Starfighters of the Triangulum

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Known Designs

Imperial Navy

Imperial Guard

Messier Arm Joint International Command [MAJIC]

Knights of Solomon

Hossean Spacy

Civilian/Pirates

Common Systems

By Nation

Triangulum Galactic Empire

Messier Arm Coalition

Solomonic Kingdom

Hossean Remnant

Hull Type

Armor: Static value that mitigates damage to health by value, unless the hit inflicts more than double the total value in which case it's lost.

  • Ablative-Reactive: Can be ablated to negate damage twice as effectively.
  • Regenerative: Heals 3 points each round if damaged or destroyed, and can be ablated to negate damage twice as effectively.

Shields Shields counter-roll against damage, but every time they're activated their value reduces by one die. Regenerate 1 per round, or 50% if diverting power.

  • Flash Fields: Can negate all of the damage from one hit but lose all but one shield die. 3 round cooldown, and needs 2 shield die or more to work.

Health Determines the damage required to disable subsystems and destroy the craft.

  • Damage Control: Ignore one system failure every time this is taken.
  • Regenerative: 1 damaged subsystem comes back online every round, unless this system is disabled.

Defenses

Point Defense

  • AMS: Allows the character to use Dogfight or Gunnery to defend against missiles. Adds a die, but is limited to 20 shots per unit taken.
  • LAMS: Allows the character to use Dogfight or Gunnery to defend against missiles. Unlimited but weaker.

Decoys

  • Beacon: Use Gunnery to stick a decoy on a target of choice. Defended against with Avionics.
  • Chaff: Compressed half-metal colloids and film that can be released as chaff to defeat the sensors of pursuing craft and missiles, adding +10 to defense and mobility checks to avoid pursuers. Each point gives 5 uses.
  • Flares: Use Avionics to foil missile lock-ons or increase the difficulty of location in a busy combat zone. Resisted with Gunnery (vs missiles) or Avionics (for searching). Each point gives 5 uses.

Other:

  • Beam Fog: One point gives enough stored particles to cover one tile with fog that halves the to-hit results of beam weapons which pass through it.

Utility

Weapons

Weapon Tags

Main Weapons

Subweapons

Special Weapons