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DASQ Ship Builder

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Nov 19th, 2015
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  1. Cost of Ships Hulls (includes Think Tank/Pilot cost)
  2.  
  3. Nail Fighter: 10B 20M
  4. 3 Drop Crew (max)
  5. 1(Max) Missile Pod
  6. 1 Fixed
  7. 1 Turret
  8.  
  9. Coffin Dropship: 15B 35M
  10. 20 Drop Crew (max)
  11. 2(Max) Missile Pods
  12. 2 Turret
  13. 1 Auxiliary
  14.  
  15. Corvette: 45B 100M
  16. 30 Drop Crew (max)
  17. 2(Max) Missile Pods
  18. 3 Fixed
  19. 6 Turret
  20. 8 Auxiliary
  21.  
  22. Frigate: 60B 150M
  23. 40 Drop Crew (max)
  24. 4(Max) Missile Pods
  25. 6 Fixed
  26. 8 Turret
  27. 4 Auxiliary
  28.  
  29. Light Cruiser: 80B 220M
  30. 80 Crew (max)
  31. 4(Max) Missile Pods
  32. 8 Fixed
  33. 10 Turret
  34. 6 Auxiliary
  35.  
  36. Heavy Cruiser: 90B 260M
  37. 140 Crew (max)
  38. 6(Max) Missile Pods
  39. 12 Fixed
  40. 14 Turret
  41. 6 Auxiliary
  42.  
  43. Weapon classes
  44. Weapons are divided into several classifications based on their mountings, which change their behavior and overall performance. Some weapons can only be equipped on a specific mount, while others can are limited in their function to the scale a mount provides.
  45.  
  46. Turrets – Large turreted mounts capable of firing in any direction. They are slow to turn, however, and often serve as a ship’s primary weapon. They offer a good balance of accuracy and power and are most effective in medium ranged combat against similar sized ships. (20M per mount)
  47.  
  48. Fixed – Fixed guns are forward facing weapon mounts capable of gimbaling in a limited angle. They do more damage than turrets but are more difficult to aim with because of their poor coverage. Good for strafing attack runs against larger and slower craft. (16M per mount)
  49.  
  50. Auxiliary – Small turrets placed along the hull capable of quickly facing any target but lack the damage to effectively harm large targets. They are used primarily as point defense as they are capable of tracking fast, small targets with relative ease. (8M per mount)
  51.  
  52.  
  53. Weapon Types:
  54.  
  55. Necroflenser: Twin-linked necroflensers provide a well balanced weapon that does damage through a mix of thermal and necrotic energy.
  56. Dmg: Medium Thermal-Necrotic
  57. RoF: Medium
  58. Rng: Medium
  59. Acc: Medium
  60. Special: Focus Fire - Continuous fire does increased damage against shields and lowering the effectiveness of armor. Effect stacks with multiple flensers
  61.  
  62. Necrotic Flayer: Firing a continuous beam of channeled Necrotic energy that is highly effective at damaging armor and ship systems but slow to charge up (Fixed and Turret Only)
  63. Dmg: High Necrotic
  64. RoF: Low
  65. Rng: Medium
  66. Acc: High
  67. Special: Sunder Armor - Continuous fire causes the destruction of physical armor and decaying of ship systems. Bypasses a shield to do low damage.
  68.  
  69. Chain-Flenser: Charging a blast of electric-necrotic energy that does increased damage against shields.
  70. Dmg: Medium Electric-Necrotic
  71. RoF: Low-High
  72. Rng: Long
  73. Acc: Medium
  74. Special: Spin-up - While slow to fire initially the chain-flenser's charge rate decreases with each shot until it reaching a high rate of continuous fire. Does increased damage against shields prolonging their recharge rate.
  75.  
  76. Repeater Cannon: Excelling as point-defense weapons repeater cannons fill the space around the craft with a hail of bone and metal flechettes and shrapnel. (Turret and Auxiliary Only)
  77. Dmg: Medium Kinetic
  78. RoF: High
  79. Rng: Short
  80. Acc: Low
  81. Special: Bone Hail – When using this weapon your ship receives an accuracy bonus against targets smaller than itself including missiles
  82.  
  83. Spine Cannon: Fires a single slug of densely layered bone and metal at high velocity. (Fixed only)
  84. Dmg: Very High Kinetic (Varies)
  85. RoF: Low
  86. Rng: Long
  87. Acc: Medium
  88. Special: Energy Charged - Can fire a round charged with elemental energy (Void, Necrotic, Thermal, etc.) at the Think Tank or commanders discretion. Takes time to charge but highly damaging.
  89.  
  90. Missiles Pods:
  91. Needle Missile Pod: Needle missiles are small cluster rockets that do little damage individually but damage can add up when there are dozens launched in a single volley. Cost: 8M
  92. Dmg: Low Explosive
  93. RoF: High
  94. Rng: Medium
  95. Acc: Medium
  96. Special: Swarm - Needle Missiles do increased damage against small craft and damaging larger ships shields
  97.  
  98. Pin Missile Pod: Pin Missiles are larger sized rockets capable of downing dropship, fighter, and shuttle sized ships while doing moderate damage to larger ships. Cost: 14M
  99. Dmg: Medium Explosive
  100. RoF: Low
  101. Rng: Long
  102. Acc: Medium
  103. Special: Trackers - Pin Missiles come equipped with sophisticated tracking and maneuvering capabilities allowing them to track and trail targets in combat for a medium duration
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