Difference between revisions of "LOE Rebuild of Shipping"

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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 (Wood, wrought iron, etc)<br>
+
:Impact:  Blunt impacts and Wood, wrought iron, etc<br>
:Ballistic (Face-hardened steel)<br>
+
:Ballistic:  High-velocity penetrators and Face-hardened steel<br>
:Energy (Composites and superconductors)<br>
+
:Energy:  Directed-energy weapons and Composites/superconductors<br>
  
===TL3===
+
Impact armor is introduced at Tech milieu 1<br>
+8 '''Rolled Steel Armor'''<br>
+
Ballistic is introduced at Tech milieu 3<br>
8+ Armor Save<br>
+
Energy is introduced at Tech milieu 3<br>
Stack Bonus: +1 Armor Save<br>
 
  
====Naval Steel Armor====
+
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.
+1 '''Double-Hulling'''<br>
+
 
:MDP +1 (stack bonus +1)<br>
+
 
+1 '''Asbestos Armor'''<br>
+
Impact Armor 1-5 has Impact Resistance 1-5<br>
:Armor +1 against Incendiary weapons<br>
+
Steel Armor 3-5 has Impact and Ballistic Resistance 3-5<br>
:HA +1 vs. Incendiary Energy weapons<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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