Talk:Wending Skies

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Wending Skies Test Ships

Milieu

Sword and Starship has the Milieu effect of Earth and Sky which has the following effects:
  • The number of option slots is doubled.
  • Any ship that has filled zero option slots (with the exception of no more than 25% filled with troop/hangar) has its final cost reduced by 20%.
  • Any ship that has filled at least 50% of its total option slots increases propulsion slots by 25%.
Heavy Metal has the Milieu effect of Ironsides which has the following effects:
  • Ship MDP is increased by 20%.
  • Option slots may be treated as if they were Protection slots and armor items may 'overflow' into Option slots at no penalty.
Infospace has the Milieu effect of Picture-Centric Warfare which has the following effects:
  • Control-tagged items do not requite slots.
  • All weapons with the Guidance tag gain +1 effectiveness.


Propulsion

All stack bonuses are applied linearly. Reduce any stack bonus by 1 per milieu level it is below the best drive on the ship. Stack penalties are always applied at their full value.

'Atmospheric flight' means the ability to operate though gravity wells, as if an airplane.
'Hover' is the ability to effectively ignore local gravity

ML1

+2 Sky Rigging
Mechanical Drive
Cruise Speed: 2 GK (Stack bonus: +0.5)
Tactical Speed: +0
Atmospheric Flight: No
Hover: No
Enchantable: Yes
No Transit Costs
Robust sails and rigging for travelling the deep sky.

+2 Etherscrews
Mechanical Drive
Cruise Speed: 2 GK (Stack bonus: +0.5)
Tactical Speed: +1 (Stack bonus: +1)
Atmospheric Flight: No
Hover: No
Enchantable: Yes
Big electrified space-propellers. Great for those flying predreads.

+2 Etheric Spheres
Reactionless Drive
Cruise Speed: 2 GK (Stack bonus: +0.5)
Tactical Speed: +0
Agility Bonus: +1 (Stack bonus: +1)
Hover: Yes
Enchantable: Yes
Strange glowing spheres filled with compressed and charged ether. Have unparalleled agility but aren't terribly fast.

ML2

+2 Etheric Turbofans
Mechanical Drive
Cruise Speed: 3 GK (Stack bonus: +1)
Tactical Speed: +0 (+1 in Star Ways/Nebula/Atmosphere)
Hover: No
Enchantable: Yes
Low Transit Costs
The ultimate development of mechanical propulsion, etheric turbofans are big spinny aerofoils, excellent for long-distance travel in the ether. The Tu-995 'Bear' Aethyric Battlecruiser flies again.

+2 Force Generators
Reactionless Drive
Cruise Speed: 3 GK (Stack bonus: +1)
Tactical Speed: +0
Bubble Bonus: +1 (Stack bonus: +1)
Hover: Yes
Enchantable: No
High-voltage force generators, crudely but effectively converting etheric energy into a suspensor bubble that surrounds the ship and repels both gravity and weapon fire.

+2 Scramrockets
Reaction Drive
Cruise Speed: 3 GK (Stack bonus: +1)
Tactical Speed: +2 (Stack bonus: +2)
Stealth Penalty: -1 (Stack penalty: -1)
Hover: No
Enchantable: No
Double bonus from Flanking
Double Transit Costs
Big chemically-fueled rockets are capable of almost turning a ship into an aircraft on full burn. Unfortunately, they have massive heat signatures and relatively poor cruising speed due to fuel concerns.

ML3

+2 Warp Drive
Reactionless Drive
Cruise Speed: 6 GK (Stack bonus: +2)
Tactical Speed: +1 (Stack bonus: +1)
Hover: Yes
Enchantable: No
The familiar and distinctive twin-nacelle design common to most warp drives is a ubiquitous sight across known space. While the external nacelles tend to be bulky, they provide an efficient and tidy way to cross the deep sky.

+3 Powerdrives
Reaction Drive
Cruise Speed: 6 GK (Stack bonus: +2)
Tactical Speed: +3 (Stack bonus: +1)
Hover: No
Enchantable: No
Powerdrives are essentially open-cycle linear force drives, effectively considered reaction-type drives in practice despite using otherwise conventional force generators. At full power the expended fuel is used as an 'afterburner' so it's not even entirely wrong, even if specialists wince at usage.

