LOE Ship Test Rules

From Sphere
Jump to navigation Jump to search

OK, Shrike was wondering about things PCs could work on, so rather than cross over into stuff I'm already doing, here's a skeleton of the early ship rules. Subject to change of course - this is just a rough framework. The idea is that equipment is added to the slots, and as technology gets more advanced ships have more space to work with. Note that these additional slots are NOT automatically gained - unlike oLoE there are no discreet tech levels - the TL numbers are just markers to indicate roughly in the tech tree where these ships fall. Each refinement must be separately researched. So if you want super star galleys you will have to research them.

I have only included the slot gains as a rough guide, and only on some ships. They are subject to change as the cost of various systems that might be added is determined.

Now, unlike added caps in oLoE slots are actually filled with discrete systems. Thus unlike adding "+1 weapons", a Ship of the Line might have "2x +1 medium muzzleloader cannon banks" and "2 x +2 heavy muzzleloader cannon banks" to simulate multiple decks of large numbers of 24 pounder and 36-48 pounder cannon. Each weapons fit has a SPECIFIC amount of damage it deals that does not change based on class. Thus to make more powerful weapons loads you must usually stack multiple weapons together. A battleship with "+1 medium gun" has exactly the same gun loadout as a destroyer with "+1 medium gun"

Nevertheless, these systems are still based on what existed in old LoE, so the basic concept of the ships doesn't change, just how they're built.

So what I need are lists of added caps for everything based on the old weapons, armour, engines and other systems going up to TL3 at least. Then we can start playing with slot costs, damage and other abilities.

Discussion

Battleships look like they could use an increase to 12 guns/armor; 'heavy' grade weapons would increase in size a bit to compensate and would gain additional penetration.

Freighter and Light Carrier designs added for discussion. --Shrike 21:04, 23 January 2009 (UTC)


For the steampunk stuff, I've suggested the magic milieu where I think you should be able to buy the required tech to get those weapons, since I don't know what any of the techs would be called yet. -Screwball

Ships

Galley

Milieu: TL1
MDP: 1
Move: 1
Engine Slots: 1 (gain +1 slot at TL4 and +2 at TL5)
Option Slots: 4 (gain +2 slot at TL2, +1 at TL3, +1 at TL4, and +2 at TL5)

Small Sailing Ship

Milieu: TL2
MDP: 2
Move: 2
Weapon Slots: 3 (gain +1 slot at TL3, +1 at TL4, and +2 and TL5)
Engine Slots: 3 (gain +1 slot at TL4 and +2 at TL5)
Option Slots: 1 (gain +1 slot at TL3, +1 at TL4, and +2 and TL5)

Large Sailing Ship

Milieu: TL2
MDP: 3
Move: 1
Weapon Slots: 6 (gain +2 slot at TL3, +2 at TL4, and +4 and TL5)
Engine Slots: 3 (gain +1 slot at TL4 and +2 at TL5)
Option Slots: 2 (gain +2 slot at TL3, +2 at TL4, and +3 and TL5)

Patrol Boat

Milieu: TL3
MDP: 1
Move: 4
Weapon Slots: 2 (gain +2 slots at TL4 and +2 at TL5)
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Option Slots: 1 (gain +1 slot at TL4 and +1 at TL5)

Small Warship

Milieu: TL3
MDP: 3
Move: 4
Weapon Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Armour Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Option Slots: 2 (gain +1 slots at TL4 and +2 at TL5)

Cruiser

Milieu: TL3
MDP: 5
Move: 4
Weapon Slots: 6
Engine Slots: 4
Armour Slots: 4
Option Slots: 4

Battleship

Milieu: TL3
MDP: 10
Move: 4
Weapon Slots: 10
Armour Slots: 8
Engine Slots: 4
Option Slots: 6

Carrier

Milieu: TL3
MDP: 7
Move: 4
Weapon Slots: 5
Engine Slots: 4
Armour: 6
Option Slots: 10
Cargo Slots: 10

Note on option slots:
Option Slots may be loaded with any system, but pay double space for Weapons, Engines or Armor.

Unofficial types

Light Carrier

Milieu: TL3
MDP: 4
Move: 4
Weapon Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Armour Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Option Slots: 5 (gain +3 slots at TL4 and +5 at TL5)
Cargo Slots: 3 (gain +1 slots at TL4 and +1 at TL5)

Freighter

Milieu: TL3
MDP: 1
Move: 2
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Option Slots: 5 (gain +3 slots at TL4 and +5 at TL5)
Cargo Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Note: Pays double for all Hangars. Move bonus from engines is halved.

