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Shipbuilder's Guide - Revised! Posted by Fabric of the Universe. | Group: 0 |
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Author | Message | [bottom] |
Fabric of the Universe GM, 16 posts Thu 7 Jul 2011 at 17:31 |
1. Select a Core. This determines the type and number of slots a vessel can mount, and is crucial for determining what a ship can do. A limited amount of modification of slots can be done at this time. 2. Select Life Support, FTL, and purchase SIMs. This determines the size of the crew, how tough, and how fast the vessel is. 2. Purchase Systems. This includes non-essentials, such as weapons, defenses, and cargo modules. 3. Finalize statistics and record the ship. It is recommended, though not required, that players keep a library of designs for construction. This allows an ease of bookkeeping, as it tends to standardize fleets, and prevents a player from having to design a new ship every time one is built. These can be called classes, and the sheet for them is listed in the Worksheets thread. This message was last edited by the GM at 21:19, Thu 07 July 2011. | |||
Fabric of the Universe GM, 17 posts Thu 7 Jul 2011 at 17:52 |
Level Crew Cost Requirements Level Crew Cost Requirements 1 4 4 None 2 6 6 Energy 1 Supports: Supports: 1 Life Support 1 Life Support 1 FTL 1 FTL 1 Weapon OR Sensor 1 Sensor 1 Defense 1 Weapon 1 Miscellaneous System 1 Defense 1 Cargo 2 Miscellaneous Systems 1 Cargo Level Crew Cost Requirements Level Crew Cost Requirements 3 8 9 Energy 2 4 10 13 Energy 3 Supports: Supports: 1 Life Support 1 Life Support 1 FTL 1 FTL 2 Sensor 2 Sensors 1 Weapon 2 Weapons 1 Defense 2 Defense 3 Miscellaneous Systems 4 Miscellaneous Systems 2 Cargo 2 Cargo Level Crew Cost Requirements Level Crew Cost Requirements 5 12 18 Energy 4 6 14 24 Energy 5 Supports: Supports: 2 Life Support 2 Life Support 2 FTL 2 FTL 3 Sensor 3 Sensors 2 Weapon 3 Weapons 2 Defense 2 Defense 5 Miscellaneous Systems 6 Miscellaneous Systems 3 Cargo 3 Cargo Level Crew Cost Requirements Level Crew Cost Requirements 7 16 31 Energy 6 8 18 39 Energy 7 Supports: Supports: 2 Life Support 2 Life Support 2 FTL 2 FTL 4 Sensor 4 Sensors 3 Weapon 4 Weapons 3 Defense 3 Defense 7 Miscellaneous Systems 8 Miscellaneous Systems 4 Cargo 4 Cargo Level Crew Cost Requirements Level Crew Cost Requirements 9 20 48 Energy 8 10 22 58 Energy 9 Supports: Supports: 3 Life Support 3 Life Support 3 FTL 3 FTL 5 Sensor 5 Sensors 4 Weapon 5 Weapons 3 Defense 4 Defense 9 Miscellaneous Systems 10 Miscellaneous Systems 5 Cargo 5 Cargo When a core takes damage, it disables one system of the operator's choice. If the vessel already has a disabled system, from damage or otherwise, this effect is already fulfilled. Additionally, if a core is not at full capacity, unused slots may be disabled instead of a ship's system. When purchasing a core, some slight modification is allowed. You may select to do TWO of the following conversions. The two selected conversions can not have a slot type in common (for example, you cannot convert sensor slots to weapons, then weapon slots to cargo). Slot Conversions: -Life Support slots into Miscellaneous slots at a 2:1 ratio. -Life Support slots into Cargo slots at a 1:1 ratio. -Sensor slots into Weapons slots at a 1:1 ratio. -Sensor slots into Defense slots at a 2:1 ratio. -Sensor slots into Miscellaneous slots at a 2:1 ratio. -Sensor slots into Cargo slots at a 1:2 ratio. -Weapons slots into Sensor slots at a 1:1 ratio. -Weapons slots into Miscellaneous slots at a 2:1 ratio. -Weapons slots into Defense slots at a 2:1 ratio. -Weapons slots into Cargo slots at a 1:2 ratio. -Defense slots into Sensor slots at a 1:1 ratio. -Defense slots into Miscellaneous slots at a 2:1 ratio. -Defense slots into Weapons slots at a 2:1 ratio. -Defense slots into Cargo slots at a 1:2 ratio. -Miscellaneous slots into any other slot at a 2:1 ratio. -Cargo Slots into Life Support Slots at a 3:1 ratio. -Cargo Slots into Sensor Slots at a 2:1 ratio. -Cargo Slots into Weapons Slots at a 2:1 ratio. -Cargo Slots into Defense Slots at a 2:1 ratio. This message was last edited by the GM at 21:36, Tue 12 July 2011. | |||
Fabric of the Universe GM, 18 posts Thu 7 Jul 2011 at 21:40 |
Life Support modules contain the air, water, and food supplies for the vessel, as well as living and recreational support for the crew. The larger and more advanced these modules, the more crew can occupy the vessel, and the longer the vessel can sustain itself independently. Resupply occurs at a friendly shipyard, and happens quickly enough that a ship need only spend a part of a turn in the same system as the base. Should the vessel have more crew than its life support can sustain, all crew above that level are killed at the end of the current turn year. Basic Level Slots Crew Cost Effect Requirements 1 1 1 2 +20 Crew,+1yr range NONE 2 1 1 3 +30 Crew,+1yr range Biotech 1 3 1 1 4 +40 Crew,+2yr range Biotech 2 4 1 2 6 +50 Crew,+2yr range Biotech 3 5 1 3 9 +60 Crew,+3yr range Biotech 4 6 2 3 13 +70 Crew,+3yr range Biotech 5 7 2 4 18 +80 Crew,+4yr range Biotech 6 8 2 5 26 +90 Crew,+4yr range Biotech 7 9 2 5 40 +100 Crew,+5yr range Biotech 8 10 2 5 57 +110 Crew,+5yr range Biotech 9 Effect of Damage: -10 max crew per point of damage. This is the basic set of life support systems, including smaller quarters for crew members (typically 2-4 to a room) as well recreational and dining facilities for their psychological