LOE Rebuild of Shipping: Difference between revisions
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==New Ships== | ==New Ships== | ||
Sizes need to still be adjusted, as while a battleship may mass many times that of a cruiser, they are rarely more than 50% bigger in any dimension, imposing limits on how many guns and such can actually be fitted and still engage a target. For reference, the Yamato (70,000 tons) is only 33% longer than a Mogami heavy cruiser (13,000 tons). With this in mind, weapon sizes in particular must to be balanced with respect to effects, not real life sizes. | |||
====Patrol Boat==== | ====Patrol Boat==== | ||
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MDP: 1<br> | MDP: 1<br> | ||
Move: 4<br> | Move: 4<br> | ||
Weapon Slots: | Weapon Slots: 4<br> | ||
Engine Slots: 16<br> | Engine Slots: 16<br> | ||
Option Slots: 3<br> | Option Slots: 3<br> | ||
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:Size +7<br> | :Size +7<br> | ||
Approximately balanced. Note stat and size differences. | |||
'''Light Weapon'''<br> | |||
:Evasion -2<br> | |||
:Armor +4<br> | |||
:Range -25% | |||
:Size -1<br> | |||
'''Medium Weapon'''<br> | |||
:Evasion +1<br> | |||
'''Heavy Weapon'''<br> | |||
:Evasion +2<br> | |||
:Armor -3<br> | |||
:Range +25% | |||
:Size +1<br> | |||
'''Superheavy Weapon'''<br> | |||
:Evasion +3<br> | |||
:Armor -4 (forces reroll)<br> | |||
:Range +50% | |||
:Size +3<br> | |||
===TL3=== | ===TL3=== | ||
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==Armor== | ==Armor== | ||
There exist three main types of weapons and associated armor:<br> | |||
:Impact: Blunt impacts and Wood, wrought iron, etc<br> | |||
:Ballistic: High-velocity penetrators and Face-hardened steel<br> | |||
:Energy: Directed-energy weapons and Composites/superconductors<br> | |||
Impact armor is introduced at Tech milieu 1<br> | |||
Ballistic is introduced at Tech milieu 3<br> | |||
Energy is introduced at Tech milieu 3<br> | |||
Every piece of armor is rated for Impact/Ballistic/Energy resistance, this counters any type/milieu-derived bonus penetration. Type resistance does ''not'' counter weapon-derived penetration. Note that more sophisticated classes of armor will tend to stop both their own and less sophisticated attacks. | |||
Impact Armor 1-5 has Impact Resistance 1-5<br> | |||
Steel Armor 3-5 has Impact and Ballistic Resistance 3-5<br> | |||
Energy Armor 3-5 has all Resistance 3-5<br> | |||
'''Examples'''<br> | |||
A 'TL3' naval artillery would have Ballistic Penetration of 3. If it were to strike a 'TL5' Impact Armor plate with Impact Rating 5 but Ballistic rating 0, it would gain 3 points of penetration, reducing the target's armor by 3 points on top of any other effects (ouch!). If it were to strike a 'TL5' Ballistic armor plate with a Ballistic rating of 5, it would have its bonus reduced to 0 and get no bonus. | |||
==Shields== | ==Shields== | ||
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Shields with a cost of X multiply it by the Evasion Coefficient. | Shields with a cost of X multiply it by the Evasion Coefficient. | ||
'''Deflector Fields'''<br> | |||
Stack Bonus: Evasion +1<br> | Standard Stack Bonus: Evasion +1<br> | ||
Known by alternative names including perimeter shields, bubble fields and pin-point barriers, deflectors generate an immaterial energy field at some distance from the hull of the ship. This works to deflect shots away or detonate inbound ordnance at a safe distance. While effective, particularly on smaller ships, canny pilots can get strike craft inside a shield perimeter, bypassing any deflectors. | |||
'''Structural Fields'''<br> | |||
Stack Bonus: Armor +1<br> | Standard Stack Bonus: Armor +1<br> | ||
Structural fields are forcefields that are either immediately adjacent to the ship's hull or actually form part of it, also going by names like hull fields/polarizers, tensor fields and valence generators. They work to reinforce armor, either directly or indirectly. As structural fields are situated near or inside a ship's armor, they cannot be 'skindanced' like deflectors. | |||
'''Barrier Fields'''<br> | |||
Stack Bonus: Shield MDP +1<br> | Standard Stack Bonus: Shield MDP +1<br> | ||
Barrier or Ablative fields are another permutation of forcefield technology. Highly reliable at blocking weapon strikes, they suffer in that they can be 'knocked down' - only more advanced models can be regenerated without deactivating, cooling down and recharging the generators, a lengthy and often energy-intensive process. Barrier fields are commonly integrated with deflectors. | |||
