Weapons of the League

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League Aerospace





League Mecha

League Mobile Arms

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Artemis Mobile Armour

LF/MA-03 Artemis (2x Mobile Armour)

Speed: 10
Agility: 6
Evasion: 6.5
Armor: 13
Hits: 8


Weapons:

4x Anti-Ship Missile Launchers (-20 Spaces)
2x Cluster Missile Launchers (-10 Spaces, ROF3)

External Carriage:

1x Tank Railgun (-12 External Carriage, -4 Power, ROF4)

Power & Propulsion:

4x Fusion Reactors (-5 Spaces, +16 Power)
6x Fusion Thrusters (-6 Spaces, -6 Power, +6 Speed, +3 Agility, +3 Evasion)
3x Verniers (-3 Spaces, -3 Power, +3 Agility, +1.5 Evasion)

Defenses:

3x Vulcan Point Defence (-6 Spaces)
6x Armour (-6 Spaces, +6 Armour, -2 Agility)


Verdeschlagen (0x Mobile Armour)

Speed: 10
Agility: 9.33
Evasion: 8
Armour: 12
Hits: 8

Internal Components

6x Fusion Thrusters (-6 spaces, -6 power, +6 speed, +3 agility, +3 evasion)
6x Fusion Verniers (-6 Spaces, -6 power, +6 agility, +3 evasion)
3x Fusion Reactors (-3 Spaces, +12 Power)
5x Armour (-5 spaces, +5 armour, -1.66 Agility)

Fixed Armament

1x Large Naval Rifle (-20 spaces)

External Equipment

4x Anti-Missile Gatling (-8 Spaces, ROF 4)

League Ships

Minkowski Hyper Awesomeboat
Stats

Mobility: 2
Armor: 18
Evasion: 0
Structure: 19
Hits: 128

Fixed Equipment

Scattering Field (+4 AP Protection)
1 Plasma Cannon
2 Dual-Purpose Cannons
6 Flak Cannons
5 Heavy Antiship Missiles
4 Strike Missile Launchers
3 Cluster Missile Launchers
1 Vulcan Point Defense



Vanguard II (2x Cruiser)

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Vanguard II
Mobility: 4
Evasion: 3
Armour: 16
Hits: 44
Structure: 8
Space: 119/120
Power: 73/75

Internal Components

4x Fusion Thrusters (-32 spaces, -64 power, +4 mobility, +2 evasion)
2x Jump Drives (-2 spaces, -8 power)
6x Belted Armour (-24 Spaces, +12 Armour, +3 Structure, +24 Hits)
5x Fusion Reactors (-5 spaces, +75 Power)

Armament

1x Vulcan Point Defence (-4 Spaces)
2x Flak Battery (-2 Spaces)
2x Anti-Ship Missile Launchers (-10 Spaces)
2x Large Naval Rifle (-40 spaces)


Rook II (2x Cruiser)

Rook II
Mobility: 2
Evasion: 1
Armour: 20
Hits: 48
Space: 119/120
Power: 72/75

Internal Components

2x Fusion Thrusters (-16 spaces, -32 power, +2 mobility, +1 evasion)
2x Jump Drives (-2 spaces, -8 power)
7x Belted Armour (-28 Spaces, +14 Armour, +3.5 Structure, +28 Hits)
1x Scattering Field (-4 Spaces, -32 Power, +4 Armour, -1 Evasion, -1 Sensors/ECM, +4 AP)
5x Fusion Reactors (-5 spaces, +75 Power)

Armament

4x Vulcan Point Defence (-8 Spaces)
3x Flak Cannons (-6 Spaces)
2x Anti-Ship Missile Launchers (-10 Spaces)
2x Large Naval Rifle (-40 spaces)


Adonis IV Light Carrier (2x Cruiser)

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Adonis IV Light Carrier
Mobility: 1
Evasion: 1.5
Armor: 21.5
Structure: 8.5
Hits: 34
Space: 120/120

Hangar Space

60x Hangar (-60 Spaces)

Internal Components

1x Fusion Thruster (-8 Spaces, -16 power, +1 mobility, +0.5 evasion)
3x Jump Drive (-0.75 Spaces, -12 Power)
1x Scattering Field (-4 Spaces, -32 power, -1 sensors/ECM, +4 armour, +4 AP protection)
7x Laminate Armour (-28 Spaces, +17.5 Armour, +3.5 Structure, +14 Hits)
4x Fusion Reactors (-4 Space, +60 power)

Defensive Armament

2x Charge Launcher (-6 spaces)
2x Flak Cannon (-4 spaces)
2x Vulcan Point Defence (-4 Spaces)



Craft Weapons

Note that all stats below are, ultimately, provisionary. I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.

