LOE Ship Weapons Test: Difference between revisions

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


===Special Abilities===
===Attack Tags===
'''AP #''' - Armour Piercing; reduces the enemy armour value by #. Reduced by 1 for every negative relative milieu level.<br>
'''AP #''' (Armour Piercing) – Defender's Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.<br>
'''SP #''' - Shield Piercing; reduces the enemy shield value by #. Reduced by 1 for every negative relative milieu level.<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>
'''AB #''' (Armour Break) - Ignores # levels of Armour.<br>
'''SB #''' - Shield Break; ignores # levels of shield.<br>
'''SB #''' (Shield Break) - Ignores # levels of Shield.<br>
'''V''' - Vaporize; ignores all armor.<br>
'''AV''' (Armour Vaporise) – Defender cannot make an Armour Save.<br>
'''B''' - Bypass; ignores all shields.<br>
'''SV''' (Shield Vaporise) – Defender cannot make a Shield Save.<br>
'''AA #''' - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.<br>
'''AA #''' (Anti-Aircraft) – Attack roll is increased by # against Aircraft.<br>
'''MA #''' - Multi-Attack; means the weapon attacks (the same target) that many times whenever it fires.<br>
'''II #''' (Anti-Infantry) - Attack roll is increased by # against Infantry.<br>
'''MD #''' - Multi-Damage; weapons will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.<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>


'''Alpha #''' - Weapon has an integral capacitor, allowing it a number of extra shots equal to the Alpha value once per battle.<br>
'''Guidance #''' - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.<br>
'''Guidance #''' - Weapon can perform target re-aquisition, allowing it a number of re-rolls equal to the Guidance value.<br>
'''Soft #''' – Attack target against MDC targets is increased by #.<br>
'''Soft #''' - Increases the target number to attack MDP-scale units.<br>
'''Unstable #''' - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.<br>
'''Unstable #''' - Whenever a number equal or less than the Unstable rating is rolled, the weapon rolls an attack on its housing vessel and is destroyed.<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>


'''Exterior''' - The weapon is highly effective against exterior targets including exposed crew (on sailing ships) or things like sensor arrays and bridge towers on more advanced vessels.<br>
===Other Tags===
'''Incendiary''' – The weapon causes catastrophic fires and negates any Damage Control rolls against it.<br>
'''Alpha #''' - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.<br>
'''Independent''' – Immune to Power Hungry. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.<br>
'''Single Shot''' – The weapon can fire once per battle.<br>
'''Missile''' - The weapon fires a cinematically "slow" projectile which Point-Defense weapons can engage.<br>
'''Power Hungry''' - No other weapons can be fired that turn except for those that are Independent.<br>
'''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>
'''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>
'''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>
'''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 rather cause critical hits.<br>
'''Supercritical''' The weapon has +100% Critical hit rate.<br>
'''Single Shot''' – The weapon has one shot per battle.<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>
'''Slow''' – Reaction time to the weapon is long enough that the target may evade with speed roll.<br>
 
'''Power Hungry''' - No other weapons can be fired that turn except for those with Independent.<br>
===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. <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)
 
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>
[[User:MJ12 Commando|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''? <br>[[User:Maloncanth|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. --[[User:Shrike|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? <br> [[User:Maloncanth|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. --[[User:Shrike|Shrike]] 18:08, 27 January 2009 (UTC)


==Tech Weapons==
==Tech Weapons==
Line 40: Line 65:
Range: 2<br>
Range: 2<br>
Tags: Independent<br>
Tags: Independent<br>
Represents low-angle siege weapons such as ballistae or perhaps a man-sized blowdart.<br>
Represents low-angle siege weapons such as ballistae or perhaps a man-sized blowdart launcher. Optimized for direct damage.<br>


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


+2 '''Greek Fire''' (Hybrid)<br>
+2 '''Flamethrower''' (Hybrid)<br>
Attack: 8+ (Incendiary)<br>
Attack: 8+ (Incendiary)<br>
Range: 1<br>
Range: 1<br>
Tags: Independent<br>
Tags: Independent<br>
Primitive flamethrowers.<br>
Greek Fire.<br>


