Off the shoulder of Orion: Difference between revisions

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Boat-A-Boat
Boat-A-Boat


Critical techs:
*Rider Construction I:  All Upgrade and Modifications cost +100%
*Rider Construction II:  All Upgrades and Modifications cost +50%
*Rider Construction III:  No cost modifier for Upgrades and Modifications
*Ship Construction I:  All Upgrade and Modifications cost +100%
*Ship Construction II:  All Upgrades and Modifications cost +50%
*Ship Construction III:  No cost modifier for Upgrades and Modifications


Nation Trait:
*'''Space Shipyard''':  Your state has one of the few orbital shipyards in the Verge.  As such it can construct ships without the trans-atmospheric trait, however the difficulties of doing so increases the final cost by 50%.
*'''Advanced Shipyard''':  Your state has a shipyard system as good as those of the origin system.  There is no cost penalty to building ships in space.  Requires Space Shipyard.


Gunboat
 
Light Ridership
:Hull Cost:  $40
:Hull Cost:  $40
:Endurance:  1
:Endurance:  1
:Facets:
:Facets:
:Hull Effects:  Engine modules can triple up
:Hull Effects:  Engine modules can triple up, Trans-Atmospheric (fast)
:Modules:  3S
:Modules:  3S
::Upgrade 1:  +1S, +$10 Hull Cost
::Upgrade 1:  +1S, +$10 Hull Cost
::Upgrade 2:  +1S, +$20 Hull Cost
::Upgrade 2:  +1S, +$20 Hull Cost
Medium Ridership
:Hull Cost:  $80
:Endurance:  4
:Facets:  Electronics (1)
:Fixed Equipment:  1 Stock Item
:Hull Effects:  Engine modules can double up, Trans-Atmospheric (slow)
:Modules:  6S
::Upgrade 1:  +1S, +$10 Hull Cost
::Upgrade 2:  +1S, +$20 Hull Cost
::Upgrade 3:  +1S, +$30 Hull Cost
Large Ridership
:Hull Cost:  $200
:Endurance:  8
:Facets:  Electronics (1)
:Fixed Equipment:  2 Stock Items
:Modules:  2L, 6S
::Upgrade 1:  +1L, +$20 Hull Cost
::Upgrade 2:  +1L, +$40 Hull Cost
::Upgrade 3:  +1L, +$60 Hull Cost




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:Endurance:  4
:Endurance:  4
:Facets:  Electronics (1)
:Facets:  Electronics (1)
:Fixed Equipment:  Jump Drive, 1 Stock Item
:Fixed Equipment:  1 Stock Item
:Hull Effects:  Engine modules can double up
:Hull Effects:  Engine modules can double up
:Modules:  6S
:Modules:  6S (Jump Drive cost; 4S)
::Upgrade 1:  +1S, +$10 Hull Cost
::Upgrade 1:  +1S, +$10 Hull Cost
::Upgrade 2:  +1S, +$20 Hull Cost
::Upgrade 2:  +1S, +$20 Hull Cost
Line 31: Line 65:
:Endurance:  8
:Endurance:  8
:Facets:  Electronics (1)
:Facets:  Electronics (1)
:Fixed Equipment:  Jump Drive, 2 Stock Items
:Fixed Equipment:  2 Stock Items
:Modules:  4L, 2S
:Modules:  4L, 2S (Jump Drive cost; 3L)
:Hangar Space:  4
:Hangar Space:  4
::Upgrade 1:  +1L, +$20 Hull Cost
::Upgrade 1:  +1L, +$20 Hull Cost
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:Endurance:  10
:Endurance:  10
:Facets:  Electronics (1)
:Facets:  Electronics (1)
:Fixed Equipment:  Jump Drive, 3 Stock Items
:Fixed Equipment:  3 Stock Items
:Modules:  5L, 2S
:Modules:  5L, 2S (Jump Drive cost; 4L)
:Hangar Space:  4
:Hangar Space:  12
::Upgrade 1:  +1L, +$30 Hull Cost
::Upgrade 1:  +1L, +$30 Hull Cost
::Upgrade 2:  +1L, +$60 Hull Cost
::Upgrade 2:  +1L, +$60 Hull Cost
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Stock Items:
'''Stock Items'''
*Deck Gun
*Deck Gun
::A conventional, almost simple artillery piece, the deck gun has only modest performance but a great deal of versatility depending on just what you load it with.  (note that it is an actual weapon as well!)
::A conventional, almost simple artillery piece, the deck gun has only modest performance but a great deal of versatility depending on just what you load it with.  (note that it is an actual weapon as well!)
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::An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
::An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
::+4 Endurance
::+4 Endurance
*Gunboat Sling
*Rider Sling
::For bringing a couple little buddies with you.
::For bringing a couple little buddies with you.  Not available to Riderships.
::+2 Gunboat space
::+2 External Slings
 
 
 
Test ships


Deltaceptor (Gunship)
:Hull Cost:  $70
*S Laser Guns
*S Heavy Blasters (x2)
*S Engines
*S Engines


Admiral Isachenkov Scout Cruiser (Small Ship)
'''Modules'''
:Hull Cost:  $125
*Rider Rack (L):  +4 External Slings, $10
*Fuel Bunker
*Hangar (S):  +4 hangar space, $5
*LL Scout Array
*Hangar (L):  +12 hangar space, $20
*S Shields
*Jump Drive (Special):  Double all hull costs, takes up a defined number of spaces as per each hull size.
*S Railguns
:Others to come, electronics, specialist modules, etc
*S Engines
*S PD Lasers


