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Dhothil-class Heavy Fighter
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Corise Lucerne
Lieutenant
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Joined: 02 Jan 2014
Posts: 78
Location: USA

PostPosted: Sat Apr 26, 2014 8:22 pm    Post subject: Dhothil-class Heavy Fighter Reply with quote

I actually created this ship for TRF (a more writing-based Star Wars roleplaying site seen in my signature), so I hadn't particularly thought about how to demonstrate some of the craft's abilities via hard stats. I'd appreciate suggestions on how to transfer their written qualities into actual game mechanics (notably their modular systems described below).

For a little background, the Irollans (the race responsible for this ship) are basically space elves somewhat isolated from the galaxy proper by their civilization's location and an isolationist economical/political stance. The Dhothil is their mainstay starfighter known for its slow but graceful movements and its highly modular weapons and defense systems.



Craft: Dhothil XI-class Heavy Fighter
Type: Heavy Modular Starfighter
Scale: Starfighter
Length: 6 meters (10 meters wide)
Skill: Starfighters: Dhothil-class Heavy Fighter
Crew: 1 Pilot + 1 Gunner
Crew Skill: Starfighter piloting 2D+1, Shields 1D, starship gunnery 2D+2, starship shields 2D+1
Cargo Capacity: 60 Kilograms
Consumables: 1 week
Cost: Not available for sale
Maneuverability: 1D+2
Space: 6
Atmosphere: 350; 1,050 kmh
Hyperdrive: None
Hull: 3D
Shields: 1D+2

Sensors:
Passive: 40/OD
Scan: 70/1D
Search: 80/2D
Focus: 4/2D

Weapons:
-7 Modular Weapons Compartments (see below)

Other: Modular Secondary Shields, Modular Electronics Suite


Capsule: The Dhothil XI, popularly referred to as the Dagger by outsiders, is a modular and general purpose heavy fighter that has been the mainstay of the Irollan starfighter forces for nearly two decades with minor updates. It is most analogous to the Cloakshape, being a heavily protected and armed starfighter with superior atmospheric performance, but is lacking in speed and maneuverability. The main strength of the Dhothil is its adaptability, which can refitted with some time and the proper components to fulfill most mission requirements (albeit is a rather inferior interceptor). Unlike most starfighters, the Dhothil is a two-man craft, with a pilot and a secondary flight officer who controls the ship's extra electronics, some defences, and aids in gunnery duties. While the Dhothil has always been fielded in vast numbers by the Kingdom and in large numbres by the criminal groups operating in Irollan space, the starfighter is just entering the forces of Mensyl and its allies after many captured by them during the first Battle of Mensyl.

Technological Explanations:

Speed: Low

Engines: The Dhothil uses three capacitor-powered ion engines originally designed to be used for small orbital transports. This makes the craft rather slow in space compared to the fighters of most galactic governments, but quite capable of dragging a lot of equipment and armor (hence the design concept is actually based on the engines than any other requirements). However, in the atmosphere, the Dhothil is as fast or faster than many starfighters because of its aerodynamics. Dhothil engines generally need to be recharged after three days of continuous use.

Maneuverability: Moderately Low

Flight Systems: The Dhothil certainly isn't the most maneuverable starfighter fielded by in recent times (albeit it can outmaneuver the original, unupgraded X-wing and fall just shy of the original Tie Fighter's performance) but it can generally outmaneuver most assault fighters or bombercraft. The primary maneuvering system, besides the engines, are the two etheric flaps that occupy the back half of the wings. This makes the Dhothil particularly maneuverable with yaw actions, which in turn leads to Dhothil pilots typically using lots of rolls and Immelman maneuvers in their flying. The turning on the craft is otherwise less than stellar and more comparable to that of shuttles than that of other fighter craft.

Hull: High

Hull: The hull of the Dhothil is significantly more durable than most fighter craft, including the durable X-wing simply by the sheer thickness of the starfighter's plates, which also act as backup structural supports for the airframe. Irollans have not had access to many common metals or variants thereof within the galaxy (ex. Durasteel because of its meleeium) because of the rarity of the elements, and have thus relied on the most readily available material to them: tungsten. Irollans mix it in equal parts with the more common element of carbon to make Tungsten Carbide; a typically grey-black material which is incredibly hard (nearly as hard as diamonds), substantially denser than durasteel or titanium, and has a very high melting point. This provides Irollan craft with substantial protection, even more than many craft of more “advanced” civilizations, but is also quite heavy.

Shields: High

Shield Generators: The Dhothil XI has powerful shields which are near those of other heavy assault fighters, such as B-wings or Assault Gunboats, which the Dhothil is generally similar to in build. Shield strength capability coupled with Irollan capicitator technology means the Dhothil's shields recharge very quickly, making them capable of enduring prolonged fire that few other starfighters can withstand: a Dhothil is capable of withstanding turbolaser hits. But this is more a necessity than anything else, because of the ship's wide profile and slow speed.

Modular Secondary Shields: As the Irollans place a high value on life and its survival, and unsurprisingly put as many safeguards into protecting the lives of their pilots as possible. One of these safeguards is the Dhothil secondary shield generator module, which provides the space and power supply for a second, specialized shield generator to run simultaneously as the ship’s main shields. These shields are significantly weaker than the main generator, but provide focused defense against certain types of energy. The ship’s secondary shields can be focused, dispersed, and otherwise manipulated by the second crewman as needed.

