Difference between revisions of "Bedeviled Coterie"

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(Created page with "The Bedeviled Coterie (unless you come up with your own name before the end of the first session) is the Crew vessel in Lost Tales of Runners Fore. It is a 550 ton Venice...")
 
(Economic Worksheet)
 
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[[image:Ship-1.jpg|center]]
 
[[image:Ship-1.jpg|center]]
 
[[image:shipstats.JPG]]  
 
[[image:shipstats.JPG]]  
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More information on Starship technology here: [[Future Imperfect - Starships]]
  
 
==Weapons Locker==
 
==Weapons Locker==
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1 TL7 Slugthrower LMG<br>
 
1 TL7 Slugthrower LMG<br>
  
5 suits CBA 1C<br>
+
7 suits LBA 4<br>
2 suits LBA 4<br>
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2 suits CBA 1C vacuum sealed, radiation shielded<br>
 
2 suits CBA 1C vacuum sealed, radiation shielded<br>
  
=Customization Options=
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=Customization=
The Crew will have 10 customization points they can use to either upgrade their ship or provide equipment options. The third deck is an interchangeable pod fore of the heavy black line. This gives a lot of options. Hopefully, these options will inspire one or more of you to add something to your Hero.
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Convert 35 coldsleep chambers, and all high and mid, and all but 10 low passage berths into mining equipment. Included:
 
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==Option 1: Mining==
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Convert 35 coldsleep chambers, and all high and mid, and all but 4 low passage berths into mining equipment. Included:
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2 EVA Sleds <br>
 
2 EVA Sleds <br>
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3 TL7 multivision visor<br>
 
3 TL7 multivision visor<br>
 
1 TL7 Heavy MekTech Mek<br>
 
1 TL7 Heavy MekTech Mek<br>
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2 TL7 Servant Meks<br>
 
9 PC/2 communicators<br>
 
9 PC/2 communicators<br>
 
2 Heavy mech toolkit<br>
 
2 Heavy mech toolkit<br>
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2 inertial compass<br>
 
2 inertial compass<br>
  
Cost: 9 customization points
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=Economic Worksheet=
 
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Each month expenses must be reconciled based on income shares and expenditures (see [[Future Imperfect - Economics]]). The following is the standard expense worksheet.
==Option 2: Commerce==
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Remove 30 coldsleep chambers. Upgrade reactor to AMC. Upgrade TISA to 175 and FTL to 25. Included:
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1 EVA sled<br>
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2 TL7 ground car<br>
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Upgrade 4 SMG to laser<br>
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Cost: 7 customization points
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==Option 3: Passenger Liner==
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Remove 23 tons of cargo space. Replace with Mek service facility including all necessary tools. Upgrade dispensary to sick bay. Add ship's laboratory. Included:
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4 Service Meks<br>
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1 MediTech Mek<br>
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Assorted entertainment programs<br>
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2 EVA sled<br>
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4 TL6 cycles<br>
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1 TL7 light helicopter<br>
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Cost: 7 customization points
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==Option 4: Smuggling==
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Remove 25 coldsleep chambers. Convert 10 coldsleep chambers to concealed contraband pods. Upgrade TISA to 200 and FTL to 30. Included:
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1 EVA sled
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Fuel: 1 income share per 100 units (20 LY per unit) at FTL Cruise <br>
 +
Fuel: 1 income share per 50 units (10 LY per unit) at FTL Max <br>
 +
Reactor Maintenance: 1 income share per year. <br>
 +
Crew salaries: 1 income share per month. <br>
 +
Docking fees: 1 income share per 10 docks. <br>
 +
Combat: 1 income share per 3 rounds (or fraction thereof) of nova fire (main batteries). <br>
 +
Combat: 1 income share per 5 rounds (or fraction thereof) of nova fire (secondary batteries). <br>
 +
Combat: 1 income share per 2 Startorps (or fraction thereof) fired or otherwise lost. <br>
 +
Combat: 1 income share per 500 points damage (or fraction) on the ship's shields. <br>
 +
Combat: 1 income share per 100 damage on the ship's battle armor. <br>
 +
Combat: 5 income shares per hull penetrating hit. <br>
 +
Combat: 1 income share per 10 damage inflicted internally. <br>
 +
Overhead: 4 income shares per month. <br>
 +
Taxes: 1 income share per 10 tax tokens. <br>
  
Cost: 10 customization points
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==Monthly Reconciliation==
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At the end of the month all expenditures must be paid via the ship's credstick. Expenditures are decremented immediately (technically they have been decremented all month long). Some fees cannot be ignored, such as taxes. Fees such as fuel can be ignored, by decrementing the fuel tank. Ignoring salaries has consequences as notated in Economics.
  