well-being. The life support functions are supplied primarily by on-board stores, with minimal recycling and reprocessing facilities on board as backup. Long-Range Regenerative Level Slots Crew Cost Effect Requirements 1 1 2 3 +5 Crew,+6yr range Biotech 3 2 1 2 4 +7 Crew,+7yr range Biotech 4 3 1 2 6 +10 Crew,+8yr range Biotech 5 4 2 3 9 +12 Crew,+9yr range Biotech 6 5 2 4 13 +15 Crew,+10yr range Biotech 7 6 2 4 19 +17 Crew,+11yr range Biotech 8 7 2 5 27 +20 Crew,+12yr range Biotech 9 8 2 6 39 +22 Crew,+13yr range Biotech 10 9 3 6 60 +25 Crew,+14yr range Biotech 11 10 3 6 73 +27 Crew,+15yr range Biotech 12 Effect of Damage: -5 max crew per point of damage, 1 year range. Long range regenerative modules are much more spacious, allowing for greater personal space for the crew (single rooms are typical), and truly large recreational and support areas for the ship. The systems are also much more self-sufficient, including small biospheres for food generation and reprocessing, biological air recyclers, and extensive water purification plants. This allows the ship to stay out for much longer periods of time, but at the cost of the size of crew that can be supported. High-Capacity Level Slots Crew Cost Effect Requirements 1 1 6 7 +30 Crew Biotech 3 2 1 7 8 +45 Crew Biotech 4 3 1 8 9 +60 Crew,+1yr range Biotech 5 4 1 9 11 +75 Crew,+1yr range Biotech 6 5 1 10 14 +90 Crew,+1yr range Biotech 7 6 1 11 18 +105 Crew,+1yr range Biotech 8 7 2 12 23 +120 Crew,+2yr range Biotech 9 8 2 13 31 +135 Crew,+2yr range Biotech 10 9 2 14 45 +150 Crew,+2yr range Biotech 11 10 2 15 62 +165 Crew,+2yr range Biotech 12 Effect of Damage: -15 max crew per point of damage. High-capacity modules are, for lack of a better term, barracks. Crew 'quarters' are usually little more than a hallway for bunks, with communal lavatories and very little in the way of communal recreation or relaxation areas. In addition, the modules typically forgoes any regenerative systems whatsoever to fit more crew. This makes for very packed vessels with a very limited range. This message was last edited by the GM at 05:07, Tue 12 July 2011. | |||
Fabric of the Universe GM, 19 posts Fri 8 Jul 2011 at 05:48 |
In combat, this module also represents the ship's sub-light engines; a disabled FTL means that the vessel cannot move, causing a -1d6 to all defense rolls, and preventing the vessel from performing the ramming action. Standard Level Slots Crew Cost Effect Requirements 1 1 4 2 Moves ship at c FTL 1 2 1 7 3 Moves ship at 2c FTL 2 3 1 10 4 Moves ship at 4c FTL 3 4 1 13 6 Moves ship at 7c FTL 4 5 1 16 9 Moves ship at 11c FTL 5 6 2 20 13 Moves ship at 16c FTL 6 7 2 24 18 Moves ship at 22c FTL 7 8 2 31 26 Moves ship at 29c FTL 8 9 2 36 40 Moves ship at 37c FTL 9 10 2 41 57 Moves ship at 46c FTL 10 Effect of Damage: -2c speed per point of damage. This represents the standard FTL engine. Different species operate their engines slightly differently, but they are all roughly equivalent in speed and manpower required to operate. Solar Jump Engine* Level Slots Crew Cost Effect Requirements 1 2 8 10 Moves ship at 5c FTL 4 2 2 14 15 Moves ship at 10c FTL 5 3 2 20 20 Moves ship at 20c FTL 6 4 2 26 25 Moves ship at 30c FTL 7 5 2 32 30 Moves ship at 40c FTL 8 6 3 40 35 Moves ship at 50c FTL 9 7 3 48 40 Moves ship at 60c FTL 10 8 3 62 60 Moves ship at 70c FTL 11 9 3 72 80 Moves ship at 80c FTL 12 10 3 82 100 Moves ship at 90c FTL 13 Effect of Damage: -10c speed per point of damage. *A vessel with a jump engine must end its turn in a system with a star, and spend a full turn to recharge its engines before moving again. Should the vessel not end its turn in orbit around a star, the vessel is unable to move, and requires a delivery of 30IP per level of the drive to make an additional jump. A Solar Jump Engine utilizes a bank of capacitors and a number of fusion scoops to bleed energy off of a sun, turn it to usable power, and launch the vessel at incredible speeds. The drawback of this s that the engine has only so much fuel to store; it requires recharging after every jump. Combat Engine Level Slots Crew Cost Effect Requirements 5 2 24 24 10c, 2 round charge FTL 5, Energy 2 7 3 35 55 25c, 1 round charge FTL 7, Energy 4 10 3 67 70 50c, no charge time FTL 10, Energy 7 Effect of Damage: -1c speed per point of damage.</tt> The Combat drive is a larger, heavier, tougher version of the standard FTL drive. Although taking up more space, costing more, and requiring more crew, it has the advantage of a much faster charge time for retreat, and more resistance to being damaged. FTL Interdictor Level Slots Crew Cost Effect Requirements 2 1 9 4 Halts level 3 FTL in 1LY FTL 4, Scanning 4 4 1 15 9 Halts level 4 FTL in 2LY FTL 8, Scanning 6 6 2 21 19 Halts level 5 FTL in 4LY FTL 12, Scanning 8 8 2 27 39 Halts level 6 FTL in 6LY FTL 16, Scanning 10 10 2 33 85 Halts level 7 FTL in 8LY FTL 20, Scanning 12 Effect of Damage: -1 FTL level, -1Ly range The FTL Interdictor is a large generator capable of disrupting FTL travel in surrounding regions around the vessel. Unlike other modules, this one is not utilized during combat, requiring several hours to charge and consuming enough energy to make all but basic defense impossible. Typically, vessels with interdictors are given standing orders for years, blocking travel in and out of a system or sets of systems. In addition, a damaged interdictor cannot function at all until fully repaired. If an enemy vessel has a more powerful FTL engine than the interdictor can block, the vessel's speed is reduced as if the system had taken damage equal to the maximum level the inderdictor can stop. If a vessel is stopped by the interdictor, it halts FTL travel at the edge of the field for the remainder of the turn. If a halted ship continues through the field, it moves at 1c, struggling to move through the field at all. This message was last edited by the GM at 04:52, Tue 12 July 2011. | |||
