Difference between revisions of "Talk:Second Sphere Craft Construction Rules"

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=Proposed Frames=
+
==Building A Robot==
Bomber (large transatmospheric craft)
+
This could get long.  Some example stats follow.  Anything in '''bold''' has a defined effect but I'm too lazy to write out how it works just yetTrust me on this.
:The next step up from a space fighter, but with transatmospheric capability.
 
::Speed 6, Agility 3, Evasion 2, Armor 10, 6 Hits
 
:::Component Space:  24
 
:::Hull Growth Factor: 8
 
:::External Carriage: 24
 
:::External Carriage Growth Factor:  4
 
::::Armour, shields and engines take 2x space and power- That is an incredibly retarded limitation.
 
  
  
Superfighter (Thrust Vectoring Rules the Skies, Macross Plus style)
 
:Bitches don't know about my Ribbon emblem.
 
::Speed 12, Agility 9, Evasion 6, Armor 0, 4 Hits
 
:::Component Space:  10
 
:::Hull Growth Factor: 4
 
:::External Carriage:  10
 
:::External Carriage Growth Factor:  4
 
  
==FBH Proposal==
+
Interceptor (transatmospheric fighter)
Ground Attack Aircraft
+
:A 22nd century aerospace fighter
:Sturmovik are moe :
+
::Speed 10, Agility 7, Evasion 5, Armor 0, 4 Hits
::Speed 7, Agility 7, Evasion 5, Armor 5, 4 Hits
 
 
:::Component Space:  8
 
:::Component Space:  8
 
:::Hull Growth Factor: 4
 
:::Hull Growth Factor: 4
 
:::External Carriage:  8
 
:::External Carriage:  8
:::External Carriage Growth Factor:  4
+
:::External Carriage Growth Factor:  2
 +
 
 +
Heavy Fighters (space fighter)
 +
:A a boxy space fighter
 +
::Speed 7, Agility 5, Evasion 4, Armor 6, 4 Hits
 +
:::Component Space:  12
 +
:::Hull Growth Factor: 4
 +
:::External Carriage:  12
 +
:::External Carriage Growth Factor:  2
 +
 
 +
Combat Frame
 +
:The standard mobile suit frame
 +
::Speed 5, Agility 5, Evasion 4, Armor 6, 4 Hits
 +
:::Component Space:  12
 +
:::Hull Growth Factor: 4
 +
:::External Carriage:  12
 +
:::External Carriage Growth Factor:  2
 +
 
 +
Assault Frame
 +
:A slower but more robust mobile suit design
 +
::Speed 4, Agility 4, Evasion 3, Armor 10, 4 Hits
 +
:::Component Space:  12
 +
:::Hull Growth Factor: 4
 +
:::External Carriage:  12
 +
:::External Carriage Growth Factor:  2
  
=Proposed Components=
+
Mobile Armor
 +
:Not very moe at all
 +
::Speed 4, Agility 2, Evasion 2, Armor 7, 8 Hits
 +
::Batch Size:  Individual
 +
:::Component Space:  40
 +
:::Hull Growth Factor: 8
 +
:::External Carriage:  10
 +
:::External Carriage Growth Factor:  2
 +
::::Every hull expansion reduces Evasion by 1
 +
::::May add 1 extra level of shielding
 +
::::May use Ship-list weapons
 +
::::All Craft-list direct-fire weapons gain ROF 4
  
===Variants(For Weapons)===
 
'''Rhenium Rail'''
 
:Spaces: 0
 
:Increases Cost
 
:For Railguns
 
:Range +2, accuracy +1, penetration +2, Strength +1, AP+1
 
  
 +
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit.  Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.
  
'''Glitterrail'''
+
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, with more sophisticated (or simply larger!) machines having 1, 2 or more expansions.
:Spaces: 0
 
:Increases Cost, needs Theta
 
:For Railguns
 
:Range +4, accuracy +2, penetration +4, Strength +2, AP +2
 
  
  
'''Synchronous Acceleration'''
+
====Weapons====
:Spaces: 2
+
Note that all stats below are, ultimately, provisionary.  I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
:Increases Cost
 
:For Beam and Pulse guns
 
:Range +2, accuracy +2, penetration +1, Strength +2
 
  
'''Particle Supercollider'''
+
====Melee Weapons====
:Spaces: 2
+
'''Alpha Edge (sword)'''
:Increases Cost
+
:Spaces: 2
:For Beam and Pulse guns
+
:Power:  0
:Range +4, accuracy +2, penetration +2, Strength +4
+
:Parry:  +5
 +
:Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish
  
