Etherstar Thersonia Technical Specs: Difference between revisions

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Created page with "==Friendly== ===Claxton=== ====Sternwarinewerft H-44 Etherstar==== :Large Warship :*Base Avoidance: 5 :*12 Hits :*20 Structure :*Sensor Signature: 12 :*Armor Strength: 10 :*..."
 
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Line 12: Line 12:
:*Annihilation Rating:  14
:*Annihilation Rating:  14
:Shield System
:Shield System
:*Power Draw:  2/turn
:*Power Draw:  5/turn
:*Shield Strength:  5
:*Shield Strength:  5
:*Emitted Signature:  +5
:*Emitted Signature:  +5
::*Reinforced Shielding
::*Reinforced Shielding
::*Power Draw:  6/turn
::*Power Draw:  12/turn
::*Shield Rating:  10
::*Shield Rating:  10
::*Emitted Signature:  +12
::*Emitted Signature:  +12
::*Force Bubble
::*Tags:  Bonus Hits, No Armor
::*Power Draw:  1 power/5 hits
:3x Triple Heavy Beam Cannons
:3x Triple Heavy Beam Cannons
::*Tags:  Big Gun, Energy
::*Tags:  Big Gun, Energy
::*Power Draw:  1/shot
::*Power Draw:  3/shot
::*Accuracy:  +4 Ship / -8 Fighter
::*Accuracy:  +4 Ship / -8 Fighter
::*Range Modifier:  -1/bracket
::*Range Modifier:  -1/bracket
Line 27: Line 30:
:::*Turboshot
:::*Turboshot
:::*Tags:  Enhanced Action
:::*Tags:  Enhanced Action
:::*Power Draw:  2/shot
:::*Power Draw:  5/shot
:::*Accuracy:  +4 Ship / -10 Fighter
:::*Accuracy:  +4 Ship / -10 Fighter
:::*Range Modifier:  -1/bracket
:::*Range Modifier:  -1/bracket
Line 34: Line 37:
:2x Twin Heavy Massdrivers
:2x Twin Heavy Massdrivers
::*Tags:  Big Gun, Kinetic
::*Tags:  Big Gun, Kinetic
::*Power Draw:  o
::*Power Draw:  0
::*Accuracy:  +4 Ship / -8 Fighter
::*Accuracy:  +4 Ship / -8 Fighter
::*Range Modifier:  -1/bracket
::*Range Modifier:  -1/bracket
::*Ammunition:  8
::*Ammunition:  8
::*Hit thresholds:  +4
::*Hit thresholds:  +4
:10 laser turrets
:2 Twin Medium Pulse Cannons
:*3 Laser AAA Turret Sets
::*Tags:  Medium Gun, Energy
::*Power Draw:  1/shot
::*Accuracy:  +4 Ship / -4 Fighter
::*Range Modifier:  -1/bracket
::*Damage:  2D10 / Flak 1
::*Hit thresholds:  +3
:::*Turboshot
:::*Tags:  Enhanced Action
:::*Power Draw:  2/shot
:::*Accuracy:  +4 Ship / -6 Fighter
:::*Range Modifier:  -1/bracket
:::*Damage:  2D10 Armor Penetration 5
:6 Laser AAA Turret Sets
::*Tags:  Small Gun, Energy, Joint
::*Tags:  Small Gun, Energy, Joint
::*Power Draw:  1/joint activation
::*Power Draw:  1/joint activation
Line 50: Line 65:
:::*Power Draw:  +2 joint activation
:::*Power Draw:  +2 joint activation
:::*Effects:  1 additional shot per set.  For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
:::*Effects:  1 additional shot per set.  For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
:2 Photon Torpedo Launchers
:1 Missile System
:*2 Photon Torpedo Launchers
::*Tags:  Missile
::*Tags:  Torpedo, Tracking, Energy, Cooldown 1
::*Power Draw:  0
::*Power Draw:  2/shot
::*Ammunition:  6
::*Accuracy:  +0 Ship / N/A Fighter
:1 Plasma Accelerator
::*Tags:  Torpedo, Tracking, Energy, Cooldown (number of charges)
::*Power Draw:  1/charge level
::*Accuracy:  +0 (-1/charge) Ship / N/A Fighter
::*Range Modifier:  -2 damage/bracket travelled
::*Range Modifier:  -2 damage/bracket travelled
::*Damage:  3D10 Powerful 2
::*Damage:  1D10+1/charge, Powerful 1, Shield Weak 1