+3 Ether Scoop
Reaction Drive
Cruise Speed: 6 GK (Stack bonus: +2)
Tactical Speed: +0
Stealth Penalty: -2
Atmospheric Flight: No
Hover: No
Enchantable: No
Low Transit Costs
What happens when you put a giant ether scoop in front of a powerdrive? You get a drive that's wildly unsubtle and turns like a pig, but is cheap to operate down a star way and has a pretty good cruise speed.

+3 Ether Sails
Reactionless Drive
Cruise Speed: 4 GK (Stack bonus w/ additional sails: +2)
Tactical Speed: +0 (+2 in Star Ways under Sail power)
Hover: Yes
Enchantable: No
No Transit Costs
Derived from Gravity Drives
Hazily translucent forcefield 'sails' that can ride the winds of the deep sky, ether sails are one of the best ways to get around on an energy budget.

ML4

+3 Logic Drive
Reactionless Drive
Cruise Speed: 6 GK (Stack bonus: +2)
Tactical Speed: +1 (Stack bonus: +1)
Stealth Bonus: +1
Skykeeping: +1
Hover: Yes
Enchantable: No
These drives take the form of large banks or 'blades', each consisting of hundreds or even thousands of discrete spell-modules. Managed by software controllers they can cleanly and elegantly propel a ship, dynamically adjusting their motive performance on the fly to compensate for inconvenient sky conditions.

+4 Inertial Drive
Reactionless Drive
Cruise Speed: 6 GK (Stack bonus: +2)
Tactical Speed: +2 (Stack bonus: +1)
Agility Bonus: +2 (Stack bonus: +1)
Hover: Yes
Enchantable: No
The distant descendants of etheric spheres, inertial drives


Magical means of starship propulsion. Lots of TBD and consideration

Divine Wind'
Global Enchantment
Speed: +1/+2
Requires Mage
This is a simple enchantment of numberless variations that makes boats go. Usually manifests as a favourable wind or current in the starway.

Levitation'
Enchantment
Speed: +2/+2
Allows Hover and Atmospheric Flight Requires Mage
Make it fly.

Teleport Initiator Add-On

  • Teleport - Spell ability: Teleport
  • Power-Intensive - Requires Power to teleport

Star Dial' A magical artifact that locks on to large masses (such as stars, hence the name) and pulls the ship down a star towards them.

  • Flying Comet - Can generate miniature star way bubbles to fly interstellar
  • Star Sailor - Can travel at almost no fuel cost
  • Etheric Glide - Reduced speed if not travelling towards the nearest star
  • Wizard Maintained - Needs a wizard to maintain stability

+4 Starbow Breaker
Reactionless Drive
Cruise Speed: 9 GK (Stack bonus: +3)
Tactical Speed: +5 (Stack bonus: +2)
Stealth Penalty: -2
Atmospheric Flight: No
Hover: No
Enchantable: Yes
Double Flanking Bonus
Double Transit Costs
Requires 1 Archmage or 2 Master Mages
Counts as direct link to national network for Movement Magic
The so-called "Starbow Breaker" is an extreme application of highly purified sildron combined with magic sufficiently strong to heavily twist the laws of physics in deep sky. It is highly power intensive and requires the personal attendance of an archmage to function.

+4 Gap Demon
Reactionless Drive
Cruise Speed: 8 GK (Stack bonus: +2)
Tactical Speed: +0
Agility Bonus: +0
Atmospheric Flight: Yes
Hover: Yes
Enchantable: Yes
Affects summoning and other time/space magic. Operates by binding a superdimensional entity or "Gap Demon" to a vessel. Such a form of propulsion is not the most impressive in terms of physical performance but allows a vessel to break the boundaries between dimensions or even other more esoteric borders with some refinement.


Protection

Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits. Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance.

Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Protection/Option.

Ships may only have one shield upgrade active at any time, but as many protection upgrades as desired.

HA#' - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.
UA#' - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating. Piercing effects are removed preferentially.