Photon Scattering Field: This module produces photons and hi-jacks naturally occurring particles of this nature to form and hold them in a field surrounding the ship, just overlaying the ship’s standard shielding. When this shield is hit by ion and EMP weaponry hit the field, the photon particles interfere and collide with the energized particles, ions, and other radiation, thereby reducing or annulling the effects of those weapons on the ship itself.

(Possible Mechanic: -3(pips) to all damage incurred on the craft by ion, emp, or magpulse weaponry)

Explosive Dampening Field: This module is designed to contain and resist explosions via use of strong magnetic and gravity forces. It lies just below the standard shielding so that the standard shielding detonates the explosive weapon, and the secondary layer beneath it can soak up and contain the said force before it reaches the hull of the ship.

(Possible Mechanic: -1D to all damage incurred by explosive weaponry)


Ballistic Deflection Field: This module uses magnetics and repulsive tractor beam forces to produce a force which shields against kinetic attacks. Depending on the angle and the size of the projectile, the BDF can either deflect the attack and send it flying elsewhere, or significantly impede its motion forward into the craft, and thereby the damage that a kinetic weapon can do to the ship. This field surrounds and permeates the immediate area around the ship; Ships using this module typically have problems flying in close formation because they inadvertently push away any nearby object not moving away from the deflection field, including their wingmen or those they are dogfighting against.

Heat Dissipation Field: This module creates a complex maze of particles that interlock with the ship’s shields, but also jut in and out of them. When a thermal attack collides with the ship’s shields, this maze of particles acts like a superconductive radiator which uniformly disperses the heat or cold evenly all across the surface area of the ship’s shields; thereby reducing the effects of such weapons. It is commonly used to protect against laser cannons and other like weaponry, or to provide the craft with additional protection during hot atmospheric reentries or other environmental temperature effects.

(Possible Mechanic: -1D to all explosive attacks)

Weapons: High

Weapons: The Dhothil does not carry any fixed weapons, instead housing seven large internal compartments to fit weapons into; three to a wing (recognizable as the dark triangles in the picture) and one in the lower front of the fuselage of the craft. Because Irollan weapons were until recently wholly projectile based, all of the bays are large enough to house not only the weapons, but extensive ammo for projectile weapons or reserve capacitors to power energy-based weapons for entire engagements with little fear of running out of ammo. Most Irollan factions have adopted their own weapons to use with the Dhothil, but any weapon can be easily modified and switched in and out of the fighter with a little work. This results in a wide plethora of armaments that Dhothil's use, but listed below are some standard loadouts used on a wide-scale.

Irollan Kingdom Loadout: 1 Siege Beam Cannon, 4 Wyren Mk VII Slugthrowers, 2 Firefly Missile Launchers (5 Firefly Missiles each)

Siege Beam Cannon: This heavy weapon fires bursts of energy at the target to burn through heavy armor and shielding. Using a complex system of four coordinated anodes, it converts electricity into thermal energy which is then transferred to a beam produced by a miniature particle cannon. The resulting superheated particle beam is quite effective at penetrating thick defences at above average ranges. However, it’s low firing rate (due to energy requirements and cooling) along with poor tracking mainly regulate the weapon to destroying stationary and relatively slow-moving targets, or for opportunistic shots in close quarters dogfighting.

Fire Control: 1D (on aerial/space targets) / 2D against ground targets
Space Range: 1-4/7/12 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 10D
Other: can only fire every other turn

Wyren Mk VII Autocannon: The Wyren autocannon is the latest in Irollan Kingdom weapons technology. The projectile equivalent to the rest of the galaxy’s autoblaster in terms of role, power, and size, the Wyren inaccurately spews out a large volume of minute, solid slugs, via magnetic accelerators, towards it targets at a very short range. The Mk VII version now incorporates locus coordinators into its mounts which provide improved autotracking for the weapon as well as the ability to load hollow slugs (which can be filled with different payloads as per mission/personal preferences). Common fillers include thermite, to create incendiary effects (even in space), and shrapnel, to destroy incoming projectiles or strafe lightly-armored ground targets.

Fire Control: 2D
Space Range: 1-8/25/40 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 3D
Other: specific damage bonuses or story line effects based on filler?


Firefly Missile: The Firefly is a variation of a warhead which is analogous to the common concussion missile in nearly every way. However, the firefly is unique in that its energy sheath is constantly fluctuating, which allows to occasionally block high-powered defense shots or succumb to above average cronau radiation. A side effect of this process is that the missile appears to blink in and out of existence, which in turn makes it difficult to target visually and electromagnetically (especially with a low heat output from its capacitor-powered engines). This targeting issue is typically compounded by Firely missiles being programmed to randomly alternate speeds during flight, and even occasionally to fly in odd paths with High-G maneuvers to their target.

Fire Control: 3D
Space Range: 1/3/7 Space Units
Atmospheric Range: 50-100/300/700 metres
Damage: 9D
Other: -1D to fire controls of weapons targetting the missile inflight, takes one round longer to hit than standard missile weapons because of erratic flight path


Typical Pirate Loadout: 3 Fireshard Cannons, 4 Kothil Ion Cannons

Fireshard Cannon: This heavy weapon uses minute electrothermal charges to vaporize gas to push out its solid-tipped slugs at high speeds. When the slug hits the target, it armor-piercing head penetrates the target, and consequently ignites and releases the thermite flechettes stored within the core of the bullet. Penetration by such an attack results in nearby area being turned into a small, powerful, and slow-burning conflagration. The Fireshard is known for having a shorter range than typical laser cannons, but having high rate of fire coupled with very little energy use (a plus for ships relying capacitors for power). It typically is more terrifying to its opponents than it actually is effective, though the terror it can inspire is an effective weapon in and of itself.

