Difference between revisions of "Warbook: Visual Ship Identification"

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====Non-Standard Jardin Ships including Flagships====
 
====Non-Standard Jardin Ships including Flagships====
[[File:Frigate.png|right]]
 
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'''Prototype Flagship ''Tyrannicide''''': 8 Armor, 11 Lasers, 5 Fort Cannons,  11 Shields 1ECM, 4AA, 25HP, 2 Speed (Init: 1) +2 Fleet/Squadron Command <br>
 
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[[File:Jardin Battleship Mira.png|right]]
 
[[File:Jardin Battleship Mira.png|right]]
 
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Revision as of 20:01, 4 July 2015

Database with all the sensor tokens.

Imperial

Imperial Battleship Token.png





Battleship: 8 Armor, 12 Lasers, 5 Missiles, 10 Shields, 1ECM, 2AA, 20HP, 1 Speed (Init: 1)





Imperial Fast Battleship Token Option 2.png





Fast Battleship: 7 Armor, 10 Lasers, 5 Missiles, 9 Shields, 2ECM, 2AA, 17HP, 3 Speed (Init 2)





Imperial Heavy Cruiser Token.png





Standard Cruiser: 4 Armor, 4 Lasers, 3 Missiles, 6 Shields 2ECM, 1AA, 10HP , 3 Speed (Init 2)





Imperial Heavy Cavalry Ship Token.png






Heavy Cavalry: 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)






Cavalry Cruiser.png






Cavalry Cruiser: 3 Armor, 3 Lasers, 5 Lances, 4 Shields, 2ECM, 1AA, 10HP, 4 Speed (Init 2)






Imperial Command Cruiser Token Option 1.png





Command Cruiser: 3 Armor, 3 Lasers, 5 Missiles, 6 Shields, 4ECM, 4AA, 8HP, 1 Speed (Init 2*) +1 Fleet/Squadron Command, (Give init bonus in tactical combat)





ImpMissileCruiser.png





Missile Cruiser: 3 Armor, 2 Lasers, 5 Missiles (8 reload), 5 Shields, 2ECM, 1AA, 10HP, 3 Speed (Init 2)





Imperial Destroyer Token.png





Destroyer: 1 Armor, 3 Lasers or 3 Missiles or 2 Lances, 1 Shields, 2ECM, 1AA, 6HP, 5 Speed (Init 5)





Imperial Dragoon Token.png





Standard Dragoon: ? Armor, ? Lasers, ? Missiles, ? Shields, ?ECM, ?AA, ?HP, ? Speed (Init ?)








Non-Standard Imperial Ships including Flagships

Vidar.png





Command Battleship Vidar: 8 Armor, 12 Lasers, 6 Missiles, 10 Shields, 2ECM, 2AA, 20HP, 2 Speed (Init: 2) +2 Fleet/Squadron Command, (Give init bonus in tactical combat)





Battleship Midas Token.png





Command Battleship Midas: 8 Armor, 12 Lasers, 5 Missiles, 10 Shields, 1ECM, 2AA, 20HP, 1 Speed (Init: 1) +2 Fleet/Squadron Command (Spinal Cannon)





Jeandarc.png





Command Battleship Jeanne De Arc: 10 Armor, 10 Lasers, 5 Missiles, 9 Shields, 3ECM, 3AA, 17HP, 3Speed (Init 2)





Scheherazade.png






Modified Cavalry Cruiser Scheherazade: 4 Armor, 5 Lasers, 5 Lances, 5 Shields, 2ECM, 1AA, 10HP, 5 Speed (Init 2)






Imperial Custom Dragoon Token.png





Elite Custom Dragoon: 1 Armor, 3 Lasers, 3 Missiles, 3 Shields, 2ECM, 1AA, 5HP, 4 Speed (Init: 3)





Predread Token.png





Modernized Predreadnought: 5 Armor, 10 Lasers, 4 Missiles, 8 Shields, 1ECM, 1AA, 15HP, 1 Speed, (Init: 1)







Jardin Ships

JardinDread.png





Dreadnought: 12 Armor, 15 Lasers, 10 Antimatter Cannon, 15 Shields, 0ECM, 4AA, 40HP, (Always last on Init) Speed 0.5





Space Princess Token.png





Jardin Battleship: 8 Armor, 10 Lasers, 5 Antimatter Cannon, 10 Shields, 1ECM, 4AA, 25HP, 1 Speed (Init: 1)





Jardin Cruiser Token.png






Jardin Cruiser: 5 Armor, 4 lasers, 2 Antimatter Cannon, 6 shields, 2ECM, 3AA, 15P, 2 Speed (Init: 2)





Frigate.png





Jardin Frigate: 3 Armor, 4 Lasers, 2 Antimatter Cannon, 6 Shields, 2ECM, 3AA, 13 HP, 4 Speed (Init: 2)





Jardin Destroyer Token Option 1.png





Jardin Destroyer: 1 Armor, 2 lasers, 1 Antimatter Cannon, 2 shield, 2ECM, 2AA, 8HP, 4 speed (Init: 4)







Non-Standard Jardin Ships including Flagships

Jardin Battleship Mira.png





Battleship Mira: 8 Armor, 10 Lasers, 5 Antimatter Cannon, 10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)






