Second Sphere Ship Construction Rules

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Revision as of 17:08, 11 January 2010 by Shrike (talk | contribs) (Created page with '===Hull Types=== '''Patroller''' :Mobility: 2 :Evasion: 3 :Armor: 2 :Structure: 1 :Hits: 5 :Space: 25 :Engineering Coefficient: 1 :Hull Coefficient: 1 '''Hull Expansion…')
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Hull Types

Patroller

Mobility: 2
Evasion: 3
Armor: 2
Structure: 1
Hits: 5
Space: 25
Engineering Coefficient: 1
Hull Coefficient: 1

Hull Expansion

+3 Spaces

Hangarize

+3 Hangar Space


Escort

Mobility: 1
Evasion: 2
Armor: 2
Structure: 3
Hits: 10
Space: 50
Engineering Coefficient: 2
Hull Coefficient: 2

Hull Expansion

+5 Spaces

Hangarize

+5 Hangar Space


Cruiser

Mobility: 0
Evasion: 1
Armor: 4
Structure: 5
Hits: 20
Space: 100
Engineering Coefficient: 4
Hull Coefficient: 4

Hull Expansion

+10 Spaces

Hangarize

+10 Hangar Space


Battleship

Mobility: 0
Evasion: 0
Armor: 8
Structure: 8
Hits: 40
Space: 200
Engineering Coefficient: 10
Hull Coefficient: 8

Hull Expansion

+20 Spaces

Hangarize

+20 Hangar Space


Weapons

Vulcan Point Defence

Spaces: 2
Power: 0

Scattering Beam Point Defence

Spaces: 2
Power: 4

Flak Cannon

Spaces: 2
Power: 2
Range 12, accuracy +5, penetration +0, Strength +0, Burst Bonus +6

DP Cannon

Spaces: 4
Power: 2
Range 16, accuracy +2, penetration +3, Strength +3, Burst Bonus +3

Small Railcannon

Spaces: 5
Power: 4
Range 16, accuracy -1, penetration +7, Strength +7

Medium Railcannon

Spaces: 10
Power: 8
Range 24, accuracy -3, penetration +10, Strength +10, Damage 2

Large Railcannon

Spaces: 20
Power: 16
Range 32, accuracy -5, penetration +15, Strength +15, Damage 3

Linear Cannon

Spaces: 5
Power: 10
Range 40, accuracy +0, penetration +6, Strength +6, AP Bonus +8

Siege Railcannon

Spaces: 50
Power: 20
Range 60, accuracy -10, penetration +?, Strength +?, Damage:d10+10, Warm-up:1, Cool-down:1


Burst Cannon

Spaces: 2
Power: 4
Range 12, accuracy +0, penetration +1, Strength +0, Burst Bonus +8

Beam Sweeper

Spaces: 4
Power: 2
Range 20, accuracy +0, penetration +0, Strength -3, Burst Bonus +9

Plasma Cannon

Spaces: 10
Power: 20
Range 8, accuracy -3, penetration +8, Strength +12, AP Bonus +10, ROF 2, Damage 3


Small Pulse Cannon

Spaces: 4
Power: 8
Range 12, accuracy +2, penetration +2, Strength +6, Burst Bonus +3

Medium Pulse Cannon

Spaces: 8
Power: 16
Range 20, accuracy +0, penetration +5, Strength +9, Burst Bonus +3, Damage 2

Large Pulse Cannon

Spaces: 16
Power: 32
Range 26, accuracy -2, penetration +10, Strength +11, Burst Bonus +3, Damage 3

Small Beam Cannon

Spaces: 4
Power: 8
Range 20, accuracy -1, penetration +5, Strength +7

Medium Beam Cannon

Spaces: 8
Power: 16
Range 30, accuracy -3, penetration +8, Strength +10, Damage 2

Large Beam Cannon

Spaces: 16
Power: 32
Range 40, accuracy -5, penetration +13, Strength +12, Damage 3


Small Mega Particle Cannon

Spaces: 3
Power: 16
Range 16, accuracy -4, penetration +8, Strength +8, AP Bonus +6, Damage 2

Medium Mega Particle Cannon

Spaces: 6
Power: 32
Range 24, accuracy -6, penetration +11, Strength +11, AP Bonus +8, Damage 3

