AE Milieu and Design: Difference between revisions
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'''Hybrid''' weapons for magic include spiritual energy and many of the more exotic variants of fire. 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 for magic include spiritual energy and many of the more exotic variants of fire. 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). | ||
'''Kinetic''' weapons launch physical projectiles which may or may not <del>explode</del> turn into a terrifying undead construct on impact. | |||
'''Missile''' weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage. | '''Missile''' weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage. | ||
''' | '''Shock''' weapons fire inflict additional damage and critical strikes, mostly being large explosive weapons. | ||
'''Physical''' weapons are similar to kinetic ones, except they are generally massive, bludgeoning type attacks - like ramming and melee. | '''Physical''' weapons are similar to kinetic ones, except they are generally massive, bludgeoning type attacks - like ramming and melee. | ||
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===Defenses=== | ===Defenses=== | ||
====Armor==== | ====Armor==== | ||
''' | '''Laminated Armor'''<br> | ||
:Sword and Starship | |||
:*Extra Strong - High armor value | |||
'''Belted Armor'''<br> | |||
:Heavy Metal | :Heavy Metal | ||
:* | :*Damage Soak - Lengthened Stress tracks | ||
'''RAM'''<br> | |||
:Infospace | |||
:*Sensor Absorbing - Improves active and passive signature | |||
'''Ablative Armor'''<br> | |||
:Specialized | |||
:*Extra Strong - High armor value | |||
:*It Ablates! - Every use of Ablative Armor marks off one armor counter. | |||
'''Macromolecular Armor'''<br> | |||
:Specialized | |||
:*Mutable Defense - Can adjust damage protection type | |||
:*Energy-Intensive - Requires Energy to function | |||
'''Energy Dispersive'''<br> | |||
:Add-on | |||
:*Anti-Energy - Improved armor value against energy attacks | |||
'''Kinetic Deflective'''<br> | |||
:Add-on | |||
:*Anti-Kinetic - Improved armor value against kinetic attacks | |||
'''Decapping Plate'''<br> | |||
:Add-on (mono) | |||
:*Spaced Protection - Reduced armor piercing by 1 | |||
'''Torpedo Bulges'''<br> | |||
:Add-on | |||
:*Contain the Damage - Reduces Shock effect by 1 | |||
:*Sacrificial Voids - Every use of Torpedo Bulges marks off one void counter. | |||
'''Bulkheads'''<br> | |||
:Add-on | |||
:*Vital Protection - Improved core protection thresholds | |||
''' | '''Intra-Hull Shielding'''<br> | ||
: | :Add-on | ||
:* | :*Damage Soak - Lengthened Stress tracks | ||
:* | |||
'''Regenerative'''<br> | |||
:Add-on | |||
:*Self-Healing - Can repair permanent damage/stress | |||
:*Energy-Intensive - Requires Energy to regenerate | |||
====Fields==== | ====Fields==== | ||
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:Infospace | :Infospace | ||
:*+1 on command and electronics rolls/passive values, adds 1 Option slot for Electronics. +2 stealth vs mental detection. Halves crew. | :*+1 on command and electronics rolls/passive values, adds 1 Option slot for Electronics. +2 stealth vs mental detection. Halves crew. | ||
'''Remote Armor'''<br> | |||
:Infospace | |||
:*Mobile - Protects at a distance | |||
:*Point Object - Can only block a limited number of attacks every round |
Latest revision as of 16:34, 8 January 2017
Components
The associated milieu is the normal 'native' milieu.
- Designs have a certain number of spaces, broken between several functional categories (propulsion, weapons, defenses, electronics, cargo/hangars, options/misc/free).
- Different aptitude setups will have different numbers of each by size class.
- Armor does not have to cover all items; this reduces the size (and thus cost & mass) of armor, but leaves the non-protected components unarmored. Some items can never be placed behind armor and thus obviously are never counted for Armor determination.
- Shields always protect all components, even those that cannot be protected by armor.
Weapons
Tags
Energy weapons for magic include light, lightning, and sonic weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.