+1 '''Ram''' (Physical)<br>
+1 '''Ram''' (Physical)<br>
Attack: 9+ (AB 1, Slow)<br>
Attack: 8+ (AB 1, Fixed, Slow)<br>
Range: 0<br>
Range: 0<br>
Tags: Independent<br>
Tags: Independent<br>
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.<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>


====Refinements====
+# '''Fireship Setup''' (Physical)<br>
+1 '''Large'''<br>
Attack: 9+ (EA#, Incendiary, Fixed, Slow)<br>
:One Siege Engine gains Range +2 and AP +1.<br>
Range: 0<br>
Your siege engine is very large.<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>
+1 '''Incendiary Projectiles'''<br>
:All Milieu 1 and Milieu 2 Physical projectiles gain Incendiary.<br>
The ship has cauldrons of burning pitch ready for use or hsa the gear to prepare heated shots.<br>
 
+0 '''Burning Ram'''<br>
:All Rams gain Incendiary.<br>
''"You're a pretty funny guy, Mons. Pretty fucking funny..."''<br>
 
+1 '''Bees'''<br>
:Catapults gain RBC.<br>
The ship can lob beehives or something equally dire at the enemy.<br>


===TL2===
===TL2===
+2 '''Carronades''' (Physical)<br>
+1 '''Carronades''' (Physical)<br>
Attack: 7+ (AA 1, Soft 3, Exterior)<br>
Attack: 7+ (II 1, Soft 3)<br>
Range: 1<br>
Range: 1<br>
Tags: Independent<br>
Tags: Independent<br>
Deck-mounted shotguns.<br>
Deck-mounted shotguns, or guns with five million barrels type things.<br>


+2 '''Cannons''' (Physical)<br>
+1 '''Cannons''' (Physical)<br>
Attack: 8+<br>
Attack: 8+ (Fixed) <br>
Range: 3<br>
Range: 3<br>
Tags: Independent<br>
Tags: Independent<br>


+3 '''Heavy Cannons''' (Physical)<br>
+1 '''Rockets''' (Physical Missile)<br>
Attack: 8+ (AP 1)<br>
Range: 4<br>
Tags: Independent<br>
 
+2 '''Hwacha''' (Physial)<br>
Attack: 7+ (AA 1, Unstable 1)<br>
Attack: 7+ (AA 1, Unstable 1)<br>
Range: 2<br>
Range: 2<br>
Tags: Independent<br>
Tags: Independent<br>
East asian style rack o' rockets.<br>
East asian style rack o' rockets like Hwacha.<br>


+3 '''Tesla Coil''' (Energy)<br>
+2 '''Tesla Coil''' (Energy)<br>
Attack: 7+<br>
Attack: 7+<br>
Range: 5 (per hop)<br>
Range: 5 (per hop)<br>
:Always attacks 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>
''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 '''Torpedo Tube''' (Physical)<br>
+1 '''Torpedo Tube''' (Physical)<br>
Attack: 8+ (AB 1, MD 1, Slow)<br>
Attack: 8+ (AB 1, ED 1, Very Slow)<br>
Range: 4<br>
Range: 3<br>
Tags: Independent, Single Shot<br>
Tags: Independent, Single Shot<br>


====Refinements====
+2 '''Bombs'''<br>
 
Attack: 9+ (AP 2, Slow)<br>
+0 '''Breechloading'''<br>
Range: 12<br>
:All Cannons and Heavy Cannons attack at 7+.<br>
Tags: Independent, Bombard<br>
 
''May ''only'' attack surface targets.
+0 '''Rifling'''<br>
Deadfall projectiles. Only effective vs ground targets.''<br>
:All Cannons gain Range +1 and Heavy Cannons gain Range +2.<br>
 
+1 '''Elevating Mounts'''<br>
:One Cannon gains Range +1 OR; one set of Heavy Cannons gains Range +2.<br>
 
+1 '''Expanded Rockets'''<br>
:One Hwacha gains Range +2.<br>
 
+0 '''Incendiary Rockets'''<br>
:All Hwacha gain Incendiary.<br>
 
+0 '''Torpedo Ram'''<br>
:All Rams gain AB +1, MD 1, and Unstable 2.<br>
''"Heeey! Strategies are crap! Ramming speed! Boarding actions are the only way!"''<br>
 
+0 '''Frequency Modulation'''<br>
:All Tesla Coils gain SP +1.
 
