AE Milieu and Design

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Components

The associated milieu is the normal 'native' milieu.

  • Designs have a certain number of spaces, broken between several functional categories (propulsion, weapons, defenses, electronics, cargo/hangars, options/misc/free).
  • Different aptitude setups will have different numbers of each by size class.
  • Armor does not have to cover all items; this reduces the size (and thus cost & mass) of armor, but leaves the non-protected components unarmored. Some items can never be placed behind armor.
  • Shields always protect all components, even those that cannot be protected by armor.

Weapons

Tags

Energy weapons for magic include light, lightning, and sonic weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.

Hybrid weapons for magic include spiritual energy and many of the more exotic variants of fire. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).

Missile weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage.

Physical weapons launch physical projectiles which may or may not explode turn into a terrifying undead construct on impact.

Magical Circles can be mounted as a Weapon or Option and may be used to attack independently of Power Hungry weapons (since it's a mage casting the spell). They are facilities aboard a vessel or inside an MDP-scale fortification used to enhance or multiply the power of magic-users.

Artifice Weapons are invariably created from some kind of Magical Resource. They tend to have side-effects or spell-like qualities and may be broadly considered the pure-magic counter to industry. Because active magic effects tend to interfere with one another, only one type of Artifice wWeapon may be operated on a ship at a time.

Standard Weapons

Unique Types

Casting Chamber
A technomagical device used to power-up high magic castings.

Sword and Starship
Spell Boost - Increases the scale of spells cast as appropriate

Lightning Field
Continually fires arcs of energy out at nearby targets.

Sword and Starship
Lightning Storm - Attacks all enemy units within range
Local Effect - Short range

Wave Motion Gun
A weapon system tied into a force propulsion system (reaction propulsion systems do not work) that accumulates wave motion from the fitted unit's movement, charging up for a devastating if short-ranged attack.

Sword and Starship
Supercannon - Extremely powerful attack
Wave Motion Powered - Linear movement is used to charge the weapon

Arc-en-Ciel (Mal)
The Arc-en-Ciel cannon is distantly comparable to the technological bomb-pumped megacannon. It converts an entire ether geode into a brute-force burst of magical energy.

Arcane Magic
Frightening Destructive Power - The destructive power is frightening
Geode Fueled - Each shot needs one full giganeutodyne (GNdyn) of geodes

Propulsion

Powerdrive

Heavy Metal
Fast - Improved linear speed
Armored - Buff to armor due to minimal external fittings

Warp Drive

Sword and Starship
Overdrive - Temporary speed buff
Agile - Improved turning

Logic Drive

Infospace
Reserve Power - Extra face change
Stealthy - Does not increase Signature when active
Fault-Tolerant - Fails half as fast
Cycle-Intensive - Passive Cycle needs

Starbow Breaker (Mal)
The so-called "Starbow Breaker" is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.

Arcane Magic
High Spec - High speed
Mystick Connection - Direct connection to national magical network
Power Hungry - Uses double power
Wizard Maintained - Needs a wizard to maintain stability

Ether Sail
Hazily translucent forcefield 'sails' that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.

Specialized
Star Sailor - Can travel at almost no fuel cost
Slow - Not very fast, especially outside of star ways

Scramrocket
High-output reaction scramrockets, capable of almost turning a ship into an aircraft on full burn. Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.

Specialized
Afterburner - Temporary strong speed buff
Clumsy - Poor turning
Fuel Hog - Limited afterburner charges

Etheric Spheres
Strange glowing spheres filled with compressed and charged ether. Have unparalleled agility but aren't terribly fast.

Specialized
Non-Newtonian - Can sideslip and corner very sharply
Slow - Not very fast

Teleport Initiator

Add-On
Teleport - Spell ability: Teleport
Power-Intensive - Requires Power to teleport

Star Dial
A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.

Add-On
Flying Comet - Can generate miniature star way bubbles to fly interstellar
Star Sailor - Can travel at almost no fuel cost
Etheric Glide - Reduced speed if not travelling towards the nearest star
Wizard Maintained - Needs a wizard to maintain stability

Gap Demon (Mal)
Affects summoning and other time/space magic. Operates by binding a superdimensional entity or "Gap Demon" to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.

Add-On
Special Effects such as astral jump

Defenses

Armor

Flash Field

Heavy Metal
Overshield - Temporary maximum buff to shield strength


Fields

Shields may be fitted in Armor or Option slots at no penalty. However, all stacked shields must be in one or the other.

Flash Field

Heavy Metal
Overshield - Temporary maximum buff to field strength

Scattering Field

Sword and Starship
Wave Motion - Expend field power for increased speed
Double Bubble - Force field upgrade twice as effective
Sensor Scattering - Self-penalizes sensors when active, penalty to being sniped

Cell Field

Infospace
Dynamic - Adjustable small buff to single arc
Stealthy - Does not increase Signature when active
Cycle-Intensive - Requires Cycles for dynamic field

Interference Field

Specialized
Super Shield - Extremely high field strength
No Gaps - 1/2 Move, ship cannot fire or perform launch/recovery operations while field is active.

Stasis Field

Specialized
Pause - Ship has a 90% save against all attacks
On Hold - Ship may not perform any actions or recharge weapons while field is active. May not operate for more than 2 consecutive turns.

Force Bubble

Add-On
Shield Bubble - Absorbs hits
Energy-Intensive - Requires Energy to recover bubble hits

Deflector Field

Add-On
Field Focus - Strong buff to single arc

Hardfields

Add-On
Resistent - Reduces the effective of shield-piercing attacks

Perimeter Fields

Add-On
Spaced Shielding - Double bonus against sub-scale and AOE weapons.

Leech Field

Add-On
Energy Leech - Energy attacks recover energy

Electronics

ECM

Jammers

Heavy Metal
Jam - Defend against

Fog Scatterer

Sword and Starship
Spread Fog - Generates temporary cloud of obscuring energetic fog
Power-Intensive - Requires Power to scatter fog

Cell Field

Infospace
Dynamic - Adjustable small buff to single arc
Stealthy - Does not increase Signature when active
Cycle-Intensive - Requires Cycles for dynamic field

Decoys