Second Sphere Ship Construction Rules: Difference between revisions
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:Spaces: 1 x Hull Coefficient | :Spaces: 1 x Hull Coefficient | ||
:Power: 1 x Hull Coefficient | :Power: 1 x Hull Coefficient | ||
:Armor +2. | :Armor +2.75, Structure +1, Hits +1 x Hull Coefficient, +0.5 AP Protection | ||
'''Structural Reinforcement''' | '''Structural Reinforcement''' |
Revision as of 23:47, 18 January 2010
Articles
Hardpoints
Ship Construction Test Builds
Hull Types
Patroller
- Mobility: 2
- Evasion: 3
- Armor: 2
- Structure: 1
- Hits: 5
- Space: 25
- Engineering Coefficient: 1
- Hull Coefficient: 1
Hull Expansion
- +3 Spaces
Hangarize
- +3 Hangar Space
Escort
- Mobility: 1
- Evasion: 2
- Armor: 2
- Structure: 3
- Hits: 10
- Space: 50
- Engineering Coefficient: 2
- Hull Coefficient: 2
Hull Expansion
- +5 Spaces
Hangarize
- +5 Hangar Space
Cruiser
- Mobility: 0
- Evasion: 1
- Armor: 4
- Structure: 5
- Hits: 20
- Space: 100
- Engineering Coefficient: 4
- Hull Coefficient: 4
Hull Expansion
- +10 Spaces
Hangarize
- +10 Hangar Space
Battleship
- Mobility: 0
- Evasion: 0
- Armor: 8
- Structure: 8
- Hits: 40
- Space: 200
- Engineering Coefficient: 10
- Hull Coefficient: 8
Hull Expansion
- +20 Spaces
Hangarize
- +20 Hangar Space
Weapons
Point Defence
Vulcan Point Defence
- Spaces: 2
- Power: 0
Scattering Beam Point Defence
- Spaces: 2
- Power: 4
Railguns
Flak Cannon
- Spaces: 2
- Power: 2
- Range 12, accuracy +5, penetration +0, Strength +0, Burst Bonus +6
DP Cannon
- Spaces: 4
- Power: 2
- Range 16, accuracy +2, penetration +3, Strength +3, Burst Bonus +3
Small Railcannon
- Spaces: 5
- Power: 4
- Range 16, accuracy -1, penetration +7, Strength +7
Medium Railcannon
- Spaces: 10
- Power: 8
- Range 24, accuracy -3, penetration +10, Strength +10, Damage 2
Large Railcannon
- Spaces: 20
- Power: 16
- Range 32, accuracy -5, penetration +15, Strength +15, Damage 3
Linear Cannon
- Spaces: 5
- Power: 10
- Range 40, accuracy +0, penetration +6, Strength +6, AP Bonus +8
Siege Railcannon
- Spaces: 50
- Power: 20
- Range 60, accuracy -10, penetration +?, Strength +?, Damage:d10+10, Warm-up:1, Cool-down:1
Energy Weapons
Small Pulse Cannon
- Spaces: 4
- Power: 8
- Range 12, accuracy +2, penetration +2, Strength +6, Burst Bonus +3
Medium Pulse Cannon
- Spaces: 8
- Power: 16
- Range 20, accuracy +0, penetration +5, Strength +9, Burst Bonus +3, Damage 2
Large Pulse Cannon
- Spaces: 16
- Power: 32
- Range 26, accuracy -2, penetration +10, Strength +11, Burst Bonus +3, Damage 3
Small Beam Cannon
- Spaces: 4
- Power: 8
- Range 20, accuracy -1, penetration +5, Strength +7
Medium Beam Cannon
- Spaces: 8
- Power: 16
- Range 30, accuracy -3, penetration +8, Strength +10, Damage 2
Large Beam Cannon
- Spaces: 16
- Power: 32
- Range 40, accuracy -5, penetration +13, Strength +12, Damage 3
Mega Particle Weapons
Small Mega Particle Cannon
- Spaces: 3
- Power: 16
- Range 16, accuracy -4, penetration +8, Strength +8, AP Bonus +6, Damage 2
Medium Mega Particle Cannon
- Spaces: 6
- Power: 32
- Range 24, accuracy -6, penetration +11, Strength +11, AP Bonus +8, Damage 3
Large Mega Particle Cannon
- Spaces: 12
- Power: 64
- Range 32, accuracy -8, penetration +16, Strength +13, AP Bonus +10, Damage 4
Special Energy Weapons
Burst Cannon
- Spaces: 2
- Power: 4
- Range 12, accuracy +0, penetration +1, Strength +0, Burst Bonus +8
Beam Sweeper
- Spaces: 4
- Power: 2
- Range 20, accuracy +0, penetration +0, Strength -3, Burst Bonus +9
Plasma Cannon
- Spaces: 10
- Power: 20
- Range 8, accuracy -3, penetration +8, Strength +12, AP Bonus +10, ROF 2, Damage 3
Superlaser
- Spaces: 100
- Power: 30
- Range 70, accuracy -12, penetration +?, Strength +?, Megabeam, Damage:d10x6, Warm-up:2, Cool-down:2
Positron Cannon
- Spaces: 20
- Power: 50
- Range 50, accuracy -10, penetration +?, Strength +?, Damage:d10+10, Warm-up:1, Cool-down:1
Missiles
Cluster Missile Launcher
- Spaces: 5
- Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, ROF 3
Anti-Air Missile Launcher
- Spaces: 5
- Range 25, accuracy +10, penetration +3, Strength +0, Guided +13
Strike Missile Launcher
- Spaces: 5
- Range 25, accuracy +7, penetration +7, Strength +5, Guided +5
Anti-Ship Missile Launcher
- Spaces: 5
- Range 80, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 3
Heavy Anti-Ship Missile Launcher
- Spaces: 10
- Range 80, accuracy -5, penetration +15, Strength +15, Guided +5, Damage 6
Leap Missile Launcher
- Spaces: 5
- Range SPECIAL, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 3
Remotes
USASF Mk 16 Remote Drones
- Spaces: 5
- Range 12, accuracy +18, penetration +0, Strength +0, Remote, ROF 2
Transbaal Type-Four Funnels
- Spaces: 5
- Range 12, accuracy +16, penetration +2, Strength +0, Remote, ROF 2
ACLS Wardens
- Spaces: 5
- Range 4, accuracy +20, penetration +2, Strength +0, Remote, ROF 3
Variants
Burst-Modal Variant Fire
- Spaces: 0
- Increases cost
- For Railguns and Mega Particle Guns
- Range x0.67, accuracy +0, penetration -3, Strength -3, Burst Bonus +5
Dual-Setting
- Spaces: 0
- Increases cost
- For Beams and Pulse weapons
- Allows weapons to change between Beam and Pulse mode.