Fire Control: 1D
Space Range: 1-3/5/8 Space Units
Atmospheric Range: 100 metres-300 metres/1.2 km/2.5 km
Damage: 3D+2 (+1 damage for each round after target is hit)

Kothil Ion Cannon: A popular weapon among Irollan civilians and security, the Kothil, like any other ion cannon, uses ion energy to overload and fuse circuitry. However, unlike galactic standard ion cannons, the Kothil automatically adjust itself according to range sensor data from the ship for improved performance. For example, a Kothil will automatically tightbeam an ion bolt fired at a distant target for improved range at the cost of damage, or completely bypass the most of the focusing process for a shorter range, but a greatly improved rate of fire if the target is at near point-blank range. If the Kothil does not have any sensor data, it fires like a normal starfighter-grade ion cannon.

Fire Control: 2D
Space Range: 1-3/7/36 Space Units
Atmospheric Range: 100-300 metres/700 metres/3.6 km
Damage: 3D+2
Other: (2D damage if range is doubled (weapon is tightbeamed)

Typical Irollan Reformist Loadout: 4 Tylyn Laser Cannons, 3 Jenth General Purpose Launchers (4 missiles or 3 torpedoes or 2 heavy rockets or 1 space bomb each).

Tylyn Laser Cannon: The Tylyn is the result of Irollan scientists trying to replicate and adapt the basic laser cannon introduced to them by the Confederation to their own technology. Unsurprisingly (given Irollan capacitor technology), the Tylyn is designed to be capable of quickly charging and sustained rapid fire that would internally melt other laser cannons. This is accomplished by extensive, passive cyro cooling systems built around the barrel, and through heavy use of Tungsten carbide casing and internal systems. The only other difference with the Tylyn is its prismatic crystal, (since the Irollans don’t have access to typical ones), which modulates the beams more into the ultraviolet spectrum, which results in slightly less range for the weapons, but with more radiation(thermal) damage than normal per bolt.

Fire Control: 1D+2
Space Range: 1-3/9/20 Space Units
Atmospheric Range: 100 metres-300 metres/1.2 km/2.5 km
Damage: 4D

Jenth General Purpose Launcher: The Jenth is very similar to the Imperial General Warhead Launcher used by the later Tie starfighter models. What separates the two is the Jenth’s size, which is larger than the compact version used by the Empire. The Jenth does not carry any more missiles than the Imperial version, but is larger because it incorporates an odd two-stage bay thruster which not only boosts the rocket into the launcher, but also provides additional thrust for the warhead as it leaves the launcher. This results in improved rate of fire as well as faster warheads.

Fire Control: 2D+1
Space Range: 1/3/7 Space Units
Atmospheric Range: 50-100/300/700 metres
Damage: varies on warhead
Other: weapon damages and ammunition size depends on warhead carried

Modular Electronics Suite: Another device that the second crewmen runs is the modular electronics suite module, which provides the space and power supply for additional electronics and avianoics to give Irollan pilots an extra survival edge. As with weapons, there is a wide plethora of devices that certain groups use because of the ease there is in adapting existing devices for the slots, but here are several of the more common ones seen in Irollan space.

Sensor Dampener: Frequently used by pirates and others wishing to avoid detection, the sensor dampener is actually a very low-grade sensor mask which does nothing to conceal the starfighter visually or at medium to short ranges, but rather prevents long-range detection. It also frequently prevents sensor-based targetting used by many missiles and automated weaponry from firing on the craft.

Mechanics: unknown. Possibly treated like a baffled drive?

Tracking Disruptor: Mostly used by Irollan Reformist forces, since Mensyl and Confederate scientist developed the device, the tracking disruptor works very much like the Imperial Jamming beam used by their fighters equipped with the beam weapon module. The device works like a miniature Magnetorian sweep, disrupting targetting computers and sensors in the area that the device is focused at. Effective against starfighters, subcapital ships, and capital ship turrets.

Mechanics: -1D to fire control on opposing weapons

Target Painter: This devices coordinates and aids in fire control for friendly ships by providing more precise sensor information and increasing the target ship's signature radius. Often used to increase friendly capital ship's accuracy at long ranges and/or during heavy sensor jamming. Some squadron leaders use it to precisely direct their missile barrages at specific points and times.

Mechanics: +1D to fire control of allied vessels on designated target
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garhkal
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PostPosted: Sun Apr 27, 2014 5:12 pm    Post subject: Reply with quote

Picture looks nice. Some comments..

Corise Lucerne wrote:
Speed: Low


You say speed is low, but a 6 sublight is not that low. Comparable to Bwings and Y wings.

Corise Lucerne wrote:
Maneuverability: Moderately Low

Flight Systems: The Dhothil certainly isn't the most maneuverable starfighter fielded by in recent times (albeit it can outmaneuver the original, unupgraded X-wing and fall just shy of the original Tie Fighter's performance) but it can generally outmaneuver most assault fighters or bombercraft.


it is listed as being able to outperform most bomber craft, but the Bwing is down only 1 pip while the y wings are 1 pip up on this craft. Also from its write up, i would think it has a better maneuvering in atmosphere than space. So perhaps make maneuvering be split.. say 2d in space, 4d atmosphere.?

Corise Lucerne wrote:
Hull: High


With only 3d hull, how can this be said to be high. Even the A-wing, one of the more fragile fighters out there has only 1 pip less hull. All three other reb fighters have better hulls, by 1d at least. Improve this to around 4d+1 to 4d+2.