Superfreighter

Milieu: TL3
MDP: 3
Move: 2
Engine Slots: 4 (gain +2 slots at TL4 and +2 at TL5)
Armour Slots: 2 (gain +1 slots at TL4 and +1 at TL5)
Option Slots: 5 (gain +3 slots at TL4 and +6 at TL5)
Cargo Slots: 10 (gain +5 slots at TL4 and +5 at TL5)
Note: Pays double for all Hangars. Move bonus from engines is halved.

Test Systems

Weapons

P# - Pierce; reduces the enemy armor value by the P value. Reduced by 1 for every negative relative milieu level.
B# - Break; reduces the enemy shield value by the B value. Reduced by 1 for every negative relative milieu level.
S# - Smash; increases soak difficulty by S value. Reduced by 1 for every negative relative milieu level.
AA# - Anti-Air; adds a bonus equal to the AA value to the weapon when used for anti-air attacks.
Flak# - Flak; adds a bonus equal to the Flak value to the weapon when used for anti-air attacks. Also increases enemy MDP-scale defensive saves by the Flak value, as they are ill-suited to penetrating heavy shields/armor
PD - Point Defense; can be used in the point-defense role.
Slow - Target may evade with speed roll.
Alpha# - Weapon has an integral capacitor, allowing it a number of extra shots equal to the Alpha value once per battle.
Guided# - Weapon can perform target re-aquisition, allowing it a number of re-rolls equal to the Guided value.
Single Shot - Weapon has one shot per battle.
Air - Weapon fires an 'air' attack (normally a large missile) that can be shot down.
Energy - Weapon is an energy attack and may be vulnerable to specific countermeasures.
Hybrid - Weapon has properties of both energy and projectile and uses whichever is optimal for penetrating defenses.
Power Hungry - No other weapons can be fired that turn.

TL1

+1 Mechanical throwers
Attack: 9+; Air
Range: 2

+2 Heavy mechanical throwers
Attack: 9+; S1; Air
Range: 3

+1 Burning projectiles
The ship has cauldrons of burning pitch ready for use.
Effect: -1 penalty to opposing damcon efforts upon damaging enemy.
+1 Bees
The ship can lob beehives or something equally dire at the enemy.
Effect: -1 penalty to crew bonuses upon damaging enemy.

+1 Greek fire projectors
Attack: 8+; P1; Energy
Range: 1

+1 Ram
Attack: 9+; B1; Slow
Range: 0
Once rammed, a ship must roll maneuver or damcon in order to break free of melee range.

+1 Fighting tops
Represents raised areas or strongpoints for troops and marines.
Effect: +1 attack bonus and +1 terrain protection for onboard troops.

+1 Smoke casters
Effect: Can be used to create a penalty to attack for both sides.

TL2

+1 Carronades
Attack: 8+; Flak1
Range: 1
Effect: Can be swiveled to support crew. Attacks crew and exposed objects.

+2 Cannons (one deck)
Attack: 8+
Range: 3

+3 Heavy Cannons (one deck)
Attack: 8+; S1
Range: 4

+0 Breechloading
A refinement of cannons.
Effect: Cannons and Heavy Cannons attack at 7+.
+0 Rifling
A refinement of cannons.
Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.
+0 Elevating Mounts
A refinement of cannons.
Effect: Cannons gain +1 Range and Heavy Cannons gain +2 Range.
+1 Exploding Shell
A refinement of cannons.
Effect: Increase damcon difficulty by 1.

+3 Hwacha
East asian style rockets.
Attack: 7+; AA1
Range: 2

+2 Tesla Coils
Attack: 7+ energy
Range: 10
Special: Always attacks the nearest enemy unit.

+1 Small Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to destroyer calibre naval rifles.
Attack: 7+
Range: 8

+2 Medium Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to cruiser calibre naval rifles.
Attack: 7+ P1
Range: 12

+3 Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to battleship calibre naval rifles.
Attack: 6+ P2
Range: 16

+5 Very Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to superbattleship calibre naval rifles.
Attack: 5+ P3
Range: 20

TL3

+1 Destroyer caliber naval rifle turrets
Attack: 7+
Range: 8

-1 Barbette Mounts(may be applied to all 'turret' weapons)
These weapons are mounted in barbettes, rather than turrets.
Effect: 10% increase to receiving a critical hit to weapons.

