Aberrant 2.0 Starships: Difference between revisions
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*'''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. | *'''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 | *'''Drive''': Massive (10), Health Levels -0 x 5/-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=== | ===Weapons=== | ||
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===Sensors=== | ===Sensors=== | ||
* '''Sensors''': Massive (5), Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 1/-1 x 3/-2 x 3/Critical Damage (-4) x 1/Destroyed (-6) x 1, Soak 5B/5L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties. | * '''Sensors''' (2): Massive (5), Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 1/-1 x 3/-2 x 3/Critical Damage (-4) x 1/Destroyed (-6) x 1, Soak 5B/5L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties. | ||
=Military Vessels= | =Military Vessels= |
Revision as of 02:10, 21 February 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)
Player Vessels
The Heart for a Bullet
Pirate craft of unknown base manufacture. Heavily modified?
Abilities: Handling + 1, VS 5 (5 G maximum acceleration), Gargantuan (1)
Crew: Up to 10.
Cargo: Up to 50t.
Components: Hull, Drive, 2 x Laser Turrets, 2 x PD Turrets, 1 x Plasma Cannon, 2 x Sensor Arrays. Stealth Systems?.
Special Features: Stealth Systems?, Maintenance Robots, 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 5/-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 20L [15], Rate 1/2, Range 30,000, Magazine (inf), AP(5), AV(3) in anti-ship mode
- Accuracy +4, Damage 15L [10], AP (3), 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))
- Plasma Cannon: Massive (5), Health Levels -0 x 5/-1 x 5/-2 x 5/-4 x 5/Disabled, Soak 15B/10L. Plasma Cannon damage reduces the effectiveness of the spinal-mount plasma cannon.
- Plasma Cannon: Accuracy + 2, Damage 25L [20], Rate 1/3, Range 40,000, Magazine (inf), AP(8), AV(6), Exp(2)
Sensors
- Sensors (2): Massive (5), Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 1/-1 x 3/-2 x 3/Critical Damage (-4) x 1/Destroyed (-6) x 1, Soak 5B/5L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.
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: Stealth 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 20L [15], Rate 1/2, Range 30,000, Magazine (inf), AP(5), AV(3) in anti-ship mode
- Accuracy +4, Damage 15L [10], AP (3), 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, 3 x Anti-Aberrant 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 9d + weapon accuracy.
- PD Laser (Accuracy +3, Damage 12L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
- Anti-Aberrant Turret (12): 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 Anti-Aberrant weapons blisters are AI-controlled, with a total attack pool of 9d + weapon accuracy.
- Medium Laser Cannon: Accuracy +3, Damage 12L [10], Range 5,000, Rate 3, Magazine (inf), AP (3)
- Smart Missile Launcher: Accuracy +1, Range 2,000, Damage 20L [15], Range 5,000, Rate 1, Magazine 5, AP(4), AA, Guided
- 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, 12 x Anti-Aberrant 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(5))
- 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(3))
- PD Turret (12): Health Levels -0 x 8/-1 x 8/-2 x 8/-4 x 8/Destroyed, Soak 25B/15L/5A. Turret damage reduces the effectiveness of the weapon housed in the turret. The Novastorm's PD lasers are AI-controlled, with a total defensive pool of 10d + weapon accuracy.
- Advanced PD Laser (Accuracy + 5, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
- Anti-Aberrant Turret (12): Health Levels -0 x 8/-1 x 8/-2 x 8/-4 x 8/Destroyed, Soak 25B/15L/5A. Turret damage reduces the effectiveness of the weapon housed in the turret. The Novastorm's Anti-Aberrant weapons blisters are AI-controlled, with a total attack pool of 10d + weapon accuracy.
- Medium Laser Cannon: Accuracy +5, Damage 12L [10], Range 5,000, Rate 3, Magazine (inf), AP (3)
- Smart Missile Launcher: Accuracy +2, Range 2,000, Damage 20L [15], Range 5,000, Rate 1, Magazine 5, AP(4), AA, Guided
- 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.
- Heavy Antiship 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.