ML0

+2 Keratin Armor; 10+ (Stack bonus +1) Armor Save
+1 Radiation-Absorbant; Anti-RBC
+1 Ghoulish; Anti-RBC, RBC save heals 1 hit
+1 Ether-Scales; Armor +1, ML1
+1 Biocrystalline; Armor +2, ML3
+1 Harjel; Regeneration +1 to max 50% MDP, ML3
+0 Bio-Refractive Armor; Armor +2 vs Energy, ML4
+0 Living Armor; Regeneration +1, ML4
+1 Chameleon Skinning; +1 Evasion, ML4

ML1

+2 Ironclad; 8+ Armor Save
+1 Face-Hardened Steel; Armor +1, Size +1
+1 Silvered; Armor +1 vs Energy
+2 Metal Frame; +3 MDP

ML2

+3 Rolled Steel Armor; 8+ (Stack bonus +1) Armor Save
+1 Double-Hulling; MDP +1 (stack bonus +1)
+1 Asbestos Armor; HA +1 vs. Incendiary Energy weapons
+0 Hyperalloy; HA +1, ML3
+1 Impact Weave; Armor +1 vs Projectile, ML3
+1 Superconductor Webbing; Armor +1 vs Energy, ML3
+0 Unobtainium; Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), ML4
+3 Composite Armor; 7+ (Stack bonus +1) Armor Save, -25% MDP
+1 Heavy Metal Inserts; Armor +1, Evasion -1
+0 Hypercomposite (TL4); HA +1, ML3
+1 Superconductor Webbing; Armor +1 vs Energy, ML3
+1 Impact Weave; Armor +1 vs Projectile, ML3
+0 Macromolecular; Regeneration +1, ML4
+1 Improved Bulkheads; +2 MDP
+0 All or Nothing Layout; -2 MDP, -50% Critical chance
+1 Kevlar protection; +1 MDP, +1 DamCon
+1 Torpedo Blisters; +1 Armor Save vs Slow weapons

ML3

+3 Dispersive Armor; 8+ (Stack bonus +1) Armor Save; HA2 (energy)
+1 Superconductor Webbing; Armor +1 vs Energy
+1 Sensor-baffling; Evasion +1
+1 Impact Weave; Armor +1 vs Projectile
+0 Energy Armor; Type: Shield, ML4
+2 Self-Healing; Successful armor save from Type: Energy repairs 1 MDP, ML4

+1 Superconductor Grid; -1 Soak Difficulty vs. Incendiary Weapons

HA1 vs. Incendiary Weapons
Allows reduced DamCon save vs. Incendiary weapon damage

+2 Battle Pods; -2 MDP, Adds 3 Option Slots

ML4

+3 Tensor Armor; 8+ (Stack bonus +1) Armor Save, UA1
+1 Double-Hulling; MDP +1 (stack bonus +1)
+1 Superconductor Webbing; Armor +1 vs Energy
+1 Impact Weave; Armor +1 vs Projectile
+1 Adaptive Tensor; UA +1
+3 Intra-Hull Shielding; 3 MDP, Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding.
+1 Strengthened Fields; Regenerative MDP +1 (stack bonus +1)

Tech Shields

Shields may be fitted in Protection or Option slots at no penalty. However, all stacked shields must be in one or the other.

ML2

+1 Reactive Armor 10+ Shield save (9+ vs missiles) Always takes first critical strike on the ship and always suffers maximum effect (destruction) If Reactive Armor ever rolls a 1 on a save, it is destroyed.

ML3

+2 Kinetic Screen; 8+ (Stack bonus +1) Shield save vs Projectile type

+2 Energy Screen; 8+ (Stack bonus +1) Shield save vs Energy type

+3Deflectors; 9+ (Stack bonus +1) Shield save

+3 Scattering Field; 7+ (Stack bonus +1) Shield save, -2 to all AA, Stealth and Sensor rolls

+2 Pin-Point Barriers, 7+ Shield save, 2 blocks/turn, Stack Bonus: +2 blocks/turn

+2 Expanded coverage; +1 Shield save

+3 Interference Field, 3+ Shield Save

Penalty: 1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.

+2 Bubble Field; 5 MDP Bubble (bubbles take damage before any shield or armor save is attempted)

+2 Double layer bubble
+4 Shield MDP
+2 Regenerative bubble
Regeneration 1/turn

+2 Aggressor Shield Protection Upgrade An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon. Attack equal to shield save, range 0, Slow, AB1, SP1, MD2.