::*Special:  Charges cannot be held safely, only increased.  If at least one charge is put towards the plasma accelerator in a turn, no damage is taken.  If a charge is held in the plasma accelerator, roll 1D10 and for every point at which roll is under the number of charges, take a Hit.  When firing the plasma accelerator, roll 1D10 + number of charges (enhanced firing modes count at +2 charge each) and take this much damage with armor applying as normal.
:::*Extended Range Confinement
:::*Extended Range Confinement
:::*Tags:  Enhanced Action, Cooldown 2
:::*Tags:  Enhanced Action, Cooldown +1
:::*Power Draw:  3/shot
:::*Power Draw:  +3 power on firing
:::*Accuracy:  +0 Ship / N/A Fighter
:::*Range Modifier:  -1 damage/bracket travelled
:::*Range Modifier:  -1 damage/bracket travelled
:::*Damage:  3D10 Powerful 2
:::*Emission Homing
:::*Forced Cooling
:::*Tags:  Enhanced Action, Cooldown +1
:::*TagsOption
:::*Power Draw+3 power on firing
:::*EffectSpend 1 power to reduce to cooldown timer to 0.
:::*Accuracy Modifier+1 for every 3 points of target Emitted Signature
:AG Drive
:AG Drive
:*Gravity Drive
:*Gravity Drive
::*Tags:  Float
::*Tags:  Float
::*Power Draw:  1 power/2 brackets
::*Power Draw:  1 power/1 bracket
::*+1 Emitted Signature per power used
::*+1 Emitted Signature per power used
:::*Decoupled Evasion
:::*Decoupled Evasion
:::*Power Draw:  2/turn
:::*Power Draw:  2/turn
:::*Effect:  +4 Evasion
:::*Effect:  +4 Evasion
:*3 Etheric Energizers
:*7 Etheric Energizers
::*3 Power Each (total 9)
::*7 Power Each (ship total 21)
::*1 Power Storage each (total 3)
::*1 Power Storage each (ship total 7)
::*3 Emitted Signature each (total +9)
::*3 Emitted Signature each (ship total +21)
:Special Ship Abilities
:*Magazine Reload
::*Power Draw:  5
::*Refills all ammunition
:Sensors
:Sensors
:*Not yet defined
:*Not yet defined
Line 97: Line 119:
:5 turbolasers
:5 turbolasers
:*5 Single Medium Pulse Cannons
:*5 Single Medium Pulse Cannons
::*Tags:  Big Gun, Energy
::*Tags:  Medium Gun, Energy
::*Power Draw:  1/shot
::*Power Draw:  1/shot
::*Accuracy:  +4 Ship / -4 Fighter
::*Accuracy:  +4 Ship / -4 Fighter
Line 125: Line 147:
::*Accuracy:  +0 Ship / N/A Fighter
::*Accuracy:  +0 Ship / N/A Fighter
::*Range Modifier:  -2 damage/bracket travelled
::*Range Modifier:  -2 damage/bracket travelled
::*Damage:  3D10 Powerful 2
::*Damage:  3D10 Powerful 2, Shield Weak 1
:::*Extended Range Confinement
:::*Extended Range Confinement
:::*Tags:  Enhanced Action, Cooldown 2
:::*Tags:  Enhanced Action, Cooldown 2
Line 131: Line 153:
:::*Accuracy:  +0 Ship / N/A Fighter
:::*Accuracy:  +0 Ship / N/A Fighter
:::*Range Modifier:  -1 damage/bracket travelled
:::*Range Modifier:  -1 damage/bracket travelled
:::*Damage:  3D10 Powerful 2
:::*Damage:  3D10 Powerful 2, Shield Weak 1
:::*Forced Cooling
:::*Forced Cooling
:::*Tags:  Option
:::*Tags:  Option
Line 238: Line 260:
:3 AKR-90 90mm coilgun complexes
:3 AKR-90 90mm coilgun complexes
:*3 Twin Medium Railguns
:*3 Twin Medium Railguns
::*Tags:  Big Gun, Kinetic
::*Tags:  Medium Gun, Kinetic
::*Power Draw:  1/shot
::*Power Draw:  1/shot
::*Accuracy:  +4 Ship / -4 Fighter
::*Accuracy:  +4 Ship / -4 Fighter
Line 261: Line 283:
:::*Tags:  Extra Shots, Additive
:::*Tags:  Extra Shots, Additive
:::*Power Draw:  +2 joint activation
:::*Power Draw:  +2 joint activation
:::*Effects:  1 additional shot per set.  For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
:::*Effects:  1 additional shot per set.  For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired
:Etheric Lightbulb Drive
:Etheric Lightbulb Drive
:*Plasma Drive
:*Plasma Drive

