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Possible Rancor Pit Starship Systems Community Project....
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Falcon79
Commander
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Joined: 19 Jul 2007
Posts: 406
Location: The Planet of Pensacola Florida

PostPosted: Thu Oct 14, 2010 5:22 pm    Post subject: Possible Rancor Pit Starship Systems Community Project.... Reply with quote

Hey, was wondering if folks wanted to do a group Rancor Pit Community project for starship systems.... I'll start with mine and some stuff i've culled from the pit.


Quote:

Age Modifier (Optional Rule)

Sets the time period for when the starcraft was built OR the
level of standard for any replacement systems installed after
construction.

Time Period Age Modifier
Mass Modifier/Cost Modifier (listed by time period, below):
Old Republic x1.2 to x9/x0.8 to x0.1
Clone War x1.1/x0.9
New Order x1/x1
New Republic x0.9/x1.1
Dark Empire x0.8/x1.2
New Jedi Order x0.7/x1.3
Legacy (Early) x0.6/x1.4
Legacy (Late) x0.5/x1.5



These are by Ray but I thought they should be included.


Quote:

New Sensor Systems:

A oft forgotten upgrade/modification to ships is the sensor system... Mainly because of the problems derived in doing so... The removal/replacement of the data lines, the changing of the sensor suite dish, the new computer systems that you'll have to figure out... The whole lot is considered a bad deal. Unless it allows you to see well above and beyond the line of sight one would expect from a "Simple Freighter"!!! Or you have no other choice, as your last system was taken out by a power surge.

(Installation Notes: Due to the extreme measures required for reinstallation of systems, all rolls start out as Very Difficult, take almost a month, and go up from there. Full Shipyards have the equipment necessary for Easy and fast installations, but they'll be expensive!)

CEC "Back-Up" Sensor Suite:
Not a replacement system, but an emergency back-up. This basic system does not require the replacement of anything, in fact, it's designed to receive a signal from either the sensor system, the communications system, or even the basic hull! It's also cheap, and light. On the down side, it's designed to only display mass objects/radar returns, and nothing more, simple blips on a green screen! The larger the blip, the larger the object, but that's it. It's range is also limited, but, if your main system is down, this will allow a pilot to not hit anything in the blind spots of the cockpit until it can be repaired. Available in both Freighter and Capital Ship!

Emergency Sensors:
Model: CEC "Back-Up" Sensor Suite
Type: Sensor System
Cost: 500 Credits
Weight: 0.25 Metric Ton
Availability: 2
Note: This is considered an "Add-On" to a sensor system, and is not a whole new installation.
Installation difficulty is Moderate for even a couple of techs with hand tools.

Sensors:
Passive: 10/0D (Range of 5 if both Sensors and Communications are damaged)

CEC "Basic"-Series Sensor Suite:
The generic sensors that Corellian Engineering installs on most of it's freighters. It's nothing to write home about, but it's easy to repair, it's parts are cheap, and it works. Add to that the fact that it's easy to modify, like almost all other CEC products, and you have a good base for a system. It is one of the most popular replacement systems to legitimate purposes (Read: Those Pirates shot your old system to hell, and you need a new one!).

Basic Sensor Package:
Model: CEC "Basic" Sensor Suite
Type: Sensor System
Cost: 800 Credits
Weight: 1 Metric Ton
Availability: 2, F (Fee is part of Freighter Fees, and is not tacked onto price if you can produce the "Pink Slip" for the ship it is being installed on, and a pilots licence.).

Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D

Fabritech ANs-5d
The sensor system installed on the Koensayr BTL-S3 (More commonly known as the "Y-Wing"). While outdated for military vessels, they are still being made as a replacement system for civilian freighters and replacement systems for starfighters. While technically legal, some customs officials with a good reason have been known to use the installation of this system as grounds for a full ship scan, under the "Unlicenced Military Equipment Installed" laws found in most systems, and under the Galactic Empire.

Old Republic "Military" Sensor Suite (Y-Wing):
Model:
Type: Sensor System
Cost: 1,000
Weight: 1 Metric Ton
Availability: 2, F (Fee is part of Freighter Fees, and is not tacked onto price if you can produce the "Pink Slip" for the ship it is being installed on, and a pilots licence.).

Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 40/2D
Focus: 2/3D

Sienar Fleet Systems S-c 3.8:
The standard Sensor system for the TIE/In (More commonly known as the "Tie Fighter"). It is illegal for non-military vessels to have, but some freighters have illegal "Second-Hand" units that "Fell Of The Back Of A Speeder Truck"... If you ignore the scorch marks.

Imperial Military Sensor Suite (Tie Fighter):
Model: SFS S-c 3.8
Type: Sensor System
Cost: 1,500 (On Invisible market)
Weight: 1 Metric Ton
Availability: 2, R (Common on Invisible Market, but illegal.).

Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D

Fabritech ANx-y:
The unit installed on the Incom T-65 (More commonly known as the "X-Wing"). This unit is on the prescribed list, and is illegal to purchase by non-military personelle, period. Most of these units are manufactured by the Rebellion in secret factories, but Fabritech still produce a few models for "Civilian" purchased X-Wings. In freighters, they are bought by Rebellion Agents, Smugglers, and some Scouts.

