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==Ships== Ships are the largest combatants, and often serve as the focus of an entire mission. They may or may not be manned, I don't really care. Ships are provided in the appendix, or they can be designed by the players (the latter is more fun). Your frame determines the basic characteristics of the ship, while all the extra systems are more or less customizable on-the-fly. Each ship frame has the following components: Mass - total mass, including systems. Shows the amount of 'extra' customization space you have Engine - provides Acceleration, but uses fuel and energy, and produces heat Fuel - how many turns of reaction mass (kinda like fuel) you have Heat Sinks - how much heat you can store Radiators - how much heat you radiate each turn Power Supply - how much power you make each turn Capacitors - how much power you can store For starters, here's a pair of basic frames to get started on: Destroyer (<=100 mass) Engine(10 mass) - Acc. 3, req. 1 Fuel + 4 Energy, Generates 1 Heat Power Supply(4 mass) - 4 power per turn Capacitors(4 mass) - store 4 energy Radiators(1 mass) - radiate 1 heat per turn Heat Sinks(1 mass) - store up to 1 heat Fuel(20 mass) - 20 Fuel Payload(<=60 mass) - Contains whatever is desired Frigate (<=100 mass) Engine(15 mass) - Acc. 4, req. 1 Fuel + 5 Energy, Generates 1 Heat Power Supply(5 mass) - 5 energy per turn Capacitors(5 mass) - store 5 energy Radiators(1 mass) - radiate 1 heat per turn Heat Sinks(2 mass) - store up to 1 heat Fuel(30 mass) - 30 Fuel Payload(<=42 mass) - Contains whatever is desired These two frames are used in the sample scenario (see Appendix). And any number of customizable extra systems: Lasers Point-Defense Railguns Missiles Torpedoes Armor ECM Packages Extra Capacitors Auxiliary Power Generator Heat Sinks Extendable Radiators Fuel Tanks Mission Pods Each extra system adds to your ship's mass, and provides some sort of functionality. See below: Lasers - A common weapon, lasers are multipurpose short-range weapons. Each point of laser takes up 4 mass, and requires 3 power and generates 2 heat when fired. The laser has a range of twice its point total in hexes. Any target in its last hex of range suffers a hit; any closer target suffers 1 additional hit per hex inside max range. Point Defense - Point Defense protect against missiles in the final stage of their attack. Point Defense takes up 1 mass per point. Each turn, you may roll up to d6 per point of Point Defense against a specific missile in the mounting ship's hex. If a 4 or higher is rolled, that missile takes a hit. Each point of Point Defense may only be used once per turn. Alternatively, point defense can be used to deliver 1 hit of damage per point to targets in the same hex. Railguns - Railguns are used to accelerate missiles, torpedos, and nukes toward a target. Each point of railgun takes up 3 mass, and requires 2 power and generates 1 heat when fired. When fired, the railgun launches a missile or nuke with a vector equal to the firing ship's current vector plus up to 10 in any direction. Railguns can launch up to their points value in mass this way. Missiles - Missiles are the smallest class of object, and act as miniature vessels that home in on enemy ships with lethal effect. Missiles come in all types: see the section on missiles for more details. Nukes - Typically nuclear warheads. Carried in missiles or launched using railguns. One point of nuke has 1 mass. Nukes can be detonated in the firing phase. When detonated, each nuke deals 600 damage per point in the hex it goes off in, with the damage received being divided by 10 for every hex from the epicenter, rounding down. Torpedoes - Torpedoes are the medium class of object, and differ from missiles in that they use the same style engines as larger ships (and tend to be larger as a result). Torpedoes as a category also cover ECM probes, AKVs, and so on - see the section on torpedoes for more details. Armor - Armor is used to deflect or absorb hits, though it is quickly compromised. Every time a ship or torpedo with armor would suffer a hit, roll d6s equal to the number of points of armor it has. If any come up a 6, all the damage the hit would have otherwise dealt to vital systems instead effects the armor. Any overflow is distributed as normal. ECM Packages - ECM prevents missiles from homing in on you. ECM takes up 1 mass per point. Each turn, you may roll up to d6 per point of ECM against any missile on the field. If a 6 is rolled, that missile is eliminated. Each point of ECM may only be used once per turn. Extra Capacitors - Extra Capacitors increase your ship's ability to store energy. Each point of extra capacitors has a mass of 1, and stores 1 additional energy. Auxiliary Power Generator - Auxiliary power generators let you generate more power each turn. Each point of auxiliary power has a mass of 1 and generates 1 additional power each turn. Heat Sinks - heat sinks let you store more heat internally. Each point of heat sinks has a mass of 1 and stores 1 additional heat. Extendable Radiators - Radiators let you radiate more heat each turn. Each point of radiators has a mass of 2 and radiates 1 additional heat per turn. Fuel Tanks - Fuel tanks store extra remass (which isn't technically fuel, but whatever man). Each point of fuel tanks stores an additional 1 remass and has a mass of 1. Antimatter - Antimatter acts as a booster for power supplies and engines, and can make for an extremely powerful warhead. Each 5% that the fuel/antimatter ratio for the ship, missile, or torpedo in question gets closer to 50,50 each point of mass worth of power supply outputs 1 additional energy per turn and the thrust of the craft's engines is increased by 20% with fuel consumption being reduced Mission Pods - Mission pods don't do anything; they can represent supplies being transported, expeditionary forces, diplomats, satellites, orbital bombardment nukes, whatever. In missions where the objective isn't just 'destroy the other guy', your success depends on getting the mission pods through the fight safely. Scenario Rules (which will vary from mission to mission) will fill in the details. ---- These next 2 systems are best used for 'campaign' type games, but aren't all
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