Runes Military Units

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Ship Statblock Explanation

Cost ($): The hull cost in Dollars (or your favorite currency symbol)
Cost (NF): The hull cost in Nanotech Feedstock
Facets: The default facets the ship has
Endurance: A ship's baseline endurance
Weapon Slots: The starting number of weapon slots on the ship and the maximum size of any weapon.
System Slots: The number of system slots on a ship and the 'hull size'.
Universal Slots: The number of slots on a ship that can be assigned to either Weapon or System, in whatever ratio desired.
Special: Any special features or bonuses
Enhancement Options: The optional enhancements that a ship may include, mostly providing extra slots. Each option may be taken only once.
Enhancement Extras: How many extra universal slots that can be purchased, mostly for filling in when you're just short of enough.


Core Warships

These are the heavy hitters of an aerospace force and often needing fairly extensive facilities to construct. These are serious warships for serious space forces.

Dreadnought
The dreadnought is in many ways the direct inheritor of the battleship of Sol's oceans, a weighty ship well-protected against enemy fire. While the development of shield-piercing missiles has lessened the supremacy of these ships, their ability to shrug off a great deal of hostile fire makes them particularly valuable in orbital engagements or close-range slugfests around jump points where all manner of otherwise crippling impacts can be deflected or absorbed. While quintissentially Solar in origin, a few Verge states have built modern dreadnoughts over the past few decades, particularly those with more expansionist inclinations.

Cost ($): $200
Cost (NF): NF200
Facets: Patrol
Endurance: 6
Weapon Slots: 25 (size 5)
System Slots: 8 (size 4)
Universal Slots: 4
Enhancement Options: ($25/NF15) 5W, 5W, 4S, 4S, Heavy Spinal Mount
Enhancement Extras: ($8/NF4) 3

Battlecruiser
The archetypical predator of the black, battlecruisers are the end result of the progressive growth of dedicated warships in - and for operations in - the Verge. Normally armed with multiple missile grids, the main 'weapons' of battlecruisers are the extensive sensor arrays they mount to give them unprecedent ability to reach out and touch someone.

Cost ($): $250
Cost (NF): NF100
Facets: Patrol, Electronics
Endurance: 6
Weapon Slots: 10 (size 4) + 10 Missile
System Slots: 12 (size 4)
Universal Slots: 4
Special: +1 Sensors???
Enhancement Options: ($25/NF12) 4W, 4W, 4S, 6S [Sensors]
Enhancement Extras: ($8/NF3) 3

Star Cruiser
The recognizably modern star cruiser first sailed out of Midgaran stardock near the end of the 16th century, over a century and a half ago. Fast, shielded and powerful these ships became the symbol of Midgaran power all across the Verge as they swiftly obsoleted the older generation of gaussjamming kites and clumsy highAvisos. To this day they are the iconic ship of SIGURD and more than one favored Verge state operated Midgard-built star cruisers during the 17th century as a symbol of MidFed favor.

Cost ($): $150
Cost (NF): NF100
Facets: Patrol
Endurance: 6
Weapon Slots: 12 (size 4)
System Slots: 12 (size 4)
Universal Slots: 8
Enhancement Options: ($25/NF12) 4W, 4W, 4S, 3U, CNC Variant, CV Variant
Enhancement Extras: ($8/NF3) 3

Primary Warships

The mainline warships and the backbone of most highfleets that take themselves seriously. Until the 18th century these were (with a few exceptions) the most powerful ships flying Verge colors.

Light Cruiser
The smaller sibling of the Star Cruiser, scout and patrol cruisers (both terms covering ships of the same general mass) are commonly deployed to Verge patrols. Having the speed to match all but the fleetest light craft and the firepower to overpower them, these ships struck a balance between power and affordability - a necessity given the sprawling nature of the UN mandates. Large enough to be truly versatile, patrol cruisers were the workhorses of the UN fleet and ULORD before it and, increasingly, Verger fleets as well.

Cost ($): $100
Cost (NF): NF50
Facets: Patrol
Endurance: 4
Weapon Slots: 9 (size 3)
System Slots: 6 (size 2)
Universal Slots: 4
Enhancement Options: ($15/NF6) 3W, 3W, 3S, 2U
Enhancement Extras: ($6/NF2) 2

Aviso
During the tenure of both ULORD and the pre-Solar War UN, avisos were the largest class of vessel generally operated by non-Solarian forces due to a mixture of both (un)official regulations and lack of shipyards. Comparably armed to warbirds, avisos are generally larger and slower as they are fitted with various ancillary systems. This makes them capable patrol ships and well-suited to extended operations on the ragged edges of human space.

