Finally WEAPONS !!!
And armor. Not all of them but a few. It took me 40 minutes with a calculator to do the first armor. Ill work on this more after posting.
I added a new damage type called Kinetic Penetration which is what you would expect. I realized that only having a Kinetic damage type would cause issues because you could have a small 10mm railgun with a very high velocity be unable to penetrate an inch of steel because theres no reason it should have a large Kinetic damage. The KP allows for say a large 8 inch cannon to be terrible at penetrating armor yet do much more damage because of the large size, while a 3 inch coilgun can penetrate anything but do very little damage since the round is very small compared to the spaceship. In addition there is an option for an Aimed Shot, this means that if you give orders to target a certain part of a vessel there will be an additional accuracy check. This is useful for order frigates to aim lasers at point defense turrets so that your missiles and fighters are more effective. Most aimed shots will fire one Aimed shot while the rest are regular targeting.
Also I decided on a simple battlefield system, 7 areas, each fleet starts at one end, areas 1 and 7 are not target-able by most weapons this is where you can leave your carriers, unarmed supply fleet and AWACs if you do not want them to be in the fight. Areas 2 and 6 are where most ships start and weapons tagged normal can always hit here but not 1 and 7. Areas 3, 4 and 5 are where your fighters would need to travel through before they get to shoot with their best weapons. You can also have other ships move through there if you want to but that would allow alien fighters to attack them much more easily. If ships are able to reach 2 or 6 they will be able to shoot at areas 1 or 7 with normal weapons. Normally though if the enemy is closing in like that your own ships would retreat but there would be the chance to get hit once or twice.
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120mm cannon: A cheap outdated weapon that does not require special materials.
Light Block
Mass: 1
Power:-1
Restrictions: None
Range: Normal
Durability: 50 Damaged at 40, Disabled at 20
Damage vulnerability: Immune to EMP/Radiation effects. Normal for all else.
Crew Protection: Low D100, protected at 81 or above. 20%
Ammo type: Armor Piercing
KP K KS M BF BS D
1st Stage: 30 50 0 0 10 0 0
Crew hit : Extreme low D100, hit at 96 or above. 5%
Ammo type: Flak
KP K KS M BF BS D
1st Stage: 10 10 0 0 5 0 0
Crew Hit : Extreme low D100, hit at 96 or above. 5%
2nd Stage: 0 0 0 0 50 0 0 Hits 2-3 blocks, 2/3 Proximity
Crew Hit : High D100, hit at 40 or above. 60%
Firerate: 3 Shot burst
Accuracy: D100 hit at 61 40%
Aimed Single Shot: 91+ for direct hit, 71+ for regular hit. 10%, 30%
Special Rules: When Flak shells miss, they get a 2/3 (miss on 1)chance to detonate in proximity.
120mm Railgun: A cheap effective cannon.
Light Block
Mass: 2
Power:-3
Restrictions: Cannot fit on fighters only block 7+
Range: Normal
Durability: 60 Damaged at 50, Disabled at 25
Damage vulnerability: Normal
Crew Protection: Low D100, protected at 91 or above. 10%
Ammo type: Armor Piercing Sabot
KP K KS M BF BS D
1st Stage: 60 40 0 0 10 0 0
Crew hit : Extreme low D100, hit at 96 or above. 5%
Firerate: 2 Shot burst
Accuracy: D100 hit at 41 or above 60%
Aimed Single Shot: 81+ for direct hit, 71+ for regular hit. 20%, 20%
Special Rules: None
50mm AutoRailgun: A rapid fire weapon used for both fighters and CIWS.
Light Block
Mass: 1
Power:-2
Restrictions: None. Special version available for Fighters that combines with cockpit.
Range: Short 2
Durability: 60 Damaged at 50, Disabled at 25
Damage vulnerability: Normal
Crew Protection:
medium D100, protected at 81. 20%
Fighter version takes cockpit Crew Protection.
Ammo type: Armor Piercing Sabot
KP K KS M BF BS D
1st Stage: 10 5 0 0 5 0 0 7 Shots
Crew hit : Extreme low D100, hit at 96 or above. 5%
Firerate: 3 Bursts of 7 shots
Accuracy: D100 hit at 56 or above 45%
Aimed Double Burst: Range 0 : 11+ for direct hit, 6+ for regular hit. 90%, 5%
Special Rules: Can shoot down 1 Missile/Torpedo D100 at 61 or above 35%
Quad 50mm AutoRailgun: A rapid fire weapon used for CIWS.
Light Block
Mass: 8
Power:-6
Restrictions: None.
Range: Short 2
Durability: 80 Damaged at 50, Disabled at 20
Damage vulnerability: Normal
Crew Protection:
High D100, protected at 66+. 35%
Ammo type: Armor Piercing Sabot
KP K KS M BF BS D
1st Stage: 10 5 0 0 5 0 0 30 Shots
Crew hit : Extreme low D100, hit at 96 or above. 5%
Firerate: 2 Bursts of 30 shots
Accuracy: D100 hit at 46+ 55%
Aimed Burst: Not available
Special Rules: Can shoot down 3 missiles or 1 Torpedo D100 at 36+ 65%, 46+ 55%, 66+ 35%
20mm Xray Light Beam Laser : a weak laser used mostly for point defense
Light Block
Mass: 4
Power:-2
Restrictions: None.
Range: Short 2
Durability: 80 Damaged at 60, Disabled at 40
Damage vulnerability: Normal
Crew Protection:
High D100, protected at 66+. 35%
Ammo type: Continuous beam Xray
KP K KS M BF BS D
1st Stage: 0 0 0 25 0 0 0 2 Shots
Crew hit : Medium D100, hit at 76 or above. 25%
Firerate: 2 Bursts of 2 shots
Accuracy: D100 hit at 16+ 85%
Aimed Long Burst x3 : Range 1: 11+ for direct hit, 6+ for regular hit. 90%, 5%
Special Rules: Can shoot down 3 missiles or 1 Torpedo D100 at 36+ 65%, 36+ 65%, 46+ 55%
Armor: If a weapon has a KP Greater than 150% of the blocking value then it is an instant penetration with full damage. If its under but greater than 120% then there is a 20% chance of deflect due to angle, 40% chance of penetration with damage reduction, and 40% of full damage. From 100% to 119% there is a 30% chance to deflect and 70% chance to reduce. From 90% to 99% there is a 10% chance to penetrate with reduced damage. All else will be fully blocked though its possible to damage the crew from radiation. Penetrations only cause 20% of normal degradation value. Over slot armor acts as spaced armor, thus KP values will be decreased by 40% after penetrating. Their mass is Blocks times a value.
High Strength Steel Plate: a cheap armor used to stop projectiles and lasers. It comes in various thicknesses. Its main weakness is vulnerability to degradation.
100mm 500mm 1M 3M 5M 100mm(O) 500m(O)
Mass: 5 15 30 70 100 B*4 B*12
Durability: 120 250 320 500 800 300 500
KP Blocking 20 40 50 70 85 20 40
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Damage reduction:30% for Kinetic damage.
Degradation: K KS M BF BS D
% 5 200 250 10 150 500