Damn, I hit the 40000 character limit on the front page. So I'm moving all the ships to this post. With a link on the front page. I'll also post a second time just in case I run into the 40000 limit again. And thanks to you guys not posting, this will be a quadruple post.
No, I'm not going to edit the last post. I'll likely leave it intact or use it for the Sol system's history.
Anyway, at the time of this posting I've got the Xecobia frigate and several other weapons done.
Ships: THESE ARE THE NAME OF CLASSES, STOP CALLING SHIPS BY THEIR CLASS NAME.Fighter.
When pirates threatened the small outer colonies, the demand for a cheap Fighter skyrocketed. The Sprite was designed to evade the heavy guns the pirate ships usually sported.
The B variant was designed 4 years ago, when the Xecobian's armor proved to be highly resistant to conventional Miniguns. Thus it was re-armed with an APIMG. It was also armed with EMSDs to counter shields. Since the A variant never sported any weapons to break shields (only combat ships ever had shields).
InDmg 0/0.
Speed: 4.
Size: 2.
[bottom of the ship]
1 APIMG (Armor Piercing Incendiary Mini Gun[stationary.]) (EXTERNAL). 0/1.25 Dvid points.
2 EMSDs (Electro Magnetic Shield Disabler[Missile, single]) (EXTERNAL). 0/0 Dvid points. 0/0 Dvid points.
1 point of armor.
[top of the ship]
1 point of armor.
[left of the ship]
1 point of armor.
[right of the ship]
1 point of armor.
[front of the ship]
3 points of armor.
Cockpit (VITAL INTERNAL). 0/.25 DviD.
[back of the ship]
1 STARCATCHER engine (EXTERNAL). 0/.25 DviD.
.5 points of armor.
Advantages: Maneuverable (-1 to-hit).
Disadvantages: Lightly armored.
Frigate.
During a pirate attack on Triton, the Panther proved it is worth far more then it takes to build it. But now, against xecobian ships, it is less effective. Still, it is a very good ship despite being based on a 26 year model.
The B variant, made 19 years ago, refitted the Panther with the first shield built for ships, the Alkabar SG-A-1, AKA "PROTECTORATE". It vastly improved the Panther.
The C variant, made 12 years ago, refitted the Panther with the Alkabar SG-A-3, AKA "AURORA" shield and it's new loadout of MMCLs.
Finally, the D variant was made 4 years ago. When the C variant's conventional Miniguns couldn't protect it sufficiently against the Xecobian fighters. The D refitted the Panther with the GUARDIAN shield generator and the new APIMGTs.
Speed: 3.
InDmg 0/3.
Size: 4.
[bottom of the ship]
Center.
3 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]) (EXTERNAL). 0/1.5 DviD. 0/1.5 DviD. 0/1.5 DviD.
2 MMCLs (Mini Missile Cluster Launcher [stationary][missile]) (EXTERNAL). 0/1 DviD. 0/1 DviD.
4 points of armor.
Loading bay (NON TARGET).
Left.
3 points of armor.
Right.
3 points of armor.
Front.
5 points of armor.
Back.
3 points of armor.
[top of the ship]
Center
4 points of armor.
Left.
1 APIMGT (Armor Piercing Incendiary Mini Gun Turret[turret]) (EXTERNAL). 0/1 DviD.
4 points of armor.
Right.
1 APIMGT (Armor Piercing Incendiary Mini Gun Turret[turret]) (EXTERNAL). 0/1 DviD.
4 points of armor
Front.
5 points of armor.
Back.
3 points of armor.
[left of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[right of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[front of the ship]
2 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]) (EXTERNAL). 0/1.5 DviD. 0/1.5 DviD.
6 points of armor.
Bridge (VITAL INTERNAL). 0/.5 DviD.
[back of the ship]
1 LIGHTBREAKER FTL drive (INTERNAL). 0/1 DviD.
4 points of armor.
[center of the ship]
1 GUARDIAN shield generator. 0/1 DviD.
Armory. 0/5 DviD.
