User:Holle: Difference between revisions
Created page with "===The Tank Royal, The King of Tanks=== ====Armour==== '''Hyperdense''': Super-high-density armor plating. Heavy, huge, and exceedingly bulky, hyperdense armor restricts a machi..." |
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:: Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8. | :: Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8. | ||
'''Spin Generator''': Used only by super robots and supertanks, spin generators are massive, multikiloton affairs that provide incredible amounts of power. In theory one could fit one in a standard frame but the space premium would make it far too vulnerable to carry a valuable system such as this. | :'''Spin Generator''': Used only by super robots and supertanks, spin generators are massive, multikiloton affairs that provide :incredible amounts of power. In theory one could fit one in a standard frame but the space premium would make it far too :vulnerable to carry a valuable system such as this. | ||
:'''Size''': 20 | ::'''Size''': 20 | ||
:'''Durability''': Infinite (functionally indestructible) | ::'''Durability''': Infinite (functionally indestructible) | ||
:'''Power''': +120 | ::'''Power''': +120 | ||
:: When allocating damage, no damage can be allocated to the spin generator. | ::: When allocating damage, no damage can be allocated to the spin generator. | ||
18 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | :18 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': N/A | ::'''Durability''': N/A | ||
:: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ||
'''Targeting Computer (Sniper)''': Optimized for long range engagements, the sniper TC improves long range targeting but has poor short range characteristics. | :'''Targeting Computer (Sniper)''': Optimized for long range engagements, the sniper TC improves long range targeting but has poor :short range characteristics. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': 0 | ::'''Power''': 0 | ||
:: +2 accuracy at long range, +1 accuracy at medium range. | ::: +2 accuracy at long range, +1 accuracy at medium range. | ||
'''Heavy Deflector''': Heavy deflector system intended for super robots and other wonderful things. | :'''Heavy Deflector''': Heavy deflector system intended for super robots and other wonderful things. | ||
:'''Size''': 10 | ::'''Size''': 10 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': -12 base (additional -4 for every additional component besides the core) | ::'''Power''': -12 base (additional -4 for every additional component besides the core) | ||
:: +4 Shield Bonus | ::: +4 Shield Bonus | ||
'''Advanced Barrier Shield''': A more advanced model. Pays for higher durability with greater power consumption. | :'''Advanced Barrier Shield''': A more advanced model. Pays for higher durability with greater power consumption. | ||
:'''Size''': 8 | ::'''Size''': 8 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': -6 base (additional -2 for every additional component besides the core) | ::'''Power''': -6 base (additional -2 for every additional component besides the core) | ||
:: +4 Durability to all components. | ::: +4 Durability to all components. | ||
====Large Turret 1==== | ====Large Turret 1==== | ||
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:: Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche. | :: Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche. | ||
2 x '''Artillery Cannon''': Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it. | :2 x '''Artillery Cannon''': Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver :approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event :that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it. | ||
:'''Size''': 20 | ::'''Size''': 20 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': -20 | ::'''Power''': -20 | ||
:'''Accuracy''': -5 | ::'''Accuracy''': -5 | ||
:'''Penetration''': 10 (Devastating:3, Scatter:3) | ::'''Penetration''': 10 (Devastating:3, Scatter:3) | ||
:'''Range''': Long | ::'''Range''': Long | ||
2 x '''Point Defense Guns''': Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or mass drivers which are largely ineffective against larger units like Avatars. | :2 x '''Point Defense Guns''': Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or :mass drivers which are largely ineffective against larger units like Avatars. | ||
:Size: 2 | ::Size: 2 | ||
:Durability: | ::Durability: | ||
:Power: -1 | ::Power: -1 | ||
:Accuracy: +1 (Point Defense) | ::Accuracy: +1 (Point Defense) | ||
:Penetration: 0 | ::Penetration: 0 | ||
:Range: Short | ::Range: Short | ||