Fabric of the Universe GM, 20 posts Fri 8 Jul 2011 at 16:51 |
Level Crew Cost Effect Requirements 1 0 4 +5HP,+1DT Manufacturing 1 2 0 6 +8HP,+1DT Manufacturing 2 3 0 9 +11HP,+2DT Manufacturing 3 4 0 13 +14HP,+2DT Manufacturing 4 5 0 18 +17HP,+3DT Manufacturing 5 6 0 24 +20HP,+3DT Manufacturing 6 7 0 31 +23HP,+4DT Manufacturing 7 8 0 39 +26HP,+4DT Manufacturing 8 9 0 48 +29HP,+5DT Manufacturing 9 10 0 58 +32HP,+5DT Manufacturing 10 Structural Integrity Modules, or SIMs, represent enhanced durability and redundancy measures installed into a vessel to make it more resistant to damage and destruction. These measures are distributed throughout the ship, and are not able to be damaged or disabled, nor do they count towards calculations for crew size, hull points, or slot allocation. A vessel may only have one SIM at a given level, purchasing multiple instances of the module does nothing. This message was last edited by the GM at 04:41, Tue 12 July 2011. | |||
Fabric of the Universe GM, 21 posts Fri 8 Jul 2011 at 17:42 |
Standard Weapons System Level Damage Slots Crew Cost Requirements 1 2d12 1 1 3 Weapons Tech 1 2 2d12+1 1 1 5 Weapons Tech 2 3 2d12+2 1 1 7 Weapons Tech 3 4 2d12+3 2 1 10 Weapons Tech 4 5 2d12+4 2 2 13 Weapons Tech 5 6 2d12+5 2 2 17 Weapons Tech 6 7 3d12 3 2 21 Weapons Tech 7 8 3d12+1 3 3 26 Weapons Tech 8 9 3d12+2 3 3 31 Weapons Tech 9 10 3d12+3 4 4 37 Weapons Tech 10 Effect of Damage: -1d6 to attack When purchasing a standard weapon system, the type of damage it deal must be selected. This determines its effectiveness against different types of defensive systems, as well as the technology required for construction. Name Strong Vs. Weak Vs. Tech Required Chemical Shields Resistance, Armor Biotech Laser Point Def. Shields, Insulators Energy Weaponry, Offensive Missile Resistance Point Def., Shields Mass Weaponry, Offensive Plasma Armor Insulators, Resistance Energy Weaponry, Offensive Projectile Insulators Armor, Point Def. Mass Weaponry, Offensive Damage types: Chemical- Chemical weapons are acids, viruses, bacteria, any organic-based material used as an offensive weapon. This is typically delivered via fragile capsules attached to missiles or simply shot at the target. Due to the organic nature of most of these weapons, they are particularly effective against shields. They are ineffective against resistors, which are especially designed to counter them, and armor, which it does not have the mass or energy to effectively penetrate. Laser- A tightly-focused beam of light, aimed and used as a weapon. This has the advantage of traveling at the speed of light, and its lack of mass makes it difficult to intercept or block. It is very good against point defense weaponry, as their systems are not designed to refract and block light. Shields, however, were, and lasers find it difficult to penetrate them. Insulators are also effective, as they can dissipate the heat generated by lasers with relative ease. Missile- An explosive or massive warhead perched on a guided rocket. Guidance systems make these very accurate, and they can pack massive amounts of explosive potential in their warheads. They tend to burn off and destroy resistors. Point defense counters them, as well as shields, which tend to short and detonate the warhead outside of its effective range. Plasma- A highly exited, very energetic material which is magnetically encapsulated and launched at the target. Unlike lasers, plasma weapons do damage both from the energy in the weapon as well as the mass of the weapon. This allows them to eat through armor; the heat weakens the armor, allowing the particulate matter to enter. However, insulators counter plasma weaponry, and resistance-type defenses also tend to do well against plasma. Projectile- A heavy mass shot at high velocities towards the target. It is simple, effective, and difficult to block or deflect. Projectile weapons also tend to be cheap and reliable. They tend to blow right through the lighter, less-dense material of insulators, but encounter heavy resistance from armor, and point defense weaponry typically can knock it off of course, mitigating its damage. Hangar Module Level Slots Crew Cost Effect Requirements 1 2 20 20* Deploys 2 fighter craft Manufacturing 3, Scanning 1 2 2 25 24* Deploys 4 fighter craft Manufacturing 4, Scanning 1 3 2 30 30* Deploys 5 fighter craft Manufacturing 5, Scanning 1 4 3 35 34* Deploys 7 fighter craft Manufacturing 5, Scanning 2 5 3 40 40* Deploys 10 fighter craft Manufacturing 6, Scanning 2 6 3 45 44* Deploys 12 fighter craft Manufacturing 7, Scanning 2 7 4 50 50* Deploys 15 fighter craft Manufacturing 7, Scanning 3 8 4 55 54* Deploys 17 fighter craft Manufacturing 8, Scanning 3 9 4 60 60* Deploys 20 fighter craft Manufacturing 9, Scanning 3 10 5 65 64* Deploys 22 fighter craft Manufacturing 9, Scanning 4 *Purchase cost of the fighter craft not included. Effect of Damage: lose 1 fighter in hangar. A hangar module is a large open space inside the ship, designed to store, service, and crew smaller