Ships, Weapons, and You
Posted: Mon Mar 10, 2014 2:00 pm
Noting we lack a classification system for weapons and to a degree ships, I made this.
The stuff here is a generalization. It's meant to allow such things as , eg., Strigiforme ship and a NeoRoman ship, very different vessels, a means to RP a fight fairly. GMs are encouraged to make alterations or exceptions to these rules to fit their scenario better.
//Ship Based Weapons//
/Ship to Ship:
-Alpha type battery. A long range and standard damage weapon array. Most accurate weapon, but loses effectiveness at short range.
-Bravo type battery. A short range but very powerful weapon, it will melt face, but hitting anything at something other than short range is like angrily spraying a water hose at a tank. Most damaging standard weapon.
-Charlie type battery. A balance, this weapons array combines both middling range and decent damage. Not the best at anything, but cheap and effective.
-[Specialized] Delta type battery. A shotgun-like weapon that will spray fire towards nearby targets, and is mainly used as point defense of a sort. Due to the massive inaccuracy, it is normally reserved for antifighter duty, though it works very well against large ships at point blank range.
X class. Adding the X designator to a weapon indicates it is intended for Capital Ships.
XL weapons are intended for very large vessels.
Superweapons. These can crack planets, oneshot ships, and wreck space stations, but often have an incredibly low rate of fire, or are prohibitively expensive to build. Often limited by treaty.
[Specialized] Drop Pods. These are used to deploy infantry and armored vehicles from space to a planet without the need for dropships.
/Point Defense and Active Defenses
-PD battery. A small, gatling style weapon firing large amounts of pain at incoming strike craft. Accurate, but tends to do plink damage against anything larger than a corvette or pinnance.
-Flak battery. Fills space with explosions and fire, tearing small craft to shreds. Limited range, and is projectile type.
-Reactive Armor. If a missile or other large projectile comes close, the armor will project a shield very close to the hull to deflect most of the impact or blast. Very expensive.
-Electronic CounterMeasures. Playing merry hob with enemy sensors and targeting, mainly causing them to miss. Fairly cheap, but not always reliable.
-Interceptors. Specialized fightercraft that move quickly and pack tons of heat, but will fall apart if you look at them funny. Require hangar space, as well as pi, ots and maintenance.
/Ship Armors and Passive Defenses
-Armor. A layer of metal or other material over the hull of the vessel, intended to take the hits instead of the ship.
-Ablative armor. Same as above, but will melt or chip away, trading the armor for defense.
-Hard Shields: Incredibly hard to penetrate, and high regenerative power, but once down, it's almost impossible to bring back up. Expensive.
-Regenerative shields: These shields regenerate rather quickly, but is not as strong as most shields. Once down, it isn't too hard to bring back up. Moderately expensive.
-Layered Shields: Multiple shield generators allow for shield redundancy. When the first shield falls, the second comes up and replaces it nearly instantly. As a consequence, regenerative power is limited, and bringing up the first shield again will take a while.
-Repulsive shields: Shield that reflects weapons fire. Very strong and quick to bring up, but regeneration is very limited.
Normal shields: Moderate in all capacities.
//Ship Types// Smallest to Largest
Strike Craft. Any type of small single ship that operates from a larger vessel.
Pinnance and Corvette. Small, fast, lightly armed and armored, these vessels often serve as scouts or antifighter craft. Mounts Point Defenses only.
Frigate. Fairly small, maneuverable, and quick, with light weapons and armor. Serves as antifighter, anticorvette and hit-and-run roles. Mounts Charlie class or Point Defense weapons.
Destroyer. A frigate hull, with more powerful weapons. Mounts all weapons except X type.
/Capital Ships
Cruiser. A mid size hull, powerful weapons and armor, and moderate speed. The backbone of many a fleet.
Battlecruiser. A cruiser hull with XL weapons.
Battleship. A large vessel, with heavy armor, many weapon emplacements, and possibly hangars and drop pods. Slow, and not overly maneuverable.
Carrier and Supercarrier. Point Defense only, but carry a large number of strike craft and are well armored.
Dreadnought and Superdreadnought. Massive ships, very slow, and take a long time to maneuver. Extremely difficult to destroy, and are capable of laying siege to a planet on their own. Often serve as command ships. Superdreadnoughts serve as planetary assault ships.
