Etherstar Thersonia Technical Specs: Difference between revisions
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:*Annihilation Rating: 14 | :*Annihilation Rating: 14 | ||
:Shield System | :Shield System | ||
: | ::Power Draw: 5/turn | ||
: | ::Shield Strength: 5 | ||
: | ::Emitted Signature: +5 | ||
::*Reinforced Shielding | ::*'''Reinforced Shielding''' | ||
:: | :::Power Draw: 12/turn | ||
:: | :::Shield Rating: 10 | ||
:: | :::Emitted Signature: +12 | ||
::*Force Bubble | ::*'''Force Bubble''' | ||
:: | :::Tags: Bonus Hits, No Armor | ||
:: | :::Power Draw: 1 power/5 hits | ||
:3x Triple Heavy Beam Cannons | :3x Triple Heavy Beam Cannons | ||
::*Tags: Big Gun, Energy | ::*Tags: Big Gun, Energy | ||
Line 76: | Line 76: | ||
::*Damage: 1D10+1/charge, Powerful 1, Shield Weak 1 | ::*Damage: 1D10+1/charge, Powerful 1, Shield Weak 1 | ||
::*Special: Charges cannot be held safely, only increased. If at least one charge is put towards the plasma accelerator in a turn, no damage is taken. If a charge is held in the plasma accelerator, roll 1D10 and for every point at which roll is under the number of charges, take a Hit. When firing the plasma accelerator, roll 1D10 + number of charges (enhanced firing modes count at +2 charge each) and take this much damage with armor applying as normal. | ::*Special: Charges cannot be held safely, only increased. If at least one charge is put towards the plasma accelerator in a turn, no damage is taken. If a charge is held in the plasma accelerator, roll 1D10 and for every point at which roll is under the number of charges, take a Hit. When firing the plasma accelerator, roll 1D10 + number of charges (enhanced firing modes count at +2 charge each) and take this much damage with armor applying as normal. | ||
:::*Extended Range Confinement | :::*'''Extended Range Confinement''' | ||
::: | ::::Tags: Enhanced Action, Cooldown +1 | ||
::: | ::::Power Draw: +3 power on firing | ||
::: | ::::Range Modifier: -1 damage/bracket travelled | ||
:::*Emission Homing | :::*'''Emission Homing''' | ||
::: | ::::Tags: Enhanced Action, Cooldown +1 | ||
::: | ::::Power Draw: +3 power on firing | ||
::: | ::::Accuracy Modifier: +1 for every 3 points of target Emitted Signature | ||
:AG Drive | :AG Drive | ||
:*Gravity Drive | :*Gravity Drive |
Revision as of 17:01, 17 May 2015
Friendly
Claxton
Sternwarinewerft H-44 Etherstar
- Large Warship
- Base Avoidance: 5
- 12 Hits
- 20 Structure
- Sensor Signature: 12
- Armor Strength: 10
- Breach Rating: 6
- Vital Rating: 10
- Annihilation Rating: 14
- Shield System
- Power Draw: 5/turn
- Shield Strength: 5
- Emitted Signature: +5
- Reinforced Shielding
- Power Draw: 12/turn
- Shield Rating: 10
- Emitted Signature: +12
- Force Bubble
- Tags: Bonus Hits, No Armor
- Power Draw: 1 power/5 hits
- 3x Triple Heavy Beam Cannons
- Tags: Big Gun, Energy
- Power Draw: 3/shot
- Accuracy: +4 Ship / -8 Fighter
- Range Modifier: -1/bracket
- Damage: 3D10 / Flak 1
- Turboshot
- Tags: Enhanced Action
- Power Draw: 5/shot
- Accuracy: +4 Ship / -10 Fighter
- Range Modifier: -1/bracket
- Damage: 3D10 Armor Penetration 8
- Hit thresholds: +4/+8
- 2x Twin Heavy Massdrivers
- Tags: Big Gun, Kinetic
- Power Draw: 0
- Accuracy: +4 Ship / -8 Fighter
- Range Modifier: -1/bracket
- Ammunition: 8
- Hit thresholds: +4
- 2 Twin Medium Pulse Cannons
- Tags: Medium Gun, Energy
- Power Draw: 1/shot
- Accuracy: +4 Ship / -4 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10 / Flak 1
- Hit thresholds: +3
- Turboshot
- Tags: Enhanced Action
- Power Draw: 2/shot
- Accuracy: +4 Ship / -6 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10 Armor Penetration 5
- 6 Laser AAA Turret Sets
- Tags: Small Gun, Energy, Joint
- Power Draw: 1/joint activation
- Accuracy: +4 Ship / +4 Fighter
- Range Modifier: -2/bracket
- Damage: 2D6 / Flak 1D6
- Burn the barrels out!
