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thedemonapostle Commander


Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Thu Aug 11, 2011 9:34 pm Post subject: |
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this is for atgxtg
according to the rules this ship is allowed.
The Bug Zapper
Craft: modified YT-1300 Transport
Affiliation: pirates
Era: Rise of the Empire
Scale: Starfighter
Length: 26.7 meters
Skill: Space transports: YT-1300
Crew: 1 (1 can coordinate), gunners: 1
Crew Skill: Varies widely
Passengers: 4 (+20 tons)
Cargo Capacity: 23 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1 (-18 tons)
Hyperdrive Backup: x2
Nav Computer: Yes
Maneuverability: 1D+2 (+3 mishap)
Space: 16 (+3 mishap) (Starscream 9 Ion Drive) (24-10=-14 tons)
Atmosphere: 520; 1,500 km/h
Hull: 5D+1 (+3 mishap)
Shields: 4D+2 (+3 mishap) (-10 tons)
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
4 Arakyd Tomral Heavy Laser Cannons (fire linked) (-16 tons)
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range:
Atmosphere Range:
Damage: 9D+2 (+3 mishap)
2 Arakyd Hi-fex Proton Torpedo Launcher (includes 2x12-torpedo racks) (-4 tons)
fire arc: front
crew: 1
Skill: starship gunnery
fire control: 2D
space range:
atmosphere range:
Damage: 10D+2 (+3 mishap)
4 Comar f-9 Heavy Ion Cannons (fire linked) (-8 tons)
fire arc: front
crew: 1
Skill: starship gunnery
fire control: 4D
space range:
atmosphere range:
Damage: 8D+2 (+3 mishap)
2 Tractor Beams (-30 tons)
fire arc: 1 front, 1 rear
crew: 1
Skill: starship gunnery
fire control: 2D
space range:
atmosphere range:
Damage: 3D+2 (+3 mishap)
Starscream-9 Ion Drive
SoroSuub Griffyn-XTC Lightspeed Unit
Reverse Passenger Conversion
a YT-1300 modified using the rules for modifying ships from the galaxy guide 6: tramp freighters and using the star wars 2nd edition revised core rule book.
starting from the top.
i reverse passenger converted 2 passenger spaces to cargo for the extra 20 metric tons. even if this isn't possible, its not a great loss for my pirate ship.
next i added a x1 hyperdrive as the primary and removed the x12 original backup and made the original primary hyperdrive as the backup. i figured that the x12 hyperdrive didnt take up enough cargo space to warrant a change in the listed cargo space.
next i removed the old sublight drive and added the powerful starscream-9 ion drive and modified it to the max.
following the ion drive i modified the maneuverability, or lack thereof to its max.
i added more plating according to the maximum allowed.
next i added 3D worth of shields and according to star wars 2nd edition revised core rule book i was able to modify them their maximum capability.
next i removed the original laser cannon, i figured it took up about 3 tons of space and i added 4 heavy lasers in its place. i then added numerous weapons scattered about the hull.
next i modified the damage output of all weapons.
according to star wars 2nd edition revised core rule book the MIllenium Falcon has a hull code of 6D. that's 2 pips over what the rules say it can have. also its ion drive has undergone the same kind modifications as my ship listed above, +4 space. the maneuverability is also greater than what the rules say is possible.
according to the rules i could have put 25 of those laser cannons and nothing else on the ship and would have still been within the rules.
also one could take that 3D base of shields added from tramp freighters and have it all on one fire arc only, then put in 3 more, each dedicated to a single arc. this doesnt actually seem very far fetched, but in fact seems very plausible.
the space of 16 is allowed by the rules. the ion drive is designed for freighters and theses no doubt about that. then using the rules for modifying ion drives i got an extra +4 (12+4=16), i got the atmosphere ratings from another place just so they could match. _________________ Aim low, shoot high
I'm a pirate, need I say more?
d6holocron.com: Thedemonapostle
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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Aug 11, 2011 10:02 pm Post subject: |
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Just out of rampant and morbid curiosity, how much does a ship like that cost? (Assuming of course it doesn't explode when you switch it on...) _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Aug 12, 2011 1:14 pm Post subject: |
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thedemonapostle wrote: | this is for atgxtg
according to the rules this ship is allowed. |
Yes, and that why we have Gms. To interpret those rules.The rules "allow" an Ewok to have a 16D STR code, with a lot of time and luck. That doesn't mean that someone should write one up.
Now some of this ship seems okay to me. I'm fine with selling off passenger space for more cargo cpcity and with most of the upgrades as far as the rule mechanics go. But, all of it together is sheer munchkinism.
