Here is the inventory of the Saga of the Blood Cross.
Here is where the additional parts and supplies will be listed when available
Be advised, I will be watching supply consumption...And NO REFUNDS!
Note: Systems will be added/removed as RP dictates
available and space required per system: links will be created as time/energy permits
Coilguns and Rockets (X-Damage) can fire more shots per turn, but at the cost of accuracy and ammo.
Notes: "X" weapons may fire additional shots per turn at a cumulative penalty of minus size rating [minus four per additional shot for the size four 200mm coilgun, minus one for the size one 20mm vulcan]
Coilguns are terrible at manual missile interception compared to Rapid Fire weapons, though canister shot rounds can be an exception.
Artillery weapons (A-Range) require a turn to reload after firing.
Artillery and missile weapons in general can attack from beyond visual range or from behind cover with the aid of a spotter using TAG.
Larger Artillery weapons can have larger AoE.
Listed Artillery damage is for a driect hit only. AoE damage will be less. (don't panic)
Rapid fire weapons (R-Damage) have increased accuracy at the cost of range.
Rapid fire weapons can be used for manual missile interception.
Point Defense weapons intercept missiles automatically. AI dependent.
Ionic weapons can disable their target without destroying it, however their range is limited.
Larger energy weapons have increased damage, but the same heat generation.
Larger ballistic weapons have higher alpha damage. Smaller ones have greater endurance.
Missiles are homing weapons, thus spending a turn to lock a target before firing increases accuracy.
Missiles can be shot down, especially by rapid fire and point defense weapons.
Smaller missiles can overwhelm defenses, but generate a lot more heat and lack range.
Missile launchers all come with 1 volley pre-loaded. Yay!
Missile pods can only fire once, but their volley is heavier.
Combat (C-Range) weapons are melee weapons.
C+ range means the weapon has longer reach, but it's still a melee weapon.
Ranges: Combat, Short, Medium, Long, Extreme, Artillery. This is just a guideline.
***GM has final say as to how any weapon functions in any approved Blood Cross roleplay***
Starships and Spaceships
Starship and spaceship assets owned by the Blood Cross, LLC.Star Ship Assets
- The Invictus Class Foldship called The Helios
Lander Assets
- The Charger Class Dropship called The Icarus
- The Baron Class Dropship called The Daedalus
SteinBar Manor
SteinBar Manor was purchased by Chuan Steinbar and Sophia Sorano for their significant others, Dav SteinBar And Justin McCallum. This once drafty and ancient castle was refurbished to hold a full regiment of battle frames and Variable frames. Nearby a small starport was constructed to hold half a dozen dropships and a full squadron of Aero frames. Also space was provided for a company of combat vehicles, a company of power armor, a magazine and armory, and a motor pool for Blood Cross command. The Manor castle (and the associated mountain underneath it) contains enough berthing, if not indoor plumbing as of yet, to hold a large town or small city. Upgrades are always in progress.Frame Assets And Pilot Assignments
Player Pilot assignmentsAssigned Frames
- Dav Steinbar Pilots a Tiger Class Battleframe called Dark Horse
- Muk Skullcrusha Pilots a Crusha Class Battleframe called Doomcrakka
- Jack Dolly Pilots a Lion Class Battleframe called Ground Pounder
- Tantus Jaeger Pilots a Lion Class Battleframe called Artio
- Sofia Ferrara Pilots a Coniglio Class Battleframe called March Hare
- Justin McCallum Pilots a Tiger Class Battleframe called Lone Wolf
- Gongsun Yang Pilots a Piccolo Soldato Urbano called Arr Too
- Kayln Valyna Pilots a Crusha Class Battleframe called Blanket
Unassigned Frames
- unassigned Crusha Class Battleframe called unnamed
- unassigned Puma Class Battleframe called unnamed
- unassigned Puma Class Battleframe called unnamed
- unassigned Warmonger Class Battleframe called Mute
- unassigned Tiger Class Battleframe called unnamed
Additional Parts and supplies
Here is where the additional parts and supplies will be listed when available
Be advised, I will be watching supply consumption...And NO REFUNDS!