ML4

+3 Stasis Field; 2+ Shield Save

Penalty: Ship may not perform any actions or recharge weapons while field is active. May not operate for more than 2 consecutive turns.
+2 Stasis Controller
+1 (Stack bonus +1) turns of consecutive operation

+4 Perimeter Shields; 8+ Shield Save, Can be stacked with other shields

+1 Hard Shields; HA1, brings shield up to ML4

+3(2) Ballenger Shields; 9+ (Stack bonus +1) Armor Save

+3(2) Variable Shields; 9+ (Stack bonus +1) Shield Save. Ignores SP and SB.

Decoys

Decoy launchers always go in Option slots.

ML1

+1 Inflatable Decoys; 8+ Evasion save

When the inflatable decoy makes a successful save it pops and offers no further protection.

ML2

+2 Rigid Decoys; 8+ Evasion save

The fourth time the Rigid Decoy fails its save it is detected and offers no further protection.

ML3

+1 Swarm Decoys; 6+ Evasion save

After two successful saves, a swarm decoy is used up and provides no further defence.

+2 High Fidelity Decoy; 7+ Evasion save

After four successful saves, the decoy is detected and offers no further defence.

ML4

+2 Mirage decoy; 6+ Evasion save

After two successful saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn, at which point it can generate new mirages.

Weapons

Attack Types

Energy weapons include lasers, disruptors, and other beam weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.

Hybrid weapons are dual-property attacks that are able to escape specialized defences either because they are unusual in nature or because the weapon system launches a multi-projectile attack. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).

Missile weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage.

Physical weapons encompass weapons who launch very fast physical projectiles and which may or may not explode on impact.

Attack Tags

AP # (Armour Piercing) – Defender's Armour save is reduced by #. Reduced by 1 for every negative relative Milieu Level.
SP # (Shield Piercing) - Defender's Shield save is reduced by #. Reduced by 1 for every negative relative Milieu Level.
AB # (Armour Break) - Ignores # levels of Armour.
SB # (Shield Break) - Ignores # levels of Shield.
AV (Armour Vaporise) – Defender cannot make an Armour Save.
SV (Shield Vaporise) – Defender cannot make a Shield Save.
AA # (Anti-Aircraft) – Attack roll is increased by # against Aircraft.
II # (Anti-Infantry) - Attack roll is increased by # against Infantry.
EA # (Extra Attacks) - The weapon attacks its target # additional times whenever it fires.
ED # (Extra Damage) – The weapon will roll attack # additional times after damaging an enemy. Each success deals 1 damage to the enemy.

Guidance # - Weapon can perform target re-acquisition, allowing it to force # rerolls on evasion defenses.
Soft # – Attack target against MDC targets is increased by #.
Unstable # - Whenever the Attack roll is # or less, the weapon rolls an attack on its housing vessel and is destroyed.
Fixed – The weapon has an inflexible mount and must be brought to bear with a Maneuver roll by the attacker. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.
Slow – Reaction time to the weapon is long enough that the target may evade a hit with a Maneuver roll. Slow weapons attack at the end of the combat turn. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.
Very Slow – Weapon takes a full round to arrive on target, giving two chances to evade with Maneuver. A ship cannot Maneuver to bring "Fixed" weapons to bear and evade a Slow weapon with Maneuver in the same turn.

Other Tags

Alpha # - Weapon has an integral capacitor, allowing it to fire # extra times once per battle.
Single Shot – The weapon can fire once per battle.
Power Hungry - No other weapons can be fired that turn except for those that are Independent.
Bombard – The weapon does not suffer penalties when used on surface targets.
Disabling – The weapon uses some sort of effect, technological or magical, to disable a target vessel with minimal damage. Etheric Pulse missile warheads are the most common form, although there are many other methods. Disabling weapons deal no damage on a successful strike, but roll to cause critical hits.
Incendiary – The weapon causes catastrophic fires and negates any Damage Control rolls against its damage.
Point Defense – The weapon may function as a point-defense system.
RBC – The weapon is a radiological, biological, or chemical attack of some kind. Generally attacks the crew, though occasionally you find ships that don't appreciate it either.
Supercritical – The weapon has +100% Critical hit rate.
Independent – The weapon is independent of shipboard power and/or sensor support. In cases where the vessel has lost power, Independent weapons are usually able to continue firing.


Tentative notes on cost and space:

  • An item's cost is determined by its + value, including any mods.
  • An item's 'size is determined by it's base + value, plus any mods that adjust Size.


ML is the Milieu Level. It represents how sophisticated the various technologies and practices a state has.