''Barrier Field MDP depletes on any strike that penetrates Evasion - all Barrier MDP must be depleted before weapons can strike hull armor.'' | |||
'''Discrete Fields'''<br> | |||
Some shield systems are particularly powerful and/or all-encompassing that they merit their own classification as 'discrete' fields. These shield systems do not simply reinforce an existing defence, but provide an additional 'layer'. Unfortunately, their effectiveness tends to come at both a space/cost premium, making them somewhat uncommon. | |||
'''Screens'''<br> | |||
Some designers deliberately eschew high-end omniprotective shields and use more narrowly focussed protective technologies either due to technological or budgetary limitations. 'Screens' are generally either anti-Impact, anti-Ballistic or anti-Energy, though more exotic ones such as mental defense screens may be occasionally deployed. | |||
==Options== | |||
===Hangars and Cargo=== | |||
+1 '''TL3 Hangars'''<br> | +1 '''TL3 Hangars'''<br> | ||
5 DP for TL3 planes<br> | |||
+1 '''TL4 Hangars'''<br> | +1 '''TL4 Hangars'''<br> | ||
4 DP for TL4 planes<br> | |||
+1 '''TL5 Hangars'''<br> | +1 '''TL5 Hangars'''<br> | ||
3 DP for TL5 planes<br> | |||
===Sensors and Stealth=== | |||
[[Sensor/Stealth Test]] | |||
====Milieu 3==== | |||
+7 Basic Stealth Hull Design<br> | |||
(+30% to evasion rolls, -30% MDP rounded down, reduces available armor and weapon slots by 30%)<br> | |||
F117 or B2-like anti-sensor coating and design. | |||
====Milieu 4==== | |||
+6 Intermediate Stealth Hull Design<br> | |||
(+30% to evasion rolls, -20% MDP rounded down, reduces available armor and weapon slots by 20%)<br> | |||
F117 or B2-like anti-sensor coating and design taken to a higher level with advanced composites and "smart" materials.<br> | |||
+4 ECM Stealth Field Generator<br> | |||
(+10% to evasion rolls)<br> | |||
Jamming device used to provide the equivalent of cloaking beyond visual range by blocking sensor signal returns. Can be stacked to a limit of +30% evasion.<br> | |||
====Milieu 5==== | |||
+5 Advanced Stealth Hull Design<br> | |||
(+30% to evasion rolls, -10% MDP rounded down, reduces available armor and weapon slots by 10%)<br> | |||
F117 or B2-like anti-sensor coating and design taken to the illogical extreme with nanomaterials and forcefields capable of absorbing or changing entirely the sensor return of a searching vessel. | |||
+3 Truestealth Device<br> | |||
(+10% to evasion rolls)<br> | |||
Literal can't-see-me cloaking device. Can be stacked to a limit of +30% evasion.<br> | |||
[[LOE Ship Test Rules|Back]] | [[LOE Ship Test Rules|Back]] |
Latest revision as of 01:04, 5 March 2009
Shields will generally add to Evasion or Armor. Barrier Shields are ablative MDP that automatically blocks all attacks that penetrate Evasion.
Any ship with more than 50% of its non-Engine slots filled is relatively large for its type and suffers -1 to all Evasion rolls.
New Ships
Sizes need to still be adjusted, as while a battleship may mass many times that of a cruiser, they are rarely more than 50% bigger in any dimension, imposing limits on how many guns and such can actually be fitted and still engage a target. For reference, the Yamato (70,000 tons) is only 33% longer than a Mogami heavy cruiser (13,000 tons). With this in mind, weapon sizes in particular must to be balanced with respect to effects, not real life sizes.
Patrol Boat
Milieu: TL3
MDP: 1
Move: 4
Weapon Slots: 4
Engine Slots: 16
Option Slots: 3
Weapon/Option limit: 1
Base Evasion: 5+ (1)
Small Warship
Milieu: TL3
MDP: 3
Move: 4
Weapon Slots: 10
Engine Slots: 16
Armour Slots: 6
Option Slots: 6
Weapon/Option limit: 2
Base Evasion: 6+ (1)
Medium Warship
Milieu: TL3
MDP: 5
Move: 4
Weapon Slots: 24
Engine Slots: 16
Armour Slots: 16
Option Slots: 16
Weapon/Option limit: 4
Base Evasion: 8+ (3)
Large Warship
Milieu: TL3
MDP: 10
Move: 4
Weapon Slots: 50
Armour Slots: 40
Engine Slots: 16
Option Slots: 16
Base Evasion: 9+ (5)
Large Carrier
Milieu: TL3
MDP: 7
Move: 4
Weapon Slots: 20
Engine Slots: 16
Armour Slots: 16
Option Slots: 30
Cargo Slots: 30
Weapon/Option limit: 4
Base Evasion: 9+ (5)
Increasing Weapon/Option limit requires the expenditure of Option slots. Specifics TBA.
Weapons
Standardized modifiers
Typical 'anti-ship' weapon base size is 3 at TL3.
Light Weapon
- Evasion -2
- Armor +1
- Range -25%
- Size -1
Medium Weapon
- No stat modifiers
Heavy Weapon
- Evasion -2
- Armor -3
- Range +25%
- Size +3
Superheavy Weapon
- Evasion -4
- Armor -5
- Range +50%
- Size +7
Approximately balanced. Note stat and size differences.
