Talk:Second Sphere Craft Construction Rules
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.
- Speed 6, Agility 3, Evasion 2, Armor 10, 6 Hits
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
- Speed 12, Agility 9, Evasion 6, Armor 0, 4 Hits
Proposed Components
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
Remote Weapons
- A recent development, the League does not have the technical know-how or the energy weapons technology to make small, compact remote weapons. Instead, Azadestani engineers enlarged the basic Funnel design to create the Bit, a large bulky remote weapon that contains its own power source, propulsion, and a single Plasma Gun
RAN Plasma Bit
- Spaces: 8
- Power: 6
- Range 12, accuracy -1, penetration +2, Strength +4, No Range Penalty, Remote, AP Bonus +8, Ship Damage 2
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