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faction:freespacers:entropys_shroud [2019/06/21 12:16] – Remove forced line breaks wes | faction:freespacers:entropys_shroud [2023/12/21 00:58] (current) – external edit 127.0.0.1 | ||
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======Entropy' | ======Entropy' | ||
- | |"It is said the best victories are those that are not fought for, so it stands to reason the best defenses are those that cannot be hit." | + | |"It is said the best victories are those that are not fought for, so it stands to reason the best defenses are those that cannot be hit." |
The Entropy' | The Entropy' | ||
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=====History and Background===== | =====History and Background===== | ||
- | |"You shall not fear the dark corners of the galaxy, but instead shall hide among them. You shall not seek to tame the natural hazards of the galaxy, but learn to live among them as they are; to gather them about you as an aegis against your enemies. Embrace the universe and it shall embrace you in turn. What greater ally is there than that which is immortal and timeless and infinite?" | + | |"You shall not fear the dark corners of the galaxy, but instead shall hide among them. You shall not seek to tame the natural hazards of the galaxy, but learn to live among them as they are; to gather them about you as an aegis against your enemies. Embrace the universe and it shall embrace you in turn. What greater ally is there than that which is immortal and timeless and infinite?" |
With its vast digital networks, virtual worlds being commonplace, | With its vast digital networks, virtual worlds being commonplace, | ||
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===== OOC Values ===== | ===== OOC Values ===== | ||
- | These are just **guidelines** on the effects and bonuses of this unit, with starship hit chances being based on directed weapons. These values are not static; they can be changed by other factors at a GM's discretion. For example, hit chance might increase significantly by using large area-of-effect burst weapons, physical cables may be used to restore communication for PA, and so on. //Note that all secondary effects, such as stealth, communication loss, and interdiction effect __both__ enemies and allies, which includes the ship projecting the Shroud.// | + | These are just guidelines on the effects and bonuses of this unit, with starship hit chances being based on directed weapons. These values are not static; they can be changed by other factors at a GM's discretion. For example, hit chance might increase significantly by using large area-of-effect burst weapons, physical cables may be used to restore communication for PA, and so on. //Note that all secondary effects, such as stealth, communication loss, and interdiction effect __both__ enemies and allies, which includes the ship projecting the Shroud.// |
* vs. Starship Superweapons -- 50% hit chance | * vs. Starship Superweapons -- 50% hit chance | ||
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* Units lose computer tracking except at shorter ranges where targets can be acquired visually. Keep in mind spatial distortions will bend light and may prevent units from simply using high-zoom cameras to fire from long ranges. However, the projecting ship may use tethered probes to increase their own accuracy through triangulation. | * Units lose computer tracking except at shorter ranges where targets can be acquired visually. Keep in mind spatial distortions will bend light and may prevent units from simply using high-zoom cameras to fire from long ranges. However, the projecting ship may use tethered probes to increase their own accuracy through triangulation. | ||
- | * Units lose wireless communication inside the wake, at up to **0.50 AU** from the Shroud' | + | * Units lose wireless communication inside the wake, at up to 0.50 AU from the Shroud' |
- | * Units count as being inside an interdiction field when within a **0.25** AU radius due to spatial distortions. | + | * Units count as being inside an interdiction field when within a 0.25 AU radius due to spatial distortions. |
- | * Units will be considered stealthed and therefore extremely difficult to detect using passive or long-range scans, when within a **0.25 AU** radius of the generating ship. Detection of stealthed ships becomes considerably easier as one closes distance. | + | * Units will be considered stealthed and therefore extremely difficult to detect using passive or long-range scans, when within a 0.25 AU radius of the generating ship. Detection of stealthed ships becomes considerably easier as one closes distance. |
- | * Units will take **[DR 3]** //per minute// against //shields only// when within a **0.10 AU** radius, due to the powerful EM emissions and spatial warping putting persistent strain on the integrity of a shield. The projecting ship cannot maintain a shield at all due to the combined strain and power drain of running the Shroud. | + | * Units will take [DR 3] //per minute// against //shields only// when within a 0.10 AU radius, due to the powerful EM emissions and spatial warping putting persistent strain on the integrity of a shield. The projecting ship cannot maintain a shield at all due to the combined strain and power drain of running the Shroud. |