Rifter Battlewagon Token.png





Rifter Battlewagon Lux Res Publica: 12 Armor, 1 Cosmo Smasher Cannon, 15 Fort Lasers, 15 Lasers, 5 Lancers 12 Shields, 3ECM, 5AA, 30HP, 4 Speed (Init: 1) +3 Fleet/Squadron 3







Minor State

Reavers

Marauder Token.png





Maurader: 12 Armor, 12 Lasers, 12 Shields, 3ECM, 1AA, 18HP, 4 Speed (Init: 2)





Corsair Token.png





Corsair: 2 Armor, 5 Lasers, 3 Shields, 1ECM, 1AA, 8HP, 4 Speed (Init: 3)







Rifters

Rifter Battlewagon Token.png





Star Doom: 6 Armor, 10 Missiles, 5 Lances, 6 Shields, 2ECM, 2AA, 15HP, 2 Speed (Init: 1) +3 Fleet/Squadron Command





Omnicruiser Token.png





Omni-Cruiser: 3 Armor, 4 Lancers, 4 Missiles (Reload: 8), 4 Shield, 1ECM, 1AA, 10HP, 5 Speed (Init: 4)







CoDominium Warships

Blue Fleet

Armored cruiser.png





Armored Cruiser: 10 Armor, 10 Lasers (range 10), 10 Shields, 2ECM, 2AA, 10HP, 4 Speed (Init: 2)





Royal Ventris Starforce

Ventris Battleship Token.png





Heavy Battleship 15 Armor, 15 Lasers (range 10), 15 Shields, 2ECM, 2AA, 15HP, 4 Speed (Init: 2)





Ventris Cruiser Token.png





Assault Cruiser: 2 Armor 7 Lasers (range 10), 5 Lances, 8 Shields, 2ECM, 1AA, 8HP, 4 Speed (Init: 2)





Ventris Destroyer Token.png





Fast Destroyers: 0 Armor, 5 Lasers (range 10), 5 Shields, 2ECM, 2AA, 5HP, 8 speed (Init: 4)





Yvnes Self Defense Force

YvnesDread.png





Yvnes Dreadnought: 12 Armor, 10 Lasers, 10 Fort Cannon, 15 Shields, 0ECM, 2AA, 40HP, (Always last on Init) Speed 0.5







Unsorted

Thunderforge.png





Siege Flagship: Armor, Lasers, Shields, ECM, AA, HP, Speed (Init: )





Manticore.png





Reaver Flagship: Armor, Lasers, Shields, ECM, AA, HP, Speed (Init: )





Pirateship.png





Pirate Ship: Armor, Lasers, Shields, ECM, AA, HP, Speed (Init: )





Zephyr.png





FULL OF MANNEQUINS!: Armor, Lasers, Shields, ECM, AA, HP, Speed (Init: )





Fighter.png





Fighter?: Armor, Lasers, Shields, ECM, AA, HP, Speed (Init: )





Fighter2.png





Fighter version 2?: Armor, Lasers, Shields, ECM, AA, HP, Speed (Init: )







Fortifications

  • Fort Cannons are massive beam emplacements the size of destroyers, far too powerful to use beam vectoring and thus relying on mechanical aiming systems. This makes them slow to track and consequently their base to-hit number is 6 plus the target's Initiative value (to a maximum of 10). In compensation they have a range of 12 hexes, and act like lasers in all other respects.
  • Mauler Devices are giant antiproton cannons seen on Republic and League fortifications, accelerating bolts of contained antimatter to tremendous velocities. They have a base to-hit number of 6 plus the target's Initiative value (to a maximum of 10), and if they hit they inflict 5 (!) damage, with any damage inflicted to armor also being inflicted to HP. They have a range of 8.
  • Iserlohn Cannons are wide-area energy emitters. Nominate a hex; on a 6+ any and all ships in the hex take 10 damage. All those in every adjacent hex take 1D10 damage, and those in every hex adjacent hes to that take 1D10/2 damage. Iserlohn Cannons have a range of 20 hexes (functionally unlimited) and can fire every 4 turns.
  • Forts have effectively unlimited missile reloads.
Deathstar.png





Imperial Junction Fort: 50 Armor, 20 Lasers, 20 Fort Cannons, 10 Missiles, 40 Shields, 0ECM, 3AA, 50HP

  • Iserlohn Cannon
  • Auto-regenerative shields (5 shields/turn)





Oldfort.png





Imperial Border Fort: 30 Armor, 30 Lasers, 10 Missiles, 30 Shields, 0ECM, 3AA, 80HP

  • Old style Great Wall fort, typical of military fortifications in low-priority sectors. Republic/League versions would replace missiles with fort cannons.






Republicfort.png





Republic Border Fort: 50 Armor, 20 Lasers, 14 Fort Cannons, 4 Mauler Devices, 40 Shields, 0ECM, 4AA, 50HP

  • Iserlohn Cannon
  • Auto-regenerative shields (5 shields/turn)





Ringfort.png





Standard Orbital Fort: 20 Armor, 10 Lasers, 10 Fort Cannons, 5 Missiles, 20 Shields, 0ECM, 2AA, 40HP

  • Auto-regenerative shields (5 shields/turn)






Lasersat.png





Cannon Turret: 0 Armor, 4 Fort Cannons, 5 Shields, 0ECM, 0AA, 10HP





Satellitetoken.png





Satellite: Stats N/A