Alpha Capacitor
- Spaces: 0
- Increases cost
- Provides +1 Shot w/ +1 ROF, rechargeable
Components
Propulsion
Fusion Thrusters
- Spaces: 2 x Engineering Coefficient
- Power: 4 x Engineering Coefficient
- +1 Mobility, +0.5 Evasion
Jump Drive
- Spaces: 0.25 x Engineering Coefficient
- Power: 1 x Engineering Coefficient
Power
Fission Reactor
- Spaces: 1
- Power Output: 8
Fusion Reactor
- Spaces: 1
- Power Output: 15
Forced Fusion Reactor
- Spaces: 1
- Power Output: 20
Armour
Belted Armor
- Spaces: 1 x Hull Coefficient
- Armor +2, Structure +0.5, Hits +1 x Hull Coefficient
Depleted Uranium Armor
- Spaces: 1 x Hull Coefficient
- Armor +2, Structure +1, Hits +1.5 x Hull Coefficient, -0.33 Mobility
Belted Iridium Armor
- Spaces: 1 x Hull Coefficient
- Armor +2.33, Structure +1, Hits +2 x Hull Coefficient, -0.33 Mobility
Double-Bonded Lunar Titanium Armor
- Spaces: 1 x Hull Coefficient
- Armor +2.25, Structure +1.5, Hits +2 x Hull Coefficient
Laminate Armor
- Spaces: 1 x Hull Coefficient
- Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient
Anti-Beam Laminate
- Spaces: 1 x Hull Coefficient
- Armor +2, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (energy) Protection
Polarized Laminate
- Spaces: 1 x Hull Coefficient
- Power: 2 x Hull Coefficient
- Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (energy) Protection
Bistate Polarized Laminate
- Spaces: 1 x Hull Coefficient
- Power: 2 x Hull Coefficient
- Armor +2.5, Structure +0.75, Hits +1 x Hull Coefficient, +0.5 AP (energy) Protection
Phase Shift Laminate
- Spaces: 1 x Hull Coefficient
- Power: 2 x Hull Coefficient
- Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (kinetic) Protection
Trans-Phase Laminate
- Spaces: 1 x Hull Coefficient
- Power: 1 x Hull Coefficient
- Armor +2.5, Structure +0.75, Hits +1 x Hull Coefficient, +0.5 AP (kinetic) Protection
Variable Phase Polarization Laminate
- Spaces: 1 x Hull Coefficient
- Power: 1 x Hull Coefficient
- Armor +2.75, Structure +1, Hits +1 x Hull Coefficient, +0.5 AP Protection
Structural Reinforcement
- Spaces: 2 x Hull Coefficient
- Structure +3, Hits +2 x Hull Coefficient
Shields
Scattering Field
- Spaces: 1 x Hull Coefficient
- Power: 8 x Hull Coefficient
- Armor +4, Evasion -1, -1 Sensors/ECM, +4 AP Protection
Flash Field
- Spaces: 1 x Hull Coefficient
- Power: 8 x Hull Coefficient
- Armor +3, Evasion +0.5, +3 AP Protection
Static Field
- Spaces: 1 x Hull Coefficient
- Power: 8 x Hull Coefficient
- Armor +3, Structure +1, +3 AP Protection
Miscellaneous
Passive Stealth
- Spaces: 3 x Hull Coefficient
Charge Launcher
- Spaces: 1 + 0.5 x Hull Coefficient
- Smoke Charge: +3 Evasion, -5 Sensors, +1 Stealth
- Anti-Beam Charge: +5 Armor (energy only), -3 Sensors, -2 Stealth
Utility
Hangar
- Spaces: 1
- A typical mobile suit takes 4 spaces
External Latch
- Spaces: 2
- For every 50% of Hull Coefficient, required space doubles