Corise Lucerne wrote:
Photon Scattering Field: This module produces photons and hi-jacks naturally occurring particles of this nature to form and hold them in a field surrounding the ship, just overlaying the ship’s standard shielding. When this shield is hit by ion and EMP weaponry hit the field, the photon particles interfere and collide with the energized particles, ions, and other radiation, thereby reducing or annulling the effects of those weapons on the ship itself.

(Possible Mechanic: -3(pips) to all damage incurred on the craft by ion, emp, or magpulse weaponry)


So they have some sort of specialized ion proof shielding? If anyone out side of their space knew of this, the Empire would subjugate them like crazy to find out HOW.
Same comment goes for the heat dissapation and ballistic field aspects.

Corise Lucerne wrote:

Weapons: The Dhothil does not carry any fixed weapons, instead housing seven large internal compartments to fit weapons into; three to a wing (recognizable as the dark triangles in the picture) and one in the lower front of the fuselage of the craft. Because Irollan weapons were until recently wholly projectile based, all of the bays are large enough to house not only the weapons, but extensive ammo for projectile weapons or reserve capacitors to power energy-based weapons for entire engagements with little fear of running out of ammo. Most Irollan factions have adopted their own weapons to use with the Dhothil, but any weapon can be easily modified and switched in and out of the fighter with a little work. This results in a wide plethora of armaments that Dhothil's use, but listed below are some standard loadouts used on a wide-scale.


Sorry, but with a size that puts it comparable to a Tiefighter in width/length, how can it carry a lot more stuff AND have those all be modular. Either lower # of stuff or increase size.

Corise Lucerne wrote:
Siege Beam Cannon: This heavy weapon fires bursts of energy at the target to burn through heavy armor and shielding. Using a complex system of four coordinated anodes, it converts electricity into thermal energy which is then transferred to a beam produced by a miniature particle cannon. The resulting superheated particle beam is quite effective at penetrating thick defences at above average ranges. However, it’s low firing rate (due to energy requirements and cooling) along with poor tracking mainly regulate the weapon to destroying stationary and relatively slow-moving targets, or for opportunistic shots in close quarters dogfighting.

Fire Control: 1D (on aerial/space targets) / 2D against ground targets
Space Range: 1-4/7/12 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 10D


This is higher damage than even a fire linked trio of Xwings with their quad laser cannons. OR a turbolaser (skipray). Drop this down considerably to say 5-6d.

Corise Lucerne wrote:
Wyren Mk VII Autocannon: The Wyren autocannon is the latest in Irollan Kingdom weapons technology. The projectile equivalent to the rest of the galaxy’s autoblaster in terms of role, power, and size, the Wyren inaccurately spews out a large volume of minute, solid slugs, via magnetic accelerators, towards it targets at a very short range. The Mk VII version now incorporates locus coordinators into its mounts which provide improved autotracking for the weapon as well as the ability to load hollow slugs (which can be filled with different payloads as per mission/personal preferences). Common fillers include thermite, to create incendiary effects (even in space), and shrapnel, to destroy incoming projectiles or strafe lightly-armored ground targets.

Fire Control: 2D
Space Range: 1-8/25/40 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 3D
Other: specific damage bonuses or story line effects based on filler?


Take a look at my Delta dart, Heptal or Coral buster ships in this thread

For an example of how to do effectively vulcan cannons which this is.
You would also need to list for it whether shields (particle) are effective, and what the amt of ammo is.

Corise Lucerne wrote:

PostPosted: Sun Apr 27, 2014 10:22 am Post subject: Dhothil-class Heavy Fighter
I actually created this ship for TRF (a more writing-based Star Wars roleplaying site seen in my signature), so I hadn't particularly thought about how to demonstrate some of the craft's abilities via hard stats. I'd appreciate suggestions on how to transfer their written qualities into actual game mechanics (notably their modular systems described below).

For a little background, the Irollans (the race responsible for this ship) are basically space elves somewhat isolated from the galaxy proper by their civilization's location and an isolationist economical/political stance. The Dhothil is their mainstay starfighter known for its slow but graceful movements and its highly modular weapons and defense systems.



Craft: Dhothil XI-class Heavy Fighter
Type: Heavy Modular Starfighter
Scale: Starfighter
Length: 6 meters (10 meters wide)
Skill: Starfighters: Dhothil-class Heavy Fighter
Crew: 1 Pilot + 1 Gunner
Crew Skill: Starfighter piloting 2D+1, Shields 1D, starship gunnery 2D+2, starship shields 2D+1
Cargo Capacity: 60 Kilograms
Consumables: 1 week
Cost: Not available for sale
Maneuverability: 1D+2
Space: 6
Atmosphere: 350; 1,050 kmh
Hyperdrive: None
Hull: 3D
Shields: 1D+2

Sensors:
Passive: 40/OD
Scan: 70/1D
Search: 80/2D
Focus: 4/2D

Weapons:
-7 Modular Weapons Compartments (see below)

Other: Modular Secondary Shields, Modular Electronics Suite


Capsule: The Dhothil XI, popularly referred to as the Dagger by outsiders, is a modular and general purpose heavy fighter that has been the mainstay of the Irollan starfighter forces for nearly two decades with minor updates. It is most analogous to the Cloakshape, being a heavily protected and armed starfighter with superior atmospheric performance, but is lacking in speed and maneuverability. The main strength of the Dhothil is its adaptability, which can refitted with some time and the proper components to fulfill most mission requirements (albeit is a rather inferior interceptor). Unlike most starfighters, the Dhothil is a two-man craft, with a pilot and a secondary flight officer who controls the ship's extra electronics, some defences, and aids in gunnery duties. While the Dhothil has always been fielded in vast numbers by the Kingdom and in large numbres by the criminal groups operating in Irollan space, the starfighter is just entering the forces of Mensyl and its allies after many captured by them during the first Battle of Mensyl.