Revision as of 16:58, 17 May 2015

Friendly

Claxton

Sternwarinewerft H-44 Etherstar

Large Warship
  • Base Avoidance: 5
  • 12 Hits
  • 20 Structure
  • Sensor Signature: 12
  • Armor Strength: 10
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
Shield System
  • Power Draw: 5/turn
  • Shield Strength: 5
  • Emitted Signature: +5
  • Reinforced Shielding
  • Power Draw: 12/turn
  • Shield Rating: 10
  • Emitted Signature: +12
  • Force Bubble
  • Tags: Bonus Hits, No Armor
  • Power Draw: 1 power/5 hits
3x Triple Heavy Beam Cannons
  • Tags: Big Gun, Energy
  • Power Draw: 3/shot
  • Accuracy: +4 Ship / -8 Fighter
  • Range Modifier: -1/bracket
  • Damage: 3D10 / Flak 1
  • Turboshot
  • Tags: Enhanced Action
  • Power Draw: 5/shot
  • Accuracy: +4 Ship / -10 Fighter
  • Range Modifier: -1/bracket
  • Damage: 3D10 Armor Penetration 8
  • Hit thresholds: +4/+8
2x Twin Heavy Massdrivers
  • Tags: Big Gun, Kinetic
  • Power Draw: 0
  • Accuracy: +4 Ship / -8 Fighter
  • Range Modifier: -1/bracket
  • Ammunition: 8
  • Hit thresholds: +4
2 Twin Medium Pulse Cannons
  • Tags: Medium Gun, Energy
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Hit thresholds: +3
  • Turboshot
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +4 Ship / -6 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 Armor Penetration 5
6 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
1 Missile System
  • Tags: Missile
  • Power Draw: 0
  • Ammunition: 6
1 Plasma Accelerator
  • Tags: Torpedo, Tracking, Energy, Cooldown (number of charges)
  • Power Draw: 1/charge level
  • Accuracy: +0 (-1/charge) Ship / N/A Fighter
  • Range Modifier: -2 damage/bracket travelled
  • Damage: 1D10+1/charge, Powerful 1, Shield Weak 1
  • Special: Charges cannot be held safely, only increased. If at least one charge is put towards the plasma accelerator in a turn, no damage is taken. If a charge is held in the plasma accelerator, roll 1D10 and for every point at which roll is under the number of charges, take a Hit. When firing the plasma accelerator, roll 1D10 + number of charges (enhanced firing modes count at +2 charge each) and take this much damage with armor applying as normal.
  • Extended Range Confinement
  • Tags: Enhanced Action, Cooldown +1
  • Power Draw: +3 power on firing
  • Range Modifier: -1 damage/bracket travelled
  • Emission Homing
  • Tags: Enhanced Action, Cooldown +1
  • Power Draw: +3 power on firing
  • Accuracy Modifier: +1 for every 3 points of target Emitted Signature
AG Drive
  • Gravity Drive
  • Tags: Float
  • Power Draw: 1 power/1 bracket
  • +1 Emitted Signature per power used
  • Decoupled Evasion
  • Power Draw: 2/turn
  • Effect: +4 Evasion
  • 7 Etheric Energizers
  • 7 Power Each (ship total 21)
  • 1 Power Storage each (ship total 7)
  • 3 Emitted Signature each (ship total +21)
Special Ship Abilities
  • Magazine Reload
  • Power Draw: 5
  • Refills all ammunition
Sensors
  • Not yet defined
ECM
  • Not yet defined