Cascade (Medium Ship)
'''Weapons'''
:Hull Cost:  $320
*Railgun (S)
*Deck Gun
*Railgun (L)
*CIWS
*Laser (S)
*LL Comprehensive Electronics Suite
*Laser (L)
*L SAMs
*Blasters (S)
*L ASMs
*Cluster Missiles (S)
*L Vector Beams
*Multi-Missiles (S)
*L Shields
*E-Torp (S)
*L Battle Drones
*S Mines
*S Decoys
*- Atomic Core
 
Etherstar Thersonia (Large Ship)
:Hull Cost:  $450
*Deck Gun (x2)
*Hangar Pod
*L Beam Guns (x2)
*L Railguns (x2)
*L Armor (x2)
*L Shields (x2)
*L Hangar
*L Hangar
*S Labs
*S PDL

Latest revision as of 19:47, 1 April 2022

Boat-A-Boat

Critical techs:

  • Rider Construction I: All Upgrade and Modifications cost +100%
  • Rider Construction II: All Upgrades and Modifications cost +50%
  • Rider Construction III: No cost modifier for Upgrades and Modifications
  • Ship Construction I: All Upgrade and Modifications cost +100%
  • Ship Construction II: All Upgrades and Modifications cost +50%
  • Ship Construction III: No cost modifier for Upgrades and Modifications

Nation Trait:

  • Space Shipyard: Your state has one of the few orbital shipyards in the Verge. As such it can construct ships without the trans-atmospheric trait, however the difficulties of doing so increases the final cost by 50%.
  • Advanced Shipyard: Your state has a shipyard system as good as those of the origin system. There is no cost penalty to building ships in space. Requires Space Shipyard.


Light Ridership

Hull Cost: $40
Endurance: 1
Facets:
Hull Effects: Engine modules can triple up, Trans-Atmospheric (fast)
Modules: 3S
Upgrade 1: +1S, +$10 Hull Cost
Upgrade 2: +1S, +$20 Hull Cost


Medium Ridership

Hull Cost: $80
Endurance: 4
Facets: Electronics (1)
Fixed Equipment: 1 Stock Item
Hull Effects: Engine modules can double up, Trans-Atmospheric (slow)
Modules: 6S
Upgrade 1: +1S, +$10 Hull Cost
Upgrade 2: +1S, +$20 Hull Cost
Upgrade 3: +1S, +$30 Hull Cost


Large Ridership

Hull Cost: $200
Endurance: 8
Facets: Electronics (1)
Fixed Equipment: 2 Stock Items
Modules: 2L, 6S
Upgrade 1: +1L, +$20 Hull Cost
Upgrade 2: +1L, +$40 Hull Cost
Upgrade 3: +1L, +$60 Hull Cost


Small Warship

Hull Cost: $80
Endurance: 4
Facets: Electronics (1)
Fixed Equipment: 1 Stock Item
Hull Effects: Engine modules can double up
Modules: 6S (Jump Drive cost; 4S)
Upgrade 1: +1S, +$10 Hull Cost
Upgrade 2: +1S, +$20 Hull Cost
Upgrade 3: +1S, +$30 Hull Cost
Modification 1: -2S, +1L, +$5 Hull Cost
Modification 2: -2S, +1L, +$10 Hull Cost


Medium Warship

Hull Cost: $200
Endurance: 8
Facets: Electronics (1)
Fixed Equipment: 2 Stock Items
Modules: 4L, 2S (Jump Drive cost; 3L)
Hangar Space: 4
Upgrade 1: +1L, +$20 Hull Cost
Upgrade 2: +1L, +$40 Hull Cost
Upgrade 3: +1L, +$60 Hull Cost


Large Warship

Hull Cost: $300
Endurance: 10
Facets: Electronics (1)
Fixed Equipment: 3 Stock Items
Modules: 5L, 2S (Jump Drive cost; 4L)
Hangar Space: 12
Upgrade 1: +1L, +$30 Hull Cost
Upgrade 2: +1L, +$60 Hull Cost
Upgrade 3: +1L, +$90 Hull Cost
∞ Modification: -1L, +1LG, +$30 Hull Cost
∞ Modification: -1L, +1LP, +$30 Hull Cost


  • LG Slot: Holds two identical L weapon modules
  • LP Slot: Holds two identical L protection modules


Stock Items

  • Deck Gun
A conventional, almost simple artillery piece, the deck gun has only modest performance but a great deal of versatility depending on just what you load it with. (note that it is an actual weapon as well!)
Facet: Bombard (1)
  • CIWS
Close In Weapon Systems are small but sophisticated systems including both sensors and small-caliber weapons to take down inbound missiles and unwary battlecraft that wander too close.
Provides 1 PD
  • Hangar Pod
When you absolutely, positively need to carry another dropship to oppress the natives.
+4 hangar space
  • Fuel Bunker
An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
+4 Endurance
  • Rider Sling
For bringing a couple little buddies with you. Not available to Riderships.
+2 External Slings


Modules

  • Rider Rack (L): +4 External Slings, $10
  • Hangar (S): +4 hangar space, $5
  • Hangar (L): +12 hangar space, $20
  • Jump Drive (Special): Double all hull costs, takes up a defined number of spaces as per each hull size.
Others to come, electronics, specialist modules, etc

Weapons

  • Railgun (S)
  • Railgun (L)
  • Laser (S)
  • Laser (L)
  • Blasters (S)
  • Cluster Missiles (S)
  • Multi-Missiles (S)
  • E-Torp (S)