LOE Ship Weapons Test

From Sphere
Revision as of 13:46, 26 January 2009 by Shrike (talk | contribs) (→‎TL5)
Jump to navigation Jump to search

Tags

Attack Types

Energy weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.

Hybrid weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. 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).

Physical weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.

Special Abilities

AP # - Armour Piercing; reduces the enemy armour value by #. Reduced by 1 for every negative relative milieu level.
SP # - Shield Piercing; reduces the enemy shield value by #. Reduced by 1 for every negative relative milieu level.
AB # - Armour Break; ignores # levels of armour.
AA # - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.
MA # - Multi-Attack; means the weapon attacks (the same target) that many times whenever it fires.
MD # - Multi-Damage; weapons will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.

Alpha # - Weapon has an integral capacitor, allowing it a number of extra shots equal to the Alpha value once per battle.
Guidance # - Weapon can perform target re-aquisition, allowing it a number of re-rolls equal to the Guidance value.
Soft # - Increases the target number to attack MDP-scale units.
Unstable # - Whenever a number equal or less than the Unstable rating is rolled, the weapon rolls an attack on its housing vessel and is destroyed.

Exterior - The weapon is highly effective against exterior targets including exposed crew (on sailing ships) or things like sensor arrays and bridge towers on more advanced vessels.
Incendiary – The weapon causes catastrophic fires and negates any Damage Control rolls against it.
Independent – Immune to Power Hungry. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.
Missile - The weapon fires a cinematically "slow" projectile which Point-Defense weapons can engage.
Point Defense – The weapon may function as a point-defense system.
RBC – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don't appreciate it either.
Single Shot – The weapon has one shot per battle.
Slow – Reaction time to the weapon is long enough that the target may evade with speed roll.
Power Hungry - No other weapons can be fired that turn except for those with Independent.

Tech Weapons

TL1

+1 Ballista (Physical)
Attack: 9+
Range: 2
Tags: Independent
Represents low-angle siege weapons such as ballistae or perhaps a man-sized blowdart.

+1 Catapult (Physical)
Attack: 9+
Range: 3
Tags: Independent, Missile
High-arc projectile siege weapons such as catapults or mangonels.

+2 Greek Fire (Hybrid)
Attack: 8+ (Incendiary)
Range: 1
Tags: Independent
Primitive flamethrowers.

+1 Ram (Physical)
Attack: 9+ (AB 1, Slow)
Range: 0
Tags: Independent
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.

Refinements

+1 Large

One Siege Engine gains Range +2 and AP +1.

Your siege engine is very large.

+1 Incendiary Projectiles

All Milieu 1 and Milieu 2 Physical projectiles gain Incendiary.

The ship has cauldrons of burning pitch ready for use or hsa the gear to prepare heated shots.

+0 Burning Ram

All Rams gain Incendiary.

"You're a pretty funny guy, Mons. Pretty fucking funny..."

+1 Bees

Catapults gain RBC.

The ship can lob beehives or something equally dire at the enemy.

TL2

+2 Carronades (Physical)
Attack: 7+ (AA 1, Soft 3, Exterior)
Range: 1
Tags: Independent
Deck-mounted shotguns.

+2 Cannons (Physical)
Attack: 8+
Range: 3
Tags: Independent

+3 Heavy Cannons (Physical)
Attack: 8+ (AP 1)
Range: 4
Tags: Independent

+2 Hwacha (Physial)
Attack: 7+ (AA 1, Unstable 1)
Range: 2
Tags: Independent
East asian style rack o' rockets.

+3 Tesla Coil (Energy)
Attack: 7+
Range: 5 (per hop)

Always attacks the nearest enemy unit. If Tesla Coil scores extra attack successes and damages an enemy, the electric arc "hops"; its Attack TN increases by 1 and it attacks the next nearest enemy.

+1 Torpedo Tube (Physical)
Attack: 8+ (AB 1, MD 1, Slow)
Range: 4
Tags: Independent, Single Shot

Refinements

+0 Breechloading

All Cannons and Heavy Cannons attack at 7+.

+0 Rifling

All Cannons gain Range +1 and Heavy Cannons gain Range +2.

+1 Elevating Mounts

One Cannon gains Range +1 OR; one set of Heavy Cannons gains Range +2.

+1 Expanded Rockets

One Hwacha gains Range +2.

+0 Incendiary Rockets

All Hwacha gain Incendiary.

+0 Torpedo Ram

All Rams gain AB +1, MD 1, and Unstable 2.

"Heeey! Strategies are crap! Ramming speed! Boarding actions are the only way!"

