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Gundam Vagrant Destiny - A Gundam RPG. > Vagrant's war > Ship Systems


Title: Ship Systems


Bryant Molirse - September 30, 2007 03:44 AM (GMT)
Gundam Vagrant Destiny

-- Ship Systems --
A ship has more features then just the weapons that are equipped on it, or its visible appearance. A ships systems can make a life or death difference on the battlefield, and as such they are to be considered in any ship design. This is a list of the available ship systems in the game. These items take up system slots, as well as any other listed costs.

Augmentable Operating System - 13 Points per increase
This operation control system equipped on every single machine, and ship in the game. The point of this system is to give the players a chance to fine tune their abilities through the use of points to increase their attack, and defense scores. When you wish to increase one of these stats, you must spend 13 points per single increase. Meaning if you had a 7 attack score, and wished to increase it to 9, you would have to spend 26 points to do so. There is no limit to how many times you can do this, and these increases must be listed in your machines profile.

Advance System Resources Management System - 40 Points
This system operates a vessels weapons, and systems at the highest level of efficiency currently possible. From power management, to control surfaces, and even crew feed back, this system increases available resources dramatically. Due to this, a vessel receives a massive enhancement of both ships resources, and overall reliability. The effect of these changes is that it increases a users maximum actions a post by one while in the vessel it is equipped on. This action may be spent like all actions that a player started with, or have earned through standard leveling up in any way. The system itself takes up a system slot, and is limited to one a ship.

Control Automation System - 25 Points
Via incorporating more levels of automation, and further control system refinements, this system gives a vessels commander greater levels of control over their ships. The combined effects of which reduce the lag in the input from the ships controls to the actually response from the vessel. The effect of these changes is that it increases a users maximum actions a post by one while in the vessel it is equipped on. This action may be spent like all actions that a player started with, or have earned through standard leveling up in any way. The system itself takes up a system slot, and is limited to one a ship.

Neural Network Computer System - 80 Points
Replacing the entire control, processing, and connection infrastructure of a vessel with a technical clone of the human nervous system, this upgrade pushes a ships abilities to the maximum output possible. The side effects of this system is it requires massive amounts of ship resources that are typically unavailable. To this end, this system can only be installed on vessels that have had their system resources managed to levels typically unheard of. Once in place though, this system generates reaction times measured in nanoseconds as opposed to milliseconds. The effect of this allows a vessel to move flawlessly with the control input from the crew, making the vessel even more responsive. The effect of these change is that it increases a users maximum actions a post by one while in the ship it is equipped on. This action may be spent like all actions that a player started with, or have earned through standard leveling up in any way. As a prerequisite a vessel must be equipped with a Advance System Resources Management System before this item can be purchased. The system itself takes up a system slot, and is limited to one a ship.


-- Ship Construction Type Systems --
These systems change the material a ships hull is constructed out of. While not an armor system, these systems increase the durability of a vessel by varying amounts through increasing a ships hits. You may only mount one type construction per vessel, and these systems are limited to one per ship.

Comprehensive Armor Material Construction - 65 Points
This special armor is crafted out of a highly advanced composite material that greatly increases a ships threshold to take damage. Using this material to construct the vessels hull drastically strengthens a ship. While this system offers no true defensive bonus, it makes the vessel much harder to destroy due to the sheer volume of damage this material is able to withstand before it fails. When you purchase this item, your ships number of hits increase by 20. You take damage as normal, but this material allows a vessel to survive much longer against almost all attacks. This modification cannot be combined with Reinforced Titanium Component Construction.

Reinforced Titanium Component Construction - 40 Points
By replacing certain components of the vessel with specially reinforced parts, this system moderately increases a ships ability to absorb damage. Primarily focusing on replacing a vessels bulkheads, thruster joint assemblies, and cross members, this system allows a ship to remain functional even when damaged. While not as effective as a complete hull upgrade, this system does help a vessel drastically. When you purchase this item, your ships number of hits increase by 15. You take damage as normal, but these parts allow a ship to survive longer against most attacks. This modification cannot be combined with Comprehensive Armor Material Construction.


-- Core Ship Type Systems --
These systems are the center piece of the design on the ships they are equipped on. As such they are not usually combined due to high costs in design. You may mount more then one of these on a ship, but it will cost you a lot. Please read each one carefully due to the fact that each one offers its own positive, and negative effects to a machine.