support craft. This is a large dedication in crew and resources, but it prevents the ship from becoming directly involved in the combat, and is a significantly different style of warmaking than large vessel combat. All fighters attack on their parent vessel's attack action, and deal damage directly to the target vessel, minus the defense system's minimum roll (this can be countered better by some modules, but defense systems are too large to effectively counter fighter damage). On an attack action, an enemy vessel may target a number of fighters equal to the weapon's level. It rolls damage once, and distributes it amongst every fighter targeted. Armor is then subtracted, and hull points deducted, either damaging or destroying the fighter. Fighters can target and attack other fighters on a 1-to-1 ratio. Fighters take one action to deploy and one action to recall, and can be completely repaired (not built from scratch) on-board the parent vessel in one turn year. Fighters cannot attack the same turn they are deployed or recalled. Fighter Craft Name Cost Damage* Arm Hull Special Requirements Stinger I 2 1d6 0 3 None Weapon 1 Stinger II 5 1d6+1 1 5 None Weapon 2 Stinger III 8 1d6+2 2 7 None Weapon 3 Bomber I 5 1d6 1 2 +2vs. Capitol Weapon 2, Manuf. 2 Bomber II 8 1d6 3 3 +3vs. Capitol Weapon 3, Manuf. 4 Bomber III 11 1d6 3 4 +1d6vs. Capitol Weapon 4, Manuf. 6 Wraith I 10 1d6 0 1 Cloaked at 2 Weapon 1, Stealth 6 Wraith II 13 1d6+1 0 2 Cloaked at 4 Weapon 2, Stealth 7 Wraith III 16 1d6+2 0 3 Cloaked at 6 Weapon 3, Stealth 8 Hornet I 4 None 0 1 2d6 kamikaze Energy 2 Hornet II 6 None 0 1 3d6 kamikaze Energy 3 Hornet III 8 None 0 1 4d6 kamikaze Energy 4 Crone I 8 1d6 0 2 enemy sensors -1** Weapon 1, Stealth 2 Crone II 10 1d6+1 0 3 enemy sensors -2** Weapon 2, Stealth 3 Crone III 12 1d6+2 1 5 enemy sensors -3** Weapon 3, Stealth 4 * A fighter does typed damage, chosen at construction of the fighter. See the capitol ship weapons above for the specific weapons tech required. ** This effect is non-cumulative; three Crone Is still only reduce enemy sensor effectiveness by 1. Ram Level Slots Crew Cost Effect Requirements 1 1 0 15 -5 dmg from ramming Manufact. 3, M. Weaponry 1 2 1 0 18 -8 dmg from ramming Manufact. 4, M. Weaponry 2 3 1 0 21 -11 dmg from ramming Manufact. 5, M. Weaponry 3 4 2 1 24 -14 dmg from ramming Manufact. 6, M. Weaponry 4 5 2 1 27 -17 dmg from ramming Manufact. 7, M. Weaponry 5 6 2 1 30 -20 dmg from ramming Manufact. 8, M. Weaponry 6 7 3 2 33 -23 dmg from ramming Manufact. 9, M. Weaponry 7 8 3 2 36 -26 dmg from ramming Manufact. 10, M. Weaponry 8 9 3 2 39 -29 dmg from ramming Manufact. 11, M. Weaponry 9 10 4 3 42 -32 dmg from ramming Manufact. 12, M. Weaponry 10 Effect of Damage: -5 to damage prevented. A Ram is a thick prow of armor, with structural reinforcement, fitted to the front of a ship. This allows the vessel to ram other ships in combat with much lower risk to the vessel's structural integrity. It is an aggressive weapon, typically found on the ships of dedicated warmakers. AA Battery Level Damage Slots Crew Cost Special Requirements* 1 1d12 1 6 3 Targets fighters normally Weapon 1 2 1d12+1 1 8 5 Targets fighters normally Weapon 2 3 1d12+2 1 10 7 Targets fighters normally Weapon 3 4 1d12+3 1 12 10 Targets fighters normally Weapon 4 5 1d12+4 1 14 13 Targets fighters normally Weapon 5 6 1d12+5 1 16 17 Targets fighters normally Weapon 6 7 2d12 1 18 21 Targets fighters normally Weapon 7 8 2d12+1 1 20 26 Targets fighters normally Weapon 8 9 2d12+2 2 22 31 Targets fighters normally Weapon 9 10 2d12+3 2 24 37 Targets fighters normally Weapon 10 * This system does typed damage, chosen at construction. See the capitol ship weapons above for the specific weapons tech required. Effect of Damage: -1d6 to attack The AA Battery is a system of small weapon emplacements designed to combat and take down fighters. Although crew-intensive, the system is much more effective against small craft than their larger counterparts. This system can target a number of fighters per attack action equal to its level, and rolls full damage against each. If this system is used to attack a capitol ship, it deals half its rolled damage. This message was last edited by the GM at 04:39, Tue 12 July 2011. | |||
Fabric of the Universe GM, 22 posts Sat 9 Jul 2011 at 05:35 |
Primary Defense System Level Defense Slots Crew Cost Requirements 1 1d6 1 1 3 Defense Tech 1 2 1d6+1 1 1 5 Defense Tech 2 3 1d6+2 1 1 7 Defense Tech 3 4 2d6 2 2 10 Defense Tech 4 5 2d6+1 2 2 13 Defense Tech 5 6 2d6+2 2 3 17 Defense Tech 6 7 3d6 3 4 21 Defense Tech 7 8 3d6+1 3 5 26 Defense Tech 8 9 3d6+2 3 7 31 Defense Tech 9 10 4d6 4 9 37 Defense Tech 10 Effect of Damage: -1 to Defense rolls When purchasing a primary defense system, the type of system it is must be selected. This determines its effectiveness against different attacks, as well as the technology required to construct it. Name Strong Vs. Weak Vs. Tech Required Armor Projectile/Chemical Plasma Mass Weaponry, Defensive Insulators Plasma/Lasers Projectiles Energy Weaponry, Defensive Point Def. Missiles/Projectile Lasers Mass Weaponry, Defensive Resistance Chemical/Plasma Missiles Biotech Shields Lasers/Missiles Chemicals Energy Weaponry, Defensive Defense types: Armor- Heavy layers of metal or other dense material, designed to take damage instead of critical systems. It is simple and relatively cheap, and is a mainstay of most ships. Insulators- Thick layers of light material coupled