Light Weapon
- Evasion -2
- Armor +4
- Range -25%
- Size -1
Medium Weapon
- Evasion +1
Heavy Weapon
- Evasion +2
- Armor -3
- Range +25%
- Size +1
Superheavy Weapon
- Evasion +3
- Armor -4 (forces reroll)
- Range +50%
- Size +3
TL3
+3 Naval Artillery
Attack: 7+
Range: 12
Tags: Physical, Independent
Armor
There exist three main types of weapons and associated armor:
- Impact: Blunt impacts and Wood, wrought iron, etc
- Ballistic: High-velocity penetrators and Face-hardened steel
- Energy: Directed-energy weapons and Composites/superconductors
Impact armor is introduced at Tech milieu 1
Ballistic is introduced at Tech milieu 3
Energy is introduced at Tech milieu 3
Every piece of armor is rated for Impact/Ballistic/Energy resistance, this counters any type/milieu-derived bonus penetration. Type resistance does not counter weapon-derived penetration. Note that more sophisticated classes of armor will tend to stop both their own and less sophisticated attacks.
Impact Armor 1-5 has Impact Resistance 1-5
Steel Armor 3-5 has Impact and Ballistic Resistance 3-5
Energy Armor 3-5 has all Resistance 3-5
Examples
A 'TL3' naval artillery would have Ballistic Penetration of 3. If it were to strike a 'TL5' Impact Armor plate with Impact Rating 5 but Ballistic rating 0, it would gain 3 points of penetration, reducing the target's armor by 3 points on top of any other effects (ouch!). If it were to strike a 'TL5' Ballistic armor plate with a Ballistic rating of 5, it would have its bonus reduced to 0 and get no bonus.
Shields
Shields with a cost of X multiply it by the Evasion Coefficient.
Deflector Fields
Standard Stack Bonus: Evasion +1
Known by alternative names including perimeter shields, bubble fields and pin-point barriers, deflectors generate an immaterial energy field at some distance from the hull of the ship. This works to deflect shots away or detonate inbound ordnance at a safe distance. While effective, particularly on smaller ships, canny pilots can get strike craft inside a shield perimeter, bypassing any deflectors.
Structural Fields
Standard Stack Bonus: Armor +1
Structural fields are forcefields that are either immediately adjacent to the ship's hull or actually form part of it, also going by names like hull fields/polarizers, tensor fields and valence generators. They work to reinforce armor, either directly or indirectly. As structural fields are situated near or inside a ship's armor, they cannot be 'skindanced' like deflectors.
Barrier Fields
Standard Stack Bonus: Shield MDP +1
Barrier or Ablative fields are another permutation of forcefield technology. Highly reliable at blocking weapon strikes, they suffer in that they can be 'knocked down' - only more advanced models can be regenerated without deactivating, cooling down and recharging the generators, a lengthy and often energy-intensive process. Barrier fields are commonly integrated with deflectors.
Barrier Field MDP depletes on any strike that penetrates Evasion - all Barrier MDP must be depleted before weapons can strike hull armor.
Discrete Fields
Some shield systems are particularly powerful and/or all-encompassing that they merit their own classification as 'discrete' fields. These shield systems do not simply reinforce an existing defence, but provide an additional 'layer'. Unfortunately, their effectiveness tends to come at both a space/cost premium, making them somewhat uncommon.
Screens
Some designers deliberately eschew high-end omniprotective shields and use more narrowly focussed protective technologies either due to technological or budgetary limitations. 'Screens' are generally either anti-Impact, anti-Ballistic or anti-Energy, though more exotic ones such as mental defense screens may be occasionally deployed.
Options
Hangars and Cargo
+1 TL3 Hangars
5 DP for TL3 planes
+1 TL4 Hangars
4 DP for TL4 planes
+1 TL5 Hangars
3 DP for TL5 planes
Sensors and Stealth
Milieu 3
+7 Basic Stealth Hull Design
(+30% to evasion rolls, -30% MDP rounded down, reduces available armor and weapon slots by 30%)
F117 or B2-like anti-sensor coating and design.
Milieu 4
+6 Intermediate Stealth Hull Design
(+30% to evasion rolls, -20% MDP rounded down, reduces available armor and weapon slots by 20%)
F117 or B2-like anti-sensor coating and design taken to a higher level with advanced composites and "smart" materials.
+4 ECM Stealth Field Generator
(+10% to evasion rolls)
Jamming device used to provide the equivalent of cloaking beyond visual range by blocking sensor signal returns. Can be stacked to a limit of +30% evasion.
Milieu 5
+5 Advanced Stealth Hull Design
(+30% to evasion rolls, -10% MDP rounded down, reduces available armor and weapon slots by 10%)
F117 or B2-like anti-sensor coating and design taken to the illogical extreme with nanomaterials and forcefields capable of absorbing or changing entirely the sensor return of a searching vessel.
+3 Truestealth Device
(+10% to evasion rolls)
Literal can't-see-me cloaking device. Can be stacked to a limit of +30% evasion.
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