Large Mega Particle Cannon

Spaces: 12
Power: 64
Range 32, accuracy -8, penetration +16, Strength +13, AP Bonus +10, Damage 4


Superlaser

Spaces: 100
Power: 30
Range 70, accuracy -12, penetration +?, Strength +?, Megabeam, Damage:d10x6, Warm-up:2, Cool-down:2

Positron Cannon

Spaces: 20
Power: 50
Range 50, accuracy -10, penetration +?, Strength +?, Damage:d10+10, Warm-up:1, Cool-down:1


Cluster Missile Launcher

Spaces: 5
Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, ROF 3

Anti-Air Missile Launcher

Spaces: 5
Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot

Strike Missile Launcher

Spaces: 5
Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot

Anti-Ship Missile Launcher

Spaces: 5
Range 80, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 3

Heavy Anti-Ship Missile Launcher

Spaces: 10
Range 80, accuracy -5, penetration +15, Strength +15, Guided +5, Damage 6

Leap Missile Launcher

Spaces: 5
Range SPECIAL, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 3


USASF Mk 16 Remote Drones

Spaces: 5
Range 12, accuracy +18, penetration +0, Strength +0, Remote, ROF 2

Transbaal Type-Four Funnels

Spaces: 5
Range 12, accuracy +16, penetration +2, Strength +0, Remote, ROF 2

ACLS Wardens

Spaces: 5
Range 4, accuracy +20, penetration +2, Strength +0, Remote, ROF 3


Burst-Modal Variant Fire

Spaces: 0
Increases cost
For Railguns and Mega Particle Guns
Range x0.67, accuracy +0, penetration -3, Strength -3, Burst Bonus +5

Dual-Setting

Spaces: 0
Increases cost
For Beams and Pulse weapons
Allows weapons to change between Beam and Pulse mode.

Alpha Capacitor

Spaces: 0
Increases cost
Provides +1 Shot w/ +1 ROF, rechargeable

Components

Fusion Thrusters

Spaces: 2 x Engineering Coefficient
Power: 4 x Engineering Coefficient
+1 Mobility, +0.5 Evasion

Jump Drive

Spaces: 0.25 x Engineering Coefficient
Power: 1 x Engineering Coefficient

Fusion Reactor

Spaces: 1
Power Output: 12

Forced Fusion Reactor

Spaces: 1
Power Output: 20


Belted Armor

Spaces: 1 x Hull Coefficient
Armor +2, Structure +0.5, Hits +1 x Hull Coefficient

Depleted Uranium Armor

Spaces: 1 x Hull Coefficient
Armor +2, Structure +1, Hits +1.5 x Hull Coefficient

Belted Gundanium Armor

Spaces: 1 x Hull Coefficient
Armor +2.25, Structure +1.5, Hits +2 x Hull Coefficient

Laminate Armor

Spaces: 1 x Hull Coefficient
Armor +2.5, Structure +0.5

Anti-Beam Laminate

Spaces: 1 x Hull Coefficient
Armor +2, Structure +0.5, +1 AP (energy) Protection

Polarized Laminate

Spaces: 1 x Hull Coefficient
Power: 2 x Hull Coefficient
Armor +2.5, Structure +0.5, +1 AP (energy) Protection

Phase Shift Laminate

Spaces: 1 x Hull Coefficient
Power: 2 x Hull Coefficient
Armor +2.5, Structure +0.5, +1 AP (kinetic) Protection

Structural Reinforcement

Spaces: 2 x Hull Coefficient
Structure +2, Hits +2 x Hull Coefficient


Scattering Field

Spaces: 1 x Hull Coefficient
Power: 8 x Hull Coefficient
Armor +4, Evasion -1, -1 Sensors/ECM, +4 AP Protection

Flash Field

Spaces: 1 x Hull Coefficient
Power: 8 x Hull Coefficient
Armor +3, Evasion +0.5, +3 AP Protection

Static Field

Spaces: 1 x Hull Coefficient
Power: 8 x Hull Coefficient
Armor +3, Structure +1, +3 AP Protection


Hangar

Spaces: 1
A typical mobile suit takes 4 spaces

External Latch

Spaces: 2
For every 50% of Hull Coefficient, required space doubles