Hybrid weapons for magic include spiritual energy and many of the more exotic variants of fire. 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).
Kinetic weapons launch physical projectiles which may or may not explode turn into a terrifying undead construct on impact.
Missile weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage.
Shock weapons fire inflict additional damage and critical strikes, mostly being large explosive weapons.
Physical weapons are similar to kinetic ones, except they are generally massive, bludgeoning type attacks - like ramming and melee.
Magical Circles can be mounted as a Weapon or Option and may be used to attack 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.
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 Weapon may be operated on a ship at a time.
Standard Weapons
Concept: Mate a base weapon type with one or more modifications to affect both stat elements (range, etc), alternate fire modes (DP, overcharge, etc) and special effects (shield piercing, etc)
Blast Cannon
A generic Pew Pew bolt of energy, ranging in size from pistols to shipboard artillery.
- Sword and Starship
- Energy
Railgun
A whole family of weapons that fire physical projectiles not by explosives, but by electricity or ether.
- Heavy Metal
- Kinetic
Railgun
A whole family of weapons that fire physical projectiles not by explosives, but by electricity or ether.
- Heavy Metal
- Physical
Unique Types
Casting Chamber
A technomagical device used to power-up high magic castings.
- Sword and Starship
- Spell Boost - Increases the scale of spells cast as appropriate
Lightning Field
Continually fires arcs of energy out at nearby targets.
- Sword and Starship
- Lightning Storm - Attacks all enemy units within range
- Local Effect - Short range
Wave Motion Gun
A weapon system tied into a force propulsion system (reaction propulsion systems do not work) that accumulates wave motion from the fitted unit's movement, charging up for a devastating if short-ranged attack.
- Sword and Starship
- Supercannon - Extremely powerful attack
- Wave Motion Powered - Linear movement is used to charge the weapon
Arc-en-Ciel (Mal)
The Arc-en-Ciel cannon is distantly comparable to the technological bomb-pumped megacannon. It converts an entire ether geode into a brute-force burst of magical energy.
- Arcane Magic
- Frightening Destructive Power - The destructive power is frightening
- Geode Fueled - Each shot needs one full giganeutodyne (GNdyn) of geodes
Propulsion
Powerdrive
- Heavy Metal
- Fast - Improved linear speed
- Armored - Buff to armor due to minimal external fittings
Warp Drive
- Sword and Starship
- Overdrive - Temporary speed buff
- Agile - Improved turning
Logic Drive
- Infospace
- Reserve Power - Extra face change
- Stealthy - Does not increase Signature when active
- Fault-Tolerant - Fails half as fast
- Cycle-Intensive - Passive Cycle needs
Starbow Breaker (Mal)
The so-called "Starbow Breaker" is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.
- Arcane Magic
- High Spec - High speed
- Mystick Connection - Direct connection to national magical network
- Power Hungry - Uses double power
- Wizard Maintained - Needs a wizard to maintain stability
Ether Sail
Hazily translucent forcefield 'sails' that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.
- Specialized
- Star Sailor - Can travel at almost no fuel cost
- Slow - Not very fast, especially outside of star ways
Scramrocket
High-output reaction scramrockets, capable of almost turning a ship into an aircraft on full burn. Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.
- Specialized
- Afterburner - Temporary strong speed buff
- Clumsy - Poor turning
- Fuel Hog - Limited afterburner charges
Etheric Spheres
Strange glowing spheres filled with compressed and charged ether. Have unparalleled agility but aren't terribly fast.
- Specialized
- Non-Newtonian - Can sideslip and corner very sharply
- Slow - Not very fast
Teleport Initiator
- Add-On
- Teleport - Spell ability: Teleport
- Power-Intensive - Requires Power to teleport
Star Dial
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.
- Add-On
- Flying Comet - Can generate miniature star way bubbles to fly interstellar
- Star Sailor - Can travel at almost no fuel cost
- Etheric Glide - Reduced speed if not travelling towards the nearest star
- Wizard Maintained - Needs a wizard to maintain stability
Gap Demon (Mal)
Affects summoning and other time/space magic. Operates by binding a superdimensional entity or "Gap Demon" to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.