+0 Frequency Modulation

All Tesla Coils gain SP +1.

+1 Electromagnetic Resonance Chamber

Each time in a round a Tesla Coil hits a target, increase the ship's ECM value by 1.

+1 Big Fucking Battery

Tesla Coils gain Alpha 2.

TL3

+2 Light Naval Artillery (Physical)
Attack: 7+
Range: 8
Tags: Independent

+3 Medium Naval Artillery (Physical)
Attack: 7+ (AP 1)
Range: 12
Tags: Independent

+4 Heavy Naval Artillery (Physical)
Attack: 7+ (AB 1, AP 1)
Range: 16
Tags: Independent

+6 Superheavy Naval Artillery (Physical)
Attack: 7+ (AB 2, AP 1)
Range: 20
Tags: Independent

+1 Anti-Aircraft Cannons (Physical)
Attack: 8+ (AA 2, MA 2, Soft 1, Exterior)
Range: 5
Tags: Independent

+1 Machineguns (Physical)
Attack: 9+ (AA 2, MA 3, Soft 2, Exterior)
Range: 3
Tags: Independent

+1 Tactical Laser (Energy)
Attack: Point Defense
Range: N/A
Tags: Point Defense

+1 Torpedo Launcher (Physical)
Attack: 7+ (AB 1, MD 1, Slow)
Range: 5
Tags: Independent


--wip---


-1 Barbette Mounts(may be applied to all 'turret' weapons)
These weapons are mounted in barbettes, rather than turrets.
Effect: 10% increase to receiving a critical hit to weapons.
+0 Extended-Range Munitions
Effect: +50% Range for naval guns.
+0 AA Munitions
Effect: Naval guns gain AA +1.
+1 Enhanced Propulsion
A torpedo with a rocket engine? Stranger things have happened!
Effect: Torpedo is no longer Slow.

+1 SAMs
Attack: 8+ AA1 Flak1 Guided1 Air
Range: 10

+0 Anti-Missiles
Using a missile to shoot down another missile often works better than trying to use a gun to do the same thing.
Effect: SAMs gain PD, receive Flak2
+1 Extended Range
Longer-ranged SAM systems, like the Standard series of missiles.
Effect: +10 range
+1 Dual-Purpose Warhead
More robust warheads give SAMs effective anti-shipping ability on top of their anti-air firepower.
Effect: Has AA2, no Flak

+2 Antishipping missiles
Attack: 7+ Air
Range: 20

+2 Etheric Pulse Warhead
The missile is equipped with a warhead that disrupts complex systems but deals minimal damage.
Effect: Instead of dealing hull damage, it rolls to inflict a critical hit.
+0 Box Launcher
The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.
Effect: Adds Single Shot, Alpha3

+6 Cruise Missile Launcher
Attack: 6+ P1 x2 Ortillery Slow Air
Range: 30

+1 Stealth Missiles
Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.
Effect: -1 penalty to attempt to shoot down warheads.
+1 Anti-Shipping Modification
Naval attack software and hardware modifications.
Effect: Can declare use of cruise missiles as non-Ortillery.

+8 Multi-stage cannon
Attack: 5+ P3 x6 slow single shot
Range: 20

+1 Mobile suit gunslits set
Attack: As per squadron
Range: As per squadron
Allows one squadron per set of gunslits to fire.

TL3 Ammunition types
May be loaded in any projectile (eg, non-energy, non-hybrid weapon)

+0 Incendiary Munitions
Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter.
Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty.
+0 Saboted Munitions
Ignores 1 level of reduction to P value from either Heavy Armor or unfavorable milieu.

+10 Kinetic Strike Munitions
Attack: 6 S# Slow
Range: 12
Special: Orbitally dropped deadfall projectiles, only effective vs ground targets.

TL4

+2 Light railgun turrets
Attack: 6+ AA1
Range: 12

+3 Medium railgun turrets
Attack: 6+ P1 AA1
Range: 16

+4 Heavy railgun turrets
Attack: 5+ P1 S1
Range: 20

+4 Ortillery Massdriver
Attack: 5+ Ortillery Slow
Range: 20

+2 Light beam turrets
Attack: 6+ P1 energy
Range: 12

+3 Medium beam turrets
Attack: 6+ P2 energy
Range: 16

+4 Heavy beam turrets
Attack: 5+ P2 energy
Range: 16

+2 AAA beam cannons
Attack: 8+ AA3 energy
Range: 10

+2 Ortillery Beam
Attack: 7+ Ortillery energy
Range: 12

+2 Thermal inducers
Attack: 8+ crew-killing energy
Range: 10

+3 Plasma Cannon
Attack: 6+ S3 slow hybrid
Range: 8

+0 Alpha charges
Auxillary tanking stores additional plasma ready for use
Effect: adds Alpha1