1) With those mishap values, this ship is a death trap. I can't see it getting though a battle without falling aprart or blowing up.
2) Getting all those weapon, and operating the ship in the Galaxy would prove difficult. Most those weapons are restricted and every customs inspector in the Galaxy is going to pick up on it. There is no way this ship could pass for an ordinary freighter.
3) This ship is insanely expensive. Not only to buy, but to operate. It cann't carry or even steal enough cargo to pay for it's upkeep. Since, thanks to the high mishap values, everything is always breaking down, the costs for keeping this ship operational would be staggering.
4) How did this ship come in to being. Where did the group get the staggering amount of credits to build it? Over how long a peroid? And what was the GM doing about it? |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Aug 12, 2011 2:03 pm Post subject: |
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and
5) How can it possibly have a crew of 1 with 1 gunner. I count 4 gunner positions, which should mean a minimum of 2 gunners. And shields and engines like that should require at least 1 other person to run. Crew of 3 with minimum 2 gunners seems more like it.
6) As a pirate vessel this ship also needs some boarders and cargo haulers (to kidnap prisoners and to transfer the booty). The STR 16D Ewok would be a useful addtion here. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Aug 12, 2011 2:36 pm Post subject: |
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Bren wrote: | The STR 16D Ewok would be a useful addtion here. |
Or anywhere. eck, if you had a 16D STR Ewok, you wouldn't need this ship. He could just rcoket pack over and tear open the hatch and take the target ship. At 16D, he can rip an X-Wing in half with his "bear" hands!  |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Aug 12, 2011 3:12 pm Post subject: |
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Yub. Yub.
Since Ewok max STR is 3D. To increase above that the player has to roll below the GM's roll. If we allow the GM a wild die, there is no upper liimit on STR since the GM could roll a whole string of sixes. But if we cap these rolls as without a wild die - which makes sense to me unless you are intending to play comic book superheroes -there is at least a maximum STR, but it is astoundingly high.
The max roll of the GM is 18. The maximum point at which a player will roll that as a minimum roll is 16D+2. So your 16D Ewok isn't even the theoretically strongest possible Ewok (by 2 pips). Of course to get there it is going to take a really large (but technically finite) number of character points and a whole lot of time.  |
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thedemonapostle Commander


Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Fri Aug 12, 2011 9:07 pm Post subject: |
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the "Bug Zapper" ship i made up on the fly as just an example of what one can do.
this is an example of what my players have
The Mjolnir
Craft: Modified Republic Sienar Systems Marauder-class Corvette
Type: Combat cruiser
Scale: Capital
Length: 195m
Skill: Capital ship piloting
Crew: 5; Gunners: 4; Skeleton: 2 +15
Passengers:36; 20 troops
Cargo Capacity: 10,000 metric tons
Consumables: 3 months
Cost: 8,871,250 (estimated value)
Hyperdrive: x1
Backup Hyperdrive: x8
Nav Computer: yes
Maneuverability: 2D+1
Space: 8
Atmosphere: 365; 1050kmh
Hull: 5D
Shields: 4D
Backup shields: 4D
Sensors:
Passive: 40/1D
Scan: 60/2D
Search: 120/3D
Focus: 5/4D
Weapons:
2 Assault Laser Cannons (fire linked)(sustained burst)
Fire Arc: Front
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 3D
Range: 3-15/35/70
Atmosphere Range: 6-30/70/140km
Damage: 8D (10D Burst)
3 Heavy Tractor Beam Projectors
Fire Arc: 2 Front; (1 Rear - see note)
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Range: 1-5/15/30
Atmosphere Range: 2-10/30/60km
Damage: 6D
2 Assault Concussion Missile Launchers
Fire Arc: Front
Ammo: 250 per launcher (2500 credits per missile)
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Range: 2-5/30/60
Atmosphere Range: 4-10/60/120km
Damage: 9D
Notes
Slave Rigging systems allow for a small crew
Corellian Evader-GT Ion Drive - custom built for the ship
Sensor systems from a Mon Calamari MC40 Light Cruiser have been installed
Armor plating has been replaced with newer Military Grade Materials
Mon Calamari designed and installed primary and backup shielding systems
SoroSuub Griffyn-XTG Lightspeed Unit
Maneuvering systems professionally installed
Advanced onboard security systems (30 security difficulty to hack)
Advanced long range communications unit
Holonet transceiver
Rear Heavy Tractor Beam Projector
- 1 in 6 chance of working
- 1 in 6 chance will blow out main power
- 1 in 6 chance of doubling output strength for one shot (6D becomes 12D)
Emergency Power Core
- Provides 12 hours emergency power;
- Space is reduced to 1;
- Weapons will NOT have power;
- Shields will NOT have power;
- Hyperdrive will NOT have power;
- Backup hyperdive will work for 1 hour before draining emergency power core
- Will only have Passive sensors;
- With a Very Difficult repair roll, while at full power, power can be transferred to do one of the following:
-- +1D shield power; 1 hour of energy per minute used;
-- +2 Space; 1 hour of energy per minute used;
-- +2D Energy weapon damage; 1 hour of energy per shot
--+2D Sensor strength; 1 hour of energy per minute used;
-- Double Sensor ranges; 1 hour of energy per minute used.
