LOE Rebuild of Shipping
Shields will generally add to Evasion or Armor. Barrier Shields are ablative MDP that automatically blocks all attacks that penetrate Evasion.
Any ship with more than 50% of its non-Engine slots filled is relatively large for its type and suffers -1 to all Evasion rolls.
New Ships
Patrol Boat
Milieu: TL3
MDP: 1
Move: 4
Weapon Slots: 4
Engine Slots: 16
Option Slots: 3
Weapon/Option limit: 1
Base Evasion: 5+ (1)
Small Warship
Milieu: TL3
MDP: 3
Move: 4
Weapon Slots: 10
Engine Slots: 16
Armour Slots: 6
Option Slots: 6
Weapon/Option limit: 2
Base Evasion: 6+ (1)
Medium Warship
Milieu: TL3
MDP: 5
Move: 4
Weapon Slots: 24
Engine Slots: 16
Armour Slots: 16
Option Slots: 16
Weapon/Option limit: 4
Base Evasion: 8+ (3)
Large Warship
Milieu: TL3
MDP: 10
Move: 4
Weapon Slots: 50
Armour Slots: 40
Engine Slots: 16
Option Slots: 16
Base Evasion: 9+ (5)
Large Carrier
Milieu: TL3
MDP: 7
Move: 4
Weapon Slots: 20
Engine Slots: 16
Armour Slots: 16
Option Slots: 30
Cargo Slots: 30
Weapon/Option limit: 4
Base Evasion: 9+ (5)
Increasing Weapon/Option limit requires the expenditure of Option slots. Specifics TBA.
Weapons
Standardized modifiers
Typical 'anti-ship' weapon base size is 3 at TL3.
Light Weapon
- Evasion -2
- Armor +1
- Range -25%
- Size -1
Medium Weapon
- No stat modifiers
Heavy Weapon
- Evasion -2
- Armor -3
- Range +25%
- Size +3
Superheavy Weapon
- Evasion -4
- Armor -5
- Range +50%
- Size +7
Approximately balanced. Note stat and size differences.
Light Weapon
- Evasion -2
- Armor +4
- Range -25%
- Size -1
Medium Weapon
- Evasion +1
Heavy Weapon
- Evasion +2
- Armor -3
- Range +25%
- Size +1
Superheavy Weapon
- Evasion +3
- Armor -4 (forces reroll)
- Range +50%
- Size +3
TL3
+3 Naval Artillery
Attack: 7+
Range: 12
Tags: Physical, Independent
Armor
There exist three main types of weapons and associated armor:
- Impact: Blunt impacts and Wood, wrought iron, etc
- Ballistic: High-velocity penetrators and Face-hardened steel
- Energy: Directed-energy weapons and Composites/superconductors
Impact armor is introduced at Tech milieu 1
Ballistic is introduced at Tech milieu 3
Energy is introduced at Tech milieu 3
Every piece of armor is rated for Impact/Ballistic/Energy resistance, this counters any type/milieu-derived bonus penetration. Type resistance does not counter weapon-derived penetration. Note that more sophisticated classes of armor will tend to stop both their own and less sophisticated attacks.
Impact Armor 1-5 has Impact Resistance 1-5
Steel Armor 3-5 has Impact and Ballistic Resistance 3-5
Energy Armor 3-5 has all Resistance 3-5
Examples
A 'TL3' naval artillery would have Ballistic Penetration of 3. If it were to strike a 'TL5' Impact Armor plate with Impact Rating 5 but Ballistic rating 0, it would gain 3 points of penetration, reducing the target's armor by 3 points on top of any other effects (ouch!). If it were to strike a 'TL5' Ballistic armor plate with a Ballistic rating of 5, it would have its bonus reduced to 0 and get no bonus.
Shields
Shields with a cost of X multiply it by the Evasion Coefficient.
+2X Deflector Field
Stack Bonus: Evasion +1
+6 Reinforcing Field
Stack Bonus: Armor +1
+2 Barrier Field
Stack Bonus: Shield MDP +1
Options and other stuff
Hangars
+1 TL3 Hangars
4 DP for TL3 planes
+1 TL4 Hangars
3 DP for TL4 planes
+1 TL5 Hangars
2 DP for TL5 planes
Stealth Systems
Milieu 3
+7 Basic Stealth Hull Design
(+30% to evasion rolls, -30% MDP rounded down, reduces available armor and weapon slots by 30%)
F117 or B2-like anti-sensor coating and design.
Milieu 4
+6 Intermediate Stealth Hull Design
(+30% to evasion rolls, -20% MDP rounded down, reduces available armor and weapon slots by 20%)
F117 or B2-like anti-sensor coating and design taken to a higher level with advanced composites and "smart" materials.
+4 ECM Stealth Field Generator
(+10% to evasion rolls)
Jamming device used to provide the equivalent of cloaking beyond visual range by blocking sensor signal returns. Can be stacked to a limit of +30% evasion.
Milieu 5
+5 Advanced Stealth Hull Design
(+30% to evasion rolls, -10% MDP rounded down, reduces available armor and weapon slots by 10%)
F117 or B2-like anti-sensor coating and design taken to the illogical extreme with nanomaterials and forcefields capable of absorbing or changing entirely the sensor return of a searching vessel.
+3 Truestealth Device
(+10% to evasion rolls)
Literal can't-see-me cloaking device. Can be stacked to a limit of +30% evasion.
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