- Tags: Extra Shots, Additive
- Power Draw: +2 joint activation
- Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
- 1 Missile System
- Tags: Missile
- Power Draw: 0
- Ammunition: 6
- 1 Plasma Accelerator
- Tags: Torpedo, Tracking, Energy, Cooldown (number of charges)
- Power Draw: 1/charge level
- Accuracy: +0 (-1/charge) Ship / N/A Fighter
- Range Modifier: -2 damage/bracket travelled
- Damage: 1D10+1/charge, Powerful 1, Shield Weak 1
- Special: Charges cannot be held safely, only increased. If at least one charge is put towards the plasma accelerator in a turn, no damage is taken. If a charge is held in the plasma accelerator, roll 1D10 and for every point at which roll is under the number of charges, take a Hit. When firing the plasma accelerator, roll 1D10 + number of charges (enhanced firing modes count at +2 charge each) and take this much damage with armor applying as normal.
- Extended Range Confinement
- Tags: Enhanced Action, Cooldown +1
- Power Draw: +3 power on firing
- Range Modifier: -1 damage/bracket travelled
- Emission Homing
- Tags: Enhanced Action, Cooldown +1
- Power Draw: +3 power on firing
- Accuracy Modifier: +1 for every 3 points of target Emitted Signature
- AG Drive
- Gravity Drive
- Tags: Float
- Power Draw: 1 power/1 bracket
- +1 Emitted Signature per power used
- Decoupled Evasion
- Power Draw: 2/turn
- Effect: +4 Evasion
- 7 Etheric Energizers
- 7 Power Each (ship total 21)
- 1 Power Storage each (ship total 7)
- 3 Emitted Signature each (ship total +21)
- Special Ship Abilities
- Magazine Reload
- Power Draw: 5
- Refills all ammunition
- Sensors
- Not yet defined
- ECM
- Not yet defined
- Small Warship
- Base Evasion: 10
- 10 Hits
- 10 Structure
- Sensor Signature: 10
- Heavy Armor
- Armor Strength: 6
- Breach Rating: 6
- Vital Rating: 10
- Annihilation Rating: 14
- 5 turbolasers
- 5 Single Medium Pulse Cannons
- Tags: Medium Gun, Energy
- Power Draw: 1/shot
- Accuracy: +4 Ship / -4 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10 / Flak 1
- Turboshot
- Tags: Enhanced Action
- Power Draw: 2/shot
- Accuracy: +4 Ship / -6 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10 Armor Penetration 5
- 10 laser turrets
- 3 Laser AAA Turret Sets
- Tags: Small Gun, Energy, Joint
- Power Draw: 1/joint activation
- Accuracy: +4 Ship / +4 Fighter
- Range Modifier: -2/bracket
- Damage: 2D6 / Flak 1D6
- Burn the barrels out!
- Tags: Extra Shots, Additive
- Power Draw: +2 joint activation
- Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
- 2 Photon Torpedo Launchers
- 2 Photon Torpedo Launchers
- Tags: Torpedo, Tracking, Energy, Cooldown 1
- Power Draw: 2/shot
- Accuracy: +0 Ship / N/A Fighter
- Range Modifier: -2 damage/bracket travelled
- Damage: 3D10 Powerful 2, Shield Weak 1
- Extended Range Confinement
- Tags: Enhanced Action, Cooldown 2
- Power Draw: 3/shot
- Accuracy: +0 Ship / N/A Fighter
- Range Modifier: -1 damage/bracket travelled
- Damage: 3D10 Powerful 2, Shield Weak 1
- Forced Cooling
- Tags: Option
- Effect: Spend 1 power to reduce to cooldown timer to 0.
