xplodingbrain

Airship - Upgrade List

Jan 11th, 2016
235
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.18 KB | None | 0 0
  1. VISUAL GUIDE - http://i.imgur.com/4dYGMD5.png
  2.  
  3. Table of Contents (CTRL + F the Bracket ID)
  4. [[00asu1]] Hauling
  5. [[00asu2]] Crew/Ship
  6. [[00asu3a]] Tactical Ordinance
  7. [[00asu3b]] Kinetic Ordinance
  8. [[00asu3c]] Arcane Ordinance
  9. [[00asu4]] Engine
  10. [[00asu5]] Armor
  11.  
  12. ===
  13.  
  14. [[00asu1]][[Hauling]]
  15.  
  16. Upgrades that affect your ability to transport cargo of various kinds
  17.  
  18. >Cable Ties (Base)
  19. Allows securing of small, medium, and large cargo. Prevents loss in the event of turbulence. Remember to check the straps.
  20.  
  21. >Fulton Receiver/ Air Drop Mechanism
  22. A combo feature that allows the ship to recover items from ground teams or patrons without ever touching down, as well as drop packages from a safe distance up. Includes tracking and targeting crystals free of charge.
  23.  
  24. >Heated/Cooled Storage
  25. Enables the ship to transport perishables and sensitive items easily. Guaranteed to keep the product fresh.
  26.  
  27. >Hidden Storage Area
  28. Allows the crew to hide both passengers and cargo within the ship’s walls via flatspace magic. Does not compromise ship integrity, amazingly enough.
  29.  
  30. >Magical Gripper/Magic Proof Containers
  31. Allows the crew to transport even the most volatile, dangerous, and destructive items without worry. The included magical gripper answers the age old question of,” How will you get it into the box?” Additionally, the magical gripper comes with certified 'kung-fu' grip.
  32.  
  33. >Supply Chutes/Comms Systems
  34. Allows the crew to pass ordinance, weapons, and each other around the ship expediently. The improved infrastructure of the ship also allows you to send messages and small packages around to different members near instantaneously. This extends to ordinance, making in combat weapon swapping much quicker.
  35.  
  36.  
  37. [[00asu2]][[Crew/Ship]]
  38.  
  39. Upgrades that improve quality of life on the ship overall, as well as some combat options
  40.  
  41. >Barracks + Brig (Base)
  42. Sleeping and Recreational arrangements for the crew as well as a prison. Very homey.
  43.  
  44. >Boarding Equipment
  45. Allows the not so flight capable members of the crew board enemy airships in combat, provided you can stay close enough to them. Includes harpoons, cabling, and weapons.
  46.  
  47. >Critical Shields
  48. Runic enchantments that activate passively to stop attacks from harming the ship for a brief amount of time. Takes a long time to recharge. Use sparingly.
  49.  
  50. >Engineering Deck
  51. Allows the engineers in your crew to make on the spot repairs instantaneously as well as enable you to upgrade or reinstall features on the airship at any time.
  52.  
  53. >Mana Lifelines
  54. Allows the crew to move free without fear of falling to their deaths through a constant spell that keeps them tethered to the ship.
  55.  
  56. >Small Arm Emplacements
  57. Allows the crew to arm themselves with long range weapons as well as defend the ship from incoming boarders with ease.
  58.  
  59.  
  60. [[00asu3a]] [[Tactical Ordinance]]
  61.  
  62. Shots that the main cannons of the ship can fire to produce odd effects.
  63.  
  64. >Silver Plume Grenades (Base)
  65. These explode in a dense cloud of smoke, lined with minute amounts of spellsteel. Nicknamed ‘Silver Plume” the smoke produced by these grenades is very sensitive to magical attacks and will conduct their effects tenfold within the smoke’s coverage after they have had time to oxidize. Upon detonation, the cloud clears. Can also be used to obscure one’s position
  66.  
  67. >Acid Canisters
  68. Jars filled with a highly corrosive acid. Very potent on surface damage, but they lack any serious penetrative qualities
  69.  
  70. >Glueshot
  71. A gunky mess that can really stick it to the enemy. Also incredibly flammable. Works wonders at stopping ships from fighting or moving effectively.
  72.  
  73. >Hive Grenade
  74. An experimental round that deposits a small group of ravenous creatures onto a target ship that propagate and overwhelm the crew over a period of time. Aim for the food stores to ensure success
  75.  
  76. >Poison Gas Emitters
  77. A series of canisters that can be loaded into cannons to cause the spread and creation of noxious and toxic gases that hang in the air for a good while. WARNING: Harmful to the environment!
  78.  
  79. >Tracking Dart
  80. A magical spike that when lodged into a target allows you to target them with any Ordinance with ease. Also allows you to track their position. Additionally, the round is silent.
  81.  
  82.  
  83.  
  84.  
  85. [[00asu3b]] [[Kinetic Ordinance]]
  86.  
  87. Ordinance that uses physical impacts or explosives to deal damage. A mainstay of airship combat
  88.  
  89. >Round Shot (Base)
  90. A standard round cannonball that can be loaded into any cannon on the ship. Produces a heavy impact and has moderate penetrative qualities. Aim for critical components
  91.  
  92. >Concussive Shot
  93. A specialized round that is intended to burst midair and produce a powerful shockwave and a blinding flash upon detitnation. Can be used to scatter enemy combatants or cause damage to sensitive components that are ill-shielded.
  94.  