+2 Cruiser caliber naval rifle turrets
Attack: 7+ P1
Range: 12

+3 Battleship caliber naval rifle turrets
Attack: 6+ P2
Range: 16

+5 Superbattleship caliber naval rifle turrets
Attack: 5+ P3
Range: 20

+1 Advanced destroyer caliber naval rifle turrets
Attack: 7+ AA1
Range: 10

+1 Flak cannons
Attack: 8+ x2 Flak1
Range: 5

+1 Gatling turrets
Attack: 9+ x3 Flak2
Range: 3

+1 THEL system
Attack: PD, Energy
Range: N/A

+1 Torpedo banks
Attack: 7+ x2 Slow
Range: 4

+1 Enhanced Propulsion
A torpedo with a rocket engine? Stranger things have happened!
Effect: Torpedo is no longer Slow.

+1 SAMs
Attack: 8+ AA1 Flak1 Guided1 Air
Range: 10

+0 Anti-Missiles
Using a missile to shoot down another missile often works better than trying to use a gun to do the same thing.
Effect: SAMs gain PD, receive Flak2
+1 Extended Range
Longer-ranged SAM systems, like the Standard series of missiles.
Effect: +10 range
+1 Dual-Purpose Warhead
More robust warheads give SAMs effective anti-shipping ability on top of their anti-air firepower.
Effect: Has AA2, no Flak

+2 Antishipping missiles
Attack: 7+ Air
Range: 20

+2 Etheric Pulse Warhead
The missile is equipped with a warhead that disrupts complex systems but deals minimal damage.
Effect: Instead of dealing hull damage, it rolls to inflict a critical hit.
+0 Box Launcher
The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.
Effect: Adds Single Shot, Alpha3

+6 Cruise Missile Launcher
Attack: 6+ P1 x2 Ortillery Slow Air
Range: 30

+1 Stealth Missiles
Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.
Effect: -1 penalty to attempt to shoot down warheads.
+1 Anti-Shipping Modification
Naval attack software and hardware modifications.
Effect: Can declare use of cruise missiles as non-Ortillery.

+8 Multi-stage cannon
Attack: 5+ P3 x6 slow single shot
Range: 20

+1 Mobile suit gunslits set
Attack: As per squadron
Range: As per squadron
Allows one squadron per set of gunslits to fire.

+2 Incendiary Munitions
Napalm sticks to kids. TL3 incendiary munitions are generally harder to put out and often toxic as well, as well as burning hotter. Can only modify non-Energy non-Hybrid weapons.
Adds +1 bonus against ships of Mileu 2 or lower, -1 DamCon penalty.

+10 Kinetic Strike Munitions
Attack: 6 S# Slow
Range: 12
Special: Orbitally dropped deadfall projectiles, only effective vs ground targets.

+2 Minor Aethyric Impeller turrets (W/ML4)
Small technomagical railguns.
Attack: 6+ AA1
Range: 12

+3 Major Aethyric Impeller turrets(W/ML4)
Medium technomagic railguns.
Attack: 6+ P1 AA1
Range: 16

+4 Greater Aethyric Impeller turrets(W/ML4)
Large technomagic railguns.
Attack: 5+ P1 S1
Range: 20

TL4

+2 Light railgun turrets
Attack: 6+ AA1
Range: 12

+3 Medium railgun turrets
Attack: 6+ P1 AA1
Range: 16

+4 Heavy railgun turrets
Attack: 5+ P1 S1
Range: 20

+4 Ortillery Massdriver
Attack: 5+ Ortillery Slow
Range: 20

+2 Light beam turrets
Attack: 6+ P1 energy
Range: 12

+3 Medium beam turrets
Attack: 6+ P2 energy
Range: 16

+4 Heavy beam turrets
Attack: 5+ P2 energy
Range: 16

+2 AAA beam cannons
Attack: 8+ AA3 energy
Range: 10

+2 Ortillery Beam
Attack: 7+ Ortillery energy
Range: 12

+2 Thermal inducers
Attack: 8+ crew-killing energy
Range: 10

+3 Plasma Cannon
Attack: 6+ S3 slow hybrid
Range: 8

+0 Alpha charges
Auxillary tanking stores additional plasma ready for use
Effect: adds Alpha1

+3 Cluster missile pods
Attack: 7+ 2x AA1 air
Range: 12

+3 Brilliant missiles
Attack: 6+ AA1 air
Range: 30

+1 Laser cluster
Attack: 9+ 2x Flak3 energy
Range: 5

+12 Superlaser
Attack: 4+ x8 P3 slow single shot energy
Range: 25

+12 Spinal Railgun
Attack: 3+ x7 P2 B1 slow single shot
Range: 25

+10 Mass Driver
Attack: 4 S# Slow
Range: 12
Special: Kinetic Deadfall projectiles combined with a mass driver for added kick and improved accuracy.

