Difference between revisions of "Off the shoulder of Orion"

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Boat-A-Boat
 
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.
  
Gunboat
+
 
 +
Light Ridership
 
:Hull Cost:  $40
 
:Hull Cost:  $40
 
:Endurance:  1
 
:Endurance:  1
 
:Facets:
 
:Facets:
:Hull Effects:  Engine modules can triple up
+
:Hull Effects:  Engine modules can triple up, Trans-Atmospheric (fast)
 
:Modules:  3S
 
:Modules:  3S
 
::Upgrade 1:  +1S, +$10 Hull Cost
 
::Upgrade 1:  +1S, +$10 Hull Cost
 
::Upgrade 2:  +1S, +$20 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
  
  
Line 17: Line 51:
 
:Endurance:  4
 
:Endurance:  4
 
:Facets:  Electronics (1)
 
:Facets:  Electronics (1)
:Fixed Equipment:  Jump Drive, 1 Stock Item
+
:Fixed Equipment:  1 Stock Item
 
:Hull Effects:  Engine modules can double up
 
:Hull Effects:  Engine modules can double up
:Modules:  6S
+
:Modules:  6S (Jump Drive cost; 4S)
 
::Upgrade 1:  +1S, +$10 Hull Cost
 
::Upgrade 1:  +1S, +$10 Hull Cost
 
::Upgrade 2:  +1S, +$20 Hull Cost
 
::Upgrade 2:  +1S, +$20 Hull Cost
Line 31: Line 65:
 
:Endurance:  8
 
:Endurance:  8
 
:Facets:  Electronics (1)
 
:Facets:  Electronics (1)
:Fixed Equipment:  Jump Drive, 2 Stock Items
+
:Fixed Equipment:  2 Stock Items
:Modules:  4L, 2S
+
:Modules:  4L, 2S (Jump Drive cost; 3L)
 
:Hangar Space:  4
 
:Hangar Space:  4
 
::Upgrade 1:  +1L, +$20 Hull Cost
 
::Upgrade 1:  +1L, +$20 Hull Cost
Line 43: Line 77:
 
:Endurance:  10
 
:Endurance:  10
 
:Facets:  Electronics (1)
 
:Facets:  Electronics (1)
:Fixed Equipment:  Jump Drive, 3 Stock Items
+
:Fixed Equipment:  3 Stock Items
:Modules:  5L, 2S
+
:Modules:  5L, 2S (Jump Drive cost; 4L)
:Hangar Space:  4
+
:Hangar Space:  12
 
::Upgrade 1:  +1L, +$30 Hull Cost
 
::Upgrade 1:  +1L, +$30 Hull Cost
 
::Upgrade 2:  +1L, +$60 Hull Cost
 
::Upgrade 2:  +1L, +$60 Hull Cost
Line 57: Line 91:
  
  
Stock Items:
+
'''Stock Items'''
 
*Deck Gun
 
*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!)
 
::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!)
Line 70: Line 104:
 
::An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
 
::An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
 
::+4 Endurance
 
::+4 Endurance
*Gunboat Sling
+
*Rider Sling
::For bringing a couple little buddies with you.
+
::For bringing a couple little buddies with you.  Not available to Riderships.
::+2 Gunboat space
+
::+2 External Slings
 
 
 
 
 
 
Test ships
 
  
Deltaceptor (Gunship)
 
:Hull Cost:  $70
 
*S Laser Guns
 
*S Heavy Blasters (x2)
 
*S Engines
 
*S Engines
 
  
Admiral Isachenkov Scout Cruiser (Small Ship)
+
'''Modules'''
:Hull Cost:  $125
+
*Rider Rack (L):  +4 External Slings, $10
*Fuel Bunker
+
*Hangar (S):  +4 hangar space, $5
*LL Scout Array
+
*Hangar (L):  +12 hangar space, $20
*S Shields
+
*Jump Drive (Special):  Double all hull costs, takes up a defined number of spaces as per each hull size.
*S Railguns
+
:Others to come, electronics, specialist modules, etc
*S Engines
 
*S PD Lasers
 
  
Cascade (Medium Ship)
+
'''Weapons'''
:Hull Cost:  $320
+
*Railgun (S)
*Deck Gun
+
*Railgun (L)
*CIWS
+
*Laser (S)
*LL Comprehensive Electronics Suite
+
*Laser (L)
*L SAMs
+
*Blasters (S)
*L ASMs
+
*Cluster Missiles (S)
*L Vector Beams
+
*Multi-Missiles (S)
*L Shields
+
*E-Torp (S)
*L Battle Drones
 
*S Mines
 
*S Decoys
 
*- Atomic Core
 
 
 
Etherstar Thersonia (Large Ship)
 
:Hull Cost:  $450
 
*Deck Gun (x2)
 
*Hangar Pod
 
*L Beam Guns (x2)
 
*L Railguns (x2)
 
*L Armor (x2)
 
*L Shields (x2)
 
*L Hangar
 
*L Hangar
 
*S Labs
 
*S PDL
 

Latest revision as of 19:47, 1 April 2022

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)