2 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | :2 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular :armor''. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': N/A | ::'''Durability''': N/A | ||
:: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ||
====Large Turret 2==== | ====Large Turret 2==== | ||
Line 79: | Line 79: | ||
:: Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche. | :: Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche. | ||
2 x '''Plasma Torpedo''': Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target tracking ability and incredible power but are power-intensive and large. | :2 x '''Plasma Torpedo''': Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target :tracking ability and incredible power but are power-intensive and large. | ||
:'''Size''': 10 | ::'''Size''': 10 | ||
:'''Durability''': 2 | ::'''Durability''': 2 | ||
:'''Power''': -10 | ::'''Power''': -10 | ||
:'''Accuracy''': +5 (Guided) | ::'''Accuracy''': +5 (Guided) | ||
:'''Penetration''': 5 (Devastating:2) | ::'''Penetration''': 5 (Devastating:2) | ||
:'''Range''': Medium | ::'''Range''': Medium | ||
6 x '''Short Range Missiles''': Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and therefore do not track ammo. | :6 x '''Short Range Missiles''': Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and :ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are :power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and :therefore do not track ammo. | ||
:'''Size''': 4 | ::'''Size''': 4 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': -1 | ::'''Power''': -1 | ||
:'''Accuracy''': +5 (Guided) | ::'''Accuracy''': +5 (Guided) | ||
:'''Penetration''': 2 | ::'''Penetration''': 2 | ||
:'''Range''': Short | ::'''Range''': Short | ||
2 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | :2 x '''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular :armor''. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': N/A | ::'''Durability''': N/A | ||
:: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ||
====Small Turret==== | ====Small Turret==== | ||
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:: Small Turrets consider the largest weapon they mount to be half size (round up). Small turrets cost +2 Psyche. | :: Small Turrets consider the largest weapon they mount to be half size (round up). Small turrets cost +2 Psyche. | ||
'''Plasma Ejector''': A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is against lightly armored targets, which essentially ''melt'' against them in an instant. Unfortunately they're fragile and power-hungry. | :'''Plasma Ejector''': A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is :against lightly armored targets, which essentially ''melt'' against them in an instant. Unfortunately they're fragile and :power-hungry. | ||
:'''Size''': 10 | ::'''Size''': 10 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': -12 | ::'''Power''': -12 | ||
:'''Accuracy''': +4 | ::'''Accuracy''': +4 | ||
:'''Penetration''': 3 (Devastating:2, Scatter:4) | ::'''Penetration''': 3 (Devastating:2, Scatter:4) | ||
:'''Range''': Melee | ::'''Range''': Melee | ||
:: A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons. | ::: A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons. | ||
'''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | :'''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': N/A | ::'''Durability''': N/A | ||
:: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ||
====Sensor Turret==== | ====Sensor Turret==== | ||
'''Sensor Turret''': A fragile turret design intended to mount sensors equipment. | :'''Sensor Turret''': A fragile turret design intended to mount sensors equipment. | ||
: '''Connectors''': None (uses small turret) | :: '''Connectors''': None (uses small turret) | ||
: '''Base Durability''': 0 | :: '''Base Durability''': 0 | ||
: '''Component Space''': 5 | :: '''Component Space''': 5 | ||
: '''Base Criticals''': Sensors (1), Internal Structure (2) | :: '''Base Criticals''': Sensors (1), Internal Structure (2) | ||
:: Sensor Turrets consider sensors to be half size. Their basic sensors give +1 Electronics. Sensor turrets cost +2 Psyche. | ::: Sensor Turrets consider sensors to be half size. Their basic sensors give +1 Electronics. Sensor turrets cost +2 Psyche. | ||
'''Active Probe''': A standard sensor suite combining a half-dozen various active sensor systems. | :'''Active Probe''': A standard sensor suite combining a half-dozen various active sensor systems. | ||
: '''Size''': 1 | :: '''Size''': 1 | ||
: '''Durability''': 1 | :: '''Durability''': 1 | ||
: '''Power''': -1 | :: '''Power''': -1 | ||