+X Enhanced Guidance
Effect: Gives Guided1 and +2 range to any non-Hybrid non-Energy weapon. Increases weapons size by 50%, rounded up.

+1 Microwave Pulse
It might not really use microwaves but it sure can cook things. This modification is for Energy or Hybrid weapons.
Effect: +1 bonus against ships of Mileu 2 or below, -1 DamCon penalty.

TL5

+2 Aggressor Shields
Attack: 7+ B1 S1 Slow Energy
Range: 0
Adds 1 to ship's shield value.

+3 Plasma Torpedo
Relatively inexpensive TL5 weapon; bulky but not costly.
Attack: 5+ P1 Air Hybrid
Range: 25

+4 Advanced Multipurpose Missile
Attack: See Below
Range: 25
Has 3 modes

Anti-Shipping: Attack 5+ P1 B1 Air Guided1
Anti-Aircraft: Attack 5+ Flak2 Air Guided1
Etheric Pulse: Attack 4+ Guided1, deals no hull damage, rolls for critical hit instead.

+2 Phalanx
Attack: 7+ 3x Flak2 Hybrid
Range: 8

+3 Brilliant Endo/Exoatmospheric interceptors (BEEis)
Attack: 6+ Guided1 Flak1 B1 air
Range: 25

+4 Disruptor cannon
Attack: 5+ V slow energy
Range: 10

+4 Stiletto Beam Array
Attack: 4+ Modular Hybrid
Range: 16
Has 4 integral modules (reccomended P2/B2)

+4 Modular Projectile Cannon Array
Attacks: 5+
Range: 20
Has 4 integral modules

Heavy: +3 weapon size, +5 range, -1 attack difficulty
Vectored: AA1 (2 slots)
Piercing: P1
Breaker: B1
Smasher: S1
Alpha Capacitors: Alpha1 (2 slots)
Guided: Guided1 (2 slots, max 1)
PD
Increased Range: +5 range
Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)

+4 Modular Energy Cannon Array
Attacks: 5+ Energy
Range: 20
Has 4 integral modules

Heavy: +3 weapon size, +5 range, -1 attack difficulty
Vectored: AA1
Piercing: P1
Breaker: B1 (2 slots)
Smasher: S1 (2 slots)
Alpha Capacitors: Alpha1
Guided: Guided1 (2 slots, max 1)
PD
Increased Range: +8 range
Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)

+4 Modular Hybrid Cannon Array
Attacks: 5+ Hybrid
Range: 20
Has 4 integral modules

Heavy: +3 weapon size, +5 range, -1 attack difficulty
Vectored: AA1
Piercing: P1
Breaker: B1
Smasher: S1 (2 slots)
Alpha Capacitors: Alpha1
Guided: Guided1 (2 slots, max 1)
PD (2 slots)
Increased Range: +5 range
Autofire: +2 (+3 w/ heavy) weapon size, x2 shots (2 slots)

+1 Bobbler Launcher
PD2.
Range: N/A

+7 Hellbore
Not the Bolo kind, the Starfleet Battles kind.
Attack: See Below
Range: 20/8 (Normal/Overcharge)
Has 2 modes-
Normal: 5+ x2 P1 B2
Overcharge: 4+ x4 P1 B3 S1, Range 8, Power Hungry.

+12 Gravity-blast cannon
Attack: 4+ x6 B3 single shot energy
Range: 25

+15 Hell-class weapon
Attack: 4+ x10 P3 S3 slow single shot energy
Range: 30

+1 Energy Shells
Adds 'Hybrid' and 'S1' to any projectile weapon of any milieu.

ML1

+1 Magical Circle
Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the circle.

ML2

ML3

+2 Casting Chamber
Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the chamber.
Range: +10

ML4

ML5

+3 Archmagical Link
Boosts magic spells to Naval-scale.
Range: +10
Counts as having link to nation's magical network at all times.

