LOE Ship Weapons Test: Difference between revisions
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Allows one squadron per set of gunslits to fire.<br> | Allows one squadron per set of gunslits to fire.<br> | ||
+ | '''TL3 Ammunition types'''<br> | ||
Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter | May be loaded in any projectile (eg, non-energy, non-hybrid weapon) | ||
Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty. | :+0 '''Incendiary Munitions'''<br> | ||
:Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter.<br> | |||
:Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty. | |||
:+0 '''Saboted Munitions'''<br> | |||
:Ignores 1 level of reduction to P value from either Heavy Armor or unfavorable milieu.<br> | |||
'''+10 Kinetic Strike Munitions'''<br> | '''+10 Kinetic Strike Munitions'''<br> |
Revision as of 17:44, 24 January 2009
Tags
P# - Pierce; reduces the enemy armor value by the P value. Reduced by 1 for every negative relative milieu level.
B# - Break; reduces the enemy shield value by the B value. Reduced by 1 for every negative relative milieu level.
S# - Smash; increases soak difficulty by S value. Reduced by 1 for every negative relative milieu level.
AA# - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.
Flak# - Flak; adds a bonus equal to the Flak value to the weapon when used for anti-air attacks. Also increases enemy MDP-scale defensive saves by the Flak value, as they are ill-suited to penetrating heavy shields/armor
PD - Point Defense; can be used in the point-defense role.
Slow - Target may evade with speed roll.
Alpha# - Weapon has an integral capacitor, allowing it a number of extra shots equal to the Alpha value once per battle.
Guided# - Weapon can perform target re-aquisition, allowing it a number of re-rolls equal to the Guided value.
Single Shot - Weapon has one shot per battle.
Air - Weapon fires an 'air' attack (normally a large missile) that can be shot down.
Energy - Weapon is an energy attack and may be vulnerable to specific countermeasures.
Hybrid - Weapon has properties of both energy and projectile and uses whichever is optimal for penetrating defenses.
Power Hungry - No other weapons can be fired that turn.
Weapons
TL1
+1 Mechanical throwers
Attack: 9+; Air
Range: 2
+2 Heavy mechanical throwers
Attack: 9+; S1; Air
Range: 3
- +1 Burning projectiles
- The ship has cauldrons of burning pitch ready for use.
- Effect: -1 penalty to opposing damcon efforts upon damaging enemy.
- +1 Bees
- The ship can lob beehives or something equally dire at the enemy.
- Effect: -1 penalty to crew bonuses upon damaging enemy.
+1 Greek fire projectors
Attack: 8+; P1; Energy
Range: 1
+1 Ram
Attack: 9+; B1; Slow
Range: 0
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.
+1 Fighting tops
Represents raised areas or strongpoints for troops and marines.
Effect: +1 attack bonus and +1 terrain protection for onboard troops.
+1 Smoke casters
Effect: Can be used to create a penalty to attack for both sides.
TL2
+1 Carronades
Attack: 8+; Flak1
Range: 1
Effect: Can be swiveled to support crew. Attacks crew and exposed objects.
+2 Cannons (one deck)
Attack: 8+
Range: 3
+3 Heavy Cannons (one deck)
Attack: 8+; S1
Range: 4
- +0 Breechloading
- A refinement of cannons.
- Effect: Cannons and Heavy Cannons attack at 7+.
- +0 Rifling
- A refinement of cannons.
- Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.
- +0 Elevating Mounts
- A refinement of cannons.
- Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.
- +1 Exploding Shell
- A refinement of cannons.
- Effect: Increase damcon difficulty by 1.
+3 Hwacha
East asian style rockets.
Attack: 7+; AA1
Range: 2
+2 Tesla Coils
Attack: 7+ energy
Range: 10
Special: Always attacks the nearest enemy unit.
+1 Small Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to destroyer calibre naval rifles.
Attack: 7+
Range: 8
+2 Medium Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to cruiser calibre naval rifles.
Attack: 7+ P1
Range: 12
+3 Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to battleship calibre naval rifles.
Attack: 6+ P2
Range: 16
+5 Very Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to superbattleship calibre naval rifles.
Attack: 5+ P3
Range: 20
TL3
+1 Destroyer caliber naval rifle turrets
Attack: 7+
Range: 8
- -1 Barbette Mounts(may be applied to all 'turret' weapons)
- These weapons are mounted in barbettes, rather than turrets.