:: +3 Electronics, -1 Stealth | ::: +3 Electronics, -1 Stealth | ||
'''Anti-Cloak Scanner''': A suite of sensors dedicated explicitly to measuring refraction indices and other indications of a stealthed foe. In a pinch, can also double as a very good astronomy observatory. Unfortunately all those shiny astronomical instruments with incredible sensitivity are both massive and fragile. | :'''Anti-Cloak Scanner''': A suite of sensors dedicated explicitly to measuring refraction indices and other indications of a :stealthed foe. In a pinch, can also double as a very good astronomy observatory. Unfortunately all those shiny astronomical :instruments with incredible sensitivity are both massive and fragile. | ||
: '''Size''': 3 | :: '''Size''': 3 | ||
: '''Durability''': 1 | :: '''Durability''': 1 | ||
: '''Power''': -1 | :: '''Power''': -1 | ||
:: +1 Electronics, halve enemy stealth modifiers (round down), -1 Stealth | ::: +1 Electronics, halve enemy stealth modifiers (round down), -1 Stealth | ||
'''Passive Sensor''': A standard passive sensor array. Common use. | :'''Passive Sensor''': A standard passive sensor array. Common use. | ||
: '''Size''': 1 | :: '''Size''': 1 | ||
: '''Durability''': 1 | :: '''Durability''': 1 | ||
: '''Power''': 0 | :: '''Power''': 0 | ||
:: +1 Electronics | ::: +1 Electronics | ||
'''Component Armor''': A series of internal braces, internal bracing, and reinforcement that adds to the ability of a system to withstand damage. Component armor is not actually a discrete item, but rather a design philosophy of compartmentalization and protection. As such, there is a limit of 1 component armor + 1 additional component armor per 10 space in a system. | :'''Component Armor''': A series of internal braces, internal bracing, and reinforcement that adds to the ability of a system to :withstand damage. Component armor is not actually a discrete item, but rather a design philosophy of compartmentalization and :protection. As such, there is a limit of 1 component armor + 1 additional component armor per 10 space in a system. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': 1 | ::'''Durability''': 1 | ||
:'''Power''': 0 | ::'''Power''': 0 | ||
:: If a body part with component armor is hit, criticals must first be allocated to component armor before any other allocations are made. | ::: If a body part with component armor is hit, criticals must first be allocated to component armor before any other allocations are made. | ||
'''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''. | :'''Applique Armor''': Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular :armor''. | ||
:'''Size''': 1 | ::'''Size''': 1 | ||
:'''Durability''': N/A | ::'''Durability''': N/A | ||
:: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) | ::: +1 Durability to component (max 1 applique armor per 3 space for any component, round up) |
Revision as of 14:05, 1 June 2011
The Tank Royal, The King of Tanks
Armour
Hyperdense: Super-high-density armor plating. Heavy, huge, and exceedingly bulky, hyperdense armor restricts a machine's agility.
- +5 Durability to all components, -3 Agility.
Core
Supertank Core: Holy shit it's a giant flying space tank. The difficulties in synching with a supertank core are only equalled by the raw lethality they can put out.
- Connectors: 4 (2 large turrets, 2 small turrets)
- Base Durability: 8
- Component Space: 55
- Base Criticals: Cockpit (7), Internal Structure (10)
- Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8.
- Spin Generator: Used only by super robots and supertanks, spin generators are massive, multikiloton affairs that provide :incredible amounts of power. In theory one could fit one in a standard frame but the space premium would make it far too :vulnerable to carry a valuable system such as this.
- Size: 20
- Durability: Infinite (functionally indestructible)
- Power: +120
- When allocating damage, no damage can be allocated to the spin generator.
- 18 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
- Size: 1
- Durability: N/A
- +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
- Targeting Computer (Sniper): Optimized for long range engagements, the sniper TC improves long range targeting but has poor :short range characteristics.
- Size: 1
- Durability: 1
- Power: 0
- +2 accuracy at long range, +1 accuracy at medium range.
- Heavy Deflector: Heavy deflector system intended for super robots and other wonderful things.
- Size: 10
- Durability: 1
- Power: -12 base (additional -4 for every additional component besides the core)
- +4 Shield Bonus
- Advanced Barrier Shield: A more advanced model. Pays for higher durability with greater power consumption.