Melee Weapons

Alpha Edge (sword)

Spaces: 2
Power: 0
Parry: +5
Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish

Alpha Edge (pole)

Spaces: 4
Power: 0
Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish

Alpha Edge (Axe)

Spaces: 2
Power: 0
Accuracy +3, penetration +5, Strength +0, Parry 6, Brutish

Alpha Edge (Knife)

Spaces: 1
Power: 0
Accuracy +4, penetration +2, Strength +0, Parry 2, Brutish

Plasma Knives

Spaces: 1
Power: 2
Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave

Plasma Lance

Spaces: 1
Power: 2
Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave

Ranged Weapons

Anti-Missile Gatling

2 Space

Mecha-SMG

Spaces: 5
Power: 0
Range 4, accuracy +8, penetration +0, Strength -2

Autogun

Spaces: 8
Power: 0
Range 6, accuracy +6, penetration +1, Strength +0

Heavy Gun

Spaces: 10
Power: 0
Range 10, accuracy +3, penetration +3, Strength +2

Automatic Railgun

Spaces: 8
Power: 2
Range 8, accuracy +6, penetration +2, Strength +0

Heavy Railgun

Spaces: 10
Power: 3
Range 12, accuracy +3, penetration +5, Strength +2

Tank Railgun

Spaces: 12
Power: 4
Range 16, accuracy +0, penetration +8, Strength +2, AP +3

Coilgun

Spaces: 5
Power: 5
Range 6, accuracy +8, penetration +0, Strength -2

Heavy Coilgun

Spaces: 8
Power: 10
Range 16, accuracy +0, penetration +6, Strength +0, AP +4

Shotcannon

Spaces: 5
Power: 2
Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9

Bazooka

Spaces: 8
Power: 0
Range 4, accuracy -2, penetration +8, Strength +6, Damage 3, 3 Shots, ROF 3

Giant Bazooka

Spaces: 12
Power: 0
Range 4, accuracy -5, penetration +12, Strength +12, Damage 6, 2 Shots, ROF 2

Plasma Gun

Spaces: 6
Power: 8
Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, Ship Damage 2

Dual Plasma Gun

Spaces: 10
Power: 14
Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, ROF 2, Ship Damage 2
Fixed weapon
-1 Evasion

Cluster Missiles

Spaces: 2
Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots

Anti-Air Missile

Spaces: 2
Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot

Strike Missile

Spaces: 2
Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot

Assault Missile

Spaces: 2
Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 2 damage

Mecha Grenades

Spaces: 1
Range 2, accuracy Thrown, penetration +1, Strength +0, Thrown, 3 Shots

USASF Mk 16 Remote Drones

Range 12, accuracy +15, penetration +0, Strength +0, No Range Penalty, Remote
Space: 4
Power: 5

Transbaal Type-Four Semiautonomous Attack Drone

Range 12, accuracy +16, penetration +2, Strength +0, No Range Penalty, Remote
Space: 4
Power: 5

ACLS Wardens

Range 4, accuracy +20, penetration +2, Strength +0, No Range Penalty, Remote
Space: 3
Power: 4

'Shiranui' Assault Funnels

Range 12, accuracy +14, penetration +3, Strength +2, No Range Penalty, Remote, AP +3
Space: 6
Power: 8

Components

IOW, everything that's not a weapon. All Components take up double the amount of space if they're fitted externally in External Carriage.

Thrusters

Fusion thrusters provide linear speed and a small boost to Evasion.
+1 Speed, +0.5 Agility, +0.5 Evasion
Space: 1
Power: 1

Verniers

Verniers increase Agility and also provide a small increase to Evasion.
+1 Agility, +0.5 Evasion
Space: 1
Power: 1

Microjump Unit

In-system FTL
Space: 1
Power: 1

Fission Reactor

Space: 1
Power Output: 2

Fusion Reactor

Space: 1
Power Output: 4

Armor

Provides . . . Armor. Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
+1 Armor, -0.33 Agility
Space: 1

Scattering Field

Bubble-field system.
+3 Armor, -1 Evasion (non-stacking), -1 Sensors, +3 AP Protection
Space: 1
Power: 8


Ship Weapons

Point Defence

Vulcan Point Defence

Spaces: 2
Power: 0

Electrochemical Weapons

Flak Cannon

Spaces: 2
Power: 0
Range 12, accuracy +5, penetration +0, Strength +0, Burst Bonus +6

Small Naval Rifle

Spaces: 5
Power: 0
Range 12, accuracy -1, penetration +7, Strength +7, Damage 2

Medium Naval Rifle

Spaces: 10
Power: 0
Range 20, accuracy -1, penetration +10, Strength +10, Damage 3, Burst -2

Large Naval Rifle

Spaces: 20
Power: 0
Range 26, accuracy -1, penetration +15, Strength +15, Damage 4, Burst -4

Railguns

DP Cannon

Spaces: 4
Power: 2
Range 16, accuracy +2, penetration +3, Strength +3, Burst Bonus +3

Small Railcannon

Spaces: 5
Power: 4
Range 16, accuracy -1, penetration +7, Strength +7, Damage 2

Medium Railcannon

Spaces: 10
Power: 8
Range 24, accuracy -1, penetration +10, Strength +10, Damage 3, Burst -2

Large Railcannon

Spaces: 20
Power: 16
Range 32, accuracy -2, penetration +15, Strength +15, Damage 4, Burst -2