- Effect: 10% increase to receiving a critical hit to weapons.
+2 Cruiser caliber naval rifle turrets
Attack: 7+ P1
Range: 12
+3 Battleship caliber naval rifle turrets
Attack: 6+ P2
Range: 16
+5 Superbattleship caliber naval rifle turrets
Attack: 5+ P3
Range: 20
+1 Advanced destroyer caliber naval rifle turrets
Attack: 7+ AA1
Range: 10
+1 Flak cannons
Attack: 8+ x2 Flak1
Range: 5
+1 Gatling turrets
Attack: 9+ x3 Flak2
Range: 3
+1 THEL system
Attack: PD, Energy
Range: N/A
+1 Torpedo banks
Attack: 7+ x2 Slow
Range: 4
- +1 Enhanced Propulsion
- A torpedo with a rocket engine? Stranger things have happened!
- Effect: Torpedo is no longer Slow.
+1 SAMs
Attack: 8+ AA1 Flak1 Guided1 Air
Range: 10
- +0 Anti-Missiles
- Using a missile to shoot down another missile often works better than trying to use a gun to do the same thing.
- Effect: SAMs gain PD, receive Flak2
- +1 Extended Range
- Longer-ranged SAM systems, like the Standard series of missiles.
- Effect: +10 range
- +1 Dual-Purpose Warhead
- More robust warheads give SAMs effective anti-shipping ability on top of their anti-air firepower.
- Effect: Has AA2, no Flak
+2 Antishipping missiles
Attack: 7+ Air
Range: 20
- +2 Etheric Pulse Warhead
- The missile is equipped with a warhead that disrupts complex systems but deals minimal damage.
- Effect: Instead of dealing hull damage, it rolls to inflict a critical hit.
- +0 Box Launcher
- The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.
- Effect: Adds Single Shot, Alpha3
+6 Cruise Missile Launcher
Attack: 6+ P1 x2 Ortillery Slow Air
Range: 30
- +1 Stealth Missiles
- Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.
- Effect: -1 penalty to attempt to shoot down warheads.
- +1 Anti-Shipping Modification
- Naval attack software and hardware modifications.
- Effect: Can declare use of cruise missiles as non-Ortillery.
+8 Multi-stage cannon
Attack: 5+ P3 x6 slow single shot
Range: 20
+1 Mobile suit gunslits set
Attack: As per squadron
Range: As per squadron
Allows one squadron per set of gunslits to fire.
TL3 Ammunition types
May be loaded in any projectile (eg, non-energy, non-hybrid weapon)
- +0 Incendiary Munitions
- Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter.
- Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty.
- +0 Saboted Munitions
- Ignores 1 level of reduction to P value from either Heavy Armor or unfavorable milieu.
+10 Kinetic Strike Munitions
Attack: 6 S# Slow
Range: 12
Special: Orbitally dropped deadfall projectiles, only effective vs ground targets.
+2 Minor Aethyric Impeller turrets (W/ML4)
Small technomagical railguns.
Attack: 6+ AA1
Range: 12
+3 Major Aethyric Impeller turrets(W/ML4)
Medium technomagic railguns.
Attack: 6+ P1 AA1
Range: 16
+4 Greater Aethyric Impeller turrets(W/ML4)
Large technomagic railguns.
Attack: 5+ P1 S1
Range: 20
TL4
+2 Light railgun turrets
Attack: 6+ AA1
Range: 12
+3 Medium railgun turrets
Attack: 6+ P1 AA1
Range: 16
+4 Heavy railgun turrets
Attack: 5+ P1 S1
Range: 20
+4 Ortillery Massdriver
Attack: 5+ Ortillery Slow
Range: 20
+2 Light beam turrets
Attack: 6+ P1 energy
Range: 12
+3 Medium beam turrets
Attack: 6+ P2 energy
Range: 16
+4 Heavy beam turrets
Attack: 5+ P2 energy
Range: 16
+2 AAA beam cannons
Attack: 8+ AA3 energy
Range: 10
+2 Ortillery Beam
Attack: 7+ Ortillery energy
Range: 12
+2 Thermal inducers
Attack: 8+ crew-killing energy
Range: 10
+3 Plasma Cannon
Attack: 6+ S3 slow hybrid
Range: 8
- +0 Alpha charges
- Auxillary tanking stores additional plasma ready for use
- Effect: adds Alpha1
+3 Cluster missile pods
Attack: 7+ 2x AA1 air
Range: 12
+3 Brilliant missiles
Attack: 6+ AA1 air
Range: 30
+1 Laser cluster
Attack: 9+ 2x Flak3 energy
Range: 5
+12 Superlaser
Attack: 4+ x8 P3 slow single shot energy
Range: 25
+12 Spinal Railgun
Attack: 3+ x7 P2 B1 slow single shot
Range: 25
+10 Mass Driver
Attack: 4 S# Slow
Range: 12
Special: Kinetic Deadfall projectiles combined with a mass driver for added kick and improved accuracy.
