Talk:Second Sphere Ship Construction Rules
Discussion Stuff
Additional Hangars
Adding hangars directly to mainline warships, without ZOCU's sophisticated structural techniques, becomes increasingly difficult without compromising protection. For every 4x Hull Coefficient in hangar components added to a ship, the space required per additional hangar doubles. For example, a battleship can take 32 DP of hangars (equivalent to one squadron of space fighters or mecha) without penalty, but 64 DP of hangars would require 96 space.
Alternate Propulsion
Nuclear Pulse Drive (MJ12 variant)
- Spaces: 8xEngineering Coefficient (minimum size 30)
- Power: Generates 2xEngineering Coefficient
- +3 Mobility +2 Evasion, -2 Stealth
- A nuclear pulse drive scales poorly but is relatively efficient for larger vessels compared to equally primitive reaction drives, and generates a power surplus to boot.
Nuclear Pulse Drive
- Spaces: 2 x Engineering Coefficient
- +0.5 Mobility, -1 Stealth
Cold Gas Rocket
- Spaces: 2x Engineering Coefficient
- Power: 4x Engineering Coefficient
- +0.5 Mobility, +0.5 Evasion, +2 stealth (non-stacking) if only active propulsion.
- Requires dust
ETC Upgrades
Special Cannons
Light Gas Cannon
- Spaces: 5
- Power: 0
- Range 30, accuracy +0, penetration +4, Strength +8, AP bonus +6
Centipede Cannon
- Spaces: 50
- Power: 0
- Range 40, accuracy -10, penetration +?, Strength +?, Damage 1d10+10, Cool-down: 1
Cannon Upgrades
Guided Plasma Shells
Scram Cannons
They said you couldn't get higher MV with a railgun using chemical propellants. They were wrong. Too bad about the necessity for barrel replacement though.
More like 'single shot' --Shrike 00:54, 2 March 2010 (UTC)
Small Scram Cannon
- Spaces: 5
- Power: 0
- Range 16, accuracy +0, penetration +10, Strength +10, Damage 3, Cool-down:1
Medium Scram Cannon
- Spaces: 10
- Power: 0
- Range 24, accuracy +0, penetration +15, Strength +15, Damage 4, Burst -2, Cool-down:1
Large Scram Cannon
- Spaces: 20
- Power: 0
- Range 32, accuracy +0, penetration +20, Strength +20, Damage 5, Burst -4, Cool-down:1
Ram Accelerator
- Spaces: 50
- Power: 0
- Range 48, accuracy -10, penetration +30, Strength +30, Damage:d10+10, Cool-down:3
Obsolete Stuff
Moved from Second Sphere Ship Test Rules. Almost certainly obsolete
Ship Hulls
Escort
PIP Cost: 100
CIP Cost: 40
Component Space: 50
Hull Growth Factor: 5
Hull Growth Cost: 20
Hull Coefficient: 2
Base Resistance: 2
Base Belt: 4
Structure: 5
Cruiser
PIP Cost: 250
CIP Cost: 100
Component Space: 100
Hull Growth Factor: 10
Hull Growth Cost: 25
Hull Coefficient: 4
Base Resistance: 4
Base Belt: 8
Structure: 10
Battleship
PIP Cost: 800
CIP Cost: 200
Component Space: 200
Hull Growth Factor: 20
Hull Growth Cost: 30
Hull Coefficient: 8
Engine Coefficient: 10
Base Resistance: 8
Base Belt: 20
Structure: 25
PIP Cost: This is how many Primary Industry Points the ship's hull costs. In essence, the amount of steel and man-hours needed to build the hull.
CIP Cost: This is how many Complex Industry Points the ship's hull cost. It covers things like environmentals, computers, standard sensors and communication gear, etc.
Component Space: The number of available component spaces in the hull. Can be increased to build more powerful ships.
Hull Growth Factor: The number of additional component spaces gained by each hull growth modification.
Hull Growth Cost: The cost of each hull growth modification. (subject to change)
Hull Coefficient: A general measure of how big/massive the ship is. A modifier applied primarily to armor and propulsion components.