Linear Cannon

Spaces: 5
Power: 10
Range 40, accuracy +0, penetration +6, Strength +6, AP Bonus +8

Siege Railcannon

Spaces: 50
Power: 20
Range 60, accuracy -10, penetration +?, Strength +?, Damage:d10+10, Warm-up:1, Cool-down:1


Special Energy Weapons

Plasma Cannon

Spaces: 5
Power: 10
Range 8, accuracy -3, penetration +8, Strength +12, AP Bonus +10, Damage 4

Missiles

Cluster Missile Launcher

Spaces: 5
Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, ROF 3

Anti-Air Missile Launcher

Spaces: 5
Range 25, accuracy +10, penetration +3, Strength +0, Guided +13

Strike Missile Launcher

Spaces: 5
Range 25, accuracy +7, penetration +7, Strength +5, Guided +5

Anti-Ship Missile Launcher

Spaces: 5
Range 80, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 4

Heavy Anti-Ship Missile Launcher

Spaces: 10
Range 80, accuracy -5, penetration +15, Strength +15, Guided +5, Damage 8

Leap Missile Launcher

Spaces: 5
Range SPECIAL, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 4

Remotes

USASF Mk 16 Remote Drones

Spaces: 5
Range 12, accuracy +18, penetration +0, Strength +0, Remote, ROF 2

Transbaal Type-Four Funnels

Spaces: 5
Range 12, accuracy +16, penetration +2, Strength +0, Remote, ROF 2

ACLS Wardens

Spaces: 5
Range 4, accuracy +20, penetration +2, Strength +0, Remote, ROF 3

Variants

Burst-Modal Variant Fire

Spaces: 0
Increases cost
For Railguns
Range x0.67, accuracy +0, penetration -3, Strength -3, Burst Bonus +5

Alpha Capacitor

Spaces: 0
Increases cost
Provides +1 Shot w/ +1 ROF, rechargeable

Ship Components

Propulsion

Fusion Thrusters

Spaces: 2 x Engineering Coefficient
Power: 4 x Engineering Coefficient
+1 Mobility, +0.5 Evasion

Jump Drive

Spaces: 0.25 x Engineering Coefficient
Power: 1 x Engineering Coefficient

Power

Fission Reactor

Spaces: 1
Power Output: 8

Fusion Reactor

Spaces: 1
Power Output: 15

Armour

Belted Armor

Spaces: 1 x Hull Coefficient
Armor +2, Structure +0.5, Hits +1 x Hull Coefficient

Depleted Uranium Armor

Spaces: 1 x Hull Coefficient
Armor +2, Structure +1, Hits +1.5 x Hull Coefficient, -0.33 Mobility

Belted Iridium Armor

Spaces: 1 x Hull Coefficient
Armor +2.33, Structure +1, Hits +2 x Hull Coefficient, -0.33 Mobility

Double-Bonded Lunar Titanium Armor

Spaces: 1 x Hull Coefficient
Armor +2.25, Structure +1.5, Hits +2 x Hull Coefficient

Laminate Armor

Spaces: 1 x Hull Coefficient
Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient

Anti-Beam Laminate

Spaces: 1 x Hull Coefficient
Armor +2, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (energy) Protection

Polarized Laminate

Spaces: 1 x Hull Coefficient
Power: 2 x Hull Coefficient
Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (energy) Protection

Bistate Polarized Laminate

Spaces: 1 x Hull Coefficient
Power: 2 x Hull Coefficient
Armor +2.5, Structure +0.75, Hits +1 x Hull Coefficient, +0.5 AP (energy) Protection

Phase Shift Laminate

Spaces: 1 x Hull Coefficient
Power: 2 x Hull Coefficient
Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (kinetic) Protection

Trans-Phase Laminate

Spaces: 1 x Hull Coefficient
Power: 1 x Hull Coefficient
Armor +2.5, Structure +0.75, Hits +1 x Hull Coefficient, +0.5 AP (kinetic) Protection

Variable Phase Polarization Laminate

Spaces: 1 x Hull Coefficient
Power: 1 x Hull Coefficient
Armor +2.75, Structure +1, Hits +1 x Hull Coefficient, +0.5 AP Protection

Structural Reinforcement

Spaces: 2 x Hull Coefficient
Structure +3, Hits +2 x Hull Coefficient

Shields

Scattering Field

Spaces: 1 x Hull Coefficient
Power: 8 x Hull Coefficient
Armor +4, Evasion -1, -1 Sensors/ECM, +4 AP Protection

Miscellaneous

Passive Stealth

Spaces: 3 x Hull Coefficient

Charge Launcher

Spaces: 1 + 0.5 x Hull Coefficient
Smoke Charge: +3 Evasion, -5 Sensors, +1 Stealth
Anti-Beam Charge: +5 Armor (energy only), -3 Sensors, -2 Stealth

Utility

Hangar

Spaces: 1
A typical mobile suit takes 4 spaces

External Latch

Spaces: 2
For every 50% of Hull Coefficient, required space doubles


See also Weapons of the Magnate War