+1 '''Electromagnetic Resonance Chamber'''<br>
:Each time in a round a Tesla Coil hits a target, increase the ship's ECM value by 1.<br>
 
+1 '''Big Fucking Battery'''<br>
:Tesla Coils gain Alpha 2.<br>


===TL3===
===TL3===
+2 '''Light Naval Artillery''' (Physical)<br>
+2 '''Naval Artillery''' (Physical)<br>
Attack: 7+<br>
Attack: 7+ (EA 1)<br>
Range: 8<br>
Range: 8<br>
Tags: Independent<br>
Tags: Independent<br>


+3 '''Medium Naval Artillery''' (Physical)<br>
+1 '''Autocannon''' (Physical)<br>
Attack: 7+ (AP 1)<br>
Attack: 8+ (EA 1, II 1 Soft 2) <br>
Range: 12<br>
Range: 4<br>
Tags: Independent<br>
Tags: Independent<br>
Rapidfire type weapons. Usually shoots twice per turn.<br>


+4 '''Heavy Naval Artillery''' (Physical)<br>
+2 '''Missiles''' (Physical Missile)<br>
Attack: 7+ (AB 1, AP 1)<br>
Attack: 8+ (Guidance 1, Slow)<br>
Range: 16<br>
Range: 12<br>
Tags: Independent<br>


+6 '''Superheavy Naval Artillery''' (Physical)<br>
+1 '''Laser''' (Energy)<br>
Attack: 7+ (AB 2, AP 1)<br>
Attack: N/A<br>
Range: 20<br>
Tags: Independent<br>
 
+1 '''Anti-Aircraft Cannons''' (Physical)<br>
Attack: 8+ (AA 2, MA 2, Soft 1, Exterior) <br>
Range: 5<br>
Tags: Independent<br>
 
+1 '''Machineguns''' (Physical)<br>
Attack: 9+ (AA 2, MA 3, Soft 2, Exterior) <br>
Range: 3<br>
Tags: Independent<br>
 
+1 '''Tactical Laser''' (Energy)<br>
Attack: Point Defense<br>
Range: N/A<br>
Range: N/A<br>
Tags: Point Defense<br>
Tags: Point Defense<br>


+1 '''Torpedo Launcher''' (Physical)<br>
+8 '''Multi-Stage Gun''' (Physical)<br>
Attack: 7+ (AB 1, MD 1, Slow)<br>
Attack: 8+ (AB 2, AP 2, ED 5, Fixed, Single Shot)<br>
Range: 5<br>
Tags: Independent<br>
 
+1 '''Anti-Aircraft Missiles'''<br>
Attack: 8+ (AA 2, Guidance 1, Soft 1)<br>
Range: 10<br>
Tags: Missile<br>
 
+1 '''Standard Missiles'''
Attack: 8+ (AA 1, Guidance 1)<br>
Range: 16<br>
Tags: Missile<br>
 
+2 '''Anti-Ship Missiles'''<br>
Attack: 7+ (AP 1, Guidance 1)<br>
Range: 24<br>
Range: 24<br>
Tags: Missile<br>


+6 '''Cruise Missile Launcher'''<br>
===TL4===
Attack: 7+ (AB 1, MD 1, Slow)<br>
Range: 30<br>
Tags: Missile, Ortillery<br>


+8 '''Multi-Stage Cannon'''<br>
+2 '''Beam Array''' (Energy)<br>
Attack: 8+ (AB 2, AP 2, MD 5, Slow)<br>
Attack: 6+<br>
Range: 20<br>
Range: 12<br>
Tags: Single Shot<br>


+1 '''Mobile Suit Gunslits'''<br>
+2 '''Burst Beam Array''' (Energy)<br>
Attack: As per squadron<br>
Attack: 7+ (EA 1, AA1, Soft 2)<br>
Range: As per squadron<br>
Range: 6<br>
Allows one squadron per set of gunslits to fire.<br>


