Skills:
Close combat skill: 10
Ranged combat skill: 6
Ship combat/Heavy weaponry skill: 2
Medical skill: 4
Mechanics skill: 6
Engineering skill: 6
Social skill: 8
Driving: 4
Piloting(Fighters): 4
Piloting( Large ships): 2
Stealth: 10
:3 Fixed
Stealth would work. It would be all around stealth however, inlcluding both ambushes and stealthing past something. Players would still be capable of laying ambushes and such, but sneaking past a guard would be a bit harder. (d6->d4).
However, Caelleath and his crew don't seem like that sort of people, they preoritize more on getting things blown up.
Probable to meet all new recruits in the blackmarket, y'know, when we get there?
Not in a tavern obviously.
I'd say it would be a tavern. Space tavern, but still a tavern, or it would be a breach to any adventurer's code that may exist.
Don't forget to try the Pan Galactic Gargle blaster
Oh wow, we need the GM's help on this. I guess we can't add more people to my ship since adwarf's Shade will need his own crew. So I guess Zako and the remainder of the people would end up in his frigate.
Edit: By the way, when we reach the Blackmarket, I better start giving proper functions to the ship's PC personnel. At least basing on the GM's ones, I guess. Raelin will still be helmswoman, though. And for Arrod, I guess he'll be properly named Tactical Officer.
yes indeed, in that case I probably won't add crew to your ship.
quote author=Caellath link=topic=107532.msg3312074#msg3312074 date=1337834269]
Also, the godsplitter and the haymaker badly need guns of some sort.
Not necessarily. I'm getting the Treasury to be a fire support ship, and missiles generally deliver a bigger punch in less time than lasers. The Godsplitter is a frigate which can destroy much larger ships if it sends all its missiles on a target.
Especially with my latest explosive invention, the missile with a fighter's shield, which can phase through the enemies' shields.
As for the fighter, there is the problem of size. A good laser weapon needs some reasonable size, while a good missile battery on a fighter takes way less space.
Accepting ship models to build, though. I plan on creating a fleet, and any ideas can be implanted and built as I get enough credits. Weaponry can also be used, bonus points if you adapt it to one of the ships sheet, since I'm considering abandoning some almost useless features of the Godsplitter.
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Don't forget that the Black market might have some "interesting payloads". And some other interesting things.
As for fleets, I'd allow you and adwarf to join toghether if he wants to and has a good reason to be at black market.
Missiles can also have their targeting systems jammed or tricked, or be shot down in flight. But if you want to rely just on them, then ok, but I still think that we should have some kind of non missile based weapons, just in case.
So can laser batteries.
I haven't got it completed yet, but here is what I have so far, its coming along better then I thought it would, but I still need to work out several more weapons, and maybe up its size slightly.
Ship Length: 200; Ship Size: 440
Prow Section
Deck 1 Prow Section: 125
Deck 2 Prow Section: 150
Aft Section
Deck 1 Aft Section: 75
Deck 2 Aft Section: 90
Deck Cost = 2500 + 400 (Deck 1 Light Armor) + 480 (Deck 2 Light Armor) = 3380 Credits
Prow Deck 1 Section: Structural Health = 13, Light Armor (20 HP)
Aft Deck 1 Section: Structural Health = 8, Light Armor (20 HP)
Prow Deck 2 Section: Structural Health = 15, Light Armor (20 HP)
Aft Deck 2 Section: Structural Health = 9, Light Armor (20 HP)
Power Generator: Size 20 Fusion Generator
Price: 1200
Power Output: 100 - 1000
Heat Output: 2
Fuel Required: 0.5
Reactivation Speed: Instant
Reactivating the fusion reactor after shutdown costs 50*size energy
2 Size 10 Batteries
Price: 100 Each (200 Total)
Storage Capacity: 1000 Each
Size 10 Liquid Cooling System
Price: 25
Heat Output: -100
Resource Used: 1
Note: external but retractable stucture. Non functional when retracted, does not benefit from armor bonuses when extended.
Size 20 Life Support
Price: 100
Energy Use: 40
Crew Support: 10
Size 30 Conventional Engines
Price: 150
Energy Use: 150
Max Speed Change: +- 15
4 Size 10 Boosters
Price: 40 Total (10 Each)
Max Speed Change: +20 Each
Capacity: 100
Theoretical Max: 100
Other: Destroyed Upon Use
Size 20 Jump Drive
Price: 1000
Energy Use: 600
Charge Speed: 120 Energy
Capacity: 500
-----
Ship Cost: 6095
-----
Armaments:
3 Laser Defense Turrets
Price: 750 Total
Size: 5 Each
Energy Consumption: 20 Each
Damage: 1D6 (Shield and Armor)
Hit Chance: Certain
Hellfire Cannon - A weapon from a war that has long since faded from the annuals of even the great Librarians of Knowledge, this weapon was found deep in the scrap fields of a long forgotten war, this massive weapon consists of a solid coil built into the lower parts of the Night Fury. Connected to the coil is a massive munitions chamber that feeds large solid shells into the coil below which is rapidly fed power to magnetize the coil, and launch the shell forward at near light speed. Of course the sheer size, and power of this weapon means that its use is only a last resort.
Shields:
Size 40 Shield Generator
Price: 600
Energy Consumption: 200
Shield Cap: 40
Shield Regen: 8
Other:
Size 30 Exhaust Hatch
Price: 15
Effects: Allows you to construct internal engines up to twice the size of the exhaust hatch.
Size 20 Passive Radar
Price: 100
Energy Use: 20
Targetting Distance: 100
Size 80 Internal Weapon Battery (Houses the Hellfire Cannon)
Price: 80
Effects: Allows the construction of ship vs ship weapons inside the ship. Max weapon size while retaining full accuracy= 1/2 Internal weapon battery size.
Total Space Taken Up By Systems, and Such: 330, Free Space 110
Final Cost: 7640
---------------------------------------
:Weapon Placement:
Prow Deck 1 Segment
----------------------
1 Laser Defense Turret
Aft Deck 1 Segment
-------------------
2 Laser Defense Turrets
Deck 2 Spinal Mounted
-------------------
Hellfire Cannon
Seems fine. A bit small though and keep in mind that you have to fit the systems into the individual sections and such. Your radar is a bit small though. (100 range is almost considered melee range. You'd get a better view just by looking out of the window). Though you can probably get a replacement in the black market( As wel as radiation absorbing hulls)
I end up with a total of 345 systems size( I guess you forgot to count the PD systems).
I suggest maybe doing away with the sections and turning the ship in a single sections ship with heavier armor instead. At the moment it's structural health is rather low.
You know that boosters are destroyed when used?
As for the hell fire cannon, it'll probably be quite large, between 50 and 100 size. And also use quite large shells. the good thing is that it might actually be capable of taking on ships several times it size.