Talk:Wending Skies

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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).

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

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

Attack Tags

AP # (Armour Piercing) – Defender's Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.
SP # (Shield Piercing) - Defender's Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.
AB # (Armour Break) - Ignores # levels of Armour.
SB # (Shield Break) - Ignores # levels of Shield.
AV (Armour Vaporise) – Defender cannot make an Armour Save.
SV (Shield Vaporise) – Defender cannot make a Shield Save.
AA # (Anti-Aircraft) – Attack roll is increased by # against Aircraft.
II # (Anti-Infantry) - Attack roll is increased by # against Infantry.
EA # (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.
ED # (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.

Guidance # - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.
Soft # – Attack target against MDC targets is increased by #.
Unstable # - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.
Fixed – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.
Slow – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.
Very Slow – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.

Other Tags

Alpha # - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.
Single Shot – The weapon can fire once per battle.
Power Hungry - No other weapons can be fired that turn except for those that are Independent.
Bombard – The weapon does not suffer penalties when used on surface targets.
Disabling – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.
Incendiary – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.
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.
Supercritical – The weapon has +100% Critical hit rate.
Independent – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.


Tentative notes on cost and space:

  • An item's cost is determined by its + value, including any mods.
  • An item's 'size is determined by it's base + value, plus any mods that adjust Size.


ML is the Milieu Level. It represents how sophisticated the various technologies and practices a state has.

  • Milieu Level 0 'muscle power' is essentially pre-industrial in nature, with most things considered 'technological' being rudimentary at best. Muscle or natural power (Such as wind or ether current) is the norm. While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space.
  • Milieu Level 1 'crude technology' is lowest level of what is generally considered technic society. Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication. In the post-Ragnarok era, many worlds collapsed to this level and since recovered. This is the starting point of the Sword and Starship milieu.
  • Milieu Level 2 'low technology' is characterized by pervasive industrialization and mechanization. While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm. Both Heavy Metal and Infospace start at this milieu level.
  • Milieu Level 3 'Mid Tech' is widely seen as the norm for human space. Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic. By far the flashiest and often seen as indicative is the broad use of 'energetics'; energy weapons, energy shielding and high-output space drives.
  • Milieu Level 4 'High Tech' is the limit of human technology. Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before. The use of magics is also ever more tightly woven in, with the difference between 'technology' and 'magic' becoming academic.

Muscle Power (ML0)

Sticks
Stones
Harsh Language

Crude Tech (ML1)

+1 Ram; P8+ (AB 1, Fixed, Slow)
  • +1 Assault Ramp
  • +1 Giant Drill; AP +2, ML2
  • +1 Hydraulic Impactor; AB +2, ML3
  • +1 Ramfield; AB +2, ML3
+1 Cannon Decks; P8+ (Fixed), Rng 3
  • +0 Heavy; Range +50%, Size +1
  • Grapeshot; AA +1, AI +1, Soft +2
  • +0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2
  • +1 Autoloaders; MA +1, ML2
  • +0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3
  • +0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3
+1 Carronades; P7+ (AI 1, Soft 3), Rng 1
Deck-mounted shotguns, or guns with five million barrels type things.
Same upgrades as Cannon Decks
+1 Rocket Batteries; MP7+ (AA 1, Slow, Unstable 1),Rng 2
East asian style rack o' rockets like Hwacha.
  • +1 Incendiary Rockets; Incendiary.
  • +0 Large Rockets; Range +50%, Size +1
  • +1 Giant Rockets; AB +1, Range +100%, Size +2
  • +1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3
  • +0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3
+1 Torpedoes; P8+ (AB 1, ED 1, Very Slow), Rng 3
  • +0 ADCAP Design; Attack +1, Range +3, ML2
  • +1 Kozunese Trickery; Range +100%, ML2
  • +2 Supercavitating; Loses (Very) Slow
  • +0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3
  • +1 Plasma Tanking; Alpha +1, ML3
+1 Bombs; P9+ (AP 2, Slow, Bombard), Rng Ground Only

Low Tech (ML2)

+2 Naval Artillery; P7+ (EA 1), Rng 8
  • +0 Cruiser Scale; AP +1, Range +50%, Size +1
  • +0 Capital Scale; AP +1, AB +1, Range +100%, Size +2
  • +0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4
  • +0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3
  • +1 Hypervelocity; Range +4, SP +1, -1 AP
  • +1 Extended-Range Munitions; Range +50%
  • +1 AA Munitions; AA +1
  • +1 NGS Munitions; Bombard
  • +1 Saboted Munitions; Ignores 1 reduction to AP
  • +1 Destabilizer Munitions; SP +1
  • +1 Energy Shells (ML4); Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.
+1 Autocannon; P8+ (EA 1, AI 1 Soft 2), Rng 4
  • +1 Phalanx; Range -50%, Point Defense
  • +1 Multiple Barrels; AA +1
  • +1 Flak; AA +1
  • +1 Armour-Piercing Shells; Soft -1
  • +1 Improved Shells; Attack +1
  • +1 Extended Range Munitions; Range +100%
  • +1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1
  • +1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid
+2 Missiles; 8+ (Guidance 1, Slow), Rng 12
  • +0 Box Launcher; Single Shot, Alpha 3
The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.
  • +1 Anti-Aircraft; AA +2
  • +0 Small; Soft +2, Range -50%, Size -1
  • +0 Large; Range +100%, Size +1
  • +0 Very Large; ED +1, Range +150%, Size +2
  • +1 Improved Warhead; Attack +1
  • +1 Anti-Ship Warhead; AP +1, AB +1
  • +1 Shaped Charge; ED +1
  • +1 Supersonic; loses Slow
  • +1 Land Attack; Bombard
  • +1 Guidance; Guidance +1
  • +1 Etheric Pulse Warhead; Disabling
  • +0 Advanced Warhead; Attack +1, ML3
  • +1 Smart Guidance; Guidance +1, ML3
  • +1 Plasma Warhead; Energy Type, ML3
  • +1 Destabilizer Field; SP +1, ML3
  • +1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3
  • +0 Compressed Energy Warhead; Attack +2, ML4
  • +1 Adaptive Warhead; Hybrid Type, ML4
  • +2 Brilliant Guidance; Guidance +2, ML4
  • +1 Stealth Missiles; Enemy Point Defenses -1
Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.

Mid Tech (ML3)

Standard Energy modifications
  • +0 Cruiser Scale; AP +1, Range +50%, Size +1
  • +0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2
  • +1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3
  • +1 Ortillery; Ortillery, Slow
  • +1 Multimodal; PD
  • +1 Enhanced Tracking; AA +1
  • +1 Heat Sinks; EA +1, Size +2
  • +1 High Output; ED +1, Size +2
  • +1 Haywire; Critical +50%
  • +1 Deep Magazine Capacitors; Alpha +1
+2 Beam Array; E6+, Rng 12
  • +0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50%
  • +1 Improved Collimation; Range +50%
  • +1 Pulsed beam; AP +1
  • +1 Heat Rays; Incendiary
  • +1 Death Rays; RBC
  • +1 Thermal Induction; Attack -2, attacks crew
+3 Pulse Array; E6+ (EA 1), Rng 8
  • -1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50%
  • +1 Variable-Frequency; SP +1
  • +1 Mega Particles; AB +1