[GZG] Tech tree for campaign play [long] [sec=UNCLASSIFIED]
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 23 Nov 2006 18:01:23 +1100
Subject: [GZG] Tech tree for campaign play [long] [sec=UNCLASSIFIED]
Just started reading Steve Walmsley's Rigellian Empire Diary
(from
an old VectorVerse discussion thread) combined with Simon White's new
campaign, I've decided to try reworking my old tech trees using a
different
methodology.
Basic premise is to use 10x pts cost of each system (smallest
size
of basic system; ie without extra arcs) as the research cost of each
system
(stacking into "tree" format).
The K-Gun and Plasmabolt trees seem very long, but appear comparable as
Kra'vak and phalons have a lot less systems to develop compared to human
fleets.
Items with an asterix are expanded arcs or stand-alone research and are
not
"stacked" into the cost of the next advance.
***
Basic Construction (mass*10): (as per FTFB1 pg 12 classification)
100 Scout
160 Corvette
260 Frigate
360 Destroyer
500 Super Destroyer
600 Light Cruiser
700 Escort Cruiser
900 Heavy Cruiser
1100 Battlecruiser
1400 Battleship
1600 BattleDreadnought
1800 Dreadnought
2000 Supership (any mass)
Hull Type:
50 Fragile
100 Weak
150 Average
200 Strong
250 Super
Hull Armour:
20 1st Layer "Standard" Armour
60 2nd Layer "Shell" Armour
120 3rd Layer "Shell" Armour
200 4th Layer "Shell" Armour
Normal Main Drive:
40 MD-1
80 MD-2
120 MD-3
160 MD-4
200 MD-5
240 MD-6
280 MD-7
320 MD-8
Advanced Main Drive:
60 MD-1
120 MD-2
180 MD-3
240 MD-4
300 MD-5
360 MD-6
420 MD-7
480 MD-8
FTL Drive: (partly based on old VV discussions)
10 Sublight FTL (Jump-1 equiv)
100 "standard" FTL (Jump-2 equiv)
150 Wormhole travel (natural) (approx Jump-10 depending on PSB/location)
200 "double rate" FTL (Jump-3 equiv)
300 "triple rate" FTL (Jump-4 equiv)
400 "quadruple rate" FTL (Jump-5 equiv)
500 Artificial Wormhole/Jumpgates (Jump-10 when built)
NB: Any ship can fit multiple FTL drives for an even greater strategic
speed. This will need adjusting, depending on campaign needs/balance.
Possible campaign rule: Misjump on all "1's", #d6 = jump rating (so
Jump-3
rolls 3d6)
Electronics:
40 Fire Control
120 ADFC
+x Advanced Sensors
+x Superior Sensors
+x ECM
*+x Weasel Decoy
*+x Area ECM
Screens:
90 Level-1 Screen
180 Level-2 Screen (redundant screens can be purchased)
380 Cloaking Field
980 Reflex Field
Beams:
30 PDS
60 Class-1 (6-arc)
120 Class-2 (3-arc)
*150 Class-2 (6-arc)
240 Class-3 (1-arc)
*270 Class-3 (multi-arc)
480 Class-4 (1-arc)
*540 Class-4 (multi-arc)
Advanced Energy Weapons:
60 Needle Beam
180 Pulse Torpedo (1-arc)
*210 Pulse Torpedo (multi-arc)
+x Graser-1 (1-arc)
*+x Graser-1 (multi-arc)
+x Graser-2 (1-arc)
*+x Graser-2 (multi-arc)
+600 Nova Cannon
+360 Wave Gun
Missile Tech:
30 Submunitions Pack
90 Std MT Missiles
210 SMR (std)
*240 SMR (ER)
300 SML + magazine
*+30 *various Weapon Archive alternate missiles (cost is each type)
390 Ortillery
+x Antimatter Missiles
Fighter Systems:
0 Cargo/Passenger Space
30 Hanger Bays
*50 Interface/Boarding shuttles
300 Fighter Bays
330 Standard Fighters (NB: damage type is based on weapon tech)
*+30 Interceptor Fighters
*+40 Fast Fighters (requires MD-6)
*+40 Attack Fighters
*+40 Long Range Fighters
*+50 Heavy Fighters
*+60 Torpedo Fighters (requires Pulse Torpedoes)
K-Guns:
50 Scattergun
*50 MKP
130 K-1 (6-arc)
250 K-2 (1-arc)
*290 K-2 (2-arc)
450 K-3 (1-arc)
690 K-4 (1-arc)
1130 K-5 (1-arc)
1650 K-6 (1-arc)
Pulsar Batteries:
100 1-arc Pulsar
250 3-arc Pulsar
350 6-arc Pulsar
Plasmabolt Launchers:
300 PB-1 (Houserule: 6 mass)
550 PB-2 (Houserule: 11 mass)
750 PB-3 (Houserule: 15 mass)
1000 PB-4
1250 PB-5
Individual/unusual Items:
*60 Minelayer
*150 Minesweeper
*300 Phalon Vapour Shroud
Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
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