Sword Class Maneuver 20 Hull 35 Turret Rating 2 Space 40 Armor 18 Detection 15 | Tempest Class Maneuver 18 Hull 36 Turret Rating 1 Space 42 Armor 19 Detection 12 |
If we DO use the Tempest, the upgraded Auger array offsets the -3 malus, and adds +2. The added space helps our cargo bay's maneuverability which we cannot edit in my above design due to lack of space by removing the -3 from the C-Hold/Lighter Bay. And I cannot see ANY other way that we can fit anything that will NOT get the CargoHold/LighterBay on our SWORD frigate otherwise, thus making the -2 Maneuver a better gamble.
Because the upgrade from that into Shadowblind costs:
Cargo Hold and Lighter Bay = 1/2/1 | Shadowblind Bay = 3/4/2 |
We end up with a different value if we shift to the Tempest.
0/1/0
Jovian Pattern Class 2 Drive Strelov 1 Warp Engine Emergency Field Repulsor Shield Combat Bridge Clan-Kin Quarters Deep Void Auger Array (External)
Dorsal: Mars Pattern Macrocannons Dorsal: Mars Pattern Macrocannons
Shadowblind Bays Astropathic Choir-chambers Runecaster Vitae Pattern Life Sustainer Arboretum | -45/10/0 10/10/0 2/0/0 6/1/0 1/1/0 1/4/1 7/0/1
4/2/1 4/2/1
3/4/2 1/1/1 0/1/2 4/2/0 2/2/1 |
*The Trophy Room has been scrapped.
This leaves us at 0/1/0. At this point there are choices:
1. Stay as is: At the cost of a trophy room. And 1 turret rating. And keeping the Combat instead of Command Bridge.
1.5. We can downgrade either the Repulsor or Emergency Field (whichever seems better) and upgrade the Combat into an Armored Bridge.
2. We can stick with the M-201.b Auger Array and have a Detection rating of 17 instead of our sword's 20, but KEEP the Trophy Room, able to shift it to a Temple-shrine which gives bonuses to max morale and Creed achievement points...which I don't know what that does, and leave with 2/0/0, or 2 power in reserve.
So if that's the cast, and we shift to the Tempest, we miss by 1 turret rating, keep the Combat bridge, have 3 less detection but 1 more maneuver, and those other considerations.
Auto-engagement routines: If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically
Void shields: 1
Charged particle repulsion effect: No penalties to maneuver though celestial phenomena consisting of small particules.
Damage control Station: +10 to tech use to repair the ship so long as bridge is undamaged
Eye of the Omnissiah: +10 ship detection
For Hearth and Home!: All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of morale loss are reduced by 1, to a minimum of 1.
Mirror Bays: Trade objective, + 50 Achievement Points. Criminal objective, +75 Achievement Points. Location of these bays when their systems are engaged requires an Arduous (–40) Scrutiny Test.
Psy-locus: +10 to Focus Power Test. Astropath uses have their range increased by 5 VUs.
Eye of the Warp: +20 bonus to Navigator navigation test and journeys using this take half normal time
Fuelled by fate: Runecaster can't be unpowered
Past experiences: +50 to exploration, trade, or criminal objectives
Replenishing supplies: Double time before population or mortal loss. +2 population
Tempest Class Final Results (IF both Deep Void Auger//Shadowblind Bays)
Maneuver 18
Hull 36
Turret Rating 1
Space 42
Armor 19
Detection 22