Talk:Second Sphere Craft Construction Rules

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Proposed Frames

Bomber (large transatmospheric craft)

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

Ground Attack Aircraft

Sturmovik are moe :(
Speed 7, Agility 7, Evasion 5, Armor 5, 4 Hits
Component Space: 8
Hull Growth Factor: 4
External Carriage: 8
External Carriage Growth Factor: 4

Proposed Components

Variants(For Weapons)

Rhenium Rail

Spaces: 0
Increases Cost
For Railguns
Range +2, accuracy +1, penetration +2, Strength +1, AP+1


Glitterrail

Spaces: 0
Increases Cost, needs Theta
For Railguns
Range +4, accuracy +2, penetration +4, Strength +2, AP +2


Synchronous Acceleration

Spaces: 2
Increases Cost
For Beam and Pulse guns
Range +2, accuracy +2, penetration +1, Strength +2

Particle Supercollider

Spaces: 2
Increases Cost
For Beam and Pulse guns
Range +4, accuracy +2, penetration +2, Strength +4


Engines

Chemical Thruster

+0.5 speed, +0.5 agility
Space: 1
Power: 0

Air-breathing Engine

+1 speed, +0.5 agility, +0.5 Evasion
Atmosphere Only
Space: 2
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

+1 Agility, +0.5 Evasion
Atmosphere Only
Space: 2
Power: 0

Hypercombustion Generator

+1 Power
Atmosphere Only
Space: 1
For many ground vehicles and atmospheric fighter designs, hypercombustion generators are a viable method of producing power.

Solar Generator

+1 Power, -1 Stealth (non-cumulative), -1 Agility and -1 Evasion for every solar generator after the first
Space: 3
Solar generators are exceedingly cheap power generation systems that are often used for unmanned vehicles that require low cost and high loiter time.

Pistols

Because I can. Because Revolvers and the like are awesome

Plasma Revolver

Spaces: 4
Power: 0
Range 3, accuracy +1, penetration +2, Strength +2, AP Bonus +4, Ship Damage 1, 6 shots

Scram Magnum

Spaces: 4
Power: 0
Range 4, accuracy +1, penetration +4, Strength +3, AP +3, 2 shots, 1 damage

Scram Rifles

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
Power: 0
Range 18, accuracy +4, penetration +8, Strength +6, AP +6, 1 shot, 2 damage

Double Scram Rifle

Spaces: 12
Power: 0
Range 18, accuracy +2, penetration +8, Strength +6, AP +6, 2 shot, 2 damage

Heavy Scram Rifle

Spaces: 12
Power: 0
Range 24, accuracy +0, penetration +10, Strength +10, AP +8, 1 shot, 3 damage


Defences

Plasma Wave Defence

Advanced drone types possess defences against missiles, consisting of a 'shockwave' of projected plasma that covers a large arc.
Spaces: 4
Power: 8

Test Builds

Super Lancaster (2x bomber)

Speed 14, Agility 5, Evasion 5, Armor 19 (+3), 6 Hits
40 internal space
8x thrusters: 16 space 16 power
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