 +
'''Alpha Edge (pole)'''
 +
:Spaces:  4
 +
:Power:  0
 +
:Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish
  
 +
'''Alpha Edge (Axe)'''
 +
:Spaces:  2
 +
:Power:  0
 +
:Accuracy +3, penetration +5, Strength +0, Parry 6, Brutish
  
===Engines===
+
'''Alpha Edge (Knife)'''
'''Chemical Thruster'''
+
:Spaces: 1
:+0.5 speed, +0.5 agility
+
:Power: 0
:Space: 1
+
:Accuracy +4, penetration +2, Strength +0, Parry 2, Brutish
:Power: 0
 
  
'''Air-breathing Engine'''
+
'''Plasma Knives'''
:+1 speed, +0.5 agility, +0.5 Evasion
+
:Spaces:  1
:: Atmosphere Only
+
:Power: 2
: Space: 2
+
:Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave
: Power: Generates 1
 
:: They might be larger than fusion thrusters for the same speed due to fuel storage needs, but they don't need any power. In fact, they produce it.
 
  
'''Enhanced Airfoils'''
+
'''Plasma Lance'''
: +1 Agility, +0.5 Evasion
+
:Spaces:  1
:: Atmosphere Only
+
:Power: 2
: Space: 2
+
:Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave
: Power: 0
 
  
'''Hypercombustion Generator'''
+
'''Mega Beam Saber'''
: +1 Power
+
:Spaces: 2
:: Atmosphere Only
+
:Power: 6
: Space: 1
+
:Accuracy +5, penetration +3, Strength +6, Parry +3, Cleave
:: For many ground vehicles and atmospheric fighter designs, hypercombustion generators are a viable method of producing power.
 
  
'''Solar Generator'''
+
====Ranged Weapons====
: +1 Power, -1 Stealth (non-cumulative), -1 Agility and -1 Evasion for every solar generator after the first
+
'''Anti-Missile Gatling'''
: Space: 3
+
:2 Space
:: Solar generators are exceedingly cheap power generation systems that are often used for unmanned vehicles that require low cost and high loiter time.
 
  
===Pistols===
+
'''Mecha-SMG'''
:Because I can. Because Revolvers and the like are awesome
+
:Spaces:  5
 +
:Power:  0
 +
:Range 4, accuracy +8, penetration +0, Strength -2
  
'''Plasma Revolver'''
+
'''Autogun'''
:Spaces:  4
+
:Spaces:  8
 
:Power:  0
 
:Power:  0
:Range 3, accuracy +1, penetration +2, Strength +2, AP Bonus +4, Ship Damage 1, 6 shots
+
:Range 6, accuracy +6, penetration +1, Strength +0
  
'''Scram Magnum'''
+
'''Heavy Gun'''
:Spaces:  4
+
:Spaces:  10
 
:Power:  0
 
:Power:  0
:Range 4, accuracy +1, penetration +4, Strength +3, AP +3, 2 shots, 1 damage
+
:Range 10, accuracy +3, penetration +3, Strength +2
 +
 
 +
'''Automatic Railgun'''
 +
:Spaces:  8
 +
:Power:  2
 +
:Range 8, accuracy +6, penetration +2, Strength +0
 +
 
 +
'''Heavy Railgun'''
 +
:Spaces:  10
 +
:Power:  3
 +
:Range 12, accuracy +3, penetration +5, Strength +2
 +
 
 +
'''Tank Railgun'''
 +
:Spaces:  12
 +
:Power:  4
 +
:Range 16, accuracy +0, penetration +8, Strength +2, AP +3
 +
 
 +
'''Coilgun'''
 +
:Spaces:  5
 +
:Power:  5
 +
:Range 6, accuracy +8, penetration +0, Strength -2
 +
 
 +
'''Heavy Coilgun'''
 +
:Spaces:  8
 +
:Power:  10
 +
:Range 16, accuracy +0, penetration +6, Strength +0, AP +4
 +
 
 +
'''Shotcannon'''
 +
:Spaces:  5
 +
:Power:  2
 +
:Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9
  
===Scram Rifles===
+
'''Bazooka'''
:During the Magnate war, the engineers of the League did not have the sophisticated electronics and miniaturised systems needed for effective missiles or railguns. However, with modern propellants and the industry to provide replacements, ancient concepts for single-shot 'superguns' could be dredged up and turned into a practical solution for long-range firepower.
 
