Difference between revisions of "Alien Sky:Unit Special Rules"

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10th Generation - 35 CP<br>
 
10th Generation - 35 CP<br>
  
== Fractal Attributes ==
+
= Fractal Attributes =
  
 
Like characters, Fractals have their own attributes that come into play during combat.
 
Like characters, Fractals have their own attributes that come into play during combat.
 +
 +
== Primary Attributes ==
  
 
=== Strength ===
 
=== Strength ===
 +
 +
Strength represents the physical strength of the living chassis beneath the shell of the Fractal's armored restraints and feedback equipment. Strength has a primary impact on the unit's usage of melee weaponry, and also has a secondary effect on hits and carry capacity.
  
 
=== Defense ===
 
=== Defense ===
 +
 +
Defense is the stat that reflects the resilience and endurance of the Fractal's chassis, as well as the strength of manmade defensive systems layered over it. Defense has a primary effect on hits and deflection rating.
  
 
=== Agility ===
 
=== Agility ===
 +
 +
Agility is a rough measure for the responsiveness and dexterity of a Fractal in response to neural input from a human being or AI. It is essential for ranged fighters, and also increases the ability to evade attacks.
  
 
=== Speed ===
 
=== Speed ===
 +
 +
Speed determines aerial and ground maneuverability, improving the ability to effectively dodge attacks and escape pursuers. Fractals with high Speed tend to grow spindly bodies and vestigial wings that are incorporated into their control units.
  
 
=== Sync ===
 
=== Sync ===
 +
 +
Sync determines the unit's ability to perceive things itself and control remote weapons and also allows the unit to incorporate theoretical physics weapon systems derived from the Vectors, such as Crysis Fields and Homing Lasers.
  
 
=== Utility ===
 
=== Utility ===
 +
 +
The unit's ability to carry equipment such as EWACs, advanced sensors and heavy weaponry such as
  
 
== Derived Attributes ==
 
== Derived Attributes ==
  
==== Hits ====
+
=== Hits ===
 +
 
 +
All Fractals have a limited amount of damage they may endure before being destroyed or forced into regenerative dormancy. A dormant Fractal can be 'puppeted' by its control harness and forced to fly back into dock, but will lose so much mobility and processing power (which will be devoted to keeping the machine in the air) that it will not be able to operate much more than decoy flares without the risk of stalling mid-air or crashing on the ground.
 +
 
 +
Total Hits are calculated by adding up Strength + Synch + [Defense] x2.
 +
 
 +
=== Offensive Carry ===
 +
 
 +
Offensive Carry determines what sort of weaponry a unit may carry, including rifles, melee weapons or missile pods. Although the kind of systems a craft can take are capped by their relevant attributes (Strength for Melee, Agility for Ranged and Synch for Exotics), having a higher average allows a unit to carry much much more.
 +
 
 +
Offensive Carry is calculated with Strength + Agility + Synch.
 +
 
 +
=== Defensive Carry ===
 +
 
 +
Defensive Carry sets how much defensive equipment a unit may carry, including boosters, shield arrays and more advanced armor. As with Offensive Carry, specific equipments might have associated requirements.
  
==== Carry ====
+
Defensive Carry is calculated with Defense + Speed + Utility.
  
==== Evasion Rating ====
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= Fractal Equipment =
  
==== Deflection Rating ====
+
=== Offensive Equipment ===
  
== Fractal Equipment ==
+
=== Defensive Equipment ===
  
 
= Landship/Airship Rules =
 
= Landship/Airship Rules =
  
 
= Unit Structure =
 
= Unit Structure =

Revision as of 22:06, 1 May 2011

Fractal Rules

Basics

Fractals are designed using a progressive build system that accords a number of build points based on level, which can be slotted into the five attributes of Melee, Firepower, Speed, Defense and Special. High attributes allow a unit to buy better and more specialized equipment (up to its rating) which gives it contextual bonuses in the manner of Specializations for PCs.

Each tier essentially represents a full generation of A-Fractal and AN-Fractal technology, with Tsiolkovsky and Heng Sha skirting the bleeding edge around 7th generation units. N-Fractals, which are designed with Growth, operate on a maturity cycle that is comparable. When building N or AN-Fractals, generation is determined by the character's Growth or Conspiracy ratings, which is selected at chargen. Custom A-Fractals are also generated using either of those specialties, but at a -1 to effective Generation because of restraints on mass-produced technology.

Elites and Pilots generally use inferior versions of their commander's production runs, but may likewise receive customized equipment built using this table. They receive a -1 to Generation (which stacks with the penalties from using customized A-Fractals), but may otherwise be equipped with whatever equipment their unit qualifies for.

1st Generation - 10 CP
2nd Generation - 11 CP
3rd Generation - 13 CP
4th Generation - 16 CP
5th Generation - 20 CP
6th Generation - 25 CP
7th Generation - 29 CP
8th Generation - 32 CP
9th Generation - 34 CP
10th Generation - 35 CP

Fractal Attributes

Like characters, Fractals have their own attributes that come into play during combat.

Primary Attributes

Strength

Strength represents the physical strength of the living chassis beneath the shell of the Fractal's armored restraints and feedback equipment. Strength has a primary impact on the unit's usage of melee weaponry, and also has a secondary effect on hits and carry capacity.

Defense

Defense is the stat that reflects the resilience and endurance of the Fractal's chassis, as well as the strength of manmade defensive systems layered over it. Defense has a primary effect on hits and deflection rating.

Agility

Agility is a rough measure for the responsiveness and dexterity of a Fractal in response to neural input from a human being or AI. It is essential for ranged fighters, and also increases the ability to evade attacks.

Speed

Speed determines aerial and ground maneuverability, improving the ability to effectively dodge attacks and escape pursuers. Fractals with high Speed tend to grow spindly bodies and vestigial wings that are incorporated into their control units.

Sync

Sync determines the unit's ability to perceive things itself and control remote weapons and also allows the unit to incorporate theoretical physics weapon systems derived from the Vectors, such as Crysis Fields and Homing Lasers.

Utility

The unit's ability to carry equipment such as EWACs, advanced sensors and heavy weaponry such as

Derived Attributes

Hits

All Fractals have a limited amount of damage they may endure before being destroyed or forced into regenerative dormancy. A dormant Fractal can be 'puppeted' by its control harness and forced to fly back into dock, but will lose so much mobility and processing power (which will be devoted to keeping the machine in the air) that it will not be able to operate much more than decoy flares without the risk of stalling mid-air or crashing on the ground.

Total Hits are calculated by adding up Strength + Synch + [Defense] x2.

Offensive Carry

Offensive Carry determines what sort of weaponry a unit may carry, including rifles, melee weapons or missile pods. Although the kind of systems a craft can take are capped by their relevant attributes (Strength for Melee, Agility for Ranged and Synch for Exotics), having a higher average allows a unit to carry much much more.

Offensive Carry is calculated with Strength + Agility + Synch.

Defensive Carry

Defensive Carry sets how much defensive equipment a unit may carry, including boosters, shield arrays and more advanced armor. As with Offensive Carry, specific equipments might have associated requirements.

Defensive Carry is calculated with Defense + Speed + Utility.

Fractal Equipment

Offensive Equipment

Defensive Equipment

Landship/Airship Rules

Unit Structure