Armor

Represented as MDP added and Soak.

Soak is represented by dice rolled against each attack. Each rolled success reduces damage by one. If two numbers are shown, the second represents total damage absorbed before the armor's effects are ablated. (NOTE: Misunderstood requirement. Will be removed.)


TL1

+1 Oak Boarding
1|2 Soak

+1 Bracing
1 MDP

+1 Hides
2|2 Soak vs Energy

+1 Fore/Aftercastle
Extra defense vs boarding actions

+2 Mayope Boarding
2|4 Soak

TL2

+1 Ceramic Plating
2|1 Soak

+1 Improved Hull Ribbing
2 MDP

+2 Ironclad
3|5 Soak

+2 Metal Frame
4 MDP

+2 Silvered 3|4 Soak vs Energy

TL3

+1 All or Nothing Armor
4|5 Soak -1 MDP

+3 Mirrored
5|5 Soak vs Energy

+1 Improved Bulkheads
2 MDP

+2 Capital Bracing
5 MDP

+3 STS Steel
7 MDP

+1 Torpedo Blisters
4|2 Soak vs Torpedoes

+1 Reactive Armor
3/1 Soak

+6 Stealth
Reduces Detection Chance

TL4

+1 Kinetic Battle Screen
2 Soak vs Projectiles

+2 Deflectors
3 Soak

+2 Ablative Armor
6/3 Soak

+4 Capital Plate
7/12 Soak

+4 Stealth
Reduces Detection Chance

+3 Inteference Field
Defense: 3+
Penalty: 1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.

TL5

+2 Bubble Shield
4 MDP (lost before soak) (regenerative)

+3 Intra-Hull Shielding
4 MDP (regenerative)

+2 Battle Pods
Adds 3 Option Slots -2 MDP

+2 Ballenger Shields
3/10 Soak (fast repair)

+2 Stealth
Reduces Detection Chance

ML1

ML2

ML3

ML4

ML5

Engines

Notes: 1 Great Knot equals 1 Great League/Week and 50 km/h in-atmosphere speed. Yes, this means great leagues are half as long now, but we can do away with annoying decimals. Plus, the map is twice as 'big'.
All bonuses stack linearly, save cruise speed. Cruise speed is 25% of the total for all additional drives of equivalent Milieu on top of that of the fastest individual drive.

TL1

+1 Simple Sails
Mechanical Drive
Cruise Speed: 1 GK
Tactical Speed: +0
Atmospheric Flight: No
Hover: No
Enchantable: Yes
No Transit Costs
Simple space-canvas sails. Ride the etheric curents in the deep sky.

+1 Ether-soaked Oars
Mechanical Drive
Cruise Speed: 0.5 GK
Tactical Speed: 2
Atmospheric Flight: No
Hover: No
Enchantable: Yes
Maybe Transit Costs?
Sails are for pussies. The manly way of getting around the galaxy

Treadmill Drive (with Advanced Clockwork)
Effect: Cruise Speed becomes 1.
Animated Rowers (with Golems/Zomvies)
Effect: Speed +1.

TL2

+2 Etherscrews
Mechanical Drive
Cruise Speed: 2 GK
Tactical Speed: +1
Atmospheric Flight: No (yes w/refinement)
Hover: No (yes w/refinement)
Enchantable: Yes
Big electrified space-propellers. Great for those flying predreads.

+2 Etheric Spheres
Reactionless Drive
Cruise Speed: 2 GK
Tactical Speed: +0
Agility Bonus: +1
Atmospheric Flight: Yes
Hover: Yes
Enchantable: Yes
Strange glowing spheres filled with compressed and charged ether. Have unparalleled agility but aren't terribly fast.

TL3

+2 Etheric Turbofans
Mechanical Drive
Cruise Speed: 3 GK
Tactical Speed: +0 (+1 in Star Ways/Nebula/Atmosphere)
Atmospheric Flight: Yes
Hover: No
Enchantable: Yes
Low Transit Costs
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether. The Tu-995 'Bear' Aethyric Battlecruiser flies again.

+2 Scramrockets
Reaction Drive
Cruise Speed: 3 GK
Tactical Speed: +2
Dodge Bonus: +1
Stealth Penalty: -1
Atmospheric Flight: Yes
Hover: No
Enchantable: No
Double bonus from Flanking
High-output chemical scramrockets, capable of almost turning a ship into an aircraft on full burn. Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.