Technological Explanations:

Speed: Low

Engines: The Dhothil uses three capacitor-powered ion engines originally designed to be used for small orbital transports. This makes the craft rather slow in space compared to the fighters of most galactic governments, but quite capable of dragging a lot of equipment and armor (hence the design concept is actually based on the engines than any other requirements). However, in the atmosphere, the Dhothil is as fast or faster than many starfighters because of its aerodynamics. Dhothil engines generally need to be recharged after three days of continuous use.

Maneuverability: Moderately Low

Flight Systems: The Dhothil certainly isn't the most maneuverable starfighter fielded by in recent times (albeit it can outmaneuver the original, unupgraded X-wing and fall just shy of the original Tie Fighter's performance) but it can generally outmaneuver most assault fighters or bombercraft. The primary maneuvering system, besides the engines, are the two etheric flaps that occupy the back half of the wings. This makes the Dhothil particularly maneuverable with yaw actions, which in turn leads to Dhothil pilots typically using lots of rolls and Immelman maneuvers in their flying. The turning on the craft is otherwise less than stellar and more comparable to that of shuttles than that of other fighter craft.

Hull: High

Hull: The hull of the Dhothil is significantly more durable than most fighter craft, including the durable X-wing simply by the sheer thickness of the starfighter's plates, which also act as backup structural supports for the airframe. Irollans have not had access to many common metals or variants thereof within the galaxy (ex. Durasteel because of its meleeium) because of the rarity of the elements, and have thus relied on the most readily available material to them: tungsten. Irollans mix it in equal parts with the more common element of carbon to make Tungsten Carbide; a typically grey-black material which is incredibly hard (nearly as hard as diamonds), substantially denser than durasteel or titanium, and has a very high melting point. This provides Irollan craft with substantial protection, even more than many craft of more “advanced” civilizations, but is also quite heavy.

Shields: High

Shield Generators: The Dhothil XI has powerful shields which are near those of other heavy assault fighters, such as B-wings or Assault Gunboats, which the Dhothil is generally similar to in build. Shield strength capability coupled with Irollan capicitator technology means the Dhothil's shields recharge very quickly, making them capable of enduring prolonged fire that few other starfighters can withstand: a Dhothil is capable of withstanding turbolaser hits. But this is more a necessity than anything else, because of the ship's wide profile and slow speed.

Modular Secondary Shields: As the Irollans place a high value on life and its survival, and unsurprisingly put as many safeguards into protecting the lives of their pilots as possible. One of these safeguards is the Dhothil secondary shield generator module, which provides the space and power supply for a second, specialized shield generator to run simultaneously as the ship’s main shields. These shields are significantly weaker than the main generator, but provide focused defense against certain types of energy. The ship’s secondary shields can be focused, dispersed, and otherwise manipulated by the second crewman as needed.

Photon Scattering Field: This module produces photons and hi-jacks naturally occurring particles of this nature to form and hold them in a field surrounding the ship, just overlaying the ship’s standard shielding. When this shield is hit by ion and EMP weaponry hit the field, the photon particles interfere and collide with the energized particles, ions, and other radiation, thereby reducing or annulling the effects of those weapons on the ship itself.

(Possible Mechanic: -3(pips) to all damage incurred on the craft by ion, emp, or magpulse weaponry)

Explosive Dampening Field: This module is designed to contain and resist explosions via use of strong magnetic and gravity forces. It lies just below the standard shielding so that the standard shielding detonates the explosive weapon, and the secondary layer beneath it can soak up and contain the said force before it reaches the hull of the ship.

(Possible Mechanic: -1D to all damage incurred by explosive weaponry)


Ballistic Deflection Field: This module uses magnetics and repulsive tractor beam forces to produce a force which shields against kinetic attacks. Depending on the angle and the size of the projectile, the BDF can either deflect the attack and send it flying elsewhere, or significantly impede its motion forward into the craft, and thereby the damage that a kinetic weapon can do to the ship. This field surrounds and permeates the immediate area around the ship; Ships using this module typically have problems flying in close formation because they inadvertently push away any nearby object not moving away from the deflection field, including their wingmen or those they are dogfighting against.

Heat Dissipation Field: This module creates a complex maze of particles that interlock with the ship’s shields, but also jut in and out of them. When a thermal attack collides with the ship’s shields, this maze of particles acts like a superconductive radiator which uniformly disperses the heat or cold evenly all across the surface area of the ship’s shields; thereby reducing the effects of such weapons. It is commonly used to protect against laser cannons and other like weaponry, or to provide the craft with additional protection during hot atmospheric reentries or other environmental temperature effects.

(Possible Mechanic: -1D to all explosive attacks)

Weapons: High

Weapons: The Dhothil does not carry any fixed weapons, instead housing seven large internal compartments to fit weapons into; three to a wing (recognizable as the dark triangles in the picture) and one in the lower front of the fuselage of the craft. Because Irollan weapons were until recently wholly projectile based, all of the bays are large enough to house not only the weapons, but extensive ammo for projectile weapons or reserve capacitors to power energy-based weapons for entire engagements with little fear of running out of ammo. Most Irollan factions have adopted their own weapons to use with the Dhothil, but any weapon can be easily modified and switched in and out of the fighter with a little work. This results in a wide plethora of armaments that Dhothil's use, but listed below are some standard loadouts used on a wide-scale.