'''Scram Rifle'''
 
 
:Spaces:  8
 
:Spaces:  8
 
:Power:  0
 
:Power:  0
:Range 18, accuracy +4, penetration +8, Strength +6, AP +6, 1 shot, 2 damage
+
:Range 4, accuracy -2, penetration +8, Strength +6, Damage 3, 3 Shots, ROF 3
  
'''Double Scram Rifle'''
+
'''Giant Bazooka'''
 
:Spaces:  12
 
:Spaces:  12
 
:Power:  0
 
:Power:  0
:Range 18, accuracy +2, penetration +8, Strength +6, AP +6, 2 shot, 2 damage
+
:Range 4, accuracy -5, penetration +12, Strength +12, Damage 6, 2 Shots, ROF 2
 +
 
  
'''Heavy Scram Rifle'''
+
'''Pulse Gun'''
 +
:Spaces:  6
 +
:Power:  5
 +
:Range 8, accuracy +8, penetration +1, Strength +0
 +
 
 +
'''Beam Gun'''
 +
:Spaces:  8
 +
:Power:  10
 +
:Range 12, accuracy +4, penetration +5, Strength +2
 +
 
 +
'''Dual Beam Gun'''
 
:Spaces:  12
 
:Spaces:  12
:Power:  0
+
:Power:  16
:Range 24, accuracy +0, penetration +10, Strength +10, AP +8, 1 shot, 3 damage
+
:Range 12, accuracy +4, penetration +5, Strength +2, ROF 2
 +
:Fixed weapon
 +
:-1 Evasion
 +
 
 +
'''Megaparticle Gun'''
 +
:Spaces:  6
 +
:Power:  8
 +
:Range 8, accuracy +5, penetration +4, Strength +2, AP Bonus +4
 +
 
 +
'''Heavy Megaparticle Gun'''
 +
:Spaces:  8
 +
:Power:  12
 +
:Range 8, accuracy +1, penetration +6, Strength +4, AP Bonus +6
 +
 
 +
'''Plasma Gun'''
 +
:Spaces:  6
 +
:Power:  8
 +
:Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, Ship Damage 2
 +
 
 +
'''Dual Plasma Gun'''
 +
:Spaces:  10
 +
:Power:  14
 +
:Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, ROF 2, Ship Damage 2
 +
:Fixed weapon
 +
:-1 Evasion
 +
 
 +
'''Cluster Missiles'''
 +
:Spaces:  2
 +
:Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots
 +
 
 +
'''Anti-Air Missile'''
 +
:Spaces:  2
 +
:Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot
 +
 
 +
'''Strike Missile'''
 +
:Spaces:  2
 +
:Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot
 +
 
 +
'''Assault Missile'''
 +
:Spaces:  2
 +
:Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 3 damage
 +
 
 +
'''Anti-Ship Missile'''
 +
:Spaces:  8
 +
:Range 40, accuracy -6, penetration +12, Strength +12, Guided +5, 1 Shot, 4 damage
 +
 
 +
USASF Mk 16 Remote Drones
 +
:
 +
::Range 12, accuracy +15, penetration +0, Strength +0, '''No Range Penalty''', '''Remote'''
 +
::Space: 4
 +
::Power: 5
 +
 
 +
Transbaal Type-Four Semiautonomous Attack Drone
 +
:
 +
::Range 12, accuracy +16, penetration +2, Strength +0, '''No Range Penalty''', '''Remote'''
 +
::Space: 4
 +
::Power: 5
 +
 
 +
ACLS Wardens
 +
:
 +
::Range 4, accuracy +20, penetration +2, Strength +0, '''No Range Penalty''', '''Remote'''
 +
::Space: 3
 +
::Power: 4
 +
 
 +
'Shiranui' Assault Funnels
 +
:
 +
::Range 12, accuracy +14, penetration +3, Strength +2, '''No Range Penalty''', '''Remote''', AP +3
 +
::Space: 6
 +
::Power: 8
 +
 
 +
====Components====
 +
IOW, everything that's not a weapon.  All Components take up double the amount of space if they're fitted externally in External Carriage.
 +
 
 +
Thrusters
 +
:Fusion thrusters provide linear speed and a small boost to Evasion.
 +
::+1 Speed, +0.5 Agility, +0.5 Evasion
 +
::Space: 1
 +
::Power: 1
 +
 
 +
Verniers
 +
:Verniers increase Agility and also provide a small increase to Evasion.
 +
::+1 Agility, +0.5 Evasion
 +
::Space: 1
 +
::Power: 1
 +
 
