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May 9th, 2017
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  1. Weapons: Weapons are what you use to kill traitors, they come in three sizes, small, medium and heavy.
  2.  
  3. Guns do more damage based on their size, but they also gain a -5% to tracking as they get bigger as well, with small having a 0% penalty and heavy having a -10% penalty (note that this works in the same way that the previously stated rules on weapons do, larger ships with small guns still have the regular penalty applied to their roll.
  4.  
  5. Kinetics: Slug throwers and Railguns
  6. >Longmire AZ-12 Railgun: A long range gun used to take out targets from Range, inoperable in close quarters.
  7. Damage: 2d25 (Small) 2d45 (Medium) 2d75 (Heavy)
  8.  
  9. >Reaper-Z42 Autocannon: Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
  10. Damage: 3d10 (Small)
  11.  
  12. >Leruda Cannon: Mid-Range Slug Thrower. Nothing fancy but gets the job done.
  13. Damage: 2d20 (Small) 2d35 (Medium) 2d45 (Heavy)
  14.  
  15. >OOA-P Heavy Artillery: The main gun of most Capital Ships, uses armor piercing rounds the size of most fighters.
  16. Damage: 2d80 (Heavy)
  17.  
  18. >Prototype Kinetic Artillery: Reverse engineered from an unknown object that Angel "found", utilizes and unknown method to propel its shells at such a velocity to render most armors useless.
  19. Damage: 3d35 (Medium) 3d50 (Heavy)
  20. Favor Cost: 10 (Medium) 20 (Heavy)
  21.  
  22. >Prototype Phase Cannons: Reverse engineered from an unknown object that Angel "found", utilizes and unknown method to bypass enemies shields completely, in addition to damaging all enemy subsystems when it hits at 1/4 of its damage.
  23. Damage: 5d5 (Small) 4d10 (Medium) 3d20 (Heavy)
  24. Favor Cost:1 (Small) 10 (Medium) 20 (Medium)
  25.  
  26. Missiles and Torpedoes, Bombs: Propelled explosive, can be shot down by [Small] Weapons and fighters
  27.  
  28. >Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
  29. Damage: 3d10 (Small) 2d20 (Medium)
  30.  
  31. >Redeemer Swarm Missiles: On the other end of spectrum, Swarm Missiles launch a mighty volley of relatively low damage missiles in an attempt to overwhelm point defense systems. Health of Missiles: 1
  32. Damage: 5d5 (Small) 10d10 (Medium) 15d15 (Medium)
  33.  
  34. >Apocalypse Torpedoes: Worthy of its name, this torpedo is used against the hardest targets to shred them to monoatomic ash. As they have poor tracking they are best used against larger targets and stations. Torpedo Health: 15
  35. Damage: 1d100 (Heavy)
  36.  
  37. >Belagor Torpedoes: Smaller and faster then their larger brothers, Belagor's are used to hit medium targets with lots of armor.
  38. Damage: 2d45 (Heavy)
  39.  
  40. >Thermite Bombs: The main bomb used by Imperial Warships, the shaped charge detonates on impact and makes a hole in the enemy armor for the secondary explosion to exploit.
  41. Damage: 3d40 (Medium) 3d60 (Heavy)
  42.  
  43. >ZZ-7 Fusion Torpedo: Massive Torpedoes often carried by capital ships, used in the destruction of Stationary orbital objects and small moons. Massive destructive power on a scale the likes of which are legendary, but also limited in use due to their volatile nature and difficulty to produce in part because of the rare components used in its destruction.
  44. Damage: 1d1000 (Heavy) 1d3000 (Super-Heavy)
  45.  
  46.  
  47. Pulse Guns: Plasma and Electricity compressed into balls of energy, excellent against shields and subsystems, but struggles against armor.
  48.  
  49. >4759T ECM Pulse: Often used by Imperial bounty hunters to disable targets in preparation for boarding. (Half damage against Ship Health)
  50. Damage: 1d50 (Small) 1d90 (Medium)
  51.  
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  53. Flak: Used by larger ships to deter fighters and corvettes, small explosions of flechettes used to shred the light armor of smaller ships.
  54.  
  55. >Omni Flak: Developed during the Pirate Rebellion of the Second Era, Omni Flak has remained a steady weapon of Imperial Warfleets ever since. Fourth Damage on Medium Ships and eighth damage on heavy ships.
  56. Damage: 5d25 (Medium) 6d40 (Heavy)
  57.  
  58. >ZR-MK12 Point Defense Cannon: A cannon that uses round with their explosive component suspended in super heated plasma, when the explosive detonates this plasma is thrown out from the round creating a "goop" that is very effective at tearing through light armor, and cooking fighter pilots
  59. Damage: 4d30 (Medium) 5d60 (Heavy)
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  62. Lances & Energy Weapons: Focused Laser beams used to melt enemy armor, easily dissipated by shields (Half damage against shields) and weapons that fire solids balls of pure energy (Which are also countered by shields)
  63.  
  64. >Farthan Lances: Used Primarily in Destroyers and Frigates as a way for them to provide support for larger ships in the fleet. Normally Concially mounted
  65. Damage: 1d70 (Medium) 1d120 (Heavy)
  66.  
  67. >Prototype Plasma Caster: Apparently a form of heavy point defense used by the race that developed the technology we are now reverse engineering, we find a much more practical use for it in our smaller craft as a anti-armor weapon
  68. Damage: 4d10 (Small) (gains a stacking 10% for each layer of armor an enemy craft has.)
  69. Favor Cost: 1 (Small)
  70.  
