Aberrant 2.0 Starships: Difference between revisions

From Sphere
Jump to navigation Jump to search
MJ12 Commando (talk | contribs)
MJ12 Commando (talk | contribs)
Line 96: Line 96:


*'''Missile Launcher''' (5): Massive (15), Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 30B/20L/10A. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
*'''Missile Launcher''' (5): Massive (15), Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 30B/20L/10A. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
: '''Smart Missile''': (Accuracy +3, Dmg 50L [30], Range 60,000, Rate 1/2, Magazine 20, Guided, AP(10), AV(10), Exp(5))
: '''Smart Missile''': (Accuracy +3, Dmg 50L [30], Range 60,000, Rate 1/2, Magazine 35, Guided, AP(10), AV(10), Exp(5))
:: '''Fusion Warhead''': Dmg 60A [40] + 80L [80] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 4
:: '''Fusion Warhead''': Dmg 60A [40] + 80L [80] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 10
:: '''Strategic Fusion Warhead''': Dmg 80A [50] + 90L [100] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 1
:: '''Strategic Fusion Warhead''': Dmg 80A [50] + 90L [100] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 5


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

Revision as of 20:41, 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 (Recon Vessel)

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


Special Features: tealth Systems (+3 to detection, +3 difficulty to attack warship via missile weapons), Atmospheric Capable (safe speed 2000 (1600), max speed 4000 (3200)).

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/15L. 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/15L. 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/10L. 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 (2): Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Destroyed, Soak 20B/10L. 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 12L, 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 35L [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 5B/5L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Orgotek Scarab (Frigate)

A miniscule vessel compared to most hardtech frigates, the Scarab is still atmosphere-capable even with its 80 meter length, and is still quite capable of holding its own against larger vessels with its advantages in maneuverability and size. Psions may format to the Scarab's weapons or controls-formatting adds +2 to the accuracy of weapons, or +2 to the Scarab's maneuverability. Formatting to one aspect of the Scarab is Tolerance 5.

Abilities: Handling +0, VS 5 (5 G acceleration), Gargantuan (2)
Crew: 6 (commander, helmsman, 4 gunners) + 12 passengers (typically a marine team)
Hangar Space: Two fighters (typically 2 Locusts)
Components: Hull, Drive, Forward Weapons Bay, 2 x Coilgun Turrets, 4 x PD Turrets, 2 x Missile Launchers, 4 x Sensor Arrays
Mass: 10,000 tons

Special Features: ECM (+1 difficulty to attack), Atmospheric Capable (safe speed 1500 (1200), max speed 3000 (2400)).

Structural

  • Hull: Massive (30), Health Levels -0 x 15/-1 x 15/-2 x 15/-3 x 15/-4 x 10/-5 x 10/Disabled, Soak 32B/16L. Hull damage applies penalties to all actions.
  • Drive: Massive (15), Health Levels -0 x 6/-1 x 6/-2 x 6/-3 x 6/-4 x 6/Disabled, Soak 30B/15L. Each -1 penalty to drive reduces VS and Handling by 1.
  • Hangar Pods (2): Massive (10), Health Levels -0 x 20/Disabled, Soak 20B/10L. Disabling a Hangar Pod prevents the use of it for launching and recovering fighters.

Weapons

  • Forward Weapons Bay (2): Massive (5), Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 25B/15L. Damage to this component reduces the effectiveness of the weapons mounted on it.
Heavy Lasers (3): Accuracy + 2, Damage 25L [20], Rate 1/3, Range 40,000, Magazine (inf), AP(8), AV(6), Exp(2) in anti-ship mode
  • Coilgun Turret (2): Massive (5), Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 25B/15L. Damage to this component reduces the effectiveness of the weapons mounted on it.
Light Coilguns (2): Accuracy + 2, Dmg 25L [20], Range 15,000, Rate 1, Magazine 200, AP(7), AV(3), Exp(2))
  • PD Turret (4): Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Destroyed, Soak 25B/15L. Turret damage reduces the effectiveness of the weapon housed in the turret. The Scarab's PD lasers are AI-controlled, with a total defensive pool of 14d.
PD Laser (Accuracy + 3, Damage 12L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Missile Launcher (2): Massive (5), Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Disabled, Soak 20B/15L. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Smart Missile: (Accuracy +3, Dmg 35L [20], Range 60,000, Rate 1/5, Magazine 20, Guided, AP(10), AV(10), Exp(5))
Fusion Warhead: Dmg 60A [40] + 80L [80] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 2

Sensors

  • Sensors (4): Massive (5), Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 7/-2 x 3/-3 x 1/Destroyed (-8), Soak 5B/5L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

L-B Novastorm IAC (Cruiser)

Considered by many to be the pinnacle of modern warship design, the Novastorm cruiser is 500 meters long, bristles with heavy weapons, and ensconced in a nearly impenetrable shell of olaminium-reinforced armor. Capable of carrying up to eight fighters or shuttles and with a standard complement of 120 marines, the Novastorm is worth its absolutely staggering cost-so much so that even the industrial and military powerhouse that is China can only field four of these vessels.

Abilities: Handling -3, VS 2 (1.5 G acceleration), Gargantuan (10)
Crew: 280 + 120 marines
Hangar Space: Eight Fighters
Components: Hull, 2 x Drive, Hangar, 3 x Coilgun Turrets, 6 x Plasma Turrets, 12 x PD Turrets, 5 x Missile Launchers, 10 x Sensor Arrays
Mass: 1.9 million tons

Special Features: Olaminium Dispersive Cladding (has aggravated soak).

Structural

  • Hull: Massive (100), Health Levels -0 x 25/-1 x 25/-2 x 25/-3 x 25/-4 x 25/-5 x 25/Disabled, Soak 45B/30L/20A. Hull damage applies penalties to all actions.
  • Drive (2): Massive (40), Health Levels -0 x 60/Disabled (-1), Soak 40B/25L/15A. Each -1 penalty to drive reduces VS and Handling by 1.
  • Hangar: Massive (40), Health Levels -0 x 50/Disabled, Soak 20B/10L/5A. Disabling the hangar prevents the Novastorm from launching and recovering fighters.

Weapons

  • Coilgun Turret (3): Massive (20), Health Levels -0 x 20/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 40B/25L/15A. Damage to this component reduces the effectiveness of the weapons mounted on it.
Superheavy Coilguns (2): Accuracy + 1, Dmg 35L [25], Range 15,000, Rate 1/2, Magazine 50, AP(10), AV(8), Exp(2))
  • Plasma Turret (6): Massive (15), Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 30B/20L/10A. Damage to this component reduces the effectiveness of the weapons mounted on it.
Plasma Cannon (2): Accuracy + 2, Dmg 25L [20], Range 12,000, Rate 1, Magazine (inf), AV (3), AP(5), Exp(1))
  • PD Turret (12): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Soak 25B/15L/5A. Turret damage reduces the effectiveness of the weapon housed in the turret. The Scarab's PD lasers are AI-controlled, with a total defensive pool of 14d.
Advanced PD Laser (Accuracy + 5, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Missile Launcher (5): Massive (15), Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Soak 30B/20L/10A. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Smart Missile: (Accuracy +3, Dmg 50L [30], Range 60,000, Rate 1/2, Magazine 35, Guided, AP(10), AV(10), Exp(5))
Fusion Warhead: Dmg 60A [40] + 80L [80] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 10
Strategic Fusion Warhead: Dmg 80A [50] + 90L [100] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 5

Sensors

  • Sensors (10): Massive (5), Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 7/-2 x 3/-3 x 1/Destroyed (-8), Soak 15B/15L/5A. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.