Aberrant 2.0 Starships: Difference between revisions

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*'''Missile Launcher''': Massive (5), Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Disabled, Soak 15B/10L. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
*'''Missile Launcher''': Massive (5), Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Disabled, Soak 15B/10L. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
: '''Smart Missile''': (Accuracy +3, Dmg 30L [20], Range 60,000, Rate 1/5, Magazine 20, Guided, AP(10), AV(10), Exp(5))  
: '''Smart Missile''': (Accuracy +3, Dmg 30L [20], Range 60,000, Rate 1/5, Magazine 6, Guided, AP(10), AV(10), Exp(5))


===Sensors===
===Sensors===

Revision as of 17:25, 20 January 2011

Vessels Overview

Remember that most military vessels take only 1 HL of damage, no matter how many post-soak levels are rolled, from attacks without sufficient area of effect (with an area less than their Massive rating, and take half post-soak damage from weapons with areas less than double their Massive rating), and are large enough so that they cannot attempt to evade most attacks (any attack with an AV rating equal to or less than than their Gargantuan rating)

Military Vessels

Banji Peregrine

The Banji Peregrine is an advanced reconnaissance vessel with cutting edge passive stealth and sensors technology for discreet observation of locales. With a "mere" 500 ton mass these vessels are lightweight and quite nimble for their size. Civilian variants lack the stealth technology of the military version, and remove the missile launcher for additional cargo space.

Abilities: Handling + 1, VS 5 (5 G maximum acceleration), Gargantuan (1)

Crew: 5 + 4 Passengers (typically a Marine VBSS team).

Components: Hull, Drive, 2 x Laser Turrets, 4 x PD Turrets, 1 x Missile Launcher, 2 x Sensor Arrays. Stealth Systems (+3 to detection, +3 difficulty to attack warship via missile weapons).

Structural

  • Hull: Massive (20), Health Levels -0 x 10/-1 x 10/-2 x 10/-3 x 5/-4 x 5/-5 x 5/Disabled, Soak 30B/25L. Hull damage applies penalties to all actions.
  • Drive: Massive (10), Health Levels -0 x 2/-1 x 5/-2 x 5/-3 x 5/-4 x 5/Disabled, Soak 30B/25L. Each -1 penalty to drive reduces VS and Handling by 1.

Weapons

  • Laser Turret (2): Health Levels -0 x 6/-1 x 6/-2 x 6/-4 x 6/Disabled, Soak 20B/20L. Turret damage reduces the effectiveness of the weapon housed in the turret.
Medium Laser: Accuracy + 2, Damage 24L [15], Rate 1/2, Range 30,000, Magazine (inf), AP(8), AV(6) in anti-ship mode
Accuracy +4, Damage 20L [14], AP (5), AA in anti-fighter/aberrant mode
  • PD Turret (4): Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Destroyed, Soak 20B/15L. Turret damage reduces the effectiveness of the weapon housed in the turret. The Peregrine's PD lasers are AI-controlled, with a total defensive pool of 14d.
PD Laser (Accuracy + 3, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Missile Launcher: Massive (5), Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Disabled, Soak 15B/10L. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Smart Missile: (Accuracy +3, Dmg 30L [20], Range 60,000, Rate 1/5, Magazine 6, Guided, AP(10), AV(10), Exp(5))

Sensors

  • Sensors: Massive (5), Advanced Sensors (+5 to awareness and attack rolls), Health Levels -0 x 1/-1 x 3/-2 x 3/-4 x 3/Critical Damage (-5) x 1/Destroyed (-8) x 1, Soak 10B/10L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.