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>


'''+3 Brilliant missiles'''<br>
===Multi-Stage Gun===
Attack: 6+ AA1 air<br>
Range: 30<br>


'''+1 Laser cluster'''<br>
--wip--
Attack: 9+ 2x Flak3 energy<br>
Range: 5<br>


'''+12 Superlaser'''<br>
'''+12 Superlaser'''<br>
Line 257: Line 524:


'''+12 Spinal Railgun'''<br>
'''+12 Spinal Railgun'''<br>
Attack: 3+ x7 P2 B1 slow single shot<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>
Range: 25<br>


'''+10 Mass Driver'''<br>
+15 '''Hell-class weapon'''<br>
Attack: 4 S# Slow<br>
Attack: 4+ x10 SB2 AP3 SP1 slow single shot energy<br>
Range: 12<br>
Range: 30<br>
Special: Kinetic Deadfall projectiles combined with a mass driver for added kick and improved accuracy.<br>


'''+X Enhanced Guidance'''<br>
===WIP===
Effect: Gives Guided1 and +2 range to any non-Hybrid non-Energy weapon. Increases weapons size by 50%, rounded up.


'''+1 Microwave Pulse'''<br>
+1 '''Bobbler Launcher'''<br>
It might not really use microwaves but it sure can cook things. This modification is for Energy or Hybrid weapons.<br>
PD2.<br>
Effect: +1 bonus against ships of Mileu 2 or below, -1 DamCon penalty.
Range: N/A<br>
 
'''-X Unstable Fuel'''<br>
The weapon uses unstable and toxic chemicals as a power source, reducing its size.
Effect: Weapon is now 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 is now Unstable, gains P1 and -1 attack difficulty.
 
===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>
+4 '''Advanced Multipurpose Missile'''<br>
Line 295: Line 545:
Range: 25<br>
Range: 25<br>
Has 3 modes<br>
Has 3 modes<br>
:Anti-Shipping: Attack 5+ P1 B1 Air Guided1
:Anti-Shipping: Attack 5+ SP1 AP1 Air Guided1
:Anti-Aircraft: Attack 5+ Flak2 Air Guided1
:Anti-Aircraft: Attack 5+ AA2 Soft2 Air Guided1
:Etheric Pulse: Attack 4+ Guided1, deals no hull damage, rolls for critical hit instead.
:Etheric Pulse: Attack 4+ Air Guided1 Disabling
 
+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 (recommended 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>
:Tracking: 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>
:Tracking: 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>
:Tracking: 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>


+4 '''Hypometric Weapon'''<br>
+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>
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 Unstable<br>
Attack: 9+ Hybrid Unstable1 B V MD1<br>
Range: 10<br>
Range: 10<br>
Ignores all enemy shields/armor.<br>


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


+1 '''Bobbler Launcher'''<br>
PD2.<br>
Range: N/A<br>
+4 '''Vibro-Cannon'''<br>
Lightweight tractor-repulsor cannon used for orbit-to-surface fire.<br>
Attack: 5+ B1 Ortillery Hybrid<br>
Range: 20<br>
+6 '''Tremor Cannon'''<br>
Heavyweight tractor-repulsor cannon used for orbit-to-surface fire.<br>
Attack: 5+ B3 Ortillery Slow Hybrid<br>
Range: 20<br>


+7 '''Hellbore'''<br>
+7 '''Hellbore'''<br>
Line 389: Line 563:
Range: 20/8 (Normal/Overcharge)<br>
Range: 20/8 (Normal/Overcharge)<br>
Has 2 modes-<br>
Has 2 modes-<br>
Normal: 5+ x2 P1 B2<br>
Normal: 5+ MA1 AP1 SB1<br>
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.
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 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>
 
==Magic Weapons==
For pure magic concepts only please.
 
'''Magical Circles''' can be mounted as Weapon or Option and may fire independently of Power Hungry weapons (since it's just the mage casting a spell). They are facilities aboard a vessel or inside an MDP-scale fortification used to enhance or multiply the power of magic-users. All three branches of magic may use them, though only Ritual utilize the higher level versions.
 
'''Artifice Weapons''' are invariably created from some kind of Magical Resource. They tend to have side-effects or spell-like qualities and may be broadly considered the pure-magic counter to industry.
 
'''Ether Drain''' weapons consumed ether on a per shot rather than regular wartime upkeep basis. This is generally due to having large scale spell-like effects.
 
===ML1===
+2 '''Magical Circle'''<br>
Magical Circle
Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the circle.<br>
 
===ML2===
===ML3===
+4 '''Casting Chamber'''<br>
Magical Circle
The Casting Chamber boosts spells cast within it to MDP scale and grants the ship full access to the national grid up to the Milieu level of the chamber, for ordinary spellcasting only.<br>
Range: +8<br>
===ML4===
+4 '''Conjuration Circle'''<br>
 
===ML5===
+8 '''Leyline Nexus'''<br>
Magical Circle
A Leyline Nexus is a full node within the shipbuilding country's magic network, granting the entire fleet or battlefield full access to the national grid across all types of magic. It also boosts all spells cast from inside it to MDP scale.<br>
Range: +12<br>
 
==Fusion Theory==
+2 Small Ether-Cannon turrets (w/ML3)<br>
Steampunk TM weapons equivalent to destroyer calibre naval rifles. <br> 
Attack: 7+<br>
Range: 8<br>
 
+3 Medium Ether-Cannon turrets (w/ML3)<br>
Steampunk TM weapons equivalent to cruiser calibre naval rifles. <br>
Attack: 7+; AP1 <br>
Range: 12<br>
 
+4 Large Ether-Cannon turrets (w/ML3)<br>
Steampunk TM weapons equivalent to battleship calibre naval rifles. <br>
Attack: 7+; B21<br>
Range: 16<br>
 
+5 Very Large Ether-Cannon turrets (W/ML3)<br>
Steampunk TM weapons equivalent to superbattleship calibre naval rifles. <br>
Attack: 7+; B2<br>
Range: 20<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>




[[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.


Back