Talk:Battle Cry: Difference between revisions
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==Ships & Weapons Proposals== | ==Ships & Weapons Proposals== | ||
'''''100thlurker:''''' <br> | '''''100thlurker:''''' <br> | ||
'''Heavy Cavalry''': 10 Armor, 6 Lasers, 8 Lances, 8 Shields, | '''Heavy Cavalry''': 10 Armor, 6 Lasers, 8 Lances, 8 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2) <br> | ||
'''Artillery Cruiser (Jardin & Imperial & League)''': 1 Armor, Spinal Cannon, 2 Lasers, 5 Shields, 2ECM, 1AA, 10 HP, 1 Speed (Init 1) <br> | '''Artillery Cruiser (Jardin & Imperial & League)''': 1 Armor, Spinal Cannon, 2 Lasers, 5 Shields, 2ECM, 1AA, 10 HP, 1 Speed (Init 1) <br> | ||
'''Flying Artillery''': 2 Armor, Spinal Cannon (20 Damage), 2 Lasers, 4 Shields, 2ECM, 1AA, 8 HP, 4 Speed (Init 2) | '''Flying Artillery''': 2 Armor, Spinal Cannon (20 Damage), 2 Lasers, 4 Shields, 2ECM, 1AA, 8 HP, 4 Speed (Init 2) |
Revision as of 12:01, 17 May 2015
Ships & Weapons Proposals
100thlurker:
Heavy Cavalry: 10 Armor, 6 Lasers, 8 Lances, 8 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
Artillery Cruiser (Jardin & Imperial & League): 1 Armor, Spinal Cannon, 2 Lasers, 5 Shields, 2ECM, 1AA, 10 HP, 1 Speed (Init 1)
Flying Artillery: 2 Armor, Spinal Cannon (20 Damage), 2 Lasers, 4 Shields, 2ECM, 1AA, 8 HP, 4 Speed (Init 2)
Amendment to Lances:
- Lances: High power lasers that have range 0-2, murderously effective in destroying armor, however base-to-hit is 9. Each unit of speed a ship moves in a turn brings the target number to hit down by one.
Making a spaceship!
While building a spaceship, there are two stats that must be tracked; Space and Cost. Cost (represented with the $ symbol) is simply the Ducat price-equivalent; how much labour, resources and whatnot is required to build one. Space is a holistic measure of volume and tonnage, representing how big a ship is; Space is added up and determines what size class a ship is and consequently how expensive its engines and its ECM suite are.
Component List
Components that require 1 Space.
- 1 Lance ($2)
- 2 Hits ($2)
Components that require 2 Space.
- 1 Laser ($4)
- 1 Missile [3 reloads] ($4)
- 1 Antimatter Cannon ($4)
- 1 Shield ($6)
- 1 Anti-Air ($10)
Components that require 3 Space.
- 1 Missile [8 reloads] ($5)
- 1 Armor ($1)
- 1 ER Laser ($6)
Components that require 4 Space.
- +1 Command System ($8)
- 1 Fort Cannon ($6)
Components that require 20 Space.
- Spinal Cannon ($40)
Examples:
- Destroyer; size 13
- Heavy Cruiser; size 45
- Battleship; size 92
- Fast Battleship; size 82
To determine Space multiplier, divide the ship's Space by 10 (keeping all fractions) and then square it. Thus a Battleship would have a Space multiplier of 9.2 x 9.2 = 84.64.
- ECM costs $2 x multiplier per +1
- Note: These assume all speeds boosted by 1 to bring dreadnoughts to 1 hex/turn and laser range increased.
- Engines with speed 1 [dreadnought speed] cost 0.25 x multiplier
- Engines with speed 2 [battleship speed] cost 0.5 x multiplier
- Engines with speed 3 [slow cruiser speed] cost 1.25 x multiplier
- Engines with speed 4 [fast cruiser speed] cost 2.5 x multiplier
- Engines with speed 5 [slow escort speed] cost 4 x multiplier
- Engines with speed 6 [fast escort speed] cost 6 x multiplier
Heirlooms
These are things you can plug into your ship - presumably via some sort of baroque contraption - that provide performance bonuses.
- Oscillation Overthruster: +1 Speed
- Epitaph: +3 Laser range, +2 AMG range, +1 Lance range, -1 Kira
- Mimetic Polyalloy: 1 armor regeneration/turn
- Dilitium Chrystals: 5 shield regeneration/turn
- Flux Capacitor: Roll 1D10 for every point of damage taken to shields; on a 1-2 the damage is ignored. Does not apply to damage taken to armor or hull.
- Zohar: Once per battle, may go on to all special orders at one time.
- Song of Nephilim: Once per battle, may reduce all sign ranges to 1D5 hexes (applies equally to all ships, friendly and enemy) until the next action of the host ship.
- Jedi Holocron: +1 Command