 +
Mercurion Thrusters
 +
:ZOCU's infamous 'glitterblower' propulsion system.
 +
::+1 Speed, +1.5 Agility, +1 Evasion, -1 Stealth
 +
::Space: 1
 +
::Power: 5
 +
 
 +
Microjump Unit
 +
:In-system FTL
 +
::Space: 1
 +
::Power: 1
 +
 
 +
Fission Reactor
 +
:Space: 1
 +
:Power Output: 2
 +
 
 +
Fusion Reactor
 +
:Space: 1
 +
:Power Output: 4
 +
 
 +
Forced Fusion Reactor
 +
:Space: 1
 +
:Power Output: 6
 +
 
 +
T-Forced Fusion Reactor
 +
:Space: 1
 +
:Power Output: 8
  
 +
Armor
 +
:Provides . . . Armor.  Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
 +
::+1 Armor, -0.33 Agility
 +
::Space:  1
  
===Defences===
+
Scattering Field
'''Plasma Wave Defence'''
+
:Bubble-field system.
:Advanced drone types possess defences against missiles, consisting of a 'shockwave' of projected plasma that covers a large arc.
+
::+3 Armor, -1 Evasion (non-stacking), -1 Sensors, +3 AP Protection
:Spaces: 4
+
::Space: 1
:Power: 8
+
::Power: 8
  
=Test Builds=
+
Flash Field
Super Lancaster (2x bomber)
+
:Stutter field system.
:Speed 14, Agility 5, Evasion 5, Armor 19 (+3), 6 Hits
+
::+2 Armor, +0.5 Evsion, +2 AP Protection
:40 internal space
+
::Space: 1
::8x thrusters: 16 space 16 power
+
::Power: 8
::8x fusion reactors: 8 space -32 power
 
::6x armour: 12 space
 
::1x anti-missile gatling: 2 space
 
::1x scattering field: 2 space, -16 power
 
:32 external space
 
::4x anti-ship missile: 32 space
 

Latest revision as of 11:59, 25 March 2011

Building A Robot

This could get long. Some example stats follow. Anything in bold has a defined effect but I'm too lazy to write out how it works just yet. Trust me on this.


Interceptor (transatmospheric fighter)

A 22nd century aerospace fighter
Speed 10, Agility 7, Evasion 5, Armor 0, 4 Hits
Component Space: 8
Hull Growth Factor: 4
External Carriage: 8
External Carriage Growth Factor: 2

Heavy Fighters (space fighter)

A a boxy space fighter
Speed 7, Agility 5, Evasion 4, Armor 6, 4 Hits
Component Space: 12
Hull Growth Factor: 4
External Carriage: 12
External Carriage Growth Factor: 2

Combat Frame

The standard mobile suit frame
Speed 5, Agility 5, Evasion 4, Armor 6, 4 Hits
Component Space: 12
Hull Growth Factor: 4
External Carriage: 12
External Carriage Growth Factor: 2

Assault Frame

A slower but more robust mobile suit design
Speed 4, Agility 4, Evasion 3, Armor 10, 4 Hits
Component Space: 12
Hull Growth Factor: 4
External Carriage: 12
External Carriage Growth Factor: 2

Mobile Armor

Not very moe at all
Speed 4, Agility 2, Evasion 2, Armor 7, 8 Hits
Batch Size: Individual
Component Space: 40
Hull Growth Factor: 8
External Carriage: 10
External Carriage Growth Factor: 2
Every hull expansion reduces Evasion by 1
May add 1 extra level of shielding
May use Ship-list weapons
All Craft-list direct-fire weapons gain ROF 4


Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit. Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.

Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, with more sophisticated (or simply larger!) machines having 1, 2 or more expansions.


Weapons

Note that all stats below are, ultimately, provisionary. I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.

Melee Weapons

Alpha Edge (sword)

Spaces: 2
Power: 0
Parry: +5
Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish

Alpha Edge (pole)

Spaces: 4
Power: 0
Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish

Alpha Edge (Axe)

Spaces: 2
Power: 0
Accuracy +3, penetration +5, Strength +0, Parry 6, Brutish

Alpha Edge (Knife)