Cargo:
10 USDF REAPER Rifles. In the armory.
20 USDF DEFENDER Pistols. Half in the armory, half in the bridge.
1 USDF VOYAGER Jeep. In the loading bay, room for six people.
4 Medpacks. In the loading bay.
Advantages: Fast, heavily armed.
Disadvantages: Exposed engines.
Frigate.
Using the hull of a Panther, The Brightclad was completely refitted with less armor, no PD, but a lot of missiles. It was designed for long range bombardment.
Speed: 2.
InDmg 0/3.
Size: 4.
[bottom of the ship]
Center.
5 MMCLs (Mini Missile Cluster Launcher [stationary][missile]) (EXTERNAL). 0/1 DviD. 0/1 DviD. 0/1 DviD. 0/1 DviD. 0/1 DviD. 0/1 DviD.
12 EMSDs (Electro Magnetic Shield Disabler[Missile, single]) (EXTERNAL). 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points.
3 points of armor.
Loading bay (NON TARGET).
Left.
3 points of armor.
Right.
3 points of armor.
Front.
4 points of armor.
Back.
3 points of armor.
[top of the ship]
Center
4 points of armor.
Left.
3 points of armor.
Right.
3 points of armor
Front.
4 points of armor.
Back.
3 points of armor.
[left of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[right of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[front of the ship]
2 LMLs (Longbow Missile Launcher [stationary][missile]) (EXTERNAL). 0/3 DviD. 0/3 DviD.
5 points of armor.
Bridge (VITAL INTERNAL). 0/.5 DviD.
[back of the ship]
1 LIGHTBREAKER FTL drive (INTERNAL). 0/1 DviD.
3 points of armor.
[center of the ship]
1 GUARDIAN shield generator. 0/1 DviD.
Armory. 0/5 DviD.
Cargo:
10 USDF REAPER Rifles. In the armory.
20 USDF DEFENDER Pistols. Half in the armory, half in the bridge.
1 USDF VOYAGER Jeep. In the loading bay, room for six people.
4 Medpacks. In the loading bay.
Advantages: Fast, very heavily armed.
Disadvantages: Exposed engines. Missile only load out. No PD Defenses.
Xecobian fighters are faster and better armored than our fighters and have several dangerous weapons. The huge downside to this is that they are much less maneuverable than our fighters. And thus are very easy to hit.
InDmg 0/.5.
Speed: 5.
Size: 2.
[bottom of the ship]
2 "Firespitter" plasma weapons. 0/2 Dvid points. 0/2 Dvid points.
2 point of armor.
[top of the ship]
2 point of armor.
[left of the ship]
2 point of armor.
[right of the ship]
2 point of armor.
[front of the ship]
4 points of armor.
Cockpit (VITAL INTERNAL). 0/.25 DviD.
[back of the ship]
1 Unknown engine. 0/.5 DviD.
1 points of armor.
Advantages: Heavily armored.
Disadvantages: Not very maneuverable (+1 to-hit).
Frigate.
The Xecobia frigate is built on a similar hull to our Panthers. The Xecobia frigate is very resistant to damage from the front. Though very weak on the rear. It is also slightly faster then our frigates. But is lacking in PD defenses.
Speed: 4.
InDmg 0/5.
Size: 4.
[bottom of the ship]
Center.
1 "Hellfire" heavy plasma cannon. 0/5 DviD.
2 "Flare" plasma cannons. 0/2 DviD.
3 points of armor.
Loading bay(?) (NON TARGET).
Left.
3 points of armor.
Right.
3 points of armor.
Front.
7 points of armor.
Back.
3 points of armor.
[top of the ship]
Center
4 points of armor.
1 "Fuego respiro" plasma PD turret. 0/1 DviD.
Left.
3 points of armor.
Right.
3 points of armor
Front.
7 points of armor.
Back.
3 points of armor.
[left of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 Unknown engine. 0/2 DviD.
3 points of armor.
Front.
5 points of armor.
Back.
