Difference between revisions of "LOE Ship Weapons Test"

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Normal: 5+ x2 P1 B2<br>
 
Normal: 5+ x2 P1 B2<br>
 
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.
 
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.
 +
 +
+12 '''Boson leap cannon'''<br>
 +
Attack: 5+ Slow power hungry energy<br>
 +
Range: 10/50<br>
 +
Special: Ignores shields on an attack roll of '10'<br>
  
 
+12 '''Gravity-blast cannon'''<br>
 
+12 '''Gravity-blast cannon'''<br>

Revision as of 21:07, 25 January 2009

Tags

AP # - Armour Piercing; reduces the enemy armour value by #. Reduced by 1 for every negative relative milieu level.
SP # - Shield Piercing; reduces the enemy shield value by #. Reduced by 1 for every negative relative milieu level.
AB # - Armour Break; ignores # levels of armour.
AA # - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.
PD - Point Defense; can be used in the point-defense role.
Slow - Target may evade with speed roll.
Soft # - Increases the target number to attack against MDP-scale units.
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.

Tech Weapons

TL1

+1 Mechanical throwers
Attack: 9+; Air
Range: 2

+2 Heavy mechanical throwers
Attack: 9+; AP 1; 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.

+2 Greek fire projectors
Attack: 8+; Energy
Range: 1

+1 Ram
Attack: 9+; AB 1; Slow
Range: 0
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.

TL2

+1 Carronades
Attack: 8+; AA 1; Soft 2; Anti-Personnel
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+; AP1
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
Effect: Always attacks the nearest enemy unit.

TL3

+2 Destroyer caliber naval rifle turrets
Attack: 7+
Range: 8

+3 Cruiser caliber naval rifle turrets
Attack: 7+; AP1
Range: 12

+4 Battleship caliber naval rifle turret
Attack: 7+; AB1
Range: 16

+6 Superbattleship caliber naval rifle turret
Attack: 7+; AB2
Range: 20

-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.
+0 Extended-Range Munitions
Effect: +50% Range for naval guns.
+0 AA Munitions
Effect: Naval guns gain AA +1.

+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.

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
Tracking: 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
Tracking: 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
Tracking: 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

+4 Vibro-Cannon
Lightweight tractor-repulsor cannon used for orbit-to-surface fire.
Attack: 5+ B1 Ortillery Hybrid
Range: 20

+6 Tremor Cannon
Heavyweight tractor-repulsor cannon used for orbit-to-surface fire.
Attack: 5+ B3 Ortillery Slow Hybrid
Range: 20

+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 Boson leap cannon
Attack: 5+ Slow power hungry energy
Range: 10/50
Special: Ignores shields on an attack roll of '10'

+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.

Magic Weapons

For pure magic concepts only please.

Magical Circles can be mounted as Weapon or Option and may fire independently of Power Hungry weapons (since it's just the mage casting a spell). They are facilities aboard a vessel or inside an MDP-scale fortification used to enhance or multiply the power of magic-users. All three branches of magic may use them, though only Ritual utilize the higher level versions.

Artifice Weapons are invariably created from some kind of Magical Resource. They tend to have side-effects or spell-like qualities and may be broadly considered the pure-magic counter to industry.

Ether Drain weapons consumed ether on a per shot rather than regular wartime upkeep basis. This is generally due to having large scale spell-like effects.

ML1

+2 Magical Circle
Magical Circle Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the circle.

ML2

ML3

+4 Casting Chamber
Magical Circle The Casting Chamber boosts spells cast within it to MDP scale and grants the ship full access to the national grid up to the Milieu level of the chamber, for ordinary spellcasting only.
Range: +8

ML4

+4 Conjuration Circle

ML5

+8 Leyline Nexus
Magical Circle A Leyline Nexus is a full node within the shipbuilding country's magic network, granting the entire fleet or battlefield full access to the national grid across all types of magic. It also boosts all spells cast from inside it to MDP scale.
Range: +12

Fusion Theory

+2 Small Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to destroyer calibre naval rifles.
Attack: 7+
Range: 8

+3 Medium Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to cruiser calibre naval rifles.
Attack: 7+; AP1
Range: 12

+4 Large Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to battleship calibre naval rifles.
Attack: 7+; B21
Range: 16

+5 Very Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to superbattleship calibre naval rifles.
Attack: 7+; B2
Range: 20

+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


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