  95. >Grapeshot
  96. A round specifically used against soft targets. It consists of a canister loaded with small iron balls that effectively creates an airship shotgun. Use at closer ranges for maximum effectiveness
  97.  
  98. >Paintshot
  99. A round loaded with sticky, quick drying paint to mark targets or obscure their vision. Comes in 16 designer colors!
  100.  
  101. >Pile Bunker
  102. A close range explosive pike mounted to the ship’s bow. Can only be used when ramming an enemy target. Results in a powerful explosion, capable of ripping another ship clean in two. Though good luck landing it on any cognizant opponent.
  103.  
  104. >Sabot Shot
  105. A spear-like round that rips through enemy armor with ease. Unfortunately, the round’s design makes its overall destructive power pale in comparison to practically any other ordinance.
  106.  
  107.  
  108. [[00asu3c]] [[Arcane Ordinance]]
  109.  
  110. Ordinance that defies conventional Airship combat.
  111.  
  112. >Dragon’s Breath (Base)
  113. Summons whorls of flame that fly towards the enemy ship. Target ropes, personnel, or powder stores for the best effect. Their power decreases with range.
  114.  
  115. >Nitrous Wind
  116. Summons a blast of freezing water that can encase enemy ships and personnel in ice. Target mechanical components for maximum effectiveness. Power decreases the closer you are to the target.
  117.  
  118. >Personnel Cannon
  119. No, that isn't a mistake. A slight modification to the magical cannon’s launch sigils enables you to load crew members or passengers into the cannon. When fired, the target will be momentarily wreathed in a magical barrier, turning them into a living projectile. Has moderate armor piercing capabilities.
  120.  
  121. >Sandman Charge
  122. Summon a cloud of dust that induces sleep upon enemy combatants. Less effective the lower you are compared to the target. Success chance decreases the more riled up the enemy is.
  123.  
  124. >Seeker Bolt Array
  125. A magical spire that when struck by your crew, produces small, homing, magic missiles that seek out enemy personnel. More effective when more crewmembers are manning the array.
  126.  
  127. >Tesla Spears
  128. Magical shards that can lodge into enemy ships. The spears themselves have an inherent lightning charge, so placing them near each other will cause electricity to arc to and around each shard. Aim for main decks and personnel for maximum effect.
  129.  
  130.  
  131. [[00asu4]] [[Engine]]
  132.  
  133. >Magecrystal Power Station (Base)
  134. An energy hub custom built for your Airship. Its modular nature is what allows your ship to undergo so much customization. Additionally, its robust design makes it sturdier than most other airship engines. Every other aspect about it is completely average, though.
  135.  
  136. >Afterburners
  137. Allows your airship to accelerate forward beyond its normal capacity for a short period of time. This capability comes with a moderate recharge rate. It is most useful for repositioning and retreat.
  138.  
  139. >Energy Sappers
  140. Allows your ship engine to overcome its energy limiters by being near other ships. Causes energy to arc near ships, showing you where enemy engines are located, as well as draining their energy. WARNING: Failure to vent excess energy may cause your ship’s generator to short momentarily. Be careful!
  141.  
  142. >Evasive Jets
  143. Strategically positioned magical siphons on your airship give it unparalleled sudden vector change abilities. This can make dodging anything a breeze. Watch you don’t lose cargo from all the sudden ‘turbulence’
  144.  
  145. >Suppressor
  146. A specially modified sigil on your engine’s choke allow it to fly with nary a presence. You’ll be completely silent while traveling at a constant speed, and less than a whisper when accelerating. Comes with an on board silence field so that on deck communications can be made with little change to volume.
  147.  
  148. >Thermal Re-chargers
  149. Converts your ship into a Reptile feed, effectively making your ship “Cold-Blooded.” As a result, the throughput, recharge capabilities, and overall output of your engine is exponentially increased the hotter it runs. Just the same, failing to keep the engine warm will cause your ship to stall out.
  150.  
  151.  
  152. [[00asu5]] [[Armor]]
  153.  
  154. >Privateer Chainmail (Base)
  155. Thick chainmail that offers protection from most shrapnel. Additionally, it is a great balance between defense and weight. It is incredibly ineffective against piercing strikes though.
  156.  
  157. >Black Leather Tarp
  158. This armor is lightweight and self-repairing. While it doesn’t defend much against any attacks, it enables your ship to travel much faster than others, as well as has the added benefit of making your ship very difficult to track. Additionally, it is easy to maintain.
  159.  
  160. >Chitin Plate
  161. Thick black plates from an unknown creature. While their smell isn’t too hot, they offer excellent protection from lightning, ice, and piercing damage as well as a good defense to weight ratio. Unfortunately, their rare nature makes them expensive and a giant pain to maintain.
  162.  
  163. >Magedust Coating
  164. A thin coat of a special compound used by weather blimps. Incredibly lightweight and offers incredible defense against most arcane attacks as well as excellent speed. Unfortunately, it leaves your ship susceptible to kinetic ordinance.
  165.  
  166. >Heavy Metal Combat Plating
  167. Thick interlocking plates that defend against most, if not all, Kinetic ordinances. With this armor, your ship’s speed will suffer, but you will be a juggernaut of the sky
  168.  
  169. >Transporter Spell Armor
  170. An experimental spell that summons adaptive armor to fit the situation. Very versatile, but very taxing on the ship’s core. Requires crew to upkeep and cannot withstand sustained fire.
Add Comment
Please, Sign In to add comment