Poll

Since I now have a proper sourcebook, what should we do?

Keep going with FTL, we're barely into it yet!
0 (0%)
Add some of the mechanics of RT to FTL, and keep going that way!
2 (66.7%)
Drop FTL, and play some RT!
0 (0%)
I don't care and regret signing up for this!
1 (33.3%)
Since you apparently have all our collective sourcebooks, let's run something completely different!
0 (0%)

Total Members Voted: 2

Author Topic: Faster Than Light (Interest, Lore, and Sign Up Thread)  (Read 2534 times)

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ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #30 on: September 19, 2016, 01:28:33 am »
Ok, so, some example components and weapons. You can make up pretty much any kind of weapon or ship part you'd like, but consider these guidelines to that.

Macrocannons

Giant ballistic weapons that fire thousand ton shells at good speeds. There are many different versions - the stats here represent a common, basic type.

Strength: 3
Damage: 1d10+3
Dam. Type: Physical
Critical: 4
Firing arc: Based on mount type
Range: 6
Mount Type: Any
Space: 2
Power: 4
Points: 1

Macrocannon Broadside

Large ships, rather than mounting a dozen cannons, will often mount upwards of 25 in a broadside configuration.

Strength: 6
Damage: 1d10+3
Dam. Type: Physical
Critical: 4
Firing arc: Based on mount type
Range: 6
Mount Type: Port or Starboard Only, Ship Must Be Light Cruiser Or Larger
Space: 5
Power: 4
Points: 1

Laser Battery

While projectiles are typically the mainstay of most UTA combat ships, energy weapons are increasingly common. While burning holes in a ship with intense heat is generally not as damaging as throwing a high explosive chunk of metal the size of a house into it, laser weapons do have the advantage of ignoring shields and having greater range.

Strength: 4
Damage: 1d10+1
Dam. Type: Energy
Critical: 6
Firing arc: Based on mount type
Range: 9
Mount Type: Any
Space: 4
Power: 6
Points: 1

Plasma Launchers

Short ranged, hard to maintain, and rare, plasma weapons are still very popular for those who can find them and afford them, for the simple reason of their undeniable effectiveness. There is very little armour out there that will withstand the heat of a small sun hitting it.

Strength: 4
Damage: 1d10+4
Dam. Type: Physical
Critical: 4
Firing arc: Based on mount type
Range: 4
Mount Type: Any
Space: 4
Power: 7
Points: 2

Mass Drivers

Mass drivers, railguns, and other weapons that rely on accelerating projectiles to absurd speeds are a common thing on larger warships. While having fairly high space and power requirements, they act as a precision weapon capable of punching through most armour and striking deep at systems and areas inside the target.

Strength: 1
Damage: 1d10+5
Dam. Type: Physical
Critical: 3
Firing arc: Based on mount type
Range: 6
Mount Type: Any
Space: 5
Power: 9
Points: 2

Torpedoes
Torpedoes are common in the UTA fleets, giving even small craft a very effective way to engage the heaviest of ships. They do have some drawbacks, however - even when stored properly and deactivated, there is always a risk of a solid hit to the torpedo system causing them to detonate. Amongst civilians, Warranted captains, and the like, they are less common - the weapon system is fairly simple, but the torpedoes themselves are hard to come by, and generally tightly controlled by the UTA.

Torpedo Tubes:
Required to actually launch torpedoes. Each tube requires:

Power: 1
Space: 1
Points: 1

In addition to that, there are limits to how many tubes a hull can mount:

Transports : 4
Corvettes: 2
Frigates: 4
Light Cruisers: 4
Cruisers: 6

Tubes MUST be mounted on the prow of the ship. As the explosion risk is very real, torpedo tubes and storage areas are usually very well protected - this gives the ship +1 armour to the front of the vessel only. The weapon's strength is equal to the number of torpedoes fired at once, with the maximum being however many tubes are installed.

Torpedoes themselves come in all shapes and sizes, but a very unique property common to all of them is that they cannot be intercepted by shields - they are simply too big to stop completely, and don't rely on mass or speed to cause damage. They can, however, be intercepted by turrets - the mechanic is pretty simple. For each torpedo fired, a die is rolled for each turret for each torpedo fired. There is roughly a 15% chance of interception, which will change during the game as this is a completely home-brewed system and I'm not too sure how it will work out in combat.

In addition to that, tubes must be reloaded between firings. A simple baseline test must be passed for this (using the highest of several stats, since IIRC no one took any command or ship related "skills"), and if passed, 1d5 tubes are reloaded for the next turn.

While everything from virus torpedoes to armour-weakening nanite torpedoes exist, the most commonly found version is the standard UTA plasma torpedo. It has the following stats:

Damage: 1d10+6
Dam. Type: Physical
Critical: 4
Firing arc: Forward
Range: 8


That covers most of the weapons concepts. You'll notice fighters are missing, but you're welcome to try and design a fighter system. I just can't find a way to do it that doesn't either make them absurdly strong or completely useless.

Example ship and parts to follow. Honestly, I'm pretty tired and very hung over, and underestimated how much writing had to happen to get the ship thing together (in case you hadn't noticed, I've put a bit more complexity into than any other aspect of this), so it's unlikely the IC will happen tonight. I'm off all day tomorrow though, so expect something then.
« Last Edit: September 19, 2016, 01:34:52 am by ApatheticExcuse »
Gone. Cheers guys.

 

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