  71. >Prototype Beam Emitter: What would happen if we stretched our current lance technology to its logical conclusion. These bright green lances used some hitherto unknown method to harness the power of Cosmic radiation to fire beams of solid energy that are much more destructive then the lances we currently possess.
  72. Damage: 2d60 (Medium) 2d100 (Heavy)
  73. Favor Cost: 10 (Medium) 20 (Heavy)
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  79.  
  80. Upgrades: Cost Favor based on size and quality, but unless noted by me will follow this guideline
  81. Small upgrades: 3 Favor
  82. Medium Upgrades: 5 Favor
  83. Large Upgrades: 10 Favor
  84.  
  85. Upgrades can be swapped between ships of the same class size, but you cannot mount a small upgrade on a large ship, for example.
  86.  
  87. >Shields: Energy Field that disrupts Quantum fields around the vessel, extremely effective against Lances and most kinetics, making them popular to use when encountering or expecting pirates.
  88. Shield Health: 75 (Small) 175 (Medium) 700 (Heavy)
  89.  
  90. >Shield Recharger: Enables shield restoration in combat, funnels excess system power to restore lost shield power.
  91. Shield recharged per round: 20 (Small) 50 (Medium) 100 (Heavy)
  92.  
  93. >Juggernaut Armor: Highly effective additional armor, bolsters ship health
  94. Additional Ship Health: 80 (Small) 160 (Medium) 320 (Heavy)
  95.  
  96. >Antarian Armor: Recovered from the data banks in the prison raid, this armor is a completely new design that seems to incorporate more of the strange technology that was found in the hulks Angel found. It reduces incoming damage as opposed to bolstering the strength of the vessel's hull
  97. Incoming Damage Reduction: 20% (Small) 40% (Medium) 60% (Heavy)
  98.  
  99. >Smart Missiles: Advanced AI enables all missiles to seek out the weak areas on their targets, doubling their damage and reducing damage taken to missiles by half. Only Available for Heavy Ships and stations, as the AI overmind needed to maintain and use these missiles is quite large.
  100.  
  101. >Armor Piercing Rounds: Rounds that ignite a nanosecond after impact, burrowing through armor
  102. Additional Ship Health Damage: + 10 (Small) + 30 (Medium) + 65 (Heavy)
  103.  
  104. >Skip Rounds: These rounds use some of the technology that we understand from the unknown vessels, and are able to "skip" in-between armor and the interior of the ship, dealing additional damage to the craft and killing crew.
  105. Additional Ship Health Damage and Crew Killed: + 35, - 20 (Medium) + 75, -50 (Heavy)
  106. Favor Cost: 7 (Small) 14 (Medium) 21 (Large)
  107.  
  108. >Nano-Rifling: We have improved our forging techniques to make the grooves in our kinetic weapons even down to the individual atom, almost eliminating all wooble that used to exist in the weapons, making them even more accurate and extending their range.
  109. Extends range of weapons by one range in addition to its original range, and ignored
  110.  
  111. >Leech Rounds: Using data gained from studying CLX-124, we have developed a round that house miniature nanite replicas of the CLX line designed to remove portions of the enemies hull and repair the home ship they were fired from, as the explosive payload of the round increases, the amount of hull leeched suffers diminishing returns .
  112. Damage & Health Restored: + 10 (Small) + 25, +15 (Medium) + 60, + 45 (Heavy)
  113.  
  114. >Lance Focuser: More lenses made from nano-forged Ytharian Crystals, increases the potency of lances as the beams destructive power is concentrated in a smaller, but more lethal, area.
  115. Additional Lance Damage: + 30 (Medium) +65 (Heavy)
  116.  
  117. >Lance Splitter: Multiple lenses split lances into many lances, adding additional lances at the cost of damage.
  118. Additional Lance Dice: + 2 (Medium) + 4 (Heavy)
  119. Lost Lance Damage: - 30 (Medium) - 65 (Heavy)
  120.  
  121. >Shield Piercing Rounds: Rounds coated in plasma from a dying star, effective at piercing shields.
  122. Additional Shield Damage: + 10 (Small) + 30 (Medium) + 65 (Heavy)
  123.  
  124. >Autocannon Drone: A small drone deployed alongside your ship, effective against light targets but vulnerable to flak.
  125. Drone:
  126. Health: 30
  127. Weapons: Small Autocannon: 1d25
  128.  
  129. >Flak Drone: A small drone deployed alongside your ship to target objects such as missiles and enemy drones.
  130. Drone:
  131. Health: 30
  132. Weapons: Small Flak Gun 5d15
  133.  
  134. >Repair Drone: Repairs ships by melting pre-applied compounds on the outer hull, will prioritize owner before switching to fleetwide repairs.
  135. Drone:
  136. Health: 15
  137. Damage repaired per round: 15 (Small) 40 (Medium) 100 (Heavy)
  138.  
  139. >Kamikaze Chassis (Fighter/Bomber Only): A fighter chassis with impact gel below its armor plating, it ignites when the armor crumples from impact with another ship, essentially turning the fighter into a large torpedo.
  140. Damage: 150
  141.  
  142. >Gap Drive (Fighter/Bomber Only): A small warp drive that allows fighters/bombers to "Blink" to target, generates exploitable gap in space time around vessel by modifying engine output to tear apart local space time.
  143. Blinks immediately into range of target in conflict zone, has 3 turn cool-down in combat.
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