with heat sinks and radiators, designed to mitigate damage from heat-based weapons. They work best against insubstantial attacks; they are too fragile to defend against mass attacks. Point Defense- systems of anti-missile guns, chaff weapons, and decoys which intelligently counter incoming attacks. They work best against materials; their methods are useless against light and heat. Resistance- Artificial antibodies, neutralizers, and non-reactive materials are the chief component of this defense. It is designed primarily against biological and chemical attacks, but its networks also work well against plasma damage. Shields- Energy-based defenses which consist of a field around the ship which either deflects or absorbs the damage from incoming attacks. While very effective, they can be a drain on power consumption. Fleet Shield Level Defense Slots Crew Cost Effect Requirements 1 1d6 2 5 9 +1 to fleet defense Energy Defense 5 3 2d6 3 10 30 +2 to fleet defense Energy Defense 8 5 3d6 4 20 63 +3 to fleet defense Energy Defense 11 7 4d6 5 45 111 +4 to fleet defense Energy Defense 14 Effect of Damage: -1 to defense rolls AND fleet bonus The fleet shield is a massive shield generator, able to expand and encompass an entire fleet of vessels. It operates for the ship it is mounted on as a standard shield defense system, but grants a constant bonus to every defense roll of every friendly vessel in the combat (including itself). Phalanx Defense System Level Defense Slots Crew Cost Effect Requirements 1 - 1 10 5 +2 defense/PDS Mass Defense 5 3 1d6 2 20 15 +3 defense/PDS Mass Defense 8 5 2d6 3 40 32 +4 defense/PDS Mass Defense 11 7 3d6 4 90 55 +5 defense/PDS Mass Defense 14 Effect of Damage: -1 to defense rolls The Phalanx Defense System, or PDS, is a system of communication and networking software designed to interlink the defense systems of several vessels. Every vessel in a fleet with a PDS receives a bonus to their defense equal to the number of other PDSs in the fleet. A PDS does nothing by itself, and the size of the PDS does not matter. For example, a fleet with two level 1 PDSs, and one level 7 PDS, would grant a +10 to defense for the vessel with the level 7, but only +4 to the two with level 1 PDSs. This message was last edited by the GM at 04:39, Tue 12 July 2011. | |||
Fabric of the Universe GM, 23 posts Mon 11 Jul 2011 at 20:38 |
All ships have a sensor rating equal to the Level of the highest level ship's sensors plus the operating species' Analytical trait. Additional Sensor Modules do not add to this number. A ship has a minimum sensor rating of 1. This sensor rating opposes an enemy ship's stealth rating to determine what can be determined about a target vessel. To determine what information is learned, consult the table below. Net Sensor Rating (Sensors-Stealth) Available Information ------------------------------------------------ -3 or lower Ship is invisible to sensors; can't be hit. -2 -2d6 to all attack/def rolls. -1 -1d6 to all attack/def rolls. 0 Determine ship's size and amount of damage on ship. 1 Determine cargo capacity and contents. 2 Determine energy core level. 3 Determine FTL engine level. 4 Determine power of weapon systems on ship. 5 Determine power of defensive systems on ship. 6 Determine enemy net sensor rating. 7 Determine presence and level of other modules. 8 +1d6 to all attack/def rolls. 9 +2d6 to all attack/def rolls. 10 or higher -2d6 to enemy attack/def rolls vs. this ship. Some sensors have particular bonuses or special effects, listed in their own description. Basic Sensors Level Slots Crew Cost Range Special Requirements 1 1 4 3 - None Scanning 1 2 1 4 5 - None Scanning 2 3 1 5 7 - None Scanning 3 4 2 5 10 - None Scanning 4 5 2 5 13 - None Scanning 5 6 2 6 17 - None Scanning 6 7 3 6 21 - None Scanning 7 8 3 7 26 - None Scanning 8 9 3 8 31 - None Scanning 9 10 4 8 37 - None Scanning 10 Effect of Damage: -1 to sensor rating These sensors are a basic suite of close-range sensors, able to determine basic tactical information and planetary data within one light-year of the ship (the square it is in). It is the most basic, general purpose of the sensor arrays, and provides no particular bonuses. Bio-Sensors Level Slots Crew Cost Range Special Requirements 1 1 6 7 - Determine biosphere Scanning 1, Biotech 1 2 1 6 10 - above Scanning 2, Biotech 1 3 1 7 13 1ly +Detect Chem. Weap. @NSR 1 Scanning 3, Biotech 2 4 2 8 17 1ly +Determine crew size @NSR 2 Scanning 4, Biotech 2 5 2 8 21 2ly above Scanning 5, Biotech 3 6 2 9 26 2ly +Determine species at NSR 4 Scanning 6, Biotech 3 7 3 10 31 3ly +Planet Species and Pop. Scanning 7, Biotech 4 8 3 10 37 3ly above Scanning 8, Biotech 4 Effect of Damage: -1 to sensor rating Bio-Sensors are specifically calibrated to sense life forms and other organic materials. They are not as effective at sensing other objects, and receive a -1 to its rating when used to calculate the ship's Net Sensor Rating. Combat Sensors Level Slots Crew Cost Range Special Requirements 4 1 7 15 - +1 to attack Scanning 5 7 2 8 26 - +2 to attack/defense Scanning 8 10 3 10 42 - +2 to attack/defense Scanning 11 Effect of Damage: -1 to granted bonuses Combat sensors are designed to be used in conjunction with the tactical systems of a ship, calibrated to more effectively place fire and mitigate incoming attacks. They suffer a -3 penalty when used to calculate the ship's Net Sensor Rating. Scanners Level Slots Crew Cost Range Special Requirements 1 1 3 2 2ly None