  • Milieu Level 0 'muscle power' is essentially pre-industrial in nature, with most things considered 'technological' being rudimentary at best. Muscle or natural power (Such as wind or ether current) is the norm. While human space has long since moved beyond this, some primitive pockets do remain - particularly in less-trafficked corners of space.
  • Milieu Level 1 'crude technology' is lowest level of what is generally considered technic society. Various techniques introduce self-powered machines and etheric technologies, though still at a very low degree of sophistication. In the post-Ragnarok era, many worlds collapsed to this level and since recovered. This is the starting point of the Sword and Starship milieu.
  • Milieu Level 2 'low technology' is characterized by pervasive industrialization and mechanization. While there may still be many individuals involved due to the sheer complexity of spaceships et all, progressive replacement of physical labour with machines and then electronics is the norm. Both Heavy Metal and Infospace start at this milieu level.
  • Milieu Level 3 'Mid Tech' is widely seen as the norm for human space. Building upon the fundamentals of low technology, this milieu level see the maturation of many etheric technologies and the mechanization of magic. By far the flashiest and often seen as indicative is the broad use of 'energetics'; energy weapons, energy shielding and high-output space drives.
  • Milieu Level 4 'High Tech' is the limit of human technology. Difficult to distinguish from mid tech, high tech tends to be more subtle and less visible in its effects, with a widescale adoption of capabilities that would be considered exotic before. The use of magics is also ever more tightly woven in, with the difference between 'technology' and 'magic' becoming academic.

Muscle Power (ML0)

Sticks
Stones
Harsh Language

Crude Tech (ML1)

+1 Ram; P8+ (AB 1, Fixed, Slow)
  • +1 Assault Ramp
  • +1 Giant Drill; AP +2, ML2
  • +1 Hydraulic Impactor; AB +2, ML3
  • +1 Ramfield; AB +2, ML3
+1 Cannon Decks; P8+ (Fixed), Rng 3
  • +0 Heavy; Range +50%, Size +1
  • Grapeshot; AA +1, AI +1, Soft +2
  • +0 Naval Battery Upgrade; Attack +1, AB +1, Range +3, Size +1, ML2
  • +1 Autoloaders; MA +1, ML2
  • +0 Macrocannon Upgrade; Attack +2, AB +1, Range +7, Size +2, ML3
  • +0 Blaster Bank Upgrade; Attack +2, SB +1, Range +7, Size +2, Energy Type, ML3
+1 Carronades; P7+ (AI 1, Soft 3), Rng 1
Deck-mounted shotguns, or guns with five million barrels type things.
Same upgrades as Cannon Decks
+1 Rocket Batteries; MP7+ (AA 1, Slow, Unstable 1),Rng 2
East asian style rack o' rockets like Hwacha.
  • +1 Incendiary Rockets; Incendiary.
  • +0 Large Rockets; Range +50%, Size +1
  • +1 Giant Rockets; AB +1, Range +100%, Size +2
  • +1 Huge Rockets; Attack +1, AB +1, Range +100%, Size +3
  • +0 Pulse Mine Upgrade; Attack +2, Range +3, Energy Type, ML3
+1 Torpedoes; P8+ (AB 1, ED 1, Very Slow), Rng 3
  • +0 ADCAP Design; Attack +1, Range +3, ML2
  • +1 Kozunese Trickery; Range +100%, ML2
  • +2 Supercavitating; Loses (Very) Slow
  • +0 Energy Torpedo Upgrade; Attack +2, Range +3, Energy Type, ML3
  • +1 Plasma Tanking; Alpha +1, ML3
  • +1 Guided; Guidence +1, ML3
  • +1 Destabilizer Field; SP +1, ML3
  • +1 Adaptive Warhead; Hybrid Type, ML4
+1 Bombs; P9+ (AP 2, Slow, Bombard), Rng Ground Only

Low Tech (ML2)

