Etherstar Thersonia Technical Specs

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Claxton

Sternwarinewerft H-44 Etherstar

Large Warship
  • Base Avoidance: 5
  • 12 Hits
  • 20 Structure
  • Sensor Signature: 12
  • Armor Strength: 10
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
Shield System
  • Power Draw: 5/turn
  • Shield Strength: 5
  • Emitted Signature: +5
  • Reinforced Shielding
  • Power Draw: 12/turn
  • Shield Rating: 10
  • Emitted Signature: +12
  • Force Bubble
  • Tags: Bonus Hits, No Armor
  • Power Draw: 1 power/5 hits
3x Triple Heavy Beam Cannons
  • Tags: Big Gun, Energy
  • Power Draw: 3/shot
  • Accuracy: +4 Ship / -8 Fighter
  • Range Modifier: -1/bracket
  • Damage: 3D10 / Flak 1
  • Turboshot
  • Tags: Enhanced Action
  • Power Draw: 5/shot
  • Accuracy: +4 Ship / -10 Fighter
  • Range Modifier: -1/bracket
  • Damage: 3D10 Armor Penetration 8
  • Hit thresholds: +4/+8
2x Twin Heavy Massdrivers
  • Tags: Big Gun, Kinetic
  • Power Draw: 0
  • Accuracy: +4 Ship / -8 Fighter
  • Range Modifier: -1/bracket
  • Ammunition: 8
  • Hit thresholds: +4
2 Twin Medium Pulse Cannons
  • Tags: Medium Gun, Energy
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Hit thresholds: +3
  • Turboshot
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +4 Ship / -6 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 Armor Penetration 5
6 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
1 Missile System
  • Tags: Missile
  • Power Draw: 0
  • Ammunition: 6
1 Plasma Accelerator
  • Tags: Torpedo, Tracking, Energy, Cooldown (number of charges)
  • Power Draw: 1/charge level
  • Accuracy: +0 (-1/charge) Ship / N/A Fighter
  • Range Modifier: -2 damage/bracket travelled
  • Damage: 1D10+1/charge, Powerful 1, Shield Weak 1
  • Special: Charges cannot be held safely, only increased. If at least one charge is put towards the plasma accelerator in a turn, no damage is taken. If a charge is held in the plasma accelerator, roll 1D10 and for every point at which roll is under the number of charges, take a Hit. When firing the plasma accelerator, roll 1D10 + number of charges (enhanced firing modes count at +2 charge each) and take this much damage with armor applying as normal.
  • Extended Range Confinement
  • Tags: Enhanced Action, Cooldown +1
  • Power Draw: +3 power on firing
  • Range Modifier: -1 damage/bracket travelled
  • Emission Homing
  • Tags: Enhanced Action, Cooldown +1
  • Power Draw: +3 power on firing
  • Accuracy Modifier: +1 for every 3 points of target Emitted Signature
AG Drive
  • Gravity Drive
  • Tags: Float
  • Power Draw: 1 power/1 bracket
  • +1 Emitted Signature per power used
  • Decoupled Evasion
  • Power Draw: 2/turn
  • Effect: +4 Evasion
  • 7 Etheric Energizers
  • 7 Power Each (ship total 21)
  • 1 Power Storage each (ship total 7)
  • 3 Emitted Signature each (ship total +21)
Special Ship Abilities
  • Magazine Reload
  • Power Draw: 5
  • Refills all ammunition
Sensors
  • Not yet defined
ECM
  • Not yet defined


Hampshire Naval Werks Z-4 Schoemann-class Zerstorer

Small Warship
  • Base Evasion: 10
  • 10 Hits
  • 10 Structure
  • Sensor Signature: 10
Heavy Armor
  • Armor Strength: 6
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
5 turbolasers
  • 5 Single Medium Pulse Cannons
  • Tags: Medium Gun, Energy
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Turboshot
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +4 Ship / -6 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 Armor Penetration 5
10 laser turrets
  • 3 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
2 Photon Torpedo Launchers
  • 2 Photon Torpedo Launchers
  • Tags: Torpedo, Tracking, Energy, Cooldown 1
  • Power Draw: 2/shot
  • Accuracy: +0 Ship / N/A Fighter
  • Range Modifier: -2 damage/bracket travelled
  • Damage: 3D10 Powerful 2, Shield Weak 1
  • Extended Range Confinement
  • Tags: Enhanced Action, Cooldown 2
  • Power Draw: 3/shot
  • Accuracy: +0 Ship / N/A Fighter
  • Range Modifier: -1 damage/bracket travelled
  • Damage: 3D10 Powerful 2, Shield Weak 1
  • Forced Cooling
  • Tags: Option
  • Effect: Spend 1 power to reduce to cooldown timer to 0.
AG Drive
  • Gravity Drive
  • Tags: Float
  • Power Draw: 1 power/2 brackets
  • +1 Emitted Signature per power used
  • Decoupled Evasion
  • Power Draw: 2/turn
  • Effect: +4 Evasion
  • 3 Etheric Energizers
  • 3 Power Each (total 9)
  • 1 Power Storage each (total 3)
  • 3 Emitted Signature each (total +9)
Sensors
  • Not yet defined
ECM
  • Not yet defined

