Difference between revisions of "Talk:Ship Creation"

From benscondo.wiki-rpg.com
Jump to: navigation, search
 
(29 intermediate revisions by 5 users not shown)
Line 1: Line 1:
--[[User:Dieterthebold|Dieter the Bold]] 15:43, 13 March 2007 (MDT) Are there any EMP weapons available? Like in Firefly, or ion cannons like in Star Wars? Also, any special tug/docking enhancements for pirating? I don't think we want to do any, but the odd grappling hook or special assault airlock for cutting our way in when necessary might be a good addition for S&R if we have to attach and board an out of control vessel.
+
(From 3/30) Ship: (J, 10, A, K, 8, K, Q, J, 9) 303 pts.
  
--[[User:BenofZongo|BenofZongo]] 16:44, 13 March 2007 (MDT)Ion cannons = Plasma weapons. EMP's not a bad idea, I'll think about that.  also, the pirating/S&R stuff are good ideas, I'll add those.
+
Ship's old but rugged & reliable and huge (SC 8+), J<br>
 +
Put efforts together and score ship-mining equipment to fix up en route, 10<br>
 +
K-tech parts turn up when we're ambushed by pirates, auto-repair systems fix damage, A<br>
 +
Ship based atmospheric fighter won in gambling match put onto the ship, K<br>
 +
Ship has surprisingly efficient fuel sytem, 8<br>
 +
Archeochamber, K<br>
 +
Ship mysterious, Q<br>
 +
Enhanced subsurface scanners, J<br>
 +
Strange interface that's talking back coherently, 9
 +
 
 +
 
 +
 
 +
CHASSIS<br>
 +
Size: 10 (1000 tons) (250m)<br>
 +
Quality: 7 (3% breakdown chance)<br>
 +
SDC base: 170<br>
 +
Cost: 34
 +
 
 +
HULL<br>
 +
Quality: 10 (+50 SDC, 10 technical dice)<br>
 +
Cost: 50 (cost is (hull quality * chassis class)/2), not (hull quality+chassis class)/2)
 +
 
 +
ENGINE<br>
 +
Speed: Standard (10 pts)<br>
 +
Maneuverability: Vectored thrust (20 pts)<br>
 +
Fuel efficiency: Standard<br>
 +
Reliability: 8 (8 pts)<br>
 +
Cost: 34
 +
 
 +
LIFE SUPPORT<br>
 +
Quality: 8 (+8 SDC, 2.6 technical dice)<br>
 +
Cost: 8
 +
 
 +
PILOTING/NAVIGATION SYSTEMS:<br>
 +
AI quality: +2 (2 maneuver dice, +2 pilot/nav rolls)<br>
 +
Cost: 30
 +
 
 +
TACTICAL SYSTEMS:<br>
 +
AI quality: +0<br>
 +
Cost: 10
 +
 
 +
SENSORS/COMMS:<br>
 +
Quality: 8 (+4 cosmology/sensor rolls)<br>
 +
Sensor max: AI+3<br>
 +
Cost: 8
 +
 
 +
SHIP FEATURES:<br>
 +
100 slots<br>
 +
Crew compartments: 4 private rooms, 3 doubles (10 pts)<br>
 +
 
 +
WEAPONS: 12 pts. (a couple internal systems as well)
 +
 
 +
 
 +
Shuttle: size 3 (27 slots) 30 pts.<br>
 +
Archeo-storage chamber 10 slots (20 pts.)<br>
 +
Extra Armor (K-tech): 3 slots, 10D6 (20 pts)<br>
 +
Large mining rig: 40 slots (25 pts)<br>
 +
External shuttle mount: 3 pts.<br>
 +
EMP Shielding: 3 tech dice (1 slot, 9 pts)<br>
 +
Fuel storage: 9 slots<br>
 +
Cargo: 27 slots (189 tons)<br>
 +
Pts: 303/303<br>
 +
Slots: 100/100
 +
The one big problem you've got is that you don't have any cargo slots in which to store what you mine...if you brought the shuttle down to size 2, you'd free up 19 slots for storage, which would be 133 tons worth of stuff...not a ton, but given that the large mining rig can process stuff in situ to the finished product, this actually translates to quite a bit of material.
 +
 
 +
 
 +
--[[User:Matts|Matts]] 10:07, 2 April 2007 (MST)So then anything less than SC 8 probably can't reliably carry a shuttle?
 +
 
 +
--[[User:BenofZongo|BenofZongo]] 10:29, 2 April 2007 (MST)Actually, wait, my mistake...shuttle doesn't count cause it's externally mounted, good point matt.

Latest revision as of 11:29, 2 April 2007

(From 3/30) Ship: (J, 10, A, K, 8, K, Q, J, 9) 303 pts.

Ship's old but rugged & reliable and huge (SC 8+), J
Put efforts together and score ship-mining equipment to fix up en route, 10
K-tech parts turn up when we're ambushed by pirates, auto-repair systems fix damage, A
Ship based atmospheric fighter won in gambling match put onto the ship, K
Ship has surprisingly efficient fuel sytem, 8
Archeochamber, K
Ship mysterious, Q
Enhanced subsurface scanners, J
Strange interface that's talking back coherently, 9


CHASSIS
Size: 10 (1000 tons) (250m)
Quality: 7 (3% breakdown chance)
SDC base: 170
Cost: 34

HULL
Quality: 10 (+50 SDC, 10 technical dice)
Cost: 50 (cost is (hull quality * chassis class)/2), not (hull quality+chassis class)/2)

ENGINE
Speed: Standard (10 pts)
Maneuverability: Vectored thrust (20 pts)
Fuel efficiency: Standard
Reliability: 8 (8 pts)
Cost: 34

LIFE SUPPORT
Quality: 8 (+8 SDC, 2.6 technical dice)
Cost: 8

PILOTING/NAVIGATION SYSTEMS:
AI quality: +2 (2 maneuver dice, +2 pilot/nav rolls)
Cost: 30

TACTICAL SYSTEMS:
AI quality: +0
Cost: 10

SENSORS/COMMS:
Quality: 8 (+4 cosmology/sensor rolls)
Sensor max: AI+3
Cost: 8

SHIP FEATURES:
100 slots
Crew compartments: 4 private rooms, 3 doubles (10 pts)

WEAPONS: 12 pts. (a couple internal systems as well)


Shuttle: size 3 (27 slots) 30 pts.
Archeo-storage chamber 10 slots (20 pts.)
Extra Armor (K-tech): 3 slots, 10D6 (20 pts)
Large mining rig: 40 slots (25 pts)
External shuttle mount: 3 pts.
EMP Shielding: 3 tech dice (1 slot, 9 pts)
Fuel storage: 9 slots
Cargo: 27 slots (189 tons)
Pts: 303/303
Slots: 100/100 The one big problem you've got is that you don't have any cargo slots in which to store what you mine...if you brought the shuttle down to size 2, you'd free up 19 slots for storage, which would be 133 tons worth of stuff...not a ton, but given that the large mining rig can process stuff in situ to the finished product, this actually translates to quite a bit of material.


--Matts 10:07, 2 April 2007 (MST)So then anything less than SC 8 probably can't reliably carry a shuttle?

--BenofZongo 10:29, 2 April 2007 (MST)Actually, wait, my mistake...shuttle doesn't count cause it's externally mounted, good point matt.