Scanning 3 2 1 3 3 2ly None Scanning 4 3 2 4 4 2ly None Scanning 5 4 2 8 6 3ly None Scanning 6, Espionage 2 5 2 10 9 3ly None Scanning 7, Espionage 3 6 2 11 13 3ly None Scanning 8, Espionage 4 7 3 13 18 4ly None Scanning 9, Espionage 5 8 3 14 26 4ly None Scanning 10, Espionage 6 9 3 16 40 5ly None Scanning 11, Espionage 7 10 3 17 57 6ly None Scanning 12, Espionage 8 Effect of Damage: -1 to sensor rating, -2ly to range Scanners are a long range version of the sensors system, able to detect and scan at incredible ranges. Unfortunately, they sacrifice short-range resolution for that range; they cannot be used to scan anything within the same square as the vessel (this includes combat situations). Stealth-Penetrating Sweep Scanners Level Slots Crew Cost Range Special Requirements 1 1 3 3 - +1 vs. Cloak Scan. 1, Espionage 2, Stealth 3 2 1 4 6 - +2 vs. Cloak Scan. 3, Espionage 4, Stealth 4 3 1 10 13 - +3 vs. Cloak Scan. 5, Espionage 6, Stealth 5 4 2 13 27 - +4 vs. Cloak Scan. 7, Espionage 8, Stealth 6 5 2 16 60 - +5 vs. Cloak Scan. 9, Espionage 10, Stealth 7 Effect of Damage: -1 to cloak bonus, sensor rating Stealth-penetrating sweeps are designed to specifically counter cloaking devices, and are effective to penetrate their stealth systems. Stealth System Basic Sensors Level Slots Crew Cost Range Special Requirements 1 1 6 3 - See Description Stealth 1 2 1 6 5 - See Description Stealth 2 3 1 7 7 - See Description Stealth 3 4 2 7 10 - See Description Stealth 4 5 2 8 13 - See Description Stealth 5 6 2 8 17 - See Description Stealth 6 7 3 8 21 - See Description Stealth 7 8 3 9 26 - See Description Stealth 8 9 3 10 31 - See Description Stealth 9 10 4 10 37 - See Description Stealth 10 Stealth systems overcome and defeat enemy sensors, allowing a ship to maintain secrecy and covertness while in combat and close range. A ship's stealth rating is equal to the level of their stealth modules (unlike sensors, additional stealth systems count as half their level) plus their Insight trait. Unlike sensors, a ship's stealth rating can be 0. If an entire fleet, when it engages, has stealth on the entire enemy fleet (causes a net sensor rating of 0 or lower), they receive a surprise round. The effects of this surprise round is detailed in the Ship vs. Ship section of Combat. This message was last edited by the GM at 04:37, Tue 12 July 2011. | |||
Fabric of the Universe GM, 24 posts Tue 12 Jul 2011 at 04:34 |
When a level of a cargo module is damaged, any cargo or passengers above the new maximum capacity are destroyed, and any additional occupancy has a 50% chance of being destroyed or killed as well. Disabling a cargo module destroys/kills everything inside of it. Passenger Cabins Level Slots Crew Cost Capacity Requirements 1 1 1 1 1 passenger None 2 1 1 3 2 passengers None 3 2 1 5 3 passengers None 4 2 1 7 5 passengers Manufacturing 1 5 3 2 10 7 passengers Manufacturing 1 6 3 2 13 9 passengers Manufacturing 1 7 4 2 16 12 passengers Manufacturing 2 8 5 3 20 15 passengers Manufacturing 2 9 5 3 24 18 passengers Manufacturing 2 10 6 3 28 22 passengers Manufacturing 3 Effect of Damage: -2 passenger capacity Passenger cabins are areas of the ship designed to house and support non-crew lifeforms aboard the vessel. They are largely self-contained, and take no drain off of life support systems. These rooms are comfortable and spacious, suitable for all manner of passenger with little to no modification. Cargo Compartments Level Slots Crew Cost Capacity Requirements 1 1 1 1 5 units cargo None 2 1 1 3 10 units cargo None 3 2 1 5 15 units cargo None 4 2 1 7 25 units cargo Manufacturing 1 5 3 2 10 35 units cargo Manufacturing 1 6 3 2 13 45 units cargo Manufacturing 1 7 4 2 16 60 units cargo Manufacturing 2 8 5 3 20 75 units cargo Manufacturing 2 9 5 3 24 90 units cargo Manufacturing 2 10 6 3 28 110 units cargo Manufacturing 3 Effect of Damage: -10 cargo capacity Cargo Compartments are large, climate-controlled areas of the vessel designed to handle and store bulk cargo. They are largely self-contained, sometimes even simply bolted onto the main frame of the ship. They come able to hold any number of objects safely. Blended Units Level Slots Crew Cost Capacity Requirements 1 1 1 1 1 pass., 2 cargo Manufacturing 1 2 1 1 3 1 pass., 3 cargo Manufacturing 1 3 1 1 5 2 pass., 3 cargo Manufacturing 1 Effect of Damage: -2 cargo capacity, -1 passenger capacity Blended units are a mixture of passenger and cargo modules, designed for small ships that require storage of both types of cargo; live and inert. Larger levels can be extrapolated, but it is never as efficient as simply purchasing separate cargo compartments and passenger cabins. Capture Hangar Level Slots Crew Cost Capacity Requirements 1 8 20 21 size 10 vessel Manufacturing 3 2 8 22 23 size 12 vessel Manufacturing 3 3 9 25 25 size 14 vessel Manufacturing 4 4 9 27 27 size 16 vessel Manufacturing 4 5 10 30 30 size 18 vessel Manufacturing 5 6 10 32 33 size 20 vessel Manufacturing 5 7 11 35 36 size 22 vessel Manufacturing 6 8 11 37 40 size 24 vessel Manufacturing 6 9 12 40 44 size 26 vessel Manufacturing 7 10 12 42 48 size 28 vessel Manufacturing 7 Effect of Damage: -3 to maximum size, 20% to destroy captured vessel A Capture hangar is a large opening on the bottom of a ship, allowing it to closely tether and dock with another ship, moving it around as if it were a piece of cargo. The captured vessel must either be willing to tether, disabled, or abandoned for the docking to succeed. This allows a civilization to tow irreparably broken vessels to a dock, move ships without a crew, or ferry vessels further than they would otherwise reach. This message was last edited by the GM at 04:36, Tue 12 July 2011. | |||