+2 Ion Thrusters
Reaction Drive
Cruise Speed: 4 GK
Tactical Speed: +2
Atmospheric Flight: No (yes w/refinement)
Hover: No
Enchantable: No
Fairly conventional electro-etheric propulsion system, also comes in plasma versions. The norm for Tech 3 ships meant for Deep Sky operations.

+2 Ramdrive
Reaction Drive
Cruise Speed: 4 GK
Stealth Penalty: -2
Atmospheric Flight: No
Hover: No
Enchantable: No
Low Transit Costs
Derived from Iron Drives
Zoom!

+2 Mag Lifters
Reactionless Drive
Cruise Speed: 3 GK
Tactical Speed: +0 (+1 near planets)
Shield Bonus: +1
Atmospheric Flight: Yes
Hover: Yes
Enchantable: No
Motors built to repel against a planet's magnetic field. Effective at lifting large masses into orbit cheaply.

TL4

+3 Fusion Drives
Reaction Drive
Cruise Speed: 6 GK
Tactical Speed: +3
Atmospheric Flight: Yes
Hover: No
Enchantable: No
A generically common reaction drive; eg, Glowy Scifi Spaceship Engines. They use Etheric fusion to propel the ship along at a good clip. Probably the most common drive by the numbers.

+3 Ether Scoop
Reaction Drive
Cruise Speed: 6 GK
Tactical Speed: +0
Stealth Penalty: -2
Atmospheric Flight: No
Hover: No
Enchantable: No
Low Transit Costs
Derived from Fusion Drives
What happens when you put a giant ether scoop in front of a fusion drive? You get a drive that's wildly unsubtle and turns like a pig, but is cheap to operate and has a pretty good cruise speed.

+3 Gravity Drive
Reactionless Drive
Cruise Speed: 6 GK
Tactical Speed: +1
Shield Bonus: +1
Atmospheric Flight: Yes
Hover: Yes
Enchantable: No
Gravity-control motors can move a ship along on a wedge, cushion, bubble or some other geometry of mildly bent space-time. Not as zippy as fusion drives, but the gravity waves reinforces the ship's defenses. The second most common drive type by the numbers.

+3 Ether Sails
Reactionless Drive
Cruise Speed: 4 GK
Tactical Speed: +0 (+2 in Star Ways)
Atmospheric Flight: Yes
Hover: Yes
Enchantable: No
Low Transit Costs
Derived from Gravity Drives
Hazily translucent forcefield 'sails' that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.

TL5

+4 EAM Drives
Reaction Drive
Cruise Speed: 8 GK
Tactical Speed: +4
Atmospheric Flight: Yes
Hover: No
Enchantable: No
Bigger, glowier, more powerful reaction drives. Uses miniscule pinches of etheric antimatter as primary fuel. Accept no substitutes when it comes to speed.

+4 Inertial Drive
Reactionless Drive
Cruise Speed: 8 GK
Tactical Speed: +2
Agility Bonus: +2
Atmospheric Flight: Yes
Hover: Yes
Enchantable: No
Requiring deep understanding of physics, inertial control drives allow a ship to perform some truly wild maneuvers. Zip zip!

+4 Parametric Drive
Hybrid Drive
Cruise Speed: 8 GK
Tactical Speed: +2
Shield Bonus: +1
Stealth Bonus: +1
Atmospheric Flight: Yes
Hover: Yes
Enchantable: No
A direct-action momentum-transfer drive that acts like a reaction drive but is based upon reactionless drive technology. Not as fast as EAM or as agile as inertial drives, but boosts defenses and due to its particularly subtle emissions, is fairly stealthy.

ML1

ML2

ML3

ML4

ML5

Options

+2 Streamlined Design (+3 for Capital ships)
While the insubstantial ether clouds rarely have have a measurable impact on performance no matter how outlandish a ship's hull form may be, some naval architects make use of aerodynamically-optimized designs to eliminate or even take advantage of this. Doing so also improves a ship's handling characteristic in atmosphere. Streamlined designs provide no bonus to a ship travelling under zero-cost transit drives (eg, sails/ramscoop) as they are travelling with the ether, instead of against it and require at least Tech/Magical Milieu 2.
+1 Strategic Speed, low cost.