+X Enhanced Guidance
Effect: Gives Guided1 and +2 range to any non-Hybrid non-Energy weapon. Increases weapons size by 50%, rounded up.
+1 Microwave Pulse
It might not really use microwaves but it sure can cook things. This modification is for Energy or Hybrid weapons.
Effect: +1 bonus against ships of Mileu 2 or below, -1 DamCon penalty.
TL5
+2 Aggressor Shields
Attack: 7+ B1 S1 Slow Energy
Range: 0
Adds 1 to ship's shield value.
+3 Plasma Torpedo
Relatively inexpensive TL5 weapon; bulky but not costly.
Attack: 5+ P1 Air Hybrid
Range: 25
+4 Advanced Multipurpose Missile
Attack: See Below
Range: 25
Has 3 modes
- Anti-Shipping: Attack 5+ P1 B1 Air Guided1
- Anti-Aircraft: Attack 5+ Flak2 Air Guided1
- Etheric Pulse: Attack 4+ Guided1, deals no hull damage, rolls for critical hit instead.
+2 Phalanx
Attack: 7+ 3x Flak2 Hybrid
Range: 8
+3 Brilliant Endo/Exoatmospheric interceptors (BEEis)
Attack: 6+ Guided1 Flak1 B1 air
Range: 25
+4 Disruptor cannon
Attack: 5+ V slow energy
Range: 10
+4 Stiletto Beam Array
Attack: 4+ Modular Hybrid
Range: 16
Has 4 integral modules (reccomended P2/B2)
+4 Modular Projectile Cannon Array
Attacks: 5+
Range: 20
Has 4 integral modules
- Heavy: +3 weapon size, +5 range, -1 attack difficulty
- Vectored: AA1 (2 slots)
- Piercing: P1
- Breaker: B1
- Smasher: S1
- Alpha Capacitors: Alpha1 (2 slots)
- Guided: Guided1 (2 slots, max 1)
- PD
- Increased Range: +5 range
- Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)
+4 Modular Energy Cannon Array
Attacks: 5+ Energy
Range: 20
Has 4 integral modules
- Heavy: +3 weapon size, +5 range, -1 attack difficulty
- Vectored: AA1
- Piercing: P1
- Breaker: B1 (2 slots)
- Smasher: S1 (2 slots)
- Alpha Capacitors: Alpha1
- Guided: Guided1 (2 slots, max 1)
- PD
- Increased Range: +8 range
- Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)
+4 Modular Hybrid Cannon Array
Attacks: 5+ Hybrid
Range: 20
Has 4 integral modules
- Heavy: +3 weapon size, +5 range, -1 attack difficulty
- Vectored: AA1
- Piercing: P1
- Breaker: B1
- Smasher: S1 (2 slots)
- Alpha Capacitors: Alpha1
- Guided: Guided1 (2 slots, max 1)
- PD (2 slots)
- Increased Range: +5 range
- Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)
+1 Bobbler Launcher
PD2.
Range: N/A
+7 Hellbore
Not the Bolo kind, the Starfleet Battles kind.
Attack: See Below
Range: 20/8 (Normal/Overcharge)
Has 2 modes-
Normal: 5+ x2 P1 B2
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.
+12 Gravity-blast cannon
Attack: 4+ x6 B3 single shot energy
Range: 25
+15 Hell-class weapon
Attack: 4+ x10 P3 S3 slow single shot energy
Range: 30
+1 Energy Shells
Adds 'Hybrid' and 'S1' to any projectile weapon of any milieu.
ML1
+1 Magical Circle
Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the circle.
ML2
ML3
+2 Casting Chamber
Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the chamber.
Range: +10
ML4
ML5
+3 Archmagical Link
Boosts magic spells to Naval-scale.
Range: +10
Counts as having link to nation's magical network at all times.