+2 Naval Artillery; P7+ (EA 1), Rng 8
  • +0 Cruiser Scale; AP +1, Range +50%, Size +1
  • +0 Capital Scale; AP +1, AB +1, Range +100%, Size +2
  • +0 Supercapital Scale; AP +1, AB +2, Range +150%, Size +4
  • +0 Spinal Mounting; Fixed, Size -1
  • +0 Railgun Upgrade; Attack +1, Range +4, Size +1, ML3
  • +1 Autoloaders; EA +1, ML2
  • +1 Hypervelocity; Range +4, SP +1, -1 AP
  • +1 Extended-Range Munitions; Range +50%
  • +1 AA Munitions; AA +1
  • +1 NGS Munitions; Bombard
  • +1 Saboted Munitions; Ignores 1 reduction to AP
  • +1 Destabilizer Munitions; SP +1
  • +1 Semi-Guided Rounds; Guidence +1
  • +1 Energy Shells (ML4); Adds 'Hybrid' and 'SP1' to any projectile weapon of any milieu.
+1 Autocannon; P8+ (EA 1, AI 1 Soft 2), Rng 4
  • +1 Phalanx; Range -50%, Point Defense
  • +1 Multiple Barrels; AA +1
  • +1 Flak; AA +1
  • +1 Armour-Piercing Shells; Soft -1
  • +1 Improved Shells; Attack +1
  • +1 Extended Range Munitions; Range +100%
  • +1 Coilgun Upgrade; Attack +1, Range +2, ML3, Size +1
  • +1 Hybrid Upgrade; Attack +2, Range +4, ML3, Size +1, Type: Hybrid
+2 Missiles; 8+ (Guidance 1, Slow), Rng 12
  • +0 Box Launcher; Single Shot, Alpha 3
The missile launcher is a box or VLS design with no reloads, allowing for larger throw-weight but reducing battlefield endurance.
  • +1 Anti-Aircraft; AA +2
  • +0 Small; Soft +2, Range -50%, Size -1
  • +0 Large; Range +100%, Size +1
  • +0 Very Large; ED +1, Range +150%, Size +2
  • +1 Improved Warhead; Attack +1
  • +1 Anti-Ship Warhead; AP +1, AB +1
  • +1 Shaped Charge; ED +1
  • +1 Supersonic; loses Slow
  • +1 Land Attack; Bombard
  • +1 Guidance; Guidance +1
  • +1 Etheric Pulse Warhead; Disabling
  • +0 Advanced Warhead; Attack +1, ML3
  • +1 Smart Guidance; Guidance +1, ML3
  • +1 Plasma Warhead; Energy Type, ML3
  • +1 Destabilizer Field; SP +1, ML3
  • +1 Bomb-Pumped Laserhead; Enemy Point Defenses -1, Attack -1, ML3
  • +0 Compressed Energy Warhead; Attack +2, ML4
  • +1 Adaptive Warhead; Hybrid Type, ML4
  • +2 Brilliant Guidance; Guidance +2, ML4
  • +1 Stealth Missiles; Enemy Point Defenses -1
Stealthed missiles. Lower visibility means more survivability. Can be attached to all Air-type weapons.

Mid Tech (ML3)

Standard Energy modifications
  • +0 Cruiser Scale; AP +1, Range +50%, Size +1
  • +0 Battleship Scale; AP +1, AB +1, Range +100%, Size +2
  • +1 Superbattleship Scale; AP +1, AB +2, Range +150%, Size +3
  • +0 Spinal Mounting; Fixed, Size -1
  • +1 Ortillery; Ortillery, Slow
  • +1 Multimodal; PD
  • +1 Enhanced Tracking; AA +1
  • +1 Heat Sinks; EA +1, Size +2
  • +1 High Output; ED +1, Size +2
  • +1 Haywire; Critical +50%
  • +1 Deep Magazine Capacitors; Alpha +1
  • +1 Gravition Beam; Supercritical, ML4
  • +1 Ion-Pulse Beam; Disabeling, ML4
+2 Beam Array; E6+, Rng 12
  • +0 Sweeper Variation; -1 Attack, AA +1, Soft +2, Range -50%
  • +1 Improved Collimation; Range +50%
  • +1 Pulsed beam; AP +1
  • +1 Heat Rays; Incendiary
  • +1 Death Rays; RBC
  • +1 Thermal Induction; Attack -2, attacks crew
  • +1 Vectored; Guided +1, ML4
+3 Pulse Array; E6+ (EA 1), Rng 8
  • -1 Pulsar Variation; -1 Attack, EA +1, Soft +2, Range -50%
  • +1 Variable-Frequency; SP +1
  • +1 Mega Particles; AB +1
  • +1 Phased-Plasma Caster; Incendiary, ML4