The following is the form used to construct your ship. You will notice immediately that one point buys you less than it would in most tournaments, and that is because this is a
200 Point tournament. Why? Because more points = a higher resolution. What if, under a 100 point system, a weapon was too strong to be one point, but too weak to cost two? Under a 200 point system, that weapon simply becomes three points.
There are also different module/weapon prices for the different ship classes. Light weapons/modules will generally be cheaper for the Corvette, and heavy weapons/modules will be cheaper for the Battleship. The Frigate sits in the middle.
Here are the steps:
1.
Select your Ship Class
Code:
Battleship: Heavy armor, heavy weaponry, but slow.
Frigate: In-between a Battleship and a Corvette.
Corvette: Light armor, light weaponry, but fast.
2.
Set Base StatsOpen ShipMaker and set the stats of your ship. They differ depending on ship class.
Code:
Base Stats-|--Battleship---|----Frigate----|---Corvette----|
Core HP |----- 500 -----|----- 400 -----|----- 300 -----|
Section HP |----- 300 -----|----- 250 -----|----- 200 -----|
Max Speed |------ 0 ------|------ 0 ------|------ 0 ------|
Accelerate |------ 0 ------|------ 0 ------|------ 0 ------|
Turning |------ 0 ------|------ 0 ------|------ 0 ------|
3.
Modify Base StatsSpend points on your base stats. All of the following costs ONE point.
Code:
Add Stats--|--Battleship---|----Frigate----|---Corvette---|
Core HP+ |----- 25 ------|----- 15 ------|----- 5 ------|
1 Sec. HP+ |----- 150 -----|----- 125 -----|----- 85 -----| Max 4 upgrades per segment.
Max Speed+ | ---- 0.05 ----|-----0.08 -----|---- 0.11 ----|
Turning+ |----- 0.05 ----|-----0.08 -----|---- 0.11 ----|
Accelerate+|----- 0.01 ----|---- 0.02 -----|---- 0.04 ----|
4.
Purchase SectionsSections have different costs for different ship classes.
Code:
Sections--|--Battleship---|----Frigate----|---Corvette----|
Points----|------ 1 ------|------ 2 ------|------ 3 ------|
5.
Select Your Weapons and ModulesWeapons and modules are different prices for different ship classes. Make sure you’re looking at the correct category.
Code:
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Projectiles====|======================================|
Pulse Gun-------|----- 3 ----|----- 2 ----|----- 2 ----|
Gatling Pulse---|----- 4 ----|----- 4 ----|----- 4 ----|
Blaster Cannon--|----- 4 ----|----- 3 ----|----- 2 ----|
Gatling Blaster-|----- 5 ----|----- 4 ----|----- 5 ----|
Quad Blaster----|----- 6 ----|----- 7 ----|----- 8 ----|
Repeater Gun----|----- 4 ----|----- 3 ----|----- 2 ----|
Tachyon Cannon--|----- 9 ----|---- 10 ----|---- 11 ----|
Tachyon Repeater|---- 19 ----|---- 20 ----|---- 21 ----|
Tachyon Driver--|----- 7 ----|----- 6 ----|----- 7 ----|
Plasma Charge---|----- 4 ----|----- 5 ----|----- 6 ----|
Missile Launcher|----- 2 ----|----- 2 ----|----- 2 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Beams==========|======================================|
Mining Beam-----|----- 3 ----|----- 2 ----|----- 2 ----|
Scatter Beam----|----- 5 ----|----- 4 ----|----- 3 ----|
Beamer----------|----- 7 ----|----- 6 ----|----- 5 ----|
Shock Beamer----|----- 7 ----|----- 6 ----|----- 7 ----|
Mega Beam-------|----- 7 ----|----- 8 ----|----- 9 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Point=Defense==|======================================|
Flak Cannon-----|----- 3 ----|----- 3 ----|----- 3 ----|
Particle Gun----|----- 4 ----|----- 4 ----|----- 4 ----|
Point Beam------|----- 3 ----|----- 3 ----|----- 3 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Misc===========|======================================|
Demeter Launcher|----- 6 ----|----- 5 ----|----- 4 ----|
Demeter Pod Lchr|---- 19 ----|---- 21 ----|---- 23 ----|
Weasel Gun------|----- 7 ----|----- 6 ----|----- 7 ----|
Pulsar Gun------|----- 8 ----|----- 9 ----|---- 10 ----|
Sidewinder------|----- 5 ----|----- 4 ----|----- 5 ----|
Railgun---------|----- 7 ----|----- 8 ----|----- 9 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Modules========|======================================|
Gosling Launcher|----- 6 ----|----- 5 ----|----- 4 ----|
Nano Matrix-----|---- 50 ----|---- 50 ----|---- 50 ----|
Gravitic Impeder|---- 10 ----|---- 11 ----|---- 12 ----|
Platform Faber--|---- 50 ----|---- 50 ----|---- 50 ----|
Impeder Faber---|---- 40 ----|---- 40 ----|---- 40 ----|
DieterlingDevice|---- 30 ----|---- 25 ----|---- 20 ----|
Flux Projector--|----NO AI---|----NO AI---|----NO AI---|
Booster---------|----- 9-----|---- 10 ----|---- 11 ----|
Aegis Deflector-|-----80-----|-----80-----|-----80-----| 1 per 10 sections
Deflector Shield|---- 10 ----|---- 10 ----|---- 10 ----| 1 per 4 sections
Teller Torpedo--|----- 5 ----|----- 4 ----|----- 5 ----|
Gluon Bolter----|----- 7 ----|----- 8 ----|----- 9 ----|
Lancet Beam-----|---- 10 ----|----- 9 ----|----- 8 ----| 2 per ship MAX
Frosch Gun------|---- 26 ----|---- 28 ----|---- 30 ----|
Gravity Beam----|----- 6 ----|----- 7 ----|----- 8 ----|
Rorschach-------|---- 13 ----|---- 12 ----|---- 13 ----|
AI:
-Any AI and range may be chosen. All battles will be fought in a
2500 x 2500 sandbox.
The Core:
-May be covered by other sections.
-Weapons or modules cannot be parented to the core.
-Cannot be small, civilian, or defense platform core.
Shields:
-
Aegis shields are allowed, but are very expensive and limited to 1 per 10 sections.
-Aegis may not be on the section they shield.
-Sections "spent" on deflectors are cumulative. IE, you have 18 sections. You get an Aegis, which requires 10 sections. You can then only use 2 normal deflectors, as you only have 8 sections remaining for deflector purchase. This simpler than it sounds.
-Deflector shields are allowed, but restricted to 1 Deflector Shield per 4 sections.
Sections:
-
Sections may only be scaled up or down four times, and you may scale in either axis.This does not mean you can scale four times in both axes-
you have four scales TOTAL Scaled sections may not have Aegis generators on them. Section 26 may not be scaled.
-Parenting between sections must be logical.
-Sections may overlap other sections within reason. No more than 25% (give or take) can be covered by another section.
Weapons and Modules:
-
There is no limit to the number of modules/weapons on a section, provided they comply with the second rule.
-Weapons and modules must rest, without overlapping (or touching), on its parent section. Overlapping onto nearby sections is permitted for larger weapons, provided the weapon still looks to be on top of its parent section.
-Weapons and modules may touch, and may cover the section, but again, may not overlap.
-
Arcs may NOT be modified AT ALL.
*Thanks to CmdPrompt, who was kind enough to let me use his latest ruleset as a base for this system.*