Advance Barrier System - 45 Points
This system mounts a series of defectors around a ship to create a barrier of beam energy that encapsulates a vessel to protect it from attack, thus negating almost all attacks directed at it. This means that a ship will receive no damage from most attacks directed against it, while the barrier is activated. However while the barrier is active, you can still be the target of Weapon, and System Destroys, including the barrier itself. The only exception to this is physical melee weapons. Since these weapons can pass through the beam barrier without being deflected due to the constant force being applied to them in use. Combination type beam and physical weapons cannot pass through the barrier. This system can only be activated or deactivated once a per post at the end of the post. Meaning once it is turned on it cannot be turned off in the same post, and vice versa, nor can you turn it on to negate every attack directed at you. While this system is active you cannot launch any attacks. It takes 1 action to activate this system.

Beam Capture System - 45 Points
This system mounts a special magnetic field generator on a ship that allows it to “capture’ up to 3 incoming beam shots to be used for attacks by the ship. These beams once captured orbit the ship in a ring pattern, and will fade out if not used for an attack at the end of the post after they were captured. When used to attack a target they lash out, and cause the same damage the would if they had been fired by the original weapon. Once used for an attack, these beams vanish. This system has no effect on ballistic, or melee weapons, nor does it stop any damage.

Comprehensive Cloaking System - 45 Points
This system causes a ship to disappear, and blocks a ship from being detected, even by sight. While a grand virtue on the battlefield, it does have a draw back. This system causes a ship to over heat. To keep this from happening the system must be shut down 2 posts after activation, and must remain off for 2 posts. While your ship is cloaked, you can attack an opponent. While you remained cloaked, you gain a +10 to both your attack, and defense scores due to it being easier for you to close on your opponents, and harder to target you. There is still a chance they will hit you. It takes 1 action to activate this system.

Tactical Enforcer Unit System - 45 Points
This system mounts a separate weapons platform on a ship that has 4 hardpoints of its own to equip ship weapons upon. This unit can be used, and fired by a ship as a turret, or it can be launched from the ship to dock with a mobile weapon. When docked with a mobile weapon, the mobile weapon gains the fire power of the weapons mounted on the enforcer. This gives a mobile weapon the firepower of a ship without an detriment to its performance. If the enforcer is docked with a mobile weapon, the host ship cannot use the weapons mounted on it.

Transformation System - 45 Points
This system allows a ship to transform into another form besides its standard version. In this secondary form the ship gains three additional weapon load out spaces to mount additional ‘hidden’ weapons. These weapons can not be used in the ships primary form, but this added space can provide enough room for a nasty surprise for an opponent. These weapons must be purchased as normal. Only one of these may be taken per ship.


-- Sensory Type Units --
These units are add on parts for a vessels sensory array, to give the ships captain additional information, and abilities on the battlefield. While not causing a massive increase to a vessels abilities in the game, these still help in many situations.

Cloak Tracking Unit - 18 Points
This unit gives a ship, and its captain the ability to find machines, and vessels that are hiding via a cloaking system. While this helps one ship, it cannot help others on the team due to the units data recording type, and the fact it draws its power directly from a ships communication system. While this is activated, a ship cannot send outgoing messages.

Multiple Targeting Unit - 18 Points
This unit gives a ship the ability to track multiple targets at once, as opposed to a single target. This allows a vessel to attack more then one opponent a turn. With out this system, a ship can only attack one opponent a turn. This does not modify the action limit of a ship, but it does allow for a ship to engage multiple units a turn.


-- Booster Add On Systems --
These units are add on parts for a vessels thruster array, to give a ships captain additional movement power, and speed on the battlefield. While not causing a massive increase to a ships abilities in the game, these units can change things in many situations. You can only mount one of each of these systems on a ship but do not need one to get the other.

Secondary Thruster Bank - 25 Points
This set of thrusters is mounted around the hulls primary thrusters and allows for more accurate control over the ships movements. The upshot of this is that it increases the ships reaction rating by 1 due to the added level of control and responsiveness. You can only mount two of this units on a vessel.

Directed Plasma Array - 50 Points
Currently the pinnacle of control for vessels, this system carefully installs several very powerful plasma thrusters across the ships hull. These thrusters are supplied with multidirectional control flanges that are capable of directing the flow of plasma to very high levels of accuracy. Installing this system will increase a hulls reaction rating by 2. You can only mount one of this unit on a vessel.




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