+3 '''Pulse Array''' (Energy)<br>
Attack: 6+ (EA 1)<br>
Range: 8<br>


---wip---
+2 '''Automatic Pulsar Array''' (Energy)<br>
Attack: 7+ (EA 2, Soft 2)<br>
Range: 4<br>


===TL5===


:-1 '''Barbette Mounts'''(may be applied to all 'turret' weapons)<br>
+3 '''Hybrid Cannon Array''' (Hybrid)<br>
:These weapons are mounted in barbettes, rather than turrets.
Attack: 5+<br>
:Effect: 10% increase to receiving a critical hit to weapons.
Range: 20<br>
Slots: 2<br>


:+0 '''Extended-Range Munitions'''<br>
+10 '''Boson leap cannon''' (Energy)<br>
:Effect: +50% Range for naval guns.<br>
Attack: 5+ SV<br>
Range: 10-50<br>
Tags: Slow, Power Hungry,


:+0 '''AA Munitions'''<br>
==Tech Weapon Refinements==
:Effect: Naval guns gain AA +1.<br>
===Generic===
-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>


:+1 '''Enhanced Propulsion'''
===Ballistae===
:A torpedo with a rocket engine? Stranger things have happened!
+0 '''Large'''<br>
:Effect: Torpedo is no longer Slow.
: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===


:+0 '''Anti-Missiles'''<br>
===Cannons & Carronades===
:Using a missile to shoot down another missile often works better than trying to use a gun to do the same thing.<br>
+0 '''Heavy'''<br>
:Effect: SAMs gain PD, receive 1 level of AA, 1 level of Soft.
:Range +50%, Size +1<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>


:+1 '''Extended Range'''<br>
===Rockets===
:Longer-ranged SAM systems, like the Standard series of missiles.<br>
+1 '''Incendiary Rockets'''<br>
:Effect: +10 range
:Incendiary.<br>
+0 '''Large Rockets'''<br>
:Range +50%, Size +1<br>
+1 '''Giant Rockets'''<br>
:AB +1, Range +100%, Size +2<br>
+1 '''Huge Rockets'''<br>
:Attack +1, AB +1, Range +100%, Size +3<br>


:+1 '''Dual-Purpose Warhead'''<br>
===Tesla Coils===
:More robust warheads give SAMs effective anti-shipping ability on top of their anti-air firepower.<br>
+1 '''Frequency Modulation'''<br>
:Effect: Loses 1 level of Soft
:SP +1.<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>


:+2 '''Etheric Pulse Warhead'''<br>
-suggested?-
:The missile is equipped with a warhead that disrupts complex systems but deals minimal damage.<br>
:Effect: Attack is now Disabling.<br>


:+0 '''Box Launcher'''<br>
+0 '''Van De Graff Generator''' (TL3)<br>
:The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.<br>
:Attack +1, Range +1, SP +1<br>
:Effect: Adds '''Single Shot''', Alpha3
+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>


:+1 Stealth Missiles<br>
===Torpedoes===
:Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.
+1 '''Improved Propulsion'''<br>
:Effect: -1 penalty to attempt to shoot down warheads.
: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>


:+1 Anti-Shipping Modification<br>
===Bombs===
:Naval attack software and hardware modifications.
+0 '''Bomb Sights'''<br>
:Effect: Can declare use of cruise missiles as non-Ortillery.
:Attack +1<br>
 
===Naval Artillery===
 
+0 '''Cruiser Scale'''<br>
'''TL3 Ammunition types'''<br>
:AP +1, Range +50%, Size +1<br>
May be loaded in any projectile (eg, non-energy, non-hybrid weapon)
+0 '''Battleship Scale'''<br>
:+0 '''Incendiary Munitions'''<br>
:AP +1, AB +1, Range +100%, Size +2<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>
+1 '''Superbattleship Scale'''<br>
:Adds Incendiary.
:AP +1, AB +2, Range +150%, Size +4<br>
:+0 '''Saboted Munitions'''<br>
+0 '''Railgun Upgrade''' (TL4)<br>
:Ignores 1 level of reduction to P value from either Heavy Armor or unfavorable milieu.<br>
:Attack +1, Range +4, Size +1, Milieu 4<br>
 