Hostile

Red Dawn Slave Unit 995

Kraznynan Admiral Isachenkov Scout Cruiser

Medium Warship
  • Base Evasion: 8
  • 10 Hits
  • 15 Structure
  • Sensor Signature: 12
Light Armor
  • Armor Strength: 2
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
Light Shields
  • Power Draw: 2/turn
  • Shield Strength: 2
  • Emitted Signature: +2
  • Reinforced Shielding
  • Power Draw: 5/turn
  • Shield Rating: 4
  • Emitted Signature: +6
3 AKR-90 90mm coilgun complexes
  • 3 Triple Medium Railguns
  • Tags: Big Gun, Kinetic
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Second hit threshold: +5
  • Rapid Barrage
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +6 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10-2 / Flak 1D3
  • Second hit threshold: +3
10 laser turrets
  • 3 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired.
Etheric Lightbulb Drive
  • Plasma Drive
  • Tags: Rocket, Crit Vulnerable
  • Power Draw: 1 power/2 brackets
  • +1 Emitted Signature per power used
  • Maximum fuel flow
  • Power Draw: 2/turn
  • Effect: Increase standard thrust from 2 brackets/energy to 3 brackets/energy, doubles emitted signature increase
  • 3 Etheric Energizers
  • 3 Power Each (total 9)
  • 1 Power Storage each (total 3)
  • 3 Emitted Signature each (total +9)
Sensors
  • Not yet defined
ECM
  • Not yet defined

Kraznya

Admiral Isachenkov Scout Cruiser

Medium Warship
  • Base Evasion: 8
  • 10 Hits
  • 15 Structure
  • Sensor Signature: 12
Light Armor
  • Armor Strength: 2
  • Breach Rating: 6
  • Vital Rating: 10
  • Annihilation Rating: 14
Light Shields
  • Power Draw: 2/turn
  • Shield Strength: 2
  • Emitted Signature: +2
  • Reinforced Shielding
  • Power Draw: 5/turn
  • Shield Rating: 4
  • Emitted Signature: +6
3 AKR-90 90mm coilgun complexes
  • 3 Twin Medium Railguns
  • Tags: Medium Gun, Kinetic
  • Power Draw: 1/shot
  • Accuracy: +4 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10 / Flak 1
  • Second hit threshold: +5
  • Rapid Barrage
  • Tags: Enhanced Action
  • Power Draw: 2/shot
  • Accuracy: +6 Ship / -4 Fighter
  • Range Modifier: -1/bracket
  • Damage: 2D10-2 / Flak 1D3
  • Second hit threshold: +3
10 laser turrets
  • 3 Laser AAA Turret Sets
  • Tags: Small Gun, Energy, Joint
  • Power Draw: 1/joint activation
  • Accuracy: +4 Ship / +4 Fighter
  • Range Modifier: -2/bracket
  • Damage: 2D6 / Flak 1D6
  • Burn the barrels out!
  • Tags: Extra Shots, Additive
  • Power Draw: +2 joint activation
  • Effects: 1 additional shot per set. For every additional shot taken roll 1D6, on a 6 a turret set is disabled until repaired
Etheric Lightbulb Drive
  • Plasma Drive
  • Tags: Rocket, Crit Vulnerable
  • Power Draw: 1 power/2 brackets
  • +1 Emitted Signature per power used
  • Maximum fuel flow
  • Power Draw: 2/turn
  • Effect: Increase standard thrust from 2 brackets/energy to 3 brackets/energy, doubles emitted signature increase
  • 3 Etheric Energizers
  • 3 Power Each (total 9)
  • 1 Power Storage each (total 3)
  • 3 Emitted Signature each (total +9)
Sensors
  • Not yet defined
ECM
  • Not yet defined