2 points of armor.
[right of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 Unknown engine (INTERNAL). 0/2 DviD.
2 points of armor.
Front.
5 points of armor.
Back.
2 points of armor.
[front of the ship]
10 points of armor.
Bridge(?) (VITAL INTERNAL). 0/1 DviD.
[back of the ship]
1 Unknown FTL drive (INTERNAL). 0/1 DviD.
1 points of armor.
[center of the ship]
1 Unknown shield generator (I). 0/3 DviD.
Advantages: Fast, very heavily armored in front. Heavy weapons.
Disadvantages: Exposed engines. Little PD Defenses. Fragile back. In-effective against smaller ships.
Destroyer.
The Xecobia destroyer is a fiercesome foe. Armed with three "Hellfire"s, and eight "Flare"s the destroyer can wreak havoc on our cruisers and battleships. And are well armored. However, the destroyer is slow for it's size. And is usually easy prey for our Panthers.
Speed: 2.
InDmg 0/8.
Size: 5.
[bottom of the ship]
Center.
3 "Hellfire" heavy plasma cannons. 0/5 DviD. 0/5 DviD. 0/5 DviD.
8 "Flare" plasma cannons. 0/2 DviD. 0/2 DviD. 0/2 DviD. 0/2 DviD. 0/2 DviD. 0/2 DviD. 0/2 DviD. 0/2 DviD.
5 points of armor.
Loading bay(?) (NON TARGET).
Left.
5 points of armor.
Right.
5 points of armor.
Front.
6 points of armor.
Back.
5 points of armor.
[top of the ship]
Center
5 points of armor.
2 "Fuego respiro" plasma PD turrets. 0/1 DviD. 0/1 DviD.
Left.
4 points of armor.
Right.
4 points of armor
Front.
6 points of armor.
Back.
4 points of armor.
[left of the ship]
Center.
4 points of armor.
Left.
4 points of armor.
Right.
4 points of armor.
Front.
6 points of armor.
Back.
4 points of armor.
[right of the ship]
Center.
4 points of armor.
Left.
4 points of armor.
Right.
4 points of armor.
Front.
6 points of armor.
Back.
4 points of armor.
[front of the ship]
8 points of armor.
Bridge(?) (VITAL INTERNAL). 0/1.5 DviD.
[back of the ship]
Center.
1 Unknown FTL drive (INTERNAL). 0/1 DviD.
2 Unknown engines (EXTERNAL). 0/2 DviD. 0/2 DviD.
3 points of armor.
Left.
4 points of armor.
Right.
4 points of armor.
Top.
4 points of armor.
Bottom.
4 points of armor.
[center of the ship]
1 Unknown shield generator (II). 0/3 DviD.
Advantages: Heavily armored. Heavy weapons. Tough shield.
Disadvantages: Exposed engines. Slow. Slow recharging shield.
The Xecobian Carriers are massive behemoths. Nearly the size of battleships, they are very lightly armed. They have a massive hanger going through the ship's rear to the ship's front. The major weakness of a Carrier is that it's shields don't cover both sides of the hanger, so fighters can get in or out without crashing into the shield. And since the hanger is more then large enough to fit a frigate, it is fairly easy to take down a Carrier. by wreaking havoc inside the hanger. Though it's fairly risky flying into the hanger. It's shield has five dice rolls.
Known stuff:Note: All turrets have an unlimited angle of fire. all other "fixed" weapons have a 45 degree angle of fire.
The Advanced Armor Piercing Magnetic Accelerated Cannon is a true beauty. Cheap, powerful, and long ranged. It's the perfect weapon to fight ships with. While it's rounds are slow, each round packs a punch. Each round is packed with a micro-nuclear warhead. It can take up to 1.5 DviD points.
Range: 3 squares.
Specials:
None.
The Mini Missile Launcher is an impressively dangerous weapon despite the name. It fires sixteen missiles per reload. It is quite worthless against shields due to doing damage over long increments (shields are quite resistant to small amounts of damage). While the warhead is small, each missile is equipped with a small guidance device, always looking for a better target. Thus giving the MMCL the highest critical hit rate of all the USDF's current weapons. It can take up to 1 DviD point.
