LOE Rebuild of Shipping: Difference between revisions
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==Armor== | ==Armor== | ||
There exist three main types of armor:<br> | There exist three main types of weapons and associated armor:<br> | ||
:Impact | :Impact: Blunt impacts and Wood, wrought iron, etc<br> | ||
:Ballistic | :Ballistic: High-velocity penetrators and Face-hardened steel<br> | ||
:Energy | :Energy: Directed-energy weapons and Composites/superconductors<br> | ||
Impact armor is introduced at Tech milieu 1<br> | |||
Ballistic is introduced at Tech milieu 3<br> | |||
Energy is introduced at Tech milieu 3<br> | |||
Every piece of armor is rated for Impact/Ballistic/Energy resistance, this counters any type/milieu-derived bonus penetration. Type resistance does [i]not[/i] counter weapon-derived penetration. Note that more sophisticated classes of armor will tend to stop both their own and less sophisticated attacks. | |||
Impact Armor 1-5 has Impact Resistance 1-5<br> | |||
Steel Armor 3-5 has Impact and Ballistic Resistance 3-5<br> | |||
Energy Armor 3-5 has all Resistance 3-5<br> | |||
'''Examples'''<br> | |||
A 'TL3' naval artillery would have Ballistic Penetration of 3. If it were to strike a 'TL5' Impact Armor plate with Impact Rating 5 but Ballistic rating 0, it would gain 3 points of penetration, reducing the target's armor by 3 points on top of any other effects (ouch!). If it were to strike a 'TL5' Ballistic armor plate with a Ballistic rating of 5, it would have its bonus reduced to 0 and get no bonus. | |||
==Shields== | ==Shields== |
Revision as of 12:47, 30 January 2009
Shields will generally add to Evasion or Armor. Barrier Shields are ablative MDP that automatically blocks all attacks that penetrate Evasion.
Any ship with more than 50% of its non-Engine slots filled is relatively large for its type and suffers -1 to all Evasion rolls.
New Ships
Patrol Boat
Milieu: TL3
MDP: 1
Move: 4
Weapon Slots: 6
Engine Slots: 16
Option Slots: 3
Weapon/Option limit: 1
Base Evasion: 5+ (1)
Small Warship
Milieu: TL3
MDP: 3
Move: 4
Weapon Slots: 10
Engine Slots: 16
Armour Slots: 6
Option Slots: 6
Weapon/Option limit: 2
Base Evasion: 6+ (1)
Medium Warship
Milieu: TL3
MDP: 5
Move: 4
Weapon Slots: 24
Engine Slots: 16
Armour Slots: 16
Option Slots: 16
Weapon/Option limit: 4
Base Evasion: 8+ (3)
Large Warship
Milieu: TL3
MDP: 10
Move: 4
Weapon Slots: 50
Armour Slots: 40
Engine Slots: 16
Option Slots: 16
Base Evasion: 9+ (5)
Large Carrier
Milieu: TL3
MDP: 7
Move: 4
Weapon Slots: 20
Engine Slots: 16
Armour Slots: 16
Option Slots: 30
Cargo Slots: 30
Weapon/Option limit: 4
Base Evasion: 9+ (5)
Increasing Weapon/Option limit requires the expenditure of Option slots. Specifics TBA.
Weapons
Standardized modifiers
Typical 'anti-ship' weapon base size is 3 at TL3.
Light Weapon
- Evasion -2
- Armor +1
- Range -25%
- Size -1
Medium Weapon
- No stat modifiers
Heavy Weapon
- Evasion -2
- Armor -3
- Range +25%
- Size +3
Superheavy Weapon
- Evasion -4
- Armor -5
- Range +50%
- Size +7
TL3
+3 Naval Artillery
Attack: 7+
Range: 12
Tags: Physical, Independent
Armor
There exist three main types of weapons and associated armor:
- Impact: Blunt impacts and Wood, wrought iron, etc
- Ballistic: High-velocity penetrators and Face-hardened steel
- Energy: Directed-energy weapons and Composites/superconductors
Impact armor is introduced at Tech milieu 1
Ballistic is introduced at Tech milieu 3
Energy is introduced at Tech milieu 3
Every piece of armor is rated for Impact/Ballistic/Energy resistance, this counters any type/milieu-derived bonus penetration. Type resistance does [i]not[/i] counter weapon-derived penetration. Note that more sophisticated classes of armor will tend to stop both their own and less sophisticated attacks.
Impact Armor 1-5 has Impact Resistance 1-5
Steel Armor 3-5 has Impact and Ballistic Resistance 3-5
Energy Armor 3-5 has all Resistance 3-5
Examples
A 'TL3' naval artillery would have Ballistic Penetration of 3. If it were to strike a 'TL5' Impact Armor plate with Impact Rating 5 but Ballistic rating 0, it would gain 3 points of penetration, reducing the target's armor by 3 points on top of any other effects (ouch!). If it were to strike a 'TL5' Ballistic armor plate with a Ballistic rating of 5, it would have its bonus reduced to 0 and get no bonus.
Shields
Shields with a cost of X multiply it by the Evasion Coefficient.
+2X Deflector Field
Stack Bonus: Evasion +1
+6 Reinforcing Field
Stack Bonus: Armor +1
+2 Barrier Field
Stack Bonus: Shield MDP +1
Options and other stuff
Hangars
+1 TL3 Hangars
4 DP for TL3 planes
+1 TL4 Hangars
3 DP for TL4 planes
+1 TL5 Hangars
2 DP for TL5 planes
Stealth Systems
Milieu 3
+7 Basic Stealth Hull Design
(+30% to evasion rolls, 30% MDP rounded down, reduces available armor and weapon slots by 30%)
F117 or B2-like anti-sensor coating and design.
Milieu 4
+6 Intermediate Stealth Hull Design
(+30% to evasion rolls, -20% MDP rounded down, reduces available armor and weapon slots by 20%)
F117 or B2-like anti-sensor coating and design taken to a higher level with advanced composites and "smart" materials.
+4 ECM Stealth Field Generator
(+10% to evasion rolls)
Jamming device used to provide the equivalent of cloaking beyond visual range by blocking sensor signal returns. Can be stacked to a limit of +30% evasion.
Milieu 5
+5 Advanced Stealth Hull Design
(+30% to evasion rolls, -10% MDP rounded down, reduces available armor and weapon slots by 10%)
F117 or B2-like anti-sensor coating and design taken to the illogical extreme with nanomaterials and forcefields capable of absorbing or changing entirely the sensor return of a searching vessel.
+3 Truestealth Device
(+10% to evasion rolls)
Literal can't-see-me cloaking device. Can be stacked to a limit of +30% evasion.
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