Base Resistance: The inherent resistance value of a ship.
Base Belt: The default number of 'Belt' hit points a ship has.
Structure: The number of 'Structure' hit points a ship has.
Weapons
Anti-Air Weapons
Vulcan Point Defence
- Space: 2 (+100% for every additional point defense array fitted)
- Power: 0
Scattering Beam Point Defence
- Space: 2 (+100% for every additional point defense array fitted)
- Power: 4
AA Machineguns
- Space: 2
- Power: 0
AA Railguns
- Space: 2
- Power: 2
AA Pulse guns
- Space: 2
- Power: 4
AA Megaparticle Guns
- Space: 2
- Power: 8
Light Electrothermal Turret
- Space: 4
- Power: 0
- PIP: 20
- CIP: 4
- Dust: 0
Light Rail Turret
Firepower: 10
Range: 12
Accuracy: +0
Special: Damage:2
Space: 5
Power: 4
PIP Cost: 18
CIP Cost: 18
Dust Cost: 0
Light Pulse Turret
Firepower: 10
Range: 10
Accuracy: +2
Special: Energy, Damage:2
Space: 4
Power: 8
PIP Cost: 15
CIP Cost: 25
Dust Cost: 15
Light Beam Turret
Firepower: 10
Range: 16
Accuracy: 0
Special: Energy, Damage:2
Space: 4
Power: 8
PIP Cost: 15
CIP Cost: 25
Dust Cost: 20
Light Mega Particle Turret
Firepower: 8
Range: 12
Accuracy: -2
Special: Energy, AP, Damage:2
Space: 3
Power: 16
PIP Cost: 12
CIP Cost: 25br>
Dust Cost: 30
Formats (Turret Only)
Medium Turret
- x2 to Space, Power, Costs
Large Turret
- x4 to Space, Power, Costs
XL Turret
- x8 to Space, Power, Costs
Linear Cannon
- Long-range AP railgun
- Space: 5
- Power: 10
- PIP:
- CIP:
- Dust:
Armor
Standard Armor
Armor: 2x Rating
Resistance: 3x Rating
Belt: Rating x Hull Coefficient
Space: Rating x Hull Coefficient
PIP Cost: 3x Spaces
Armor Types
Orbital Steel
PIP Cost: x0.5
Belted Armor
Belt: x2
Laminate Armor
Resistance: x1.5
Additional Components & Comments
Shield System
Shield Power: 4
Space: 1x hull coefficient
Power: 4x Space
Fusion Drive
Space: 1x hull (or engine) coefficient
Power: 2x space
Fusion Powerplant (per)
Space: 1
Power: -4
Jump Drives (each)
0.25 x hull coefficient
Hangars
1 DP
5 PIP
1 CIP
2 Space
Compact Hangars
1 DP
5 PIP
1 CIP
1 Space
Shield systems provide an increase to armor and resistance values at low space requirements, but are expensive and require power.
A typical space fighter will take up 4-6 spaces in hangar, with a typical mobile suit being 6-8.
ZOCU designs can be expected to be penalized one or more levels of hull expansion (hull contraction?) but can buy 'Hangarized' hull expansions which cost less and allow the use of Compact Hangars which require half the space.
'Flying Bridges' can be fitted which give a small boost to a ship's component space (5% of base) at no cost but are more vulnerable in combat.
'Hull Hollowing' gives a free level of expansion per level, but reduces a ship's hit points.
Player Questions & Comments
What's 'orbital steel'?
Generic cheap armor. --Shrike 02:29, 4 July 2009 (UTC)
Will there be "generators" or "reactors" that can generate power without having large numbers of drive systems?
Fusion Powerplants provide power. Everything else consumes it. --Shrike 02:29, 4 July 2009 (UTC)
Suggestions
Kerrus
Hangar/Carrier component idea
Spaces: 2x Hull Coefficient
Power: 1x Engineering Coefficient
Hangar Space: +1.5 x Hull Coefficient, +Launch/Recovery, +Resupply/Repair, Hits - 0.5 x hull coefficient