it required a lot of role playing on the part of the characters to make this ship happen. it took ~15,000,000 credits to make it all happen as well. no jedi mind tricks were involved but a jedi does currently own this ship.
this is what my old GM allowed us to have
Centurian
CRAFT-custom
TYPE-custom
SCALE-Capital
LENGTH-30 meters
SKILL-star fighter pilot
CREW-1, gunners- 2 (5), astromech droid
PASSENGERS-3
Cost: 18,618,291.25 (estimated value)
CARGO CAPACITY-30 metric tons
CONSUMABLES-2 months
HYPERDRIVE-x 1/2
-BACK-UP-x2
NAV COMPUTER-yes
MANEUVERABILITY-4D
SPACE-12
ATMOSPHERE-415; 1200kmh
HULL-8D
SHIELDS-6D
SENSORS
PASSIVE-50/2D
SCAN-90/4D
SEARCH-500/6D
FOCUS-5/8D
WEAPONS
4 Proton Torpedo Launchers
AMMO-9 per launcher
FIRE ARC-front
CREW-1
SCALE-star fighter
SKILL-starship gunnery
FIRE CONTROL-2D
SPACE RANGE-1/3/7
ATMOSPHERE RANGE-30-100/300/700 meters
DAMAGE-9D
2 Concussion Missile Launchers
AMMO-8 per launcher
FIRE ARC-front
CREW-1
SCALE-star fighter
SKILL-starship gunnery
FIRE CONTROL-2D
SPACE RANGE-1/3/7
ATMOSPHERE RANGE-1-50/100/250 meters
DAMAGE-8D
Duel Turret (2 assault lasers fire linked with 1 heavy ion cannon)
FIRE ARC-turret
CREW-1
SCALE-capital
SKILL-starship gunnery
FIRE CONTROL-4D
SPACE RANGE-1-3/10/30
ATMOSPHERE RANGE-100-300/1000/3000 meters
DAMAGE-8D/5D
Quad Cannon (4 fire linked assault laser cannons)
FIRE ARC-turret
CREW-1
SCALE-capital
SKILL-starship gunnery
FIRE CONTROL-4D
SPACE RANGE-1-3/12/25
ATMOSPHERE RANGE-100-300/1200/2500 meters
DAMAGE-9D
Forward Laser Systems (8 fire linked assault laser cannons)
FIRE ARC-front
CREW-1
SCALE-capital
SKILL-starship gunnery
FIRE CONTROL-1D
SPACE RANGE-1-3/12/25
ATMOSPHERE RANGE-100-300/1200/2500 meters
DAMAGE-10D
Notes
2 power cores – capital scale
-Primary runs everything but shields and weapons
-Secondary runs weapons and shields only - insulated from the rest of the ships systems
1 escape pod
1 Astromech droid socket
Cargo system can be ejected
-Has full life support for 10 days for 3 persons
we were a group of pirates and thieves with a jedi, which was like having a paladin in the group when you wanted to go loot that ancient giant underground tomb and had to convince him that he wanted to go grave robbing as well. but we mostly stole from the empire so convincing the jedi to help us wasn't much a problem. we operated in imperial space and stole most of our supplies. this is technically the mark 3. as the mark one was slowly taken out by a torpedo sphere. the mark 2 had a piloting error, autopilot thought that the ship could fly through a super star destroyer's bridge. this one was last seen operating in the outer rim as the base of operations for a pirate and his class 4 droid.
the mark 1 had significant mishap modifiers because we built it on tatooine. out of 4 skipray blastboats, 3 sentinel landing craft, and an IPV-1 and numerous x-wings and tie fighters. the mark 2 had less modifiers because we had an actual starport and professional help and no credits spent(powerful favor cashed in), the mark 3 was the first of the lot to be build from the ground up instead of grabbing several ships and putting them together. since the mark 3 was built from the ground up, it cost 18,618,291.25 credits plus another 10,000,000 credits in bribes to make it all happen with very little questions asked, and as such, no mishap modifiers were listed. _________________ Aim low, shoot high
I'm a pirate, need I say more?
d6holocron.com: Thedemonapostle
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