+2 Slip Field
With the development of forcefields it became possible to wrap a ship in a low-power forcefield that would give it the speed advantages of a streamlined hullform without forcing it into shape that might be otherwise detrimental to efficiency. Slip Fields provide no bonus to a ship travelling under zero-cost transit drives (eg, sails/ramscoop) and require at least Tech/Magical Milieu 4.
+1 Strategic Speed, moderate cost

+0 Automation
+1 on command and electronics rolls/passive values. Halves crew.

+0 Smart Ship (TL4)
+1 on command and electronics rolls and passive values, adds 1 Option slot for Electronics. +2 Damcon. Halves crew. May not be combined with Automation.

+0 Shipboard Intelligence (TL4)
+1 on command and electronics rolls/passive values, adds 1 Option slot for Electronics. +2 stealth vs mental detection. Halves crew.

+2 Universal Backup (TL5)
Absorbs first critical hit.

+0 Escape pods
+50% crew survival

+1 Catastrophic Survival Matrix
+75% crew survival, +2 DamCon.

+1 Sensors
+1 Sensor Power

+2 Extended-range targeting
+25% range to weapons and sensors

+1 ECM generators
+1 ECM Power

+2 Scattering ECM
+3 global ECM power

+2 Concealment Field
Smokescreen effect

+3 Flagship
+ Command

+1 Bit Controller
+1 space for Weapons or Shields, counted as AIR type with no armor.

+3 Catapults
For launching planes at extremely high velocity

+X Stealth
+3 Stealth (1 space for PT and small warship, 2 for cruiser, 3 for capital ships)

+4 Overdrive
Doubles speed and +1 to all rolls for the turn. Also makes the ship glow red. One turn of usage per battle.

+2 External Dockpoint
For carrying dropships, mobile armors, etc

+1 Cargo Hold (Option)
TL1: 50 CP
TL2: 250 CP
TL3: 1000 CP
TL4: 2000 CP
TL5: 3000 CP

Specialized Cargo
Doubles CP for Passengers, Supplies, Ether (By milieu)

+1 TL3 Hangars (Option)
5 DP for TL3 planes

+1 TL4 Hangars (Option)
4 DP for TL4 planes

+1 TL5 Hangars (Option)
3 DP for TL5 planes

Specialized Hangars
Doubles DP for Mecha, Aviation, Strategic Air or Strategic Missiles

Limited Arc Weapons

Halves cost and space requirements of any given weapon but adds +1 movement points required to bring the ship to bear for each facing of the ship with a Limited Arc weapon mount.

Cargo

+1 Cargo Hold
TL1: 200 CP
TL2: 1000 CP
TL3-5: 10,000 CP

Specialized Cargo
Doubles CP for Passengers, Supplies, Ether (By milieu)

+1 TL3 Hangars
10 DP for TL3 planes

+1 TL4 Hangars
8 DP for TL4 planes

+1 TL5 Hangars
6 DP for TL5 planes

Specialized Hangars
Doubles DP for Mecha, Aviation, Strategic Air or Strategic Missiles

Entirely Theoretically Things

Medium Omniship

Milieu: TL4
MDP: 5
Move: 4
Engine Slots: 6 (gain +2 at TL5)
Armour Slots: 3 (gain +1 at TL5)
Option Slots: 12 (gain +3 at TL5)
Cargo Slots: 2 (gain +1 at TL5)

Note: Omniships do not pay double-space penalty for fitting non-Option systems into Options. However, they must use the appropriate system if multiple versions are available (eg, Cargo Holds)

Proposed Blank Templates and Stuff

Courier

Milieu: TL3
MDP: 1
Move: 4
Engine Slots: 8
Armour Slots: 1
Option Slots: 1
Cargo Slots: 1

Basic zippy courier; meant more for quick starway travel between systems than tactical travel though.

Recon Ship (Modified Patrol Boat Hull)

Milieu: TL3
MDP: 1
Move: 3
Engine Slots: 2
Option Slots: 4

Bonuses/Penalties: Ether costs for long-range travel is cut in half Does not play double-space penalty for fitting non-option systems into options. - to be confirmed: Gains +x to stealth rolls/checks? - to be confirmed: Gains +x to sensors?

Ideally suited for carrying small teams in and out or just monitoring sectors of space silently.