Spaces: 1
Power: 0
Accuracy +4, penetration +2, Strength +0, Parry 2, Brutish

Plasma Knives

Spaces: 1
Power: 2
Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave

Plasma Lance

Spaces: 1
Power: 2
Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave

Mega Beam Saber

Spaces: 2
Power: 6
Accuracy +5, penetration +3, Strength +6, Parry +3, Cleave

Ranged Weapons

Anti-Missile Gatling

2 Space

Mecha-SMG

Spaces: 5
Power: 0
Range 4, accuracy +8, penetration +0, Strength -2

Autogun

Spaces: 8
Power: 0
Range 6, accuracy +6, penetration +1, Strength +0

Heavy Gun

Spaces: 10
Power: 0
Range 10, accuracy +3, penetration +3, Strength +2

Automatic Railgun

Spaces: 8
Power: 2
Range 8, accuracy +6, penetration +2, Strength +0

Heavy Railgun

Spaces: 10
Power: 3
Range 12, accuracy +3, penetration +5, Strength +2

Tank Railgun

Spaces: 12
Power: 4
Range 16, accuracy +0, penetration +8, Strength +2, AP +3

Coilgun

Spaces: 5
Power: 5
Range 6, accuracy +8, penetration +0, Strength -2

Heavy Coilgun

Spaces: 8
Power: 10
Range 16, accuracy +0, penetration +6, Strength +0, AP +4

Shotcannon

Spaces: 5
Power: 2
Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9

Bazooka

Spaces: 8
Power: 0
Range 4, accuracy -2, penetration +8, Strength +6, Damage 3, 3 Shots, ROF 3

Giant Bazooka

Spaces: 12
Power: 0
Range 4, accuracy -5, penetration +12, Strength +12, Damage 6, 2 Shots, ROF 2


Pulse Gun

Spaces: 6
Power: 5
Range 8, accuracy +8, penetration +1, Strength +0

Beam Gun

Spaces: 8
Power: 10
Range 12, accuracy +4, penetration +5, Strength +2

Dual Beam Gun

Spaces: 12
Power: 16
Range 12, accuracy +4, penetration +5, Strength +2, ROF 2
Fixed weapon
-1 Evasion

Megaparticle Gun

Spaces: 6
Power: 8
Range 8, accuracy +5, penetration +4, Strength +2, AP Bonus +4

Heavy Megaparticle Gun

Spaces: 8
Power: 12
Range 8, accuracy +1, penetration +6, Strength +4, AP Bonus +6

Plasma Gun

Spaces: 6
Power: 8
Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, Ship Damage 2

Dual Plasma Gun

Spaces: 10
Power: 14
Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, ROF 2, Ship Damage 2
Fixed weapon
-1 Evasion

Cluster Missiles

Spaces: 2
Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots

Anti-Air Missile

Spaces: 2
Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot

Strike Missile

Spaces: 2
Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot

Assault Missile

Spaces: 2
Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 3 damage

Anti-Ship Missile

Spaces: 8
Range 40, accuracy -6, penetration +12, Strength +12, Guided +5, 1 Shot, 4 damage

USASF Mk 16 Remote Drones

Range 12, accuracy +15, penetration +0, Strength +0, No Range Penalty, Remote
Space: 4
Power: 5

Transbaal Type-Four Semiautonomous Attack Drone

Range 12, accuracy +16, penetration +2, Strength +0, No Range Penalty, Remote
Space: 4
Power: 5

ACLS Wardens

Range 4, accuracy +20, penetration +2, Strength +0, No Range Penalty, Remote
Space: 3
Power: 4

'Shiranui' Assault Funnels

Range 12, accuracy +14, penetration +3, Strength +2, No Range Penalty, Remote, AP +3
Space: 6
Power: 8

Components

IOW, everything that's not a weapon. All Components take up double the amount of space if they're fitted externally in External Carriage.

Thrusters

Fusion thrusters provide linear speed and a small boost to Evasion.
+1 Speed, +0.5 Agility, +0.5 Evasion
Space: 1
Power: 1

Verniers

Verniers increase Agility and also provide a small increase to Evasion.
+1 Agility, +0.5 Evasion
Space: 1
Power: 1

Mercurion Thrusters

ZOCU's infamous 'glitterblower' propulsion system.
+1 Speed, +1.5 Agility, +1 Evasion, -1 Stealth
Space: 1
Power: 5

Microjump Unit

In-system FTL
Space: 1
Power: 1

Fission Reactor

Space: 1
Power Output: 2

Fusion Reactor

Space: 1
Power Output: 4

Forced Fusion Reactor

Space: 1
Power Output: 6

T-Forced Fusion Reactor

Space: 1
Power Output: 8

Armor

Provides . . . Armor. Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
+1 Armor, -0.33 Agility
Space: 1

Scattering Field

Bubble-field system.
+3 Armor, -1 Evasion (non-stacking), -1 Sensors, +3 AP Protection
Space: 1
Power: 8

Flash Field

Stutter field system.
+2 Armor, +0.5 Evsion, +2 AP Protection
Space: 1
Power: 8