==Equipment Add-ons==
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Maintenance tokens can be taken in lieu of paying fees. These increase the amount of necessary maintenance the ship needs and also increases the breakdown numbers.
1 point: 3 Class C, 2 Class B or 1 Class A Jump Belt<br>
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1 point: Class A, B or C Contragrav harness<br>
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2 points: Class AA Contragrav harness<br>
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1 point: 50,000 CR worth of Meks<br>
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1 point: Upgrade any number of weapons locker weapons to laser, needle or gyrojet. <br>
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1 point: Add a TL7 heavy weapon to weapons locker (max 5,000 CR).
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1 point: Add 10,000 CR of MiniComp/Visor/Sensor personal equipment.<br>
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1 point: Add a civilian vehicle (max cost 40,000 CR or Master approval)<br>
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2 points: Add a TL 8 heavy weapon (with Master approval).<br>
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1 point: Add a piece of special equipment (with Master approval).<br>
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1 point: Upgrade 1 set of armor (with Master approval).<br>
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1 point: 5,000 CR worth of other equipment not covered here.<br>
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=Software=
 +
In many previous space games, we have always assumed the ships computer could just do whatever. Why not, it almost seems that way now. However, what makes this possible is software. In a starship, there are so many types of software that it would be impossible to have all of the types of programs that are available. As players it will be your responsibility to choose the software your ship is equipped with. A list is provided for your reference.
  
Other customization: as Master approval.
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[[image:Software1.JPG]]<br>
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[[image:Software2.JPG]]<br>
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[[image:Software3.JPG]]

Latest revision as of 21:33, 28 August 2016

The Bedeviled Coterie (unless you come up with your own name before the end of the first session) is the Crew vessel in Lost Tales of Runners Fore. It is a 550 ton Venice class starship. The Crew will have an opportunity to customize the ship to their liking.

Basic Stats

Ship-1.jpg

Shipstats.JPG

More information on Starship technology here: Future Imperfect - Starships

Weapons Locker

Every ship has a basic weapons locker for defense against pirates and other hazards.

4 TL7 Slugthrower SMG
9 TL7 Slugthrower light pistol
2 TL7 Slughtrower Automatic Rifle
3 TL7 Slugthrower Carbine
1 TL7 Slugthrower LMG

7 suits LBA 4
2 suits CBA 1C vacuum sealed, radiation shielded

Customization

Convert 35 coldsleep chambers, and all high and mid, and all but 10 low passage berths into mining equipment. Included:

2 EVA Sleds
1 6 wheel TL 7 light armored ATV
2 20 ton ore processing units
2 10 ton external drill
6 diamond tipped drill bits
2 grav sleds for transporting drills
1 Contragrav C harness
2 TL7 SES Scientific/Engineering Sensor
3 TL7 multivision visor
1 TL7 Heavy MekTech Mek
2 TL7 Servant Meks
9 PC/2 communicators
2 Heavy mech toolkit
1 mobile workshop
2 Geiger counter
2 inertial compass

Economic Worksheet

Each month expenses must be reconciled based on income shares and expenditures (see Future Imperfect - Economics). The following is the standard expense worksheet.

Fuel: 1 income share per 100 units (20 LY per unit) at FTL Cruise
Fuel: 1 income share per 50 units (10 LY per unit) at FTL Max
Reactor Maintenance: 1 income share per year.
Crew salaries: 1 income share per month.
Docking fees: 1 income share per 10 docks.
Combat: 1 income share per 3 rounds (or fraction thereof) of nova fire (main batteries).
Combat: 1 income share per 5 rounds (or fraction thereof) of nova fire (secondary batteries).
Combat: 1 income share per 2 Startorps (or fraction thereof) fired or otherwise lost.
Combat: 1 income share per 500 points damage (or fraction) on the ship's shields.
Combat: 1 income share per 100 damage on the ship's battle armor.
Combat: 5 income shares per hull penetrating hit.
Combat: 1 income share per 10 damage inflicted internally.
Overhead: 4 income shares per month.
Taxes: 1 income share per 10 tax tokens.

Monthly Reconciliation

At the end of the month all expenditures must be paid via the ship's credstick. Expenditures are decremented immediately (technically they have been decremented all month long). Some fees cannot be ignored, such as taxes. Fees such as fuel can be ignored, by decrementing the fuel tank. Ignoring salaries has consequences as notated in Economics.

Maintenance tokens can be taken in lieu of paying fees. These increase the amount of necessary maintenance the ship needs and also increases the breakdown numbers.

Software

In many previous space games, we have always assumed the ships computer could just do whatever. Why not, it almost seems that way now. However, what makes this possible is software. In a starship, there are so many types of software that it would be impossible to have all of the types of programs that are available. As players it will be your responsibility to choose the software your ship is equipped with. A list is provided for your reference.

Software1.JPG
Software2.JPG
Software3.JPG