Second Sphere Craft Construction Rules: Difference between revisions
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Revision as of 20:10, 14 January 2010
Building A Robot
This could get long. Some example stats follow. Anything in bold has a defined effect but I'm too lazy to write out how it works just yet. Trust me on this.
Interceptor (transatmospheric fighter)
- A 22nd century aerospace fighter
- Speed 10, Agility 7, Evasion 5, Armor 0, 4 Hits
- Component Space: 8
- Hull Growth Factor: 4
- External Carriage: 8
- External Carriage Growth Factor: 2
- Speed 10, Agility 7, Evasion 5, Armor 0, 4 Hits
Heavy Fighters (space fighter)
- A a boxy space fighter
- Speed 7, Agility 5, Evasion 4, Armor 6, 4 Hits
- Component Space: 8
- Hull Growth Factor: 4
- External Carriage: 8
- External Carriage Growth Factor: 2
- Speed 7, Agility 5, Evasion 4, Armor 6, 4 Hits
Combat Frame
- The standard mobile suit frame
- Speed 5, Agility 5, Evasion 4, Armor 6, 4 Hits
- Component Space: 12
- Hull Growth Factor: 4
- External Carriage: 12
- External Carriage Growth Factor: 2
- Speed 5, Agility 5, Evasion 4, Armor 6, 4 Hits
Assault Frame
- A slower but more robust mobile suit design
- Speed 4, Agility 4, Evasion 3, Armor 10, 4 Hits
- Component Space: 12
- Hull Growth Factor: 4
- External Carriage: 12
- External Carriage Growth Factor: 2
- Speed 4, Agility 4, Evasion 3, Armor 10, 4 Hits
Mobile Armor
- Not very moe at all
- Speed 4, Agility 2, Evasion 2, Armor 7, 8 Hits
- Batch Size: Individual
- Component Space: 40
- Hull Growth Factor: 8
- External Carriage: 10
- External Carriage Growth Factor: 2
- Every hull expansion reduces Evasion by 1
- May add 1 extra level of shielding
- May use Ship-list weapons
- All Craft-list direct-fire weapons gain ROF 4
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit. Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, with more sophisticated (or simply larger!) machines having 1, 2 or more expansions.
Weapons
Note that all stats below are, ultimately, provisionary. I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
Melee Weapons
Alpha Edge (sword)
- Spaces: 2
- Power: 0
- Parry: +5
- Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish
Alpha Edge (pole)
- Spaces: 4
- Power: 0
- Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish
Plasma Knives
- Spaces: 1
- Power: 2
- Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave
Plasma Lance
- Spaces: 1
- Power: 2
- Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave
Mega Beam Saber
- Spaces: 2
- Power: 6
- Accuracy +5, penetration +3, Strength +6, Parry +3, Cleave
Ranged Weapons
Automatic Railgun
- Spaces: 8
- Power: 2
- Range 8, accuracy +6, penetration +2, Strength +0
Heavy Cannon
- Spaces: 10
- Power: 3
- Range 12, accuracy +3, penetration +5, Strength +2
Coilgun
- Spaces: 5
- Power: 5
- Range 6, accuracy +8, penetration +0, Strength -2
Heavy Coilgun
- Spaces: 10
- Power: 15
- Range 16, accuracy +0, penetration +6, Strength +0, AP +4
Shotcannon
- Spaces: 5
- Power: 2
- Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9
Bazooka
- Spaces: 8
- Power: 0
- Range 4, accuracy +0, penetration +8, Strength +6, 3 Shots, ROF 3
Pulse Gun
- Spaces: 6
- Power: 5
- Range 8, accuracy +8, penetration +1, Strength +0
Beam Gun
- Spaces: 8
- Power: 10
- Range 12, accuracy +4, penetration +5, Strength +2
Dual Beam Gun
- Spaces: 12
- Power: 16
- Range 12, accuracy +4, penetration +5, Strength +2, ROF 2
- Fixed weapon
Megaparticle Gun
- Spaces: 6
- Power: 8
- Range 8, accuracy +5, penetration +4, Strength +2, AP Bonus +4
Heavy Megaparticle Gun
- Spaces: 8
- Power: 12
- Range 8, accuracy +1, penetration +6, Strength +4, AP Bonus +6
Cluster Missiles
- Spaces: 2
- Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots
Anti-Air Missile
- Spaces: 2
- Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot
Strike Missile
- Spaces: 2
- Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot
Assault Missile
- Spaces: 2
- Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 2 damage
USASF Mk 16 Remote Drones
-
- Range 12, accuracy +15, penetration +0, Strength +0, No Range Penalty, Remote
- Space: 4
- Power: 5
Transbaal Type-Four Semiautonomous Attack Drone
-
- Range 12, accuracy +16, penetration +2, Strength +0, No Range Penalty, Remote
- Space: 4
- Power: 5
ACLS Wardens
-
- Range 4, accuracy +20, penetration +2, Strength +0, No Range Penalty, Remote
- Space: 3
- Power: 4
'Shiranui' Assault Funnels
-
- Range 12, accuracy +14, penetration +3, Strength +2, No Range Penalty, Remote, AP +3
- Space: 6
- Power: 8
Components
IOW, everything that's not a weapon. All Components take up double the amount of space if they're fitted externally in External Carriage.
Thrusters
- Fusion thrusters provide linear speed and a small boost to Evasion.
- +1 Speed, +0.5 Evasion
- 1 Space, 1 RP
Verniers
- Verniers increase Agility and also provide a small increase to Evasion.
- +1 Agility, +0.5 Evasion
- 1 Space, 2 RP
Armor
- Provides . . . Armor. Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
- +1 Armor, -0.25 Agility
- 1 Space, 1 RP
Nephilim Hyperalloy
- The armor alloy used by the mysterious Nephilim is currently beyond Human science's ability to replicate in any quantities, though it can be salvaged and reshaped.
- +1 Armor, -0.25 Agility, +1 additional Armor against energy strikes
- 1 Space, 10 RP (or special dispensation)
Reinforced Frame
- Strengthens the basic structure of the machine .
- +1 Hits, -0.25 Agility
- 2 Space, 2 RP
Scattering Field
- Bubble-field system. Immune to any forms of special armor-piercing effects.
- +3 Armor, -1 Evasion (non-stacking)
- 2 Space, 5 RP
Microjump Drive
- Lets you make short-range FTL jumps
- 2 Space, 6 RP
Aleph Matrix
- A compact computer system that enhanced the natural abilities of all Alephs.
- +1 Evasion
- 0 Space, 3 RP