Irollan Kingdom Loadout: 1 Siege Beam Cannon, 4 Wyren Mk VII Slugthrowers, 2 Firefly Missile Launchers (5 Firefly Missiles each)

Siege Beam Cannon: This heavy weapon fires bursts of energy at the target to burn through heavy armor and shielding. Using a complex system of four coordinated anodes, it converts electricity into thermal energy which is then transferred to a beam produced by a miniature particle cannon. The resulting superheated particle beam is quite effective at penetrating thick defences at above average ranges. However, it’s low firing rate (due to energy requirements and cooling) along with poor tracking mainly regulate the weapon to destroying stationary and relatively slow-moving targets, or for opportunistic shots in close quarters dogfighting.

Fire Control: 1D (on aerial/space targets) / 2D against ground targets
Space Range: 1-4/7/12 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 10D
Other: can only fire every other turn

Wyren Mk VII Autocannon: The Wyren autocannon is the latest in Irollan Kingdom weapons technology. The projectile equivalent to the rest of the galaxy’s autoblaster in terms of role, power, and size, the Wyren inaccurately spews out a large volume of minute, solid slugs, via magnetic accelerators, towards it targets at a very short range. The Mk VII version now incorporates locus coordinators into its mounts which provide improved autotracking for the weapon as well as the ability to load hollow slugs (which can be filled with different payloads as per mission/personal preferences). Common fillers include thermite, to create incendiary effects (even in space), and shrapnel, to destroy incoming projectiles or strafe lightly-armored ground targets.

Fire Control: 2D
Space Range: 1-8/25/40 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 3D
Other: specific damage bonuses or story line effects based on filler?


Firefly Missile: The Firefly is a variation of a warhead which is analogous to the common concussion missile in nearly every way. However, the firefly is unique in that its energy sheath is constantly fluctuating, which allows to occasionally block high-powered defense shots or succumb to above average cronau radiation. A side effect of this process is that the missile appears to blink in and out of existence, which in turn makes it difficult to target visually and electromagnetically (especially with a low heat output from its capacitor-powered engines). This targeting issue is typically compounded by Firely missiles being programmed to randomly alternate speeds during flight, and even occasionally to fly in odd paths with High-G maneuvers to their target.

Fire Control: 3D
Space Range: 1/3/7 Space Units
Atmospheric Range: 50-100/300/700 metres
Damage: 9D
Other: -1D to fire controls of weapons targetting the missile inflight, takes one round longer to hit than standard missile weapons because of erratic flight path


If it's supposed to be analogus to the concussion missiles, why is it listed as having proton torp damage? And the same comments about the shields apply here.

Corise Lucerne wrote:
Fireshard Cannon: This heavy weapon uses minute electrothermal charges to vaporize gas to push out its solid-tipped slugs at high speeds. When the slug hits the target, it armor-piercing head penetrates the target, and consequently ignites and releases the thermite flechettes stored within the core of the bullet. Penetration by such an attack results in nearby area being turned into a small, powerful, and slow-burning conflagration. The Fireshard is known for having a shorter range than typical laser cannons, but having high rate of fire coupled with very little energy use (a plus for ships relying capacitors for power). It typically is more terrifying to its opponents than it actually is effective, though the terror it can inspire is an effective weapon in and of itself.

Fire Control: 1D
Space Range: 1-3/5/8 Space Units
Atmospheric Range: 100 metres-300 metres/1.2 km/2.5 km
Damage: 3D+2 (+1 damage for each round after target is hit)


How long does it stay burning? How often can it fire? For how long?

Corise Lucerne wrote:
Kothil Ion Cannon: A popular weapon among Irollan civilians and security, the Kothil, like any other ion cannon, uses ion energy to overload and fuse circuitry. However, unlike galactic standard ion cannons, the Kothil automatically adjust itself according to range sensor data from the ship for improved performance. For example, a Kothil will automatically tightbeam an ion bolt fired at a distant target for improved range at the cost of damage, or completely bypass the most of the focusing process for a shorter range, but a greatly improved rate of fire if the target is at near point-blank range. If the Kothil does not have any sensor data, it fires like a normal starfighter-grade ion cannon.

Fire Control: 2D
Space Range: 1-3/7/36 Space Units
Atmospheric Range: 100-300 metres/700 metres/3.6 km
Damage: 3D+2
Other: (2D damage if range is doubled (weapon is tightbeamed)


Again i have to make the comment on if this is supposed to be so good, how come they have not been taken over by anyone?

All in all, this fighter is a decent concept, but like with many fan made designs you fall into the risk of making it SOO good, that if anyone knew what it was capable of, that planet would be targets for eradication OR getting taken over.
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PostPosted: Sun Apr 27, 2014 8:01 pm    Post subject: Reply with quote

garhkal wrote:


You say speed is low, but a 6 sublight is not that low. Comparable to Bwings and Y wings.


I should mention that the speeds are relative to other fighters. I also consider the B-wing and Y-wing to be among our slower fighters, which is about right, as the Dhothil fulfills a somewhat similiar role for the Irollan civilization.


garhkal wrote:

it is listed as being able to outperform most bomber craft, but the Bwing is down only 1 pip while the y wings are 1 pip up on this craft. Also from its write up, i would think it has a better maneuvering in atmosphere than space. So perhaps make maneuvering be split.. say 2d in space, 4d atmosphere.?


