26 February, 2012

Ship Classes

Strike Craft;

  • · Fighter Squadron
  • · Bomber Squadron
  • · Gunship Squadron

Escorts;

  • · Cutter Squadron
  • · Corvette Squadron
  • · Frigate
  • · Destroyer

Capital Ships;

  • · Cruiser
  • · Carrier
  • · Battleship

Super Capital Ships;

  • · Dreadnought
  • · Mauler

Equipping and buying your ships.

Each ship has a combat value maximum and minimum. These are the minimum and maximum values of Industrial Points that may be spent on a ship. Each type of ship has several values.


  • Ø Class: *Seen above*
  • Ø Value: *Final Cost*
  • Ø Engines:
  • Ø Sensors:
  • Ø Shields:
  • Ø Armour:
  • Ø Prow Weapons:
  • Ø Dorsal Weapons:
  • Ø Ventral Weapons:
  • Ø Port Weapons:
  • Ø Starboard Weapons:
  • Ø Special Devices:


Each ships value is divided between everything under value.

Note: Fighters and Bombers have ONLY Prow weapons. Gunships do not have Port or Starboard weapons.

Strike Craft;

  • · Fighter Squadron Min 6 IP. Max 8 IP.
  • · Bomber Squadron Min 10 IP. Max 12 IP.
  • · Gunship Squadron Min 10 IP. Max 16 IP.


Escorts;

  • · Cutter Squadron Min 60 IP. Max 100 IP.
  • · Corvette Squadron Min 80 IP. Max 120 IP.
  • · Frigate Min 120 IP. Max 160 IP.
  • · Destroyer Min 150 IP. Max 200 IP.


Capital Ships;

  • · Cruiser Min 300 IP. Max 360 IP.
  • · Carrier Min 300 IP. Max 400 IP. (Must include room for minimum of 20 Squadrons.)
  • · Battleship Min 600 IP. Max 1’000 IP.


Super Capital Ships;

  • · Dreadnought Min 1’000 IP. Max 3’000 IP.
  • · Mauler Min 4’000 IP. Max 6’000 IP.


All ships power is relative to their own class. For example, a Mauler with 400 points in engines is going to be faster than a Mauler with only 300 points in engines.

Equipping your ships.

This process is not as clear cut as just putting points into the various areas. While that IS the case with Engines, Shields, Armour and Sensors it is NOT as clear for weapons and special devices.


Weapons:

Weapons come in 4 sizes and some with limitations.

  • Ø Light Weapons = 1 Point.
  • Ø Medium Weapons = 3 Points.
  • Ø Heavy Weapons = 5 Points.
  • Ø Spinal Weapons = 10% of Maximum ship cost and a maximum of 1.

These weapons must be declared as either Kinetic, Missile or Energy. If you have the trait related to those weapons you may reduce the cost of Medium and Heavy weapons by 1.
Eg: Macross Missile Massacre reduces Medium weapons to 2 points and Heavy weapons to 4 points if they are missile based weapons.

NOTE: Creaky Military doubles ALL weapon costs.

Carriers:

Carriers, and nations with the Hangerise trait, are able to carry Strike Craft Squadrons. A bay for 1 fighter Squadron is 2 Points. A bay for a Bomber Squadron is 3 Points, a bay for a Gunship Squadron is 4 Points.
NOTE: If you have the Hangar Queens trait all bay costs increase by 1 point.
ANOTHER NOTE: Nations with Hangerise have no dedicated Carrier Class as all Escorts, Capitals and Supercapitals have the ability to have Carrier Space.

Special Devices:

Special devices are trait related devices you might have, for example, Cloaking devices. As a general rule a Special device costs 5% of the maximum cost for that ship rounding up.

Final Notice:

Several, if not many, of the traits will effect these rules. Once the traits are completed this will be adjusted with a list of what traits effect it.

1 comment:

  1. I like the look of this, though a suggestion I would like to make is to release a list of "Sample" or "default" ships for those who don't want to slough through the hours of ship design. giving the trait effects on a list so they can change them accordingly might help as well.

    ReplyDelete