Fabric of the Universe GM, 25 posts Tue 12 Jul 2011 at 04:35 |
Level Slots Crew Cost Effect Requirements 1 1 -10 8 -5 Crew Energy 7, Sci.Mthd. 5 2 1 -15 12 -6 Crew Energy 7, Sci.Mthd. 6 3 1 -20 18 -8 Crew Energy 8, Sci.Mthd. 7 4 2 -25 26 -11 Crew Energy 8, Sci.Mthd. 8 5 2 -35 36 -15 Crew Energy 9, Sci.Mthd. 9 6 2 -45 48 +1 DT, -20 Crew Energy 9, Sci.Mthd. 10 7 3 -65 62 +1 DT, -26 Crew Energy 10, Sci.Mthd. 11 8 3 -85 78 +1 DT, -33 Crew Energy 10, Sci.Mthd. 12 9 3 -100 96 +1 DT, -41 Crew Energy 11, Sci.Mthd. 13 10 4 -130 116 +1 DT, -50 Crew Energy 11, Sci.Mthd. 14 An AI module houses a powerful artificial intelligence core, and represents distributed automation throughout the ship. This has the result of significantly reducing both the recommended and skeleton crew requirements. The more advanced modules allow for a vessel to execute more commands in a given amount of time, and some ships have been designed to work completely independently. The AI Core reduces maximum, minimum, and skeleton crew by the listed amount. If an AI module reduces a vessel's standard crew complement to 0, the ship is automated, and requires no crew to operate. If an AI module reduces the skeleton crew to 0, the ship has an automated return feature; in the event of a lack of crew, the ship moves at maximum speed to the nearest friendly system. Multiple AI modules can be installed for the sake of redundancy. If more than one separate module is installed, every AI module operates as if it were half the level it actually is. Cloaking Device Level Slots Crew Cost Effect Requirements 1 3 11 12 Cloaks @ 2 NSR Scanning 4, Stealth 4 2 3 12 15 Cloaks @ 3 NSR Scanning 4, Stealth 5 3 4 13 21 Cloaks @ 4 NSR Scanning 5, Stealth 5 4 4 14 30 Cloaks @ 5 NSR Scanning 5, Stealth 6, Espionage 1 5 5 15 39 Cloaks @ 6 NSR Scanning 6, Stealth 6, Espionage 1 6 5 16 51 Cloaks @ 7 NSR Scanning 6, Stealth 7, Espionage 1 7 6 17 63 Cloaks @ 8 NSR Scanning 7, Stealth 7, Espionage 2 8 6 18 78 Cloaks @ 9 NSR Scanning 7, Stealth 8, Espionage 2 9 7 19 93 Cloaks @ 10 NSR Scanning 8, Stealth 8, Espionage 2 10 7 20 101 Cloaks @ 11 NSR Scanning 8, Stealth 9, Espionage 3 A cloaking module is a device which channels tremendous amounts of power, with the effect of making the ship much more difficult to observe via sensors and optical scans. When activated, this module makes the ship invisible to enemy ships. Keeping the cloak takes an action every turn it stays up, and a cloaked ship cannot attack or defend. Sensors of a high enough level can penetrate the cloak; and the effectiveness of the cloak is listed in the module's description. An enemy's effective sensor rating must be higher than the listed number to penetrate the cloak. Damage Repair Network Level Slots Crew Cost Effect Requirements 1 3 9 12 +1 hp, 1 Level/Turn Manufacturing 5, Biotech 1 2 4 12 15 +1 hp, 3 Levels/Turn Manufacturing 5, Biotech 2 3 5 15 21 +2 hp, 5 Levels/Turn Manufacturing 6, Biotech 2 4 5 18 30 +2 hp, 7 Levels/Turn Manufacturing 6, Biotech 3 5 6 21 39 +3 hp, 9 Levels/Turn* Manufacturing 7, Biotech 3 6 6 25 51 +3 hp, 11 Levels/Turn Manufacturing 7, Biotech 4 7 6 29 63 +4 hp, 13 Levels/Turn Manufacturing 8, Biotech 4 8 7 36 78 +4 hp, 15 Levels/Turn Manufacturing 8, Biotech 5 9 7 41 93 +5 hp, 17 Levels/Turn Manufacturing 9, Biotech 5 10 7 46 101 +5 hp, 19 Levels/Turn** Manufacturing 9, Biotech 6 The damage repair module is a complex fusion of organic and nano-scale repair and fabrication systems, designed to quickly and effectively repair and mitigate damage done during combat. Every turn in combat, the vessel repairs the listed number of hp (this has the side-benefit of the ship completely repairing its hp between combats). In addition, by spending a turn in orbit around a planet, the vessel repairs the listed number of levels of damage done to modules in the vessel. *A fifth level or higher damage repair module has developed enough fabrication equipment to sustain its crew indefinitely. By spending an action around a life-supporting planet (one with a non-barren biosphere), the vessel's range is completely replenished. **A tenth level or higher damage repair module is able to sustain multiple vessels. By spending a turn around a life-supporting planet, the module can replenish itself, plus a number of additional ships equal to the level of the module -9. Decoy Drones Level Slots Crew Cost Effect Requirements 1 1 10 8 5% Miss Chance Energy 5, Manufacturing 5 2 1 14 11 8% Miss Chance Energy 6, Manufacturing 5 3 2 18 14 12% Miss Chance Energy 6, Manufacturing 6 4 2 22 17 17% Miss Chance Energy 7, Manufacturing 6 5 3 26 20 23% Miss Chance Energy 7, Manufacturing 7 6 3 30 23 30% Miss Chance Energy 8, Manufacturing 7 7 4 32 26 38% Miss Chance Energy 8, Manufacturing 8 8 4 34 29 47% Miss Chance Energy 9, Manufacturing 8 9 5 36 32 57% Miss Chance Energy 9, Manufacturing 9 10 5 38 35 68% Miss Chance Energy 10, Manufacturing 9 The decoy module manufactures and deploys mines designed to confuse enemy targeting systems, mistaking the mines for a copy of the vessel. The more advanced the system, the more effective the system is at averting and confusing the attack. Each level gives every incoming attack a percent chance to miss the vessel, as listed