+1 '''Hypervelocity''' (TL4)<br>
'''+10 Kinetic Strike Munitions'''<br>
:Range +4, SP +1, -1 AP
Attack: 6 S# Slow<br>
+0 '''Extended-Range Munitions'''<br>
Range: 12<br>
:Range +50%<br>
Special: Orbitally dropped deadfall projectiles, only effective vs ground targets.<br>
+0 '''AA Munitions'''<br>
 
:AA +1<br>
===TL4===
+0 '''NGS Munitions'''<br>
'''+2 Light railgun turrets'''<br>
:Bombard<br>
Attack: 6+ AA1<br>
+0 '''Saboted Munitions'''<br>
Range: 12<br>
:Ignores 1 reduction to AP<br>
 
+0 '''Destabilizer Munitions''' (TL4)<br>
'''+3 Medium railgun turrets'''<br>
:SP +1<br>
Attack: 6+ P1 AA1<br>
+1 '''Energy Shells''' (TL5)<br>
Range: 16<br>
Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.<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>
===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 336: 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>
Effect: Gives Guided1 and +2 range to any non-Hybrid non-Energy weapon. Increases weapons size by 50%, rounded up.
 
'''+0 Microwave Pulse'''<br>
It might not really use microwaves but it sure can cook things. This modification is for Energy or Hybrid weapons.<br>
Effect: Weapon gains Incendiary.
 
'''-X Unstable Fuel'''<br>
The weapon uses unstable and toxic chemicals as a power source, reducing its size.
Effect: Weapon gains Unstable1 (or adds 1 to the Unstable rating if it already is Unstable), -25% (rounded down, minimum -1) to weapon size.
 
'''+1 Bomb-Pumped'''<br>
The weapon is bomb-pumped. It's more powerful but also more unstable.
Effect: Weapon gains Unstable1 (or adds 1 to the rating if it already has this trait), gains P1 and -1 attack difficulty.
 
===TL5===
 
'''Standard Modular Array modifications'''<br>
 
:+1 '''Variable Array'''<br>
:Increases module count by 2.<br>
 
:+2 '''Heavy Array'''<br>
:Adds AB1, AP1, +5 range, but reduces module count by 1.<br>
 
+3 '''Modular Projectile Cannon Array''' (Physical)<br>
Attacks: 5+<br>
Range:  20<br>
Has 2 integral modules<br>
:Armor Piercing: adds AP1<br>
:Shield Piercing: adds SP1<br>
:Anti-Air: Adds AA1<br>
:Alpha Capacitors: Adds Alpha1 (2 slots)<br>
:Guided: Adds Guided1 (2 slots, max 1)<br>
:Point Defense: Adds PD<br>
:Increased Range: +5 range<br>
:Massive Capacitors: Adds Independent<br>
Sophisticated kinetic-impactor weapons, conventionally using inertial or momentum-transfer technology to achieve unmatched performance.<br>
 
+3 '''Modular Energy Cannon Array''' (Energy)<br>
Attacks: 5+ Energy<br>
Range:  20<br>
Has 2 integral modules<br>
:Armor Piercing: adds AP1<br>
:Shield Piercing: adds SP1 (2 slots)<br>
:Anti-Air: Adds AA1<br>
:Alpha Capacitors: Adds Alpha1<br>
:Guided: Adds Guided1 (2 slots, max 1)<br>
:Point Defense: Adds PD<br>
:Increased Range: +8 range<br>
:Massive Capacitors: Adds Independent (2 slots)<br>
 
+3 '''Modular Hybrid Cannon Array'''<br>
Attacks: 5+ Hybrid<br>
Range:  20<br>
Has 2 integral modules<br>
:Armor Piercing: adds AP1<br>
:Shield Piercing: adds SP1<br>
:Anti-Air: Adds AA1<br>
:Alpha Capacitors: Adds Alpha1<br>
:Guided: Adds Guided1 (2 slots, max 1)<br>
:Point Defense: Adds PD<br>
:Increased Range: +5 range<br>
:Massive Capacitors: Adds Independent (2 slots)<br>
 
