Alien Sky:Unit Special Rules: Difference between revisions
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= Fractal Rules = | |||
== Basics == | |||
Fractals are designed using a progressive build system that accords a number of build points based on level, which can be slotted into the five attributes of Melee, Firepower, Speed, Defense and Special. High attributes allow a unit to buy better and more specialized equipment (up to its rating) which gives it contextual bonuses in the manner of Specializations for PCs. | Fractals are designed using a progressive build system that accords a number of build points based on level, which can be slotted into the five attributes of Melee, Firepower, Speed, Defense and Special. High attributes allow a unit to buy better and more specialized equipment (up to its rating) which gives it contextual bonuses in the manner of Specializations for PCs. | ||
Each tier essentially represents a full generation of A-Fractal and AN- | Each tier essentially represents a full generation of A-Fractal and AN-Fractal technology, with Tsiolkovsky and Heng Sha skirting the bleeding edge around 7th generation units. N-Fractals, which are designed with Growth, operate on a maturity cycle that is comparable. When building N or AN-Fractals, generation is determined by the character's Growth or Conspiracy ratings, which is selected at chargen. Custom A-Fractals are also generated using either of those specialties, but at a -1 to effective Generation because of restraints on mass-produced technology. | ||
Elites and Pilots generally use inferior versions of their commander's production runs, but may likewise receive customized equipment built using this table. They receive a -1 to Generation (which stacks with the penalties from using customized A-Fractals), but may otherwise be equipped with whatever equipment their unit qualifies for. | |||
1st Generation - 10 CP<br> | 1st Generation - 10 CP<br> | ||
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10th Generation - 35 CP<br> | 10th Generation - 35 CP<br> | ||
== Landship/Airship Rules | == Fractal Attributes == | ||
Like characters, Fractals have their own attributes that come into play during combat. | |||
=== Strength === | |||
=== Defense === | |||
=== Agility === | |||
=== Speed === | |||
=== Sync === | |||
=== Utility === | |||
== Derived Attributes == | |||
==== Hits ==== | |||
==== Carry ==== | |||
==== Evasion Rating ==== | |||
==== Deflection Rating ==== | |||
== Fractal Equipment == | |||
= Landship/Airship Rules = | |||
= Unit Structure = |
Revision as of 18:17, 5 April 2011
Fractal Rules
Basics
Fractals are designed using a progressive build system that accords a number of build points based on level, which can be slotted into the five attributes of Melee, Firepower, Speed, Defense and Special. High attributes allow a unit to buy better and more specialized equipment (up to its rating) which gives it contextual bonuses in the manner of Specializations for PCs.
Each tier essentially represents a full generation of A-Fractal and AN-Fractal technology, with Tsiolkovsky and Heng Sha skirting the bleeding edge around 7th generation units. N-Fractals, which are designed with Growth, operate on a maturity cycle that is comparable. When building N or AN-Fractals, generation is determined by the character's Growth or Conspiracy ratings, which is selected at chargen. Custom A-Fractals are also generated using either of those specialties, but at a -1 to effective Generation because of restraints on mass-produced technology.
Elites and Pilots generally use inferior versions of their commander's production runs, but may likewise receive customized equipment built using this table. They receive a -1 to Generation (which stacks with the penalties from using customized A-Fractals), but may otherwise be equipped with whatever equipment their unit qualifies for.
1st Generation - 10 CP
2nd Generation - 11 CP
3rd Generation - 13 CP
4th Generation - 16 CP
5th Generation - 20 CP
6th Generation - 25 CP
7th Generation - 29 CP
8th Generation - 32 CP
9th Generation - 34 CP
10th Generation - 35 CP
Fractal Attributes
Like characters, Fractals have their own attributes that come into play during combat.