above. Deploying a decoy mine takes one action, and once the mine successfully diverts an attack, it is hit and destroyed. A decoy system can only have one mine deployed at once. Defense Coordination System Level Slots Crew Cost Effect Requirements 1 1 5 6 +1d6 def Mass AND Energy Defense 3 4 2 7 20 +2d6 def Mass AND Energy Defense 6 7 3 12 42 +3d6 def Mass AND Energy Defense 9 10 4 20 74 +4d6 def Mass AND Energy Defense 12 The defense coordination module, or DCM, is a module which more firmly interlinks the defense systems with sensors and command areas of the ship, providing a bonus to defense. Unlike most other modules, multiple instances of the module provide no additional bonuses. Fire-Control System Level Slots Crew Cost Effect Requirements 3 2 6 14 +1d6 dmg Mass AND Energy Weapons 5 6 4 10 34 +2d6 dmg Mass AND Energy Weapons 8 9 6 17 62 +3d6 dmg, dbl. attack Mass AND Energy Weapons 11 The Fire-Control module is a control and coordination center for the offensive sections of the ship, allowing it to make more effective and deadly attacks with existing weaponry. The more advanced the system, the more effective it is at coordinating attacks. Unlike most other modules, multiple instances of the module provide no additional bonuses. At ninth level, the module allows the vessel to attack with both of its weapons systems in a round, if it possesses two. This message was last edited by the GM at 05:10, Tue 12 July 2011. | |||
Fabric of the Universe GM, 26 posts Tue 12 Jul 2011 at 22:14 |
--(Ship Name)-------------------------------Supply Remaining: XX Yrs. ------------ --(Class Name)----(Fleet Role)---------------------------------------------------- Core: 0000000000 HP: XXX DT: XXX 3/4: XX 1/2: XX 1/4: XX Life Support X/X FTL X/X Sensors X/X Cargo X/X Life1: 0000000000 FTL1: 0000000000 Sense1: 0000000000 Cargo1: 0000000000 Life2: 0000000000 FTL2: 0000000000 Sense2: 0000000000 Cargo2: 0000000000 Miscellaneous X/X CREW: XXX/XXX Misc1: 0000000000 Misc2: 0000000000 Max : XXX Misc3: 0000000000 Misc4: 0000000000 Min(-4) : XX Misc5: 0000000000 Misc6: 0000000000 Skeleton: X WEAPONS SYSTEMS X/X DEFENSE SYSTEM X/X Level: 0000000000 Level: 0000000000 Level : 0000000000 Attk : XdY+Z Attk : XdY+Z Defense: XdY+Z Type : Type : Type : PASSENGER CAP. XX/XX CARGO CAP. XX/XX Speed : Xc Size: XX -Type, Number -Type, Amount Range : Xyrs Cost: XXX -Type, Number -Type, Amount Scan R.: Xly Upkeep: XXX ---------------------------------------------------------------------------------- This message was last edited by the GM at 00:08, Wed 13 July 2011. | |||
Fabric of the Universe GM, 27 posts Wed 13 Jul 2011 at 00:13 |
Crew Size: Minimum crew size is determined by adding the crew requirements of all modules on-board the ship, then subtracting the empire's Focus and Unity scores. Maximum crew size is determined by the amount granted by life support, plus the empire's Hardiness and Philosophical scores. Skeleton crew is equal to 1/(Reflexes), so a ship built by an empire with a reflex score of 5 would have a skeleton crew size one fifth that of it's minimum crew size. Excepting the negatives granted by AI cores, a ship's minimum or maximum crew can not be less than one. Skeleton crew size is, at most, one-half of the ship's minimum complement. None of these scores can ever be less than zero. A ship with crew between its maximum and minimum operates as normal. A crew complement below minimum, but above skeleton operates at a reduced efficiency; all modules (excepting the Core) operate as if they had two points of damage on them, to a minimum of 1 remaining point. Damage: Assuming the vessel has at least one weapons system, the vessel receives a damage bonus equal to the operating species' Insight and Aggressive scores. Damage Threshold: A ship's initial damage threshold is equal to your empire's Hardiness cultural trait plus your empire's manufacturing technology level. Defense: Assuming the vessel has at least one defensive system, the vessel receives a defense bonus equal to the operating species' Reflex and Stubborn scores. Hull Points: A vessel receives a number of initial hull points equal to an empire's Strength and Stubborn scores. This is calculated when the vessel is built, and does not change when the empire's scores change. In addition, a ship receives one additional hull point per level of module in the ship. Range: A ship's base range is measured in years, and is equal to 1 plus the empire's Hardiness and Philosophical scores. Life support adds to this number, though other modules may effect this as well. Should a vessel not visit a friendly planet before its range is exhausted, half of its crew will die the following round. The round after that, the remainder of the crew on-board the vessel will perish. For example, a ship with a range of 5 years that does not visit a friendly planet will lose half of its crew at the beginning of the sixth turn, and the remainder on the beginning of the seventh. Size: A ship's size is equal to the number of levels of modules the ship has, plus the ship's number of SIMs. Upkeep: This number is the cost, in EP, of maintaining a vessel for operation. It is equal to 5 times the size of the ship in EP, plus 1 EP per ten (maximum)crew. An empire's Greedy score provides a bonus of 1 EP for size, and 1 crew per EP. For example, an empire with a Greedy score of 4 would pay 2 times the size of the ship in EP, and 1 EP per 14 crew. |
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