Cost ($): $75
Cost (NF): NF30
Facets: Patrol
Endurance: 8
Weapon Slots: 4 (size 1)
System Slots: 6 (size 1)
Universal Slots: 2
Enhancement Options: ($10/NF4) 2W, 2S
Enhancement Extras: ($6/NF2) 1

Warbirds
The sharp end of many Verger aerospace forces, warbirds are compact, well-armed ships with modest endurance. Compared to avisos, warbirds are svelte and austere, pure combat platforms. Their relatively small size does militate against mounting large-aperture sensor systems though and consequently they are generally armed with short or intermediate-range weapons.

Cost ($): $45
Cost (NF): NF20
Facets: Patrol
Endurance: 2
Weapon Slots: 4 (size 1)
System Slots: 2 (size 1)
Universal Slots: 2
Enhancement Options: ($10/NF4) 2W, 2S
Enhancement Extras: ($6/NF2) 1

Secondary Warships

Secondary (thought not necessarily second-line) ships are various types of ships of reduced or specialized capability. They tend to be simpler and lower cost, though not necessarily smaller.

Bulk Cruiser
A catch-all term for a variety of armed ships, most bulk cruisers started out as civilian freighters or liners and were modified at some point with various weapons, sensors and other acountrements of a ship of war. While hardly a match for warships of comparable tonnage, they were often one of the few options available.

Cost ($): $75
Cost (NF): NF75
Facets: Patrol
Endurance: 8
Weapon Slots: 4 (size 1)
System Slots: 4 (size 2)
Universal Slots: 4
Enhancement Options: ($10/NF4) 2W, 2W, 2S
Enhancement Extras: ($6/NF2) 2

Fast Attack Craft
Local defense ships, FACs are short-ranged gunboats that are little more than destroyer-sized engines with weapons and minimalist crew amenities shrink-wrapped around it. Fast and powerful for their size they have been built in innumerable designs over the centuries. Their lack of range is a liability on any sort of offensive or patrol operation however.

Cost ($): $20
Cost (NF): NF6
Facets: Patrol
Endurance: 1
Weapon Slots: 2 (size 1)
System Slots: 1 (size 1)
Universal Slots: 1
Enhancement Options: ($5/NF2) 1W

Items

Weapon List

  • PDS - point defense system
  • PDMS - point defense missile system (eg, RAM)
  • LSAM - light SAM (eg, sea sparrow/ESSM)
  • SAM - anti-air missile (eg, SM-2)
  • TSAM - theatre SAM; long range (eg, SM-6)
  • ASM - antiship missile (eg, Harpoon)
  • HASM - heavy antiship missile (eg, moskit, granit)

[Have these just be rolled into umbral sensors/systems?]

  • U-Charges? - depth charges and light weight torps
  • UMBROC? - For subhunting
  • STUM? - Supersonic Tactical Umbral Missile - ER UMBROC
  • Railgun - standard physical gun
  • Railcannon - large bore physical gun
  • Blasters - pew pew plasma gun
  • Blast Cannon - big PEW plasma gun
  • Beam lasers?
  • Assault lasers? - short range
  • Particle Accelerator - only does damage at short range, but can do offensive anti-electronics at much longer.

Systems

  • Class-1 Radar (3 spaces)
  • Class-2 Radar (7 spaces)
  • Class-3 Radar (12 spaces)

Examples

Arleigh Burke-class destroyer (Light Cruiser)

Cost ($): $136 (not including equipment)
Cost (NF): NF64 (not including equipment)
Facets: Patrol
Endurance: 4
Weapons (15 spaces)
  • x12 missile grid (24 shots)
  • x1 ASM (2 shots)
  • x1 railgun
  • x1 PDS
Systems (11 spaces)
  • Class-2 Radar
  • Class-2 ECM
  • Class-1 Counterumbral
Weapon Slots: 9 (size 3)
System Slots: 6 (size 2)
Universal Slots: 4
Enhancement Options: ($15/NF6) 3W, 3W
Enhancement Extras: ($6/NF2) 1