- Size: 8
- Durability: 1
- Power: -6 base (additional -2 for every additional component besides the core)
- +4 Durability to all components.
Large Turret 1
Large Turret: Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)
- Connectors: None (uses large turret)
- Base Durability: 6
- Component Space: 24
- Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
- 2 x Artillery Cannon: Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver :approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event :that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it.
- Size: 20
- Durability: 1
- Power: -20
- Accuracy: -5
- Penetration: 10 (Devastating:3, Scatter:3)
- Range: Long
- 2 x Point Defense Guns: Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or :mass drivers which are largely ineffective against larger units like Avatars.
- Size: 2
- Durability:
- Power: -1
- Accuracy: +1 (Point Defense)
- Penetration: 0
- Range: Short
- 2 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular :armor.
- Size: 1
- Durability: N/A
- +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
Large Turret 2
Large Turret: Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)
- Connectors: None (uses large turret)
- Base Durability: 6
- Component Space: 24
- Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
- 2 x Plasma Torpedo: Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target :tracking ability and incredible power but are power-intensive and large.
- Size: 10
- Durability: 2
- Power: -10
- Accuracy: +5 (Guided)
- Penetration: 5 (Devastating:2)
- Range: Medium
- 6 x Short Range Missiles: Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and :ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are :power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and :therefore do not track ammo.
- Size: 4
- Durability: 1
- Power: -1
- Accuracy: +5 (Guided)
- Penetration: 2
- Range: Short
- 2 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular :armor.
- Size: 1
- Durability: N/A
- +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
Small Turret
Small Turret: Mount a single gun (sometimes a Dual Weapon), and generally little more than that. Gunships, tanks, and the like often use these to mount lighter weapons to harass and destroy lightly armored targets.
- Connectors: None (uses small turret)
- Base Durability: 3
- Component Space: 6
- Base Criticals: Internal Structure (3)
- Small Turrets consider the largest weapon they mount to be half size (round up). Small turrets cost +2 Psyche.
- Plasma Ejector: A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is :against lightly armored targets, which essentially melt against them in an instant. Unfortunately they're fragile and :power-hungry.
- Size: 10
- Durability: 1
- Power: -12
- Accuracy: +4
- Penetration: 3 (Devastating:2, Scatter:4)
- Range: Melee
- A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons.
- Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
- Size: 1
- Durability: N/A
- +1 Durability to component (max 1 applique armor per 3 space for any component, round up)
Sensor Turret
- Sensor Turret: A fragile turret design intended to mount sensors equipment.
- Connectors: None (uses small turret)
- Base Durability: 0
- Component Space: 5
- Base Criticals: Sensors (1), Internal Structure (2)
- Sensor Turrets consider sensors to be half size. Their basic sensors give +1 Electronics. Sensor turrets cost +2 Psyche.
- Active Probe: A standard sensor suite combining a half-dozen various active sensor systems.
- Size: 1
- Durability: 1
- Power: -1
- +3 Electronics, -1 Stealth
- Anti-Cloak Scanner: A suite of sensors dedicated explicitly to measuring refraction indices and other indications of a :stealthed foe. In a pinch, can also double as a very good astronomy observatory. Unfortunately all those shiny astronomical :instruments with incredible sensitivity are both massive and fragile.
- Size: 3
- Durability: 1
- Power: -1
- +1 Electronics, halve enemy stealth modifiers (round down), -1 Stealth
- Passive Sensor: A standard passive sensor array. Common use.
- Size: 1
- Durability: 1
- Power: 0
- +1 Electronics
- Component Armor: A series of internal braces, internal bracing, and reinforcement that adds to the ability of a system to :withstand damage. Component armor is not actually a discrete item, but rather a design philosophy of compartmentalization and :protection. As such, there is a limit of 1 component armor + 1 additional component armor per 10 space in a system.
- Size: 1
- Durability: 1
- Power: 0
- If a body part with component armor is hit, criticals must first be allocated to component armor before any other allocations are made.
- Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. :Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular :armor.
- Size: 1
- Durability: N/A
- +1 Durability to component (max 1 applique armor per 3 space for any component, round up)