+3 Cluster missile pods
Attack: 7+ 2x AA1 air
Range: 12

+3 Brilliant missiles
Attack: 6+ AA1 air
Range: 30

+1 Laser cluster
Attack: 9+ 2x Flak3 energy
Range: 5

+12 Superlaser
Attack: 4+ x8 P3 slow single shot energy
Range: 25

+12 Spinal Railgun
Attack: 3+ x7 P2 B1 slow single shot
Range: 25

+10 Mass Driver
Attack: 4 S# Slow
Range: 12
Special: Kinetic Deadfall projectiles combined with a mass driver for added kick and improved accuracy.

+X Enhanced Guidance
Effect: Gives Guided1 and +2 range to any non-Hybrid non-Energy weapon. Increases weapons size by 50%, rounded up.

+1 Microwave Pulse
It might not really use microwaves but it sure can cook things. This modification is for Energy or Hybrid weapons.
Effect: +1 bonus against ships of Mileu 2 or below, -1 DamCon penalty.

-X Unstable Fuel
The weapon uses unstable and toxic chemicals as a power source, reducing its size. Effect: Weapon gains Unstable1 (or adds 1 to the Unstable rating if it already is Unstable), -25% (rounded down, minimum -1) to weapon size.

+1 Bomb-Pumped
The weapon is bomb-pumped. It's more powerful but also more unstable. Effect: Weapon gains Unstable1 (or adds 1 to the rating if it already has this trait), gains P1 and -1 attack difficulty.

TL5

Standard Modular Array modifications

+1 Variable Array
Increases module count by 2.
+2 Heavy Array
Adds AB1, AP1, +5 range, but reduces module count by 1.

+3 Modular Projectile Cannon Array (Physical)
Attacks: 5+
Range: 20
Has 2 integral modules

Armor Piercing: adds AP1
Shield Piercing: adds SP1
Anti-Air: Adds AA1
Alpha Capacitors: Adds Alpha1 (2 slots)
Guided: Adds Guided1 (2 slots, max 1)
Point Defense: Adds PD
Increased Range: +5 range
Massive Capacitors: Adds Independent

Sophisticated kinetic-impactor weapons, conventionally using inertial or momentum-transfer technology to achieve unmatched performance.

+3 Modular Energy Cannon Array (Energy)
Attacks: 5+ Energy
Range: 20
Has 2 integral modules

Armor Piercing: adds AP1
Shield Piercing: adds SP1 (2 slots)
Anti-Air: Adds AA1
Alpha Capacitors: Adds Alpha1
Guided: Adds Guided1 (2 slots, max 1)
Point Defense: Adds PD
Increased Range: +8 range
Massive Capacitors: Adds Independent (2 slots)

+3 Modular Hybrid Cannon Array
Attacks: 5+ Hybrid
Range: 20
Has 2 integral modules

Armor Piercing: adds AP1
Shield Piercing: adds SP1
Anti-Air: Adds AA1
Alpha Capacitors: Adds Alpha1
Guided: Adds Guided1 (2 slots, max 1)
Point Defense: Adds PD
Increased Range: +5 range
Massive Capacitors: Adds Independent (2 slots)

+4 Disruptor cannon
Attack: 5+ (V slow)
Range: 10

+3 Plasma Torpedo
Relatively inexpensive TL5 weapon; bulky but not costly.
Attack: 5+ P1 Air Hybrid
Range: 25

+2 Phalanx
Attack: 7+ 3x Flak2 Hybrid
Range: 8

+1 Bobbler Launcher
PD2.
Range: N/A

+3 Brilliant Endo/Exoatmospheric interceptors (BEEis)
Attack: 6+ Guided1 Flak1 B1 air
Range: 25

+4 Advanced Multipurpose Missile
Attack: See Below
Range: 25
Has 3 modes

Anti-Shipping: Attack 5+ P1 B1 Air Guided1
Anti-Aircraft: Attack 5+ Flak2 Air Guided1
Etheric Pulse: Attack 4+ Guided1, deals no hull damage, rolls for critical hit instead.

+2 Aggressor Shields
Attack: 7+ B1 S1 Slow Energy
Range: 0
Adds 1 to ship's shield value.