- Add-On
- Special Effects such as astral jump
Defenses
Armor
Laminated Armor
- Sword and Starship
- Extra Strong - High armor value
Belted Armor
- Heavy Metal
- Damage Soak - Lengthened Stress tracks
RAM
- Infospace
- Sensor Absorbing - Improves active and passive signature
Ablative Armor
- Specialized
- Extra Strong - High armor value
- It Ablates! - Every use of Ablative Armor marks off one armor counter.
Macromolecular Armor
- Specialized
- Mutable Defense - Can adjust damage protection type
- Energy-Intensive - Requires Energy to function
Energy Dispersive
- Add-on
- Anti-Energy - Improved armor value against energy attacks
Kinetic Deflective
- Add-on
- Anti-Kinetic - Improved armor value against kinetic attacks
Decapping Plate
- Add-on (mono)
- Spaced Protection - Reduced armor piercing by 1
Torpedo Bulges
- Add-on
- Contain the Damage - Reduces Shock effect by 1
- Sacrificial Voids - Every use of Torpedo Bulges marks off one void counter.
Bulkheads
- Add-on
- Vital Protection - Improved core protection thresholds
Intra-Hull Shielding
- Add-on
- Damage Soak - Lengthened Stress tracks
Regenerative
- Add-on
- Self-Healing - Can repair permanent damage/stress
- Energy-Intensive - Requires Energy to regenerate
Fields
Shields may be fitted in Armor or Option slots at no penalty. However, all stacked shields must be in one or the other.
Flash Field
- Heavy Metal
- Overshield - Temporary maximum buff to field strength
Scattering Field
- Sword and Starship
- Wave Motion - Expend field power for increased speed
- Double Bubble - Force field upgrade twice as effective
- Sensor Scattering - Self-penalizes sensors when active, penalty to being sniped
Cell Field
- Infospace
- Dynamic - Adjustable small buff to single arc
- Stealthy - Does not increase Signature when active
- Cycle-Intensive - Requires Cycles for dynamic field
Interference Field
- Specialized
- Super Shield - Extremely high field strength
- No Gaps - 1/2 Move, ship cannot fire or perform launch/recovery operations while field is active.
Stasis Field
- Specialized
- Pause - Ship has a 90% save against all attacks
- On Hold - Ship may not perform any actions or recharge weapons while field is active. May not operate for more than 2 consecutive turns.
Force Bubble
- Add-On
- Shield Bubble - Absorbs hits
- Energy-Intensive - Requires Energy to recover bubble hits
Deflector Field
- Add-On
- Field Focus - Strong buff to single arc
Hardfields
- Add-On
- Resistent - Reduces the effective of shield-piercing attacks
Perimeter Fields
- Add-On
- Spaced Shielding - Double bonus against sub-scale and AOE weapons.
Leech Field
- Add-On
- Energy Leech - Energy attacks recover energy
Electronics
ECM
Jammers
- Heavy Metal
- Jam - Defend against
Fog Scatterer
- Sword and Starship
- Spread Fog - Generates temporary cloud of obscuring energetic fog
- Power-Intensive - Requires Power to scatter fog
Cell Field
- Infospace
- Dynamic - Adjustable small buff to single arc
- Stealthy - Does not increase Signature when active
- Cycle-Intensive - Requires Cycles for dynamic field
Decoys
Options
Streamlined Design
- General
- Aerodynamic - No maneuver penalties for atmosphere travel
Slip Field
- General
- Ether Slip - Strategic speed boost
Smart Ship
- Heavy Metal
- +1 on command and electronics rolls and passive values, adds 1 Option slot for Electronics. +2 Damcon. Halves crew. May not be combined with Automation.
Shipboard Intelligence
- Infospace
- +1 on command and electronics rolls/passive values, adds 1 Option slot for Electronics. +2 stealth vs mental detection. Halves crew.
Remote Armor
- Infospace
- Mobile - Protects at a distance
- Point Object - Can only block a limited number of attacks every round