- AG Drive
- Gravity Drive
- Tags: Float
- Power Draw: 1 power/2 brackets
- +1 Emitted Signature per power used
- Decoupled Evasion
- Power Draw: 2/turn
- Effect: +4 Evasion
- 3 Etheric Energizers
- 3 Power Each (total 9)
- 1 Power Storage each (total 3)
- 3 Emitted Signature each (total +9)
- Sensors
- Not yet defined
- ECM
- Not yet defined
Hostile
Red Dawn Slave Unit 995
Kraznynan Admiral Isachenkov Scout Cruiser
- Medium Warship
- Base Evasion: 8
- 10 Hits
- 15 Structure
- Sensor Signature: 12
- Light Armor
- Armor Strength: 2
- Breach Rating: 6
- Vital Rating: 10
- Annihilation Rating: 14
- Light Shields
- Power Draw: 2/turn
- Shield Strength: 2
- Emitted Signature: +2
- Reinforced Shielding
- Power Draw: 5/turn
- Shield Rating: 4
- Emitted Signature: +6
- 3 AKR-90 90mm coilgun complexes
- 3 Triple Medium Railguns
- Tags: Big Gun, Kinetic
- Power Draw: 1/shot
- Accuracy: +4 Ship / -4 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10 / Flak 1
- Second hit threshold: +5
- Rapid Barrage
- Tags: Enhanced Action
- Power Draw: 2/shot
- Accuracy: +6 Ship / -4 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10-2 / Flak 1D3
- Second hit threshold: +3
- 10 laser turrets
- 3 Laser AAA Turret Sets
- Tags: Small Gun, Energy, Joint
- Power Draw: 1/joint activation
- Accuracy: +4 Ship / +4 Fighter
- Range Modifier: -2/bracket
- Damage: 2D6 / Flak 1D6
- Burn the barrels out!
- Tags: Extra Shots, Additive
- Power Draw: +2 joint activation
- Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
- Etheric Lightbulb Drive
- Plasma Drive
- Tags: Rocket, Crit Vulnerable
- Power Draw: 1 power/2 brackets
- +1 Emitted Signature per power used
- Maximum fuel flow
- Power Draw: 2/turn
- Effect: Increase standard thrust from 2 brackets/energy to 3 brackets/energy, doubles emitted signature increase
- 3 Etheric Energizers
- 3 Power Each (total 9)
- 1 Power Storage each (total 3)
- 3 Emitted Signature each (total +9)
- Sensors
- Not yet defined
- ECM
- Not yet defined
Kraznya
Admiral Isachenkov Scout Cruiser
- Medium Warship
- Base Evasion: 8
- 10 Hits
- 15 Structure
- Sensor Signature: 12
- Light Armor
- Armor Strength: 2
- Breach Rating: 6
- Vital Rating: 10
- Annihilation Rating: 14
- Light Shields
- Power Draw: 2/turn
- Shield Strength: 2
- Emitted Signature: +2
- Reinforced Shielding
- Power Draw: 5/turn
- Shield Rating: 4
- Emitted Signature: +6
- 3 AKR-90 90mm coilgun complexes
- 3 Twin Medium Railguns
- Tags: Medium Gun, Kinetic
- Power Draw: 1/shot
- Accuracy: +4 Ship / -4 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10 / Flak 1
- Second hit threshold: +5
- Rapid Barrage
- Tags: Enhanced Action
- Power Draw: 2/shot
- Accuracy: +6 Ship / -4 Fighter
- Range Modifier: -1/bracket
- Damage: 2D10-2 / Flak 1D3
- Second hit threshold: +3
- 10 laser turrets
- 3 Laser AAA Turret Sets
- Tags: Small Gun, Energy, Joint
- Power Draw: 1/joint activation
- Accuracy: +4 Ship / +4 Fighter
- Range Modifier: -2/bracket
- Damage: 2D6 / Flak 1D6
- Burn the barrels out!
- Tags: Extra Shots, Additive
- Power Draw: +2 joint activation
- Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired
- Etheric Lightbulb Drive
- Plasma Drive
- Tags: Rocket, Crit Vulnerable
- Power Draw: 1 power/2 brackets
- +1 Emitted Signature per power used
- Maximum fuel flow
- Power Draw: 2/turn
- Effect: Increase standard thrust from 2 brackets/energy to 3 brackets/energy, doubles emitted signature increase
- 3 Etheric Energizers
- 3 Power Each (total 9)
- 1 Power Storage each (total 3)
- 3 Emitted Signature each (total +9)
- Sensors
- Not yet defined
- ECM
- Not yet defined