Second Sphere Rules
Base Units
Attack Craft
Armor 5
HP 5
Agility 3
Speed 3
Weapons
Chemical Propellant Guns
It has taken a long time for the venerable ‘gun’ to die out. Popular due to their rugged simplicity and ease of manufacture, conventional guns remain common outside of high-tech centers. While they can never match modern electromotive or directed-energy weapons in raw performance, modern chemical engineering ensures they offer excellent value for their price point. Plus, they require no sophisticated manufacturing base.
Firepower 4
Range 5
PIP 8
CIP 2
Space 4
Electromotive Weapons
The standard for first-world militaries, electromotive weapons use powerful electromagnets to propel projectiles at high velocities. While this ties them to a significant power source, it also means that they have good performance and have compact, non-volatile ammunition. Unfortunately, this performance comes at a price and they required substantially more high-technology materials. Some advanced designs integrate reactionless drive concepts to further increase performance.
Firepower 5
Range 6
PIP 6
CIP 6
Space 4
Power 1
Directed Energy Weapons
Powerful directed-energy weapons took a long time to mature. Hampered by power demands and inefficient heat-to-output ratios, it was only the use of posthuman-derived Delta Dust technologies that finally turned them into compact, effective packages that had a role outside of niche applications. Currently, a number of subtypes exist.
Lasers
Relatively simple but inefficient energy weapons, used in high-accuracy roles.
Stats TBD
Pulse Cannons
A common particle-accelerator weapon, commonly used by Pac-Am ships.
Firepower 5
Range 5
Accuracy +2
PIP 5
CIP 10
Space 4
Dust 1
Power 3
Special: Energy
Mega Particle Weapons
Powerful particle beam weapons originally developed by Asakuran scientists and adopted as the standard direct-fire weapon of ZOCU.
Firepower 4
Range 6
Accuracy -1
PIP 5
CIP 15
Space 4
Dust 3
Power 4
Special: Energy, Armor Piercing
Missiles
Another standby, missiles are powerful and effective weapons, however their physical size limits the endurance of equipped units. Long supply lines and the proliferation of cheap anti-missile systems has seen them fall out of favor in some circles, but they still remain an important part of most arsenals.
Stats/rules TBD
Armor
Armor can be applied multiple times, representing ever-greater thicknesses. All stats are per level and are summed. Multiple types of armor cannot be mixed and matched on a given unit.
Standard Armor
Standard armor is normally made of high-tensile Titanium-steel alloy, an efficient and relatively good compromise between resistance, price and weight.
Armor +2
Agility -.33 (round penalty down)
Speed -.33 (round penalty down)
PIP 0.5/level (round down) +2 base
Space 0.5/level (round up) +1 base
Depleted Uranium Armor
Depleted Uranium has been used in armors since the late 20th century and remains popular due to its density and resistance. Unfortunately, the qualities that make it a good armor also make it less than perfectly suited to aerospace applications.
Armor +2
HP +50% (round up)
Agility -.5 (round penalty down)
Speed -.5 (round penalty down)
PIP 1/level (round down) +2 base
Space 0.5/level (round up) +1 base
Phase Shift Armor
A relatively new development in protective technologies ‘Phase Shift’ armor is a derivation of the 21st century ‘electrical’ armor. However, whereas the original type was only effective against HEAT warheads, the modern version provides increased protection against all projectiles.
Stats TBD
Polarized Armor
Recently unveiled by the EU in an effort to counteract ZOCU’s powerful mega particle weapons, polarized armor is similar to phase shift armor save it is designed to resist direct-energy weapons.
Stats TBD
Other Stuff
Verniers
All of these are applied as one set, eg, 5x Verniers
Agility +1
Space 1
Power 1
Boosters
All of these are applied as one set, eg, 5x Boosters
Speed +1
Space 1
Power 1
Powerplant
All of these are applied as one set, eg, 5x Powerplant
Power Output +2
Space 1