Thoughts on Costs (entirely unofficial)

Cost should be dependent on how effective the weapon is. To measure effectiveness, I use the average number of hits per turn here.

list of mod costs

Base cost:

suggested: ((11-TN)/10)*(number of dice)
Where TN is the target number for the roll. This formula gives the average number of hits for a weapon without any modifications.
Example: a TL2 Cannon 8+ would have a base cost of (11-8)/10*1 = 0.3

P#:

This mod reduces the enemy armour by 1 for every increment of P, which corresponds to an increase in effectiveness against armoured ships only of 10% per increment. As it's not an increase against every target, I suggest that cost only increases by 5% per increment of P.
suggested: (current cost)*(1+P/20)

B#

I'm not sure if shield piercing works the same way as armour piercing does. If it works the same as armour piercing, then the price increase should be similar: 5% per increment of B.
suggestede: (current cost)*(1+B/20)

S#

Another of the “increase effectiveness by 10% per increment” mods. If I'm not mistaken, every target has a soak roll though, and therefore the increase in cost should be the full 10%.
suggested: (current cost)*(1+S/10)

AA#

10% increase per increment, only good against air units.
suggested: (current cost)*(1+AA/20)

Flak#

10% increase per increment against air units, 10% decrease against ships. Those two cancel out IMO.
suggested: no cost change

PD

Don't know the mechanics, so I can't calculate cost

Slow

Reduces effectiveness, depending on enemy speeds. No reduction at all if used against immobile targets, up to 70% reduction against targets with a TN of 4. (I'm assuming that this is as high as it goes). Most targets will probably be somewhere in between, so around 35% effectiveness reduction is my guess. For the sake of simplicity, let's reduce the cost by one third (33%).
suggested: (current cost)*2/3

Alpha#

This one is difficult, as it's hard to judge how much of a drawback the “once per battle” limitation is. Figuring that out would depend on the average length of battles. The following formula arbitrarily assumes that battles take 10 turns. The effectiveness increase depends on how many rolls the weapon already gets.
suggested: (current cost)*(1+ (number of dice + Alpha)/((number of dice) * 10))

Guided#

Effectiveness increase depends on the innate accuracy (TN) of the weapon.
suggested: (current cost)*(1+(TN-1)/10)

Single shot

Hard to tell without playtesting. Arbitrarily decrease cost by a factor of 10 for now, similar to what was used for battle length for the Alpha mod.
suggested: (current cost)/10

Air

I don't know the rules for shooting down missiles. No suggestion yet.

Energy

Same as for Air, no suggestion until more about possible countermeasures is known.

Hybrid

Again, need more info about countermeasures

Power Hungry

Another difficult one, as the effect depends on the other weapons on the same ship. If it has no other weapons, the effect can be 0% effectiveness decrease. If it has lots of others, effectiveness reduction might approach 100%. However, it can be assumed that players will design their ships intelligently in order to minimise weapon outage. 20% cost reduction feels fairly generous.
suggested: (current cost)*(4/5)

Range:

Hard to tell before seeing the movement/positioning rules. It doesn't help that range does not fit easily into the “average number of hits per turn” measuring scale. For now: arbitrarily 2% increase in cost per range increment.
suggested: (current cost)*(1+Range/50)

Slots#:

I feel inclined to just divide the cost by the number of spaces the weapon takes up.
suggested: (current cost)/slots


Example

Let's consider this weapon system:

+3 Battleship caliber naval rifle turrets
Attack: 6+ P2
Range: 16

Step 1:
Figure out the base cost.
It has a TN of 6, and rolls 1 die.
base cost = ((11-6)/10)*1 = 0.5
Step 2:
P2 mod:
new cost = 0.5*(1+2/20) = 0.5*1.1 = 0.55
Step 3:
Range
new cost = 0.55*(1+16/50) = 0.726
Step 4:
number of slots it takes up
new cost = 0.726/3 = 0.242

There are no more modifications to take into account, so 0.242 is the final cost of the weapon system.

Further thoughts

As costs with many decimal places look ugly, it might be a good idea to multiply all final costs with a constant, such as 1000.

The price of a weapon system is higher the more power is crammed into a single weapon slot. This could be used to estimate where on the milieu range a given weapon goes. Example: a weapon that costs between 100 and 200 is in milieu 2, a weapon that costs between 400 and 500 is in milieu 5, and so on. The scale would depend on the constant that the final price is multiplied with.

Alternatively, dividing the cost of the weapon by the number of slots it takes up could be used only for TL calculation, without affecting the cost that the player has to pay for the weapon.

Stuff needs to cost enough that filling all the slots available is usually a bad idea.


LOE Test Ships
Back