Weezils and Webernoughts

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A Space Opera SD that will redefine the genre!


Weezils and Webernoughts

National Stats

Population

Rank 1) 1 SP; 50 Quatloos/quarter, +250 Quatloo military max, 20 Quatloo improvement cost
Rank 2) 2 SP; 100 Quatloos/quarter, +500 Quatloo military max, 18 Quatloo improvement cost
Rank 3) 3 SP; 150 Quatloos/quarter, +750 Quatloo military max, 16 Quatloo improvement cost
Rank 4) 5 SP; 225 Quatloos/quarter, +1,125 Quatloo military max, 14 Quatloo improvement cost
Rank 5) 8 SP; 350 Quatloos/quarter, +1,750 Quatloo military max, 12 Quatloo improvement cost
Rank 6) 12 SP; 500 Quatloos/quarter, +2,500 Quatloo military max, 10 Quatloo improvement cost

Economy

Rank 1) 1 SP; 100 Quatloos/quarter
Rank 2) 2 SP; 200 Quatloos/quarter
Rank 3) 3 SP; 300 Quatloos/quarter
Rank 4) 5 SP; 450 Quatloos/quarter
Rank 5) 8 SP; 700 Quatloos/quarter
Rank 6) 12 SP; 1,000 Quatloos/quarter

Quartermasters

Rank 1) 1 SP; 1,000 Quatloo military max
Rank 2) 2 SP; 2,000 Quatloos military max
Rank 3) 3 SP; 3,000 Quatloos military max
Rank 4) 5 SP; 4,500 Quatloos military max
Rank 5) 8 SP; 7,000 Quatloos military max
Rank 6) 12 SP; 10,000 Quatloos military max

Military

Rank 1) 1 SP; 1500 Quatloo military, +500 Quatloo military max
Rank 2) 2 SP; 3000 Quatloos military max, +1,000 Quatloo military max
Rank 3) 3 SP; 4500 Quatloos military max, +1,500 Quatloo military max
Rank 4) 5 SP; 6750 Quatloos military max, +2,250 Quatloo military max
Rank 5) 8 SP; 10,500 Quatloos military max, +3,500 Quatloo military max
Rank 6) 12 SP; 15,000 Quatloos military max, +5,000 Quatloo military max

Military Tradition

Rank 1) 1 SP; 10 Admiral Points
Rank 2) 2 SP; 20 Admiral Points
Rank 3) 3 SP; 30 Admiral Points
Rank 4) 5 SP; 45 Admiral Points
Rank 5) 8 SP; 70 Admiral Points
Rank 6) 12 SP; 100 Admiral Points


Traits

Carronade Beams

3 damage on 10

Xentronium Armor

Ships of the Line and Superfrigates get +1 Hit; 1st Rates get an additional +1 Hit. Superdreadnoughts get +5 Hits

Assault Pods

one boarding pod per SOTL, roll dice to see what happens

Advanced

unlocks Superfrigate

Megascale Construction

Unlocks Superdreadnought

Wolfpack Tactics

unlocks Xebec and Carrier

Admiral Points

The cost of a given rank in each Admiral Skill is as follows:

Rank 1) 1 Admiral Point
Rank 2) 2 Admiral Point
Rank 3) 3 Admiral Point
Rank 4) 5 Admiral Point
Rank 5) 8 Admiral Point
Rank 6) 12 Admiral Point

Fleet Command

This is a measure of how many Ships of the Line an Admiral can command without penalties.
Cost: x1



Military Units

Starships

Men o' War

1st Rater

The pride of many fleets, 1st Raters are large, solidly-built warships with multiple gun banks that are often used as flaships. Their combat power comes at the cost of speed and agility though, and 1st Raters are notoriously sluggish.
Cost: 60 Quatloos

3rd Rater

With a solid balance of weapons, armor and none of the sluggishness of their largest breathren, 3rd Raters are the backbone of any major fleet. The most common layout features two gun decks of plasma cannons along with several additional bow and stern cannons, with armored T-Rail emitters on the dorsal and ventral surfaces.
Cost: 40 Quatloos

5th Rater

While relatively small, 5th Raters are still capable of standing in the line of battle and taking on any unrated ship and emerging victorious.
Cost: 25 Quatloos