Titan. Essentially a mobile space station. The only vessels capable of mounting Superweapons, or Doomsday Weapons.
The stuff here is a generalization. It's meant to allow such things as , eg., Strigiforme ship and a NeoRoman ship, very different vessels, a means to RP a fight fairly. GMs are encouraged to make alterations or exceptions to these rules to fit their scenario better.
//Ship Based Weapons//
/Ship to Ship:
-Alpha type battery. A long range and standard damage weapon array. Most accurate weapon, but loses effectiveness at short range.
-Bravo type battery. A short range but very powerful weapon, it will melt face, but hitting anything at something other than short range is like angrily spraying a water hose at a tank. Most damaging standard weapon.
-Charlie type battery. A balance, this weapons array combines both middling range and decent damage. Not the best at anything, but cheap and effective.
-[Specialized] Delta type battery. A shotgun-like weapon that will spray fire towards nearby targets, and is mainly used as point defense of a sort. Due to the massive inaccuracy, it is normally reserved for antifighter duty, though it works very well against large ships at point blank range.
X class. Adding the X designator to a weapon indicates it is intended for Capital Ships.
XL weapons are intended for very large vessels.
Superweapons. These can crack planets, oneshot ships, and wreck space stations, but often have an incredibly low rate of fire, or are prohibitively expensive to build. Often limited by treaty.
[Specialized] Drop Pods. These are used to deploy infantry and armored vehicles from space to a planet without the need for dropships.
/Point Defense and Active Defenses
-PD battery. A small, gatling style weapon firing large amounts of pain at incoming strike craft. Accurate, but tends to do plink damage against anything larger than a corvette or pinnance.
-Flak battery. Fills space with explosions and fire, tearing small craft to shreds. Limited range, and is projectile type.
-Reactive Armor. If a missile or other large projectile comes close, the armor will project a shield very close to the hull to deflect most of the impact or blast. Very expensive.
-Electronic CounterMeasures. Playing merry hob with enemy sensors and targeting, mainly causing them to miss. Fairly cheap, but not always reliable.
-Interceptors. Specialized fightercraft that move quickly and pack tons of heat, but will fall apart if you look at them funny. Require hangar space, as well as pi, ots and maintenance.
/Ship Armors and Passive Defenses
-Armor. A layer of metal or other material over the hull of the vessel, intended to take the hits instead of the ship.
-Ablative armor. Same as above, but will melt or chip away, trading the armor for defense.
-Hard Shields: Incredibly hard to penetrate, and high regenerative power, but once down, it's almost impossible to bring back up. Expensive.
-Regenerative shields: These shields regenerate rather quickly, but is not as strong as most shields. Once down, it isn't too hard to bring back up. Moderately expensive.
-Layered Shields: Multiple shield generators allow for shield redundancy. When the first shield falls, the second comes up and replaces it nearly instantly. As a consequence, regenerative power is limited, and bringing up the first shield again will take a while.
-Repulsive shields: Shield that reflects weapons fire. Very strong and quick to bring up, but regeneration is very limited.
Normal shields: Moderate in all capacities.
//Ship Types// Smallest to Largest
Strike Craft. Any type of small single ship that operates from a larger vessel.
Pinnance and Corvette. Small, fast, lightly armed and armored, these vessels often serve as scouts or antifighter craft. Mounts Point Defenses only.
Frigate. Fairly small, maneuverable, and quick, with light weapons and armor. Serves as antifighter, anticorvette and hit-and-run roles. Mounts Charlie class or Point Defense weapons.
Destroyer. A frigate hull, with more powerful weapons. Mounts all weapons except X type.
/Capital Ships
Cruiser. A mid size hull, powerful weapons and armor, and moderate speed. The backbone of many a fleet.
Battlecruiser. A cruiser hull with XL weapons.
Battleship. A large vessel, with heavy armor, many weapon emplacements, and possibly hangars and drop pods. Slow, and not overly maneuverable.
Carrier and Supercarrier. Point Defense only, but carry a large number of strike craft and are well armored.
Dreadnought and Superdreadnought. Massive ships, very slow, and take a long time to maneuver. Extremely difficult to destroy, and are capable of laying siege to a planet on their own. Often serve as command ships. Superdreadnoughts serve as planetary assault ships.
Titan. Essentially a mobile space station. The only vessels capable of mounting Superweapons, or Doomsday Weapons.