That's an excellent idea. I think I'd reduce it's atmospheric performance a bit though, probably to something around that of a Cloakshape, perhaps 2D+2 in atmosphere, and just 2D in normal space.

garhkal wrote:

With only 3d hull, how can this be said to be high. Even the A-wing, one of the more fragile fighters out there has only 1 pip less hull. All three other reb fighters have better hulls, by 1d at least. Improve this to around 4d+1 to 4d+2.


Agreed.

garhkal wrote:

So they have some sort of specialized ion proof shielding? If anyone out side of their space knew of this, the Empire would subjugate them like crazy to find out HOW.
Same comment goes for the heat dissapation and ballistic field aspects.


I was going more for ion-resistant, or rather, resistant to the specific weapon types in general, though I did not intend for the said weapons to be entirely ineffectual either. It's worth noting that similar technologies exist in SWTOR, so depending on how you take that canonically, it may fall under the same category of debate as personal energy shields.

garhkal wrote:

Sorry, but with a size that puts it comparable to a Tiefighter in width/length, how can it carry a lot more stuff AND have those all be modular. Either lower # of stuff or increase size.


I'm not following you on this one, because I thought that in least in terms of Volume, it is already a significantly bigger craft. Yes, it may be roughly the same length as the Tie Fighter, but it's also significantly wider with a 12 meter width. I'd consider the craft to be pretty equivalent to the B-wing in terms of payload and size, which I think is pretty close for at the moment.

garhkal wrote:

This is higher damage than even a fire linked trio of Xwings with their quad laser cannons. OR a turbolaser (skipray). Drop this down considerably to say 5-6d.


I don't recall Skiprays having turbolaser cannons (though their medium ion cannons are capital-grade), but that's sort of the intent to mimic. The amount of power involved is also why there's a cap on how often the cannon can be fired, as well as a Fire Control downgrade (though I want to tweak that part a little bit more). It's intent is to be very limited use, slow-firing, but very powerful weapon.

Corise Lucerne wrote:
Wyren Mk VII Autocannon: The Wyren autocannon is the latest in Irollan Kingdom weapons technology. The projectile equivalent to the rest of the galaxy’s autoblaster in terms of role, power, and size, the Wyren inaccurately spews out a large volume of minute, solid slugs, via magnetic accelerators, towards it targets at a very short range. The Mk VII version now incorporates locus coordinators into its mounts which provide improved autotracking for the weapon as well as the ability to load hollow slugs (which can be filled with different payloads as per mission/personal preferences). Common fillers include thermite, to create incendiary effects (even in space), and shrapnel, to destroy incoming projectiles or strafe lightly-armored ground targets.

Fire Control: 2D
Space Range: 1-8/25/40 Space Units
Atmospheric Range: 100 metres-800 metres/2.5 km/4 km
Damage: 3D
Other: specific damage bonuses or story line effects based on filler?


garhkal wrote:

Take a look at my Delta dart, Heptal or Coral buster ships in this thread

For an example of how to do effectively vulcan cannons which this is.
You would also need to list for it whether shields (particle) are effective, and what the amt of ammo is.



Sounds like a decent plan. This is the weapon I want to tinker around with the most, because I haven't got it quite got it fleshed out well enough without making it overly complicated.

garhkal wrote:

Again i have to make the comment on if this is supposed to be so good, how come they have not been taken over by anyone?

All in all, this fighter is a decent concept, but like with many fan made designs you fall into the risk of making it SOO good, that if anyone knew what it was capable of, that planet would be targets for eradication OR getting taken over.


I take it you don't feel it's balanced enough?

The intent wasn't to make it a super awesome ship. The intent was to make another culture's equivalent to the B-wing, which while it has pretty impressive weaponry and reasonable defenses, doesn't exactly have a high flight performance like that of a more advanced Tie, especially not being even close to the speed or the maneuverability of a Tie Interceptor.

Two minor things to remember that wouldn't exactly make this an ideal ship for many people. It lacks a hyperdrive. It also runs on capacitor power (a la electric cars in our world), which also makes it a rather short-range craft.

Second thing to remember, and this is that this is an isolational culture. It's not going to be widely known about, and even if it is, the Empire might well treat it like Hapes (which had a decent amount of military power and unusual technologies (ex. Gun of Command) that might be of interest to the Empire). But that's getting into speculation.
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PostPosted: Mon Apr 28, 2014 2:48 am    Post subject: Reply with quote

Corise Lucerne wrote:
I should mention that the speeds are relative to other fighters. I also consider the B-wing and Y-wing to be among our slower fighters, which is about right, as the Dhothil fulfills a somewhat similiar role for the Irollan civilization.


So other fighters in this civilization go what, 8+?

Corise Lucerne wrote:
That's an excellent idea. I think I'd reduce it's atmospheric performance a bit though, probably to something around that of a Cloakshape, perhaps 2D+2 in atmosphere, and just 2D in normal space.


Glad you liked it.

Corise Lucerne wrote:
I was going more for ion-resistant, or rather, resistant to the specific weapon types in general, though I did not intend for the said weapons to be entirely ineffectual either. It's worth noting that similar technologies exist in SWTOR, so depending on how you take that canonically, it may fall under the same category of debate as personal energy shields.


Prob then is that if ions are resisted well enough, any spacefairing race that ever encountered them would be on a 'gold mine' of info about that tech. And if that info ever got out, i doubt all this civilizations might would stop the old republic/empire taking their tech.