Supply Stores
None at this time. Will update regularly.Spare Parts Stores
None at this time. Will update regularly.Frame Systems List
Weapons, internal, and external weapon systems available to Blood CrossNote: Systems will be added/removed as RP dictates
available and space required per system: links will be created as time/energy permits
Weapon System | Damage | Space Required | Ammunition | Range |
5(R) | 1 | - | M | |
9(R) | 2 | - | M | |
13(R) | 3 | - | M | |
5 | 1 | - | L | |
9 | 2 | - | L | |
13 | 3 | - | L | |
7(R) | 1 | - | S | |
11(R) | 2 | - | S | |
15(R) | 3 | - | S | |
7 | 1 | - | M | |
11 | 2 | - | M | |
15 | 3 | - | M | |
6(R) | 1 | - | S | |
6 | 1 | - | M | |
2(X) | 1 | 1:150 | E | |
5(X) | 2 | 1:60 | L | |
10(X) | 3 | 1:30 | M | |
20(X) | 4 | 1:15 | S | |
6(R, X) | 1 | 1:15 | L | |
9(R, X) | 1 | 1:12 | L | |
12(R, X) | 2 | 1:9 | M | |
15(R, X) | 2 | 1:6 | M | |
16 | 2 | 1:30 | A | |
24 | 3 | 1:20 | A | |
32 | 4 | 1:10 | A | |
2-16 | 1 | 1:4 | S | |
4-16 | 1 | 1:4 | M | |
8-16 | 1 | 1:4 | L | |
16 | 1 | 1:4 | E | |
32 | 2 | 1:2 | A | |
64 | 4 | 1:1 | A | |
2-32 | 1 | - | S | |
4-32 | 1 | - | M | |
8-32 | 1 | - | L | |
16-32 | 1 | - | E | |
32 | 1 | - | A | |
64 | 2 | - | A | |
3(R) | 1 | - | S | |
2(R) | 1 | - | S | |
1-8 | 1 | 1:4 | M | |
11 | 3(Arm) | High Heat Generation | C | |
9 | 3(Arm) | - | C | |
9 | 2(Arm) | High Heat Generation | C | |
7 | 2(Arm) | - | C | |
6(X) | 1 | - | - | |
- | 1 | - | - |
Weapon notes
Ammunition count is number of shots/bursts/volleys, meaning the number of times the weapon can be used before running dry.Coilguns and Rockets (X-Damage) can fire more shots per turn, but at the cost of accuracy and ammo.
Notes: "X" weapons may fire additional shots per turn at a cumulative penalty of minus size rating [minus four per additional shot for the size four 200mm coilgun, minus one for the size one 20mm vulcan]
Coilguns are terrible at manual missile interception compared to Rapid Fire weapons, though canister shot rounds can be an exception.
Artillery weapons (A-Range) require a turn to reload after firing.
Artillery and missile weapons in general can attack from beyond visual range or from behind cover with the aid of a spotter using TAG.
Larger Artillery weapons can have larger AoE.
Listed Artillery damage is for a driect hit only. AoE damage will be less. (don't panic)
Rapid fire weapons (R-Damage) have increased accuracy at the cost of range.
Rapid fire weapons can be used for manual missile interception.
Point Defense weapons intercept missiles automatically. AI dependent.
Ionic weapons can disable their target without destroying it, however their range is limited.
Larger energy weapons have increased damage, but the same heat generation.
Larger ballistic weapons have higher alpha damage. Smaller ones have greater endurance.
Missiles are homing weapons, thus spending a turn to lock a target before firing increases accuracy.
Missiles can be shot down, especially by rapid fire and point defense weapons.
Smaller missiles can overwhelm defenses, but generate a lot more heat and lack range.
Missile launchers all come with 1 volley pre-loaded. Yay!
Missile pods can only fire once, but their volley is heavier.
Combat (C-Range) weapons are melee weapons.
C+ range means the weapon has longer reach, but it's still a melee weapon.
Ranges: Combat, Short, Medium, Long, Extreme, Artillery. This is just a guideline.
OOC Notes
***GM has final say as to how any weapon functions in any approved Blood Cross roleplay***