+4 '''Disruptor cannon'''<br>
Attack: 5+ (V slow)<br>
Range: 10<br>
 
+3 '''Plasma Torpedo'''<br>
Relatively inexpensive TL5 weapon; bulky but not costly.<br>
Attack: 5+ SP1 Air Hybrid<br>
Range: 25<br>


+2 '''Phalanx'''<br>
===WIP===
Attack: 7+ MA2 AA2 Soft2 Hybrid<br>
Range: 8<br>


+1 '''Bobbler Launcher'''<br>
+1 '''Bobbler Launcher'''<br>
PD2.<br>
PD2.<br>
Range: N/A<br>
Range: N/A<br>
+3 '''Brilliant Endo/Exoatmospheric interceptors (BEEis)'''<br>
Attack: 6+ Guided1 AA1 Soft1 SP1 air<br>
Range: 25<br>


+4 '''Advanced Multipurpose Missile'''<br>
+4 '''Advanced Multipurpose Missile'''<br>
Line 446: Line 557:
:Effect: -1 attack difficulty.
:Effect: -1 attack difficulty.


+4 '''Vibro-Cannon'''<br>
Lightweight tractor-repulsor cannon used for orbit-to-surface fire.<br>
Attack: 5+ AB1 Ortillery Hybrid<br>
Range: 20<br>
+6 '''Tremor Cannon'''<br>
Heavyweight tractor-repulsor cannon used for orbit-to-surface fire.<br>
Attack: 5+ AB2 Ortillery Slow Hybrid<br>
Range: 20<br>


+7 '''Hellbore'''<br>
+7 '''Hellbore'''<br>
Line 461: Line 563:
Range: 20/8 (Normal/Overcharge)<br>
Range: 20/8 (Normal/Overcharge)<br>
Has 2 modes-<br>
Has 2 modes-<br>
Normal: 5+ MA1 AB1 SB1<br>
Normal: 5+ MA1 AP1 SB1<br>
Overcharge: 4+ MA3 AP1 AB1 SP1 SB2, 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 SB2 AB2 AP1 SP1 slow single shot energy<br>
Range: 30<br>
 
+1 '''Energy Shells'''<br>
Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.<br>
 
==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 a mage casting the 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. Because active magic effects tend to interfere with one another, only one type of Artifice wWeapon may be operated on a ship at a time.
 
'''Drain''' weapons consume ether, souls, or something 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''' (High Ritual only)<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>
 
+4 '''Sacrificial Altar''' (Active Prime only)<br>
Artifice Weapon (''req. human sacrifices'')<br>
Drain (''10 humans per shot'')<br>
The Sacrificial Altar is the simplest and vilest of magic weapons. It is essentially a magic circle that converts slaughtered sacrifices into a magical attack stream of energy, though no mage is required to attend to the process.<br>
Attack: 8+; Energy<br>
Range: 10<br>
Effect: Upon firing, may elect to slaughter an extra 10 people to lower Target Number by 1 (to a max of 4+) or increase Range by 2 (to a max of 20).<br>
 
===ML4===
+2 '''Fireball Launcher'''<br>
Artifice Weapon (''req. Thermoberyl'')<br>
Attack: 8+; Energy; Slow<br>
Range: 6<br>
 
+2 '''Cirno Cannon'''<br>
Artifice Weapon (''req. Cirno'')<br>
Attack: 8+; Hybrid<br>
Range: 6<br>
Effect: Deals no damage; rolls for a critical hit at +1.
 
+2 '''Lightning Tower'''<br>
Artifice Weapon (''req. Ambrium'')<br>
Attack: 8+; Energy<br>
Range: 6<br>
Effect: If the weapon rolls excess hit successes, the lightning can attack the next nearest target at +1 difficulty.
 
+2 '''Ganzite Resonator<br>
Artifice Weapon (''req. Ganzite'')<br>
 
+2 '''Construct Launcher'''<br>
Artifice Weapon (''req. Sildron'')<br>
Attack: 8+<br>
Range: 6<br>
Construct launchers are the closest magic comes to a normal cannon. They can be developed to fire a variety of things, from good old rocks to boxes of animated skeletons or golems.
 