Hampshire Naval Werks Z-4 Schoemann-class Zerstorer

Small Warship
  • Base Evasion: 10
  • 10 Hits
  • 10 Structure
  • Sensor Signature: 10
Heavy Armor
  • Armor Strength: 6
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
5 turbolasers
  • 5 Single Medium Pulse Cannons
  • Tags: Medium Gun, Energy
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Turboshot
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +4 Ship / -6 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 Armor Penetration 5
10 laser turrets
  • 3 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
2 Photon Torpedo Launchers
  • 2 Photon Torpedo Launchers
  • Tags: Torpedo, Tracking, Energy, Cooldown 1
  • Power Draw: 2/shot
  • Accuracy: +0 Ship / N/A Fighter
  • Range Modifier: -2 damage/bracket travelled
  • Damage: 3D10 Powerful 2, Shield Weak 1
  • Extended Range Confinement
  • Tags: Enhanced Action, Cooldown 2
  • Power Draw: 3/shot
  • Accuracy: +0 Ship / N/A Fighter
  • Range Modifier: -1 damage/bracket travelled
  • Damage: 3D10 Powerful 2, Shield Weak 1
  • Forced Cooling
  • Tags: Option
  • Effect: Spend 1 power to reduce to cooldown timer to 0.
AG Drive
  • Gravity Drive
  • Tags: Float
  • Power Draw: 1 power/2 brackets
  • +1 Emitted Signature per power used
  • Decoupled Evasion
  • Power Draw: 2/turn
  • Effect: +4 Evasion
  • 3 Etheric Energizers
  • 3 Power Each (total 9)
  • 1 Power Storage each (total 3)
  • 3 Emitted Signature each (total +9)
Sensors
  • Not yet defined
ECM
  • Not yet defined

Hostile

Red Dawn Slave Unit 995

Kraznynan Admiral Isachenkov Scout Cruiser

Medium Warship
  • Base Evasion: 8
  • 10 Hits
  • 15 Structure
  • Sensor Signature: 12
Light Armor
  • Armor Strength: 2
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
Light Shields
  • Power Draw: 2/turn
  • Shield Strength: 2
  • Emitted Signature: +2
  • Reinforced Shielding
  • Power Draw: 5/turn
  • Shield Rating: 4
  • Emitted Signature: +6
3 AKR-90 90mm coilgun complexes
  • 3 Triple Medium Railguns
  • Tags: Big Gun, Kinetic
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Second hit threshold: +5
  • Rapid Barrage
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +6 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10-2 / Flak 1D3
  • Second hit threshold: +3
10 laser turrets
  • 3 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
Etheric Lightbulb Drive
  • Plasma Drive
  • Tags: Rocket, Crit Vulnerable
  • Power Draw: 1 power/2 brackets
  • +1 Emitted Signature per power used
  • Maximum fuel flow
  • Power Draw: 2/turn
  • Effect: Increase standard thrust from 2 brackets/energy to 3 brackets/energy, doubles emitted signature increase
  • 3 Etheric Energizers
  • 3 Power Each (total 9)
  • 1 Power Storage each (total 3)
  • 3 Emitted Signature each (total +9)
Sensors
  • Not yet defined
ECM
  • Not yet defined

Kraznya

Admiral Isachenkov Scout Cruiser

Medium Warship
  • Base Evasion: 8
  • 10 Hits
  • 15 Structure
  • Sensor Signature: 12
Light Armor
  • Armor Strength: 2
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
Light Shields
  • Power Draw: 2/turn
  • Shield Strength: 2
  • Emitted Signature: +2
  • Reinforced Shielding
  • Power Draw: 5/turn
  • Shield Rating: 4
  • Emitted Signature: +6
3 AKR-90 90mm coilgun complexes
  • 3 Twin Medium Railguns
  • Tags: Medium Gun, Kinetic
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Second hit threshold: +5
  • Rapid Barrage
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +6 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10-2 / Flak 1D3
  • Second hit threshold: +3
10 laser turrets
  • 3 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired
Etheric Lightbulb Drive
  • Plasma Drive
  • Tags: Rocket, Crit Vulnerable
  • Power Draw: 1 power/2 brackets
  • +1 Emitted Signature per power used
  • Maximum fuel flow
  • Power Draw: 2/turn
  • Effect: Increase standard thrust from 2 brackets/energy to 3 brackets/energy, doubles emitted signature increase
  • 3 Etheric Energizers
  • 3 Power Each (total 9)
  • 1 Power Storage each (total 3)
  • 3 Emitted Signature each (total +9)
Sensors
  • Not yet defined
ECM
  • Not yet defined