Rebel Military Sensor Suite (X-Wing):
Model: Fabritech ANx-y
Type: Sensor System
Cost: 1,750 Credits
Weight: 2 Metric Tons
Availability: 3, X

Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D


Sensor Add-Ons:

Cargo Scanning Dedicated Computer System: 10,000 Credits (Availability: 3, R)
Legal only to Customs Officials and the Military, Cargo Scanning is an add-on to a Sensor Suite that allows for rough estimates of what cargo is currently loaded on a freighter. This system is far from perfect, but it can differentiate from most common goods, and might be able to detect large collections of weaponry ("Are they simple passengers... Or Stormies?"). Some Starfighters are equipped with this to facilitate customs scanning. It does not increase the chance of finding concealed cargo compartments.



Quote:

Modification Rules:

Installation Difficulty Time
Very Easy 1 Hour
Easy 6 Hours
Moderate 1 Day
Difficult 2 Days
Very Difficult 1 Week
Heroic 1 Month

Modification Limit: Stats may only be increased one step at a time.
For instance, a maneuverability of 1D must be improved to 1D+1 before it can be modified to 1D+2.

Note: Cost is always based on the original retail price of the system.


Other Systems:

Modifier Difficulty Cost
+1 Easy +15%
+2 Moderate +25%
+1D Difficult +30%
+1D+1 Very Difficult +35%
+1D+2 Heroic +50%

Note: Due to current technology standards, it is impossible to improve
other systems by more than +1D+2.


Hull:

Hull Difficulty Cost
+1 Moderate +10%
+2 Difficult +20%
+1D Very Difficult +30%
+1D+1 Heroic +40%

Note: Due to current technology standards, it is impossible to improve
the hull by more than +1D+1.


Hyperdrive:

Hyperdrive
Old/New Difficulty Cost
X4/X3 Easy +25%
X3/X2 Moderate +50%
X2/X1 Very Difficult +75%
X1/X1/2 Heroic +100%

Note: Due to current technology standards, it is impossible to improve
a hyperdrive to better than x1/2.

For each x0.1 improvement between the hyperdrive multipliers
given above, cost increases with +2.5%. The difficulty is one step lower.

Example: You modify a X2 hyperdrive to become a X1.6 hyperdrive. It has been modified six x0.1 increments, which gives a cost increase of +75% plus 6x2.5% = 75% + 15% = +90%.
Modification difficulty is Moderate.


Lateral Thrusters:

Maneuverability Difficulty Cost
+1 Easy +50%
+2 Moderate +100%
+1D Difficult +150%
+1D+1 Very Difficult +200%
+1D+2 Heroic +250%

Note: Due to current technology standards, it is impossible to improve
the maneuverability by more than +1D+2.


Sensors:

Sensor Dice Difficulty Cost
+1 Very Easy +10%
+2 Easy +15%
+1D Moderate +20%
+1D+1 Difficult +25%
+1D+2 Very Difficult +30%
+2D Heroic +40%

Sensor Range Difficulty Cost
+10% Easy +5%
+25% Moderate +10%
+50% Difficult +15%
+75% Very Difficult +20%
+100% Heroic +25%

Note: Due to current technology standards, it is impossible to improve
the sensor dice by more than +2D and the range by more than +100%.


Shields:

Shield Rating Difficulty Cost
+1 Easy +15%
+2 Moderate +25%
+1D Difficult +30%
+1D+1 Very Difficult +35%
+1D+2 Heroic +50%

Note: Due to current technology standards, it is impossible to improve
the shields by more than +1D+2.


Sublight Drive:

Space Difficulty Cost
+1 Moderate +50%
+2 Difficult +75%
+3 Very Difficult +100%
+4 Heroic +125%

Note: Due to current technology standards, it is impossible to improve
the Space by more than four.

Weaponry:

Damage Difficulty Cost
+1 Easy +15%
+2 Moderate +25%
+1D Difficult +30%
+1D+1 Very Difficult +35%
+1D+2 Heroic +50%

Weapon Range Difficulty Cost
+5% Easy +5%
+10% Moderate +10%
+15% Difficult +15%
+20% Very Difficult +20%
+25% Heroic +25%

Note: Due to current technology standards, it is impossible to improve
the damage by more than +1D+2 and the range by more than 25%.

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Bren
Vice Admiral
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Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Fri Oct 15, 2010 5:29 am    Post subject: Reply with quote

Nice!

I really like the idea of modifying vessels by adding the sensor suite, fire control package, laser cannons, etc. from a different vessel e.g. upgrade your freighter's civilian sensors by switching to a TIE fighter's military sensor suite. And I really like naming the upgrade, i.e. "I just found a a great deal on a second hand Sienar Fleet Systems S-c 3.8 sensor suite. Once I buff out that bit of carbon scoring it will be good as new."
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ZzaphodD
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Joined: 28 Nov 2009
Posts: 2426

PostPosted: Fri Oct 15, 2010 4:47 pm    Post subject: Reply with quote

I find the sensor suites weirdly cheap..but thats all in 'good' WEG GG6 tradition I guess...
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