===ML5===
+8 '''Leyline Nexus''' (High Ritual only)<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>
 
+4 '''Conjuration Cannon'''<br>
+6 '''Aqua Alchemica'''<br>
+12 '''Arc-en-Ciel'''<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 23:07, 30 January 2009

Tags

Attack Types

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

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

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

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

Attack Tags

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

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

Other Tags

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

Discussion

Range Multipliers

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

Armour Break/Shield Break

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

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

Guidance

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

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

Slow

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

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

Tech Weapons

TL1

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

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

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

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

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

TL2

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

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

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

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

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

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

TL3

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

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

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

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

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

TL4

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

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

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

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

TL5

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

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

Tech Weapon Refinements

Generic

-1 Exposed Mounts

Weapon Critical hit rate +10%

+1 Full Stabilization (TL3)

+1 to attack, Range +1

+1 Fire Control (TL3)

+1 To attack

+1 Smart Fire Control (TL4)

+2 Attack

+1 Brilliant Fire Control (TL5)

+3 Attack

Ballistae

+0 Large

Range +50%

+1 Very Large

Range +50%, Size +1, Fixed

+1 Burning Pitch

Incendiary

+1 Polybolos

EA +1

+1 Chain-net Shot

AA +1

+1 Fullmetal Ballista Bolt

AP +1

Catapults

+0 Large

Range +50%

+1 Trebuchet Large

Range +50%, Size +1, Fixed

+1 Burning Pitch

Incendiary

+1 Bees

gains RBC

Flamethrower

+1 Improved Siphon

Range +2

+1 Misting Nozzel

Attack +1

+1 Plasmathrower (TL 4)

Attack +2, EA +1

Rams

+1 Burning Ram

Incendiary

+1 Assault Ramp

Can conduct boarding actions

+1 Torpedo Ram (TL 2)

AB +1, ED +1, Unstable +2

+1 Giant Drill (TL 3)

AP +2

+1 Hydraulic Impactor (TL 4)

AB +2

+1 Ramfield (TL 5)

AB +3

Fireships

Cannons & Carronades

+0 Heavy

Range +50%, Size +1

+0 Breechloading

Attacks at 7+.

+0 Rifling

Range +1

+1 Grapeshot

AA +1, II +1, Soft +2

+1 Deck Mounts

loses Fixed

+1 Elevating Mounts

Range +1

+0 Naval Battery Upgrade (TL3)

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

+1 Autoloaders (TL3)

MA +1

+0 Massdriver Upgrade (TL4)

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

Rockets

+1 Incendiary Rockets

Incendiary.

+0 Large Rockets

Range +50%, Size +1

+1 Giant Rockets

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

+1 Huge Rockets

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

Tesla Coils

+1 Frequency Modulation

SP +1.

+1 Electromagnetic Resonance Chamber

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

+1 Big Fucking Battery

Alpha +1.

-suggested?-

+0 Van De Graff Generator (TL3)

Attack +1, Range +1, SP +1

+0 Improved Dynamo (TL4)

Range +1, SP +1

+0 Even More Improved Dynamo (TL5)

Attack +1, Range +1, AP +1

+1 Overcharged (TL3)

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

+1 TEMPEST (TL3)

Disabling, Size +2

+1 Giant Taser (TL3)

RBC, Size +1

+1 Improved Charge Guidance (TL3)

Attack +1, Size +2, Range +1

+1 Lightning Field (TL4)

PD

+1 Lightning Fan (TL5)

AA +2, EA +1, Soft +2

+1 Target Charge Painting (TL4)

AA +1

+1 Arc Lightning (TL5)

Guided +1, SP +1

+1 Chain Lightning (TL4)

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

+1 Superconducting Capacitor (TL4)

Alpha +1

+1 Etheromagnetic Interferer (TL5)

Hypercritical, Size +2

+1 Micro-Fusion Reactor (TL5)

Independent, Size +1

Torpedoes

+1 Improved Propulsion

loses Very Slow and becomes Slow

+1 Gondoan Hax

Range +2

+0 ADCAP design (TL 3)

Attack +1, Range +3, Milieu 3

+1 Launcher Design (TL 3)

loses Single Shot

+1 Kozunese Trickery (TL 3)