Range: 4 squares.
Specials:
+1 to damage against devices.
Nearly useless against shields. -2 to shield break roll.
The Longbow Missile Launcher is a powerful weapon. It fires Longbows, which are armed with a small nuclear warhead. It can wreak havoc if it hits any internals. Despite being "External", the LML is basically just a hole with a rocket launcher. Thus it can take 3 DviD points.
Range: 8 squares.
Specials:
+1 to damage.
x2 internal damage.
Ineffective against shields. -1 to shield break roll.
The Armor Piercing Incendiary Mini Gun Turret Is a multirole weapon. It was made when conventional Miniguns proved ineffective against Xecobian armor. While it was designed for fighters, it does pretty darn well against larger ships. It can also be used against missiles, though the Xecobia don't use missiles themselves. It's utterly worthless against shields. However, it wreaks havoc on armor. What it doesn't pierce, it burns with small Thermite payloads. It can take up to 1 DviD point.
Range: 2 squares.
Specials:
+1 on armor damage rolls.
Useless against shields.
Read the APIMGT spoiler. This is just a stationary version of it. Though this can take up to 1.25 DviD points instead of just 1 DviD point.
The Alkabar SG-A-4, AKA "GUARDIAN" is the fourth generation of shield generators from Alkabar. It is the most effective shield the USDF has to date. Unfortunately, it's only half as effective as the Xecobian shields. Fortunately, it recharges faster. While it may not protect you from hardcore anti-ship weapons, it's quick recharge rate makes it perfect for charge and retreat strategies. It can take up to 1 DviD point.
Has one shield roll. Recharges 1 shield roll per turn.
The Electro Magnetic Shield Disabler is a missile with the sole design to disable shields. One hit knocks one shield roll off a shield instantly. Though it is completely ineffective against armor of any kind.
Range: 6 squares.
Specials:
Removes 1 shield roll per hit.
Useless against anything else.
The "Firespitter", as dubbed by our fighter pilots, is a slow firing, semi-tracking plasma weapon. How a ball of plasma can track no one knows. Unlike our APIMGs, the Firespitter can damage shields. And the small amount of tracking allows the Firespitter to be used in dogfights.
Range: 2 squares.
Specials:
In-effective against shields (-1 to shield damage rolls).
The "Hellfire" is a powerful anti-ship weapon designed to destroy bigger ships like battleships and cruisers. But not small ships like destroyers or frigates. "Hellfire"s can do a lot of damage if they hit. So watch out. They are typically found on frigates and destroyers. They divert a large amount of energy in comparison to other weapons, and thus ships that carry them are quite limited in the amount of other weapons they can carry.
Range: 5 squares.
Specials:
-1 to-hit against anything smaller then a cruiser.
+2 to damage.
The "Flare" is a secondary weapon to the "Hellfire". The "Flare" is designed to use as little power as possible so it can be fitted on ships with a "Hellfire", but still do noticeable damage. They do just about the same amount of damage as our AAPMACs.
Range: 3 squares.
Specials:
None.
The "Fuego respiro" (AKA "Fire breather") was named by a 1st language Spanish fighter pilot who said after getting put in the hospital: "ˇMaldita sea! That turret was a real Fuego respiro!'". The name stuck.
Range: 2 squares.
The "Fuego respiro" is in many ways similar to our APIMGT. However, they do less damage to armor then our APIMGTs do. While doing more damage to internals.
Specials:
+1 on internal damage rolls.
The Xecobians use unknown shields beyond our technology. This particular one is mounted on their frigates.
Has two shield rolls. Recharges 2 shield rolls per 2 turns.
The Xecobians use unknown shields beyond our technology. This particular one is mounted on their destroyers.
Has five shield rolls. Recharges 1 shield rolls per 2 turns.
New ships and/or weapons are identified as needed, or on command.