Unrated

Frigate

The workhorse of any navy, Frigates are capable of long duration cruises and are the type of ship typically used for exploration, patrolling and commerce raiding. Noticeably faster than any Man 'o War, they pay by having lighter construction than 5th Raters and are generally considered unsuitable for standing directly in the line of battle.
Cost: 20 Quatloos

Sloop

Sloops are lightweight warships that generally find service as scouts or raiders. While a force of Sloops can theoretically bring quite a hefty amount of firepower to bear, their minimalist construction makes them very vulnerable to heavy fire.
Cost: 10 Quatloos

System Ships

System ships are warships that do not include a Hyperkeel and are thus limited to a single star system without bring transported by a Galleon. Their in-system speed is fairly limited as well and take much longer to travel between gravity wells than Hyperkeel ships. Nonetheless they perform equally well in orbital combat and are substantially cheaper to acquire, making them ideal defensive ships.

Gwiseon

A heavyweight system ship, Gwiseons are fully the equal to Men 'o War in an orbital engagement.
Cost: 20 Quatloos

Atakebune

Low-priority planetary defense and general orbital patrol duties are normally carried about by Atakebune. Comparable to a starfaring Sloop-grade warship
Cost: 5 Quatloos

Special Classes

Superdreadnought

A handful of these immense warships have been built over the past two centuries, mostly at the behest of mad tyrants caring more for prestigious centerpieces than for any sensible weapons of war. Staggeringly powerful they are hampered by the weight of armor and weapons they carry. It is no surprise that superdreadnoughts lumber in most gravitas-filled fashion.
Cost: 200 Quatloos
Counts as 1st Rater

Monitor

Cost: 60 Quatloos
Counts as 1st Rater

Superfrigate

Cost: 25 Quatloos

Carrier

Cost: 40 Quatloos
Can carry 6 Xebecs

Xebec

Cost: 5 Quatloos






Combat resolution

Step 1; Strategy Check) Roll Command Check for each side. Every 5 points of victory provides +1 to all later Command Checks. Step 2; Turn Check) Roll Command Check for each side and compare the difference to the following table.

Command checks are on 2D10

0-2) Apply damage in 1-point increments, starting at the 1D10th active ship. 2-3) Apply damage in 2-point increments, starting at the 1D10th active ship. 4-5) Apply damage in 1D6-point increments, starting at the 1D10th active ship. 6-8) Winner rolls 25% more attack dice, apply damage as 4-5. 9-10) Winner rolls 25% more attack dice, apply damage in 1D10-point increments, starting at the 1D10th active ship. 11-13) T Crossed! Loser rolls 50% attack dice, apply damage in 1D10-point increments starting at the first active ship. 14-16) T Crossed! Loser rolls 50% attack dice, apply damage to fill damage track, starting at the first active ship. 17+) T Crossed! Loser rolls 50% attack dice, attacker rolls 50% more attack dice. Apply damage as per 14-16.

Attack dice are D10s. They inflict 1 damage on a 6+ and 2 damage on a 10.

Command bonuses: % rating is by hull count. Command bonuses are primarily from having ample scouts, skimishers and other small ships.

-1 for having 50%-75% of the Line 1st Rater hulls -2 for having more than 75% of the line 1st Rater hulls +1 for having a Line of less than 50% that of the enemy +2 for having >10% of the Line in Unrated ships +3 for having >25% of the Line in Unrated ships +3 for having >10% of the line in Xebecs +4 for having >25% of the line in Xebecs

Ship Types

Men o' War

1st Rater 6D 12 hits 60 Quatloos

3rd Rater 4D 9 hits 40 Quatloos

5th Rater 3D 6 hits 25 Quatloos

Unrated

Frigate 3D 4 hits 20 Quatloos

Sloop 2D 2 hits 10 Quatloos

Special Hulls

Superdreadnought 20D 40 hits 200 Quatloos Counts as 1st Rater Additional -1 to command checks due to sluggishness

Monitor 4D (doubled vs fort) 8 hits 60 Quatloos Siege Shield Counts as 1st Rater

Superfrigate 3D 6 hits 25 Quatloos Gains 1 hit from Ironside

Carrier 2D 4 hits 40 Quatloos Can carry 6 Xebecs

Xebec 2D 1 hits 5 Quatloos Evade, Wolfpack

Forts TBD