Talk:Second Sphere Ship Construction Rules

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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