+4 Hypometric Weapon
Hypometric weapons tear chunks out of enemy vessels using space distortion, making most defenses entirely useless. However, they are inaccurate, expensive, and exceedingly finicky.
Attack: 9+ Hybrid Unstable1
Range: 10
Ignores all enemy shields/armor.

+2 Improved Acausal Targeting
Effect: -1 attack difficulty.

+4 Vibro-Cannon
Lightweight tractor-repulsor cannon used for orbit-to-surface fire.
Attack: 5+ B1 Ortillery Hybrid
Range: 20

+6 Tremor Cannon
Heavyweight tractor-repulsor cannon used for orbit-to-surface fire.
Attack: 5+ B3 Ortillery Slow Hybrid
Range: 20

+7 Hellbore
Not the Bolo kind, the Starfleet Battles kind.
Attack: See Below
Range: 20/8 (Normal/Overcharge)
Has 2 modes-
Normal: 5+ x2 P1 B2
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.

+12 Boson leap cannon
Attack: 5+ Slow power hungry energy
Range: 10/50
Special: Ignores shields on an attack roll of '10'

+12 Gravity-blast cannon
Attack: 4+ x6 B3 single shot energy
Range: 25

+15 Hell-class weapon
Attack: 4+ x10 P3 S3 slow single shot energy
Range: 30

+1 Energy Shells
Adds 'Hybrid' and 'S1' to any projectile weapon of any milieu.

Magic Weapons

For pure magic concepts only please.

Magical Circles can be mounted as Weapon or Option and may fire 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. All three branches of magic may use them, though only Ritual utilize the higher level versions.

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.

Drain weapons consume ether, souls, or something on a per shot rather than regular wartime upkeep basis. This is generally due to having large scale spell-like effects.

ML1

+2 Magical Circle
Magical Circle Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the circle.

ML2

ML3

+4 Casting Chamber (High Ritual only)
Magical Circle The Casting Chamber boosts spells cast within it to MDP scale and grants the ship full access to the national grid up to the Milieu level of the chamber, for ordinary spellcasting only.
Range: +8

+4 Sacrificial Altar (Active Prime only)
Artifice Weapon (req. human sacrifices)
Drain (10 humans per shot)
The Sacrificial Altar is the simplest and vilest of magic weapons. It is essentially a magic circle that converts slaughtered sacrifices into a magical attack stream of energy, though no mage is required to attend to the process.
Attack: 8+; Energy
Range: 10
Effect: Upon firing, may elect to slaughter an extra 10 people to lower Target Number by 1 (to a max of 4+) or increase Range by 2 (to a max of 20).

ML4

+2 Fireball Launcher
Artifice Weapon (req. Thermoberyl)
Attack: 8+; Energy; Slow
Range: 6

+2 Cirno Cannon
Artifice Weapon (req. Cirno)
Attack: 8+; Hybrid
Range: 6
Effect: Deals no damage; rolls for a critical hit at +1.

+2 Lightning Tower
Artifice Weapon (req. Ambrium)
Attack: 8+; Energy
Range: 6
Effect: If the weapon rolls excess hit successes, the lightning can attack the next nearest target at +1 difficulty.

+2 Ganzite Resonator
Artifice Weapon (req. Ganzite)

+2 Construct Launcher
Artifice Weapon (req. Sildron)
Attack: 8+
Range: 6
Construct launchers are the closest magic comes to a normal cannon. They can be developed to fire a variety of things, from good old rocks to boxes of animated skeletons or golems.

ML5

+8 Leyline Nexus (High Ritual only)
Magical Circle A Leyline Nexus is a full node within the shipbuilding country's magic network, granting the entire fleet or battlefield full access to the national grid across all types of magic. It also boosts all spells cast from inside it to MDP scale.
Range: +12

+4 Conjuration Cannon
+6 Aqua Alchemica
+12 Arc-en-Ciel

Fusion Theory

+2 Small Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to destroyer calibre naval rifles.
Attack: 7+
Range: 8

+3 Medium Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to cruiser calibre naval rifles.
Attack: 7+; AP1
Range: 12

+4 Large Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to battleship calibre naval rifles.
Attack: 7+; B21
Range: 16

+5 Very Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to superbattleship calibre naval rifles.
Attack: 7+; B2
Range: 20

+2 Minor Aethyric Impeller turrets (W/ML4)
Small technomagical railguns.
Attack: 6+ AA1
Range: 12

+3 Major Aethyric Impeller turrets(W/ML4)
Medium technomagic railguns.
Attack: 6+ P1 AA1
Range: 16

+4 Greater Aethyric Impeller turrets(W/ML4)
Large technomagic railguns.
Attack: 5+ P1 S1
Range: 20


Back