Off the shoulder of Orion

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Boat-A-Boat

Critical techs:

  • Rider Construction I: All Upgrade and Modifications cost +100%
  • Rider Construction II: All Upgrades and Modifications cost +50%
  • Rider Construction III: No cost modifier for Upgrades and Modifications
  • Ship Construction I: All Upgrade and Modifications cost +100%
  • Ship Construction II: All Upgrades and Modifications cost +50%
  • Ship Construction III: No cost modifier for Upgrades and Modifications

Nation Trait:

  • Space Shipyard: Your state has one of the few orbital shipyards in the Verge. As such it can construct ships without the trans-atmospheric trait, however the difficulties of doing so increases the final cost by 50%.
  • Advanced Shipyard: Your state has a shipyard system as good as those of the origin system. There is no cost penalty to building ships in space. Requires Space Shipyard.


Light Ridership

Hull Cost: $40
Endurance: 1
Facets:
Hull Effects: Engine modules can triple up, Trans-Atmospheric (fast)
Modules: 3S
Upgrade 1: +1S, +$10 Hull Cost
Upgrade 2: +1S, +$20 Hull Cost


Medium Ridership

Hull Cost: $80
Endurance: 4
Facets: Electronics (1)
Fixed Equipment: 1 Stock Item
Hull Effects: Engine modules can double up, Trans-Atmospheric (slow)
Modules: 6S
Upgrade 1: +1S, +$10 Hull Cost
Upgrade 2: +1S, +$20 Hull Cost
Upgrade 3: +1S, +$30 Hull Cost


Large Ridership

Hull Cost: $200
Endurance: 8
Facets: Electronics (1)
Fixed Equipment: 2 Stock Items
Modules: 2L, 6S
Upgrade 1: +1L, +$20 Hull Cost
Upgrade 2: +1L, +$40 Hull Cost
Upgrade 3: +1L, +$60 Hull Cost


Small Warship

Hull Cost: $80
Endurance: 4
Facets: Electronics (1)
Fixed Equipment: 1 Stock Item
Hull Effects: Engine modules can double up
Modules: 6S (Jump Drive cost; 4S)
Upgrade 1: +1S, +$10 Hull Cost
Upgrade 2: +1S, +$20 Hull Cost
Upgrade 3: +1S, +$30 Hull Cost
Modification 1: -2S, +1L, +$5 Hull Cost
Modification 2: -2S, +1L, +$10 Hull Cost


Medium Warship

Hull Cost: $200
Endurance: 8
Facets: Electronics (1)
Fixed Equipment: 2 Stock Items
Modules: 4L, 2S (Jump Drive cost; 3L)
Hangar Space: 4
Upgrade 1: +1L, +$20 Hull Cost
Upgrade 2: +1L, +$40 Hull Cost
Upgrade 3: +1L, +$60 Hull Cost


Large Warship

Hull Cost: $300
Endurance: 10
Facets: Electronics (1)
Fixed Equipment: 3 Stock Items
Modules: 5L, 2S (Jump Drive cost; 4L)
Hangar Space: 12
Upgrade 1: +1L, +$30 Hull Cost
Upgrade 2: +1L, +$60 Hull Cost
Upgrade 3: +1L, +$90 Hull Cost
∞ Modification: -1L, +1LG, +$30 Hull Cost
∞ Modification: -1L, +1LP, +$30 Hull Cost


  • LG Slot: Holds two identical L weapon modules
  • LP Slot: Holds two identical L protection modules


Stock Items

  • Deck Gun
A conventional, almost simple artillery piece, the deck gun has only modest performance but a great deal of versatility depending on just what you load it with. (note that it is an actual weapon as well!)
Facet: Bombard (1)
  • CIWS
Close In Weapon Systems are small but sophisticated systems including both sensors and small-caliber weapons to take down inbound missiles and unwary battlecraft that wander too close.
Provides 1 PD
  • Hangar Pod
When you absolutely, positively need to carry another dropship to oppress the natives.
+4 hangar space
  • Fuel Bunker
An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
+4 Endurance
  • Rider Sling
For bringing a couple little buddies with you. Not available to Riderships.
+2 External Slings


Modules

  • Rider Rack (L): +4 External Slings, $10
  • Hangar (S): +4 hangar space, $5
  • Hangar (L): +12 hangar space, $20
  • Jump Drive (Special): Double all hull costs, takes up a defined number of spaces as per each hull size.
Others to come, electronics, specialist modules, etc

Weapons

  • Railgun (S)
  • Railgun (L)
  • Laser (S)
  • Laser (L)
  • Blasters (S)
  • Cluster Missiles (S)
  • Multi-Missiles (S)
  • E-Torp (S)