Range +100%

+2 Supercavitation (TL 3)

loses (Very) Slow

+0 Energy Torpedo (TL 4)

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

+0 Plasma Tanking

Alpha +1

Bombs

+0 Bomb Sights

Attack +1

Naval Artillery

+0 Cruiser Scale

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

+0 Battleship Scale

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

+1 Superbattleship Scale

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

+0 Railgun Upgrade (TL4)

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

+1 Hypervelocity (TL4)

Range +4, SP +1, -1 AP

+0 Extended-Range Munitions

Range +50%

+0 AA Munitions

AA +1

+0 NGS Munitions

Bombard

+0 Saboted Munitions

Ignores 1 reduction to AP

+0 Destabilizer Munitions (TL4)

SP +1

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

Autocannon

+1 Phalanx

Range -50%, Point Defense

+1 Multiple Barrels

AA +1

+1 Flak

AA +1

+1 Armour-Piercing Shells

Soft -1

+1 Improved Shells

Attack +1

+1 Extended Range Munitions

Range +100%

+1 Coilgun Upgrade (TL4)

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

+1 Hybrid Upgrade (TL5)

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

Missiles

+1 Anti-Aircraft

AA +2

+0 Small

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

+0 Large

Range +100%

+0 Very Large

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

+1 Improved Warhead

Attack +1

+1 Anti-Ship Warhead

AP +1, AB +1

+1 Shaped Charge

ED +1

+1 Supersonic

loses Slow

+1 Land Attack

Bombard

+1 Guidance

Guidance +1

+1 Etheric Pulse Warhead

Disabling

+0 Box Launcher

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

+1 Stealth Missiles

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

+0 Advanced Warhead (TL 4)

Attack +1

+1 Smart Guidance (TL 4)

Guidance +1

+1 Plasma Warhead (TL 4)

Weapon type: Plasma

+1 Destabilizer Field (TL 4)

SP +1

+0 Compressed Energy Warhead (TL 5)

Attack +1

+1 Adaptive Warhead (TL 5)

Weapon type: Hybrid

+2 Brilliant Guidance (TL 5)

Guidance +2

Beam Weapons

+0 Cruiser Scale

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

+0 Battleship Scale

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

+1 Superbattleship Scale

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

+1 Improved Collimation

Range +50%

+1 High Output

ED +1

+1 Continuous Beam

EA +1

+0 Beam sweepers

AA +1

+1 Pulsed beam

AP +1

+1 Haywire

Critical +50%

+1 Heat Rays

Incendiary

+1 Death Rays

RBC

+1 Deep Magazine Capacitors

Alpha +1

+1 Thermal Induction

Attack -2, attacks crew

+1 Ortillery

Ortillery, Slow

+1 Multimodal

PD

Pulse Weapons

+0 Cruiser Scale

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

+0 Battleship Scale

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

+1 Superbattleship Scale

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

+1 Ortillery

Ortillery, Slow

+1 Multimodal

PD

+0 Enhanced Tracking

AA +1

+0 Variable-Frequency

SP +1

+1 Mega Particles

AB +1

+1 Continuous Beam

EA +1, Size +2

+1 High Output

ED +1, Size +2

+0 Haywire

Critical +50%

+0 Deep Magazine Capacitors

Alpha +1

Hybrid Cannons

+0 Cruiser Scale

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

+0 Battleship Scale

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

+0 Superbattleship Scale

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

+0 Variable Array

Slots +2

+0 Disruptor Upgrade

Add Vaporize, Slow, Range -10

+1 Continuous Beam

EA +1, Size +2

+1 High Output

ED +1, Size +2

+1 Improved Collimation

Range +50%

+1 Beam sweepers

AA +1

+1 Pulsed beam

AP +1

+1 Variable Frequency

SP +1

+1 Haywire

Critical +50%

+1 Heat Rays

Incendiary

+1 Death Rays

RBC

+1 Blast Capacitors

Alpha +2

+1 Vectored

Guided +1

+1 Ortillery

Ortillery, Slow

+1 Multimodal

PD

Multi-Stage Gun

--wip--

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

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

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

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

WIP

+1 Bobbler Launcher
PD2.
Range: N/A

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

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

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

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


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


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