Corise Lucerne wrote:
I'm not following you on this one, because I thought that in least in terms of Volume, it is already a significantly bigger craft. Yes, it may be roughly the same length as the Tie Fighter, but it's also significantly wider with a 12 meter width. I'd consider the craft to be pretty equivalent to the B-wing in terms of payload and size, which I think is pretty close for at the moment.


Basing it on the Bwing in size would give you 2 launcher, and the wingtip/bottom wing pods worth of space.
So that would be 5 spots, not 7.

Corise Lucerne wrote:
I don't recall Skiprays having turbolaser cannons (though their medium ion cannons are capital-grade), but that's sort of the intent to mimic. The amount of power involved is also why there's a cap on how often the cannon can be fired, as well as a Fire Control downgrade (though I want to tweak that part a little bit more). It's intent is to be very limited use, slow-firing, but very powerful weapon.


And the skipray has to have cap ship power plants to get that turbolaser/ion cannon to fire. I don't see a ship this size having that, unless it takes up more than 1 pod space's worth of area.

Corise Lucerne wrote:
I take it you don't feel it's balanced enough?


Yes. If anything, drop that ion resistance, and make that turbo laser like "Pod" take up a whole side, so if it wanted 2 of them, that would be it, leaving the under pod open for something else.

Corise Lucerne wrote:
Second thing to remember, and this is that this is an isolational culture. It's not going to be widely known about, and even if it is, the Empire might well treat it like Hapes (which had a decent amount of military power and unusual technologies (ex. Gun of Command) that might be of interest to the Empire). But that's getting into speculation.


Isolationist or not, i still think that just on that ion resistance shielding tech, and those firefly (blinking) missiles.

The thing with the Hapes cluster is you also have those transitory mists to worry about in getting there.. which gives them some natural defense.
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PostPosted: Mon Apr 28, 2014 5:20 pm    Post subject: Reply with quote

garhkal wrote:


Prob then is that if ions are resisted well enough, any spacefairing race that ever encountered them would be on a 'gold mine' of info about that tech. And if that info ever got out, i doubt all this civilizations might would stop the old republic/empire taking their tech.


I don't see this as something that we're going to come to an agreement about.

I did a little more research, and found [url=http://starwars.wikia.com/wiki/Ion_shield]Ion Shields[/img] which protect against ion interference. This would probably be something similarly related, in other worlds, it doesn't involve any new technology to the galaxy at large, but simply differs in its application. It could just be considered that it's not worth the additional cost if it's not in widespread use, like the Empire not equipping their early fighters with even standard ray shielding.

garhkal wrote:

Basing it on the Bwing in size would give you 2 launcher, and the wingtip/bottom wing pods worth of space.
So that would be 5 spots, not 7.


If we're doing direct proportions based merely on height, I'd agree with you. That would also assume that the ships are roughly the same size in their other dimensions, that is to say similar shape, which they are not. If we're taking total volume (and by extension mass), they're going to be much more similar. B-wing volume is a little easier to calculate roughly because of its shape (2.9*2.5*16.9= 122.525 cubed). Assuming the Dhothil has a similar height as the B-wing, if the Dhothil is rectangular (which it's not), it'd be (6*12*2.5=180). Realistically, we're only looking at the 12 meter width for half of the ship, so a more realistic volume would be Front wedge volume * tubular fuselage = (12*3*2.5) + (5*3*2.5)=84 + 37.5 = 117.5 meters cubed. This is fairly close in terms of volume, and becomes even more so when we counter in the fact that the B-wing also has a hyperdrive(~10 tons) and nav computer, while the Dhothil has neither.

garhkal wrote:

And the skipray has to have cap ship power plants to get that turbolaser/ion cannon to fire. I don't see a ship this size having that, unless it takes up more than 1 pod space's worth of area.


It's worth noting that Incom's W-34t turbolaser, a starfighter-scale turbolaser, takes up 5 tons, compared to a heavy laser cannon (4 tons), or a light laser cannon (2 tons). The Incom W-34t can be mounted on light freighters with the only penalty being 1/2 fire rate because of lack of power according Tramp Freighters. That is where I derived my 1/2 fire rate for the Siege Beam, to partially compensate for that.

As far as actual weapon characteristics are concerned, the W-34t has more range and significantly better fire control(3d verses 1D, and literally twice the Siege beam's range) than the Siege Beam, though the Siege Beam is more damaging (10D to 7D). I'd say they're fairly competitive with each other at that rate.
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PostPosted: Tue Apr 29, 2014 4:19 am    Post subject: Reply with quote

Corise Lucerne wrote:
It's worth noting that Incom's W-34t turbolaser, a starfighter-scale turbolaser, takes up 5 tons, compared to a heavy laser cannon (4 tons), or a light laser cannon (2 tons). The Incom W-34t can be mounted on light freighters with the only penalty being 1/2 fire rate because of lack of power according Tramp Freighters. That is where I derived my 1/2 fire rate for the Siege Beam, to partially compensate for that.

As far as actual weapon characteristics are concerned, the W-34t has more range and significantly better fire control(3d verses 1D, and literally twice the Siege beam's range) than the Siege Beam, though the Siege Beam is more damaging (10D to 7D). I'd say they're fairly competitive with each other at that rate.
That's a good point, but it's worth noting that dice in SW D6 operate on a logarithmic scale, not a linear one. A 10D damage weapon is not dealing a little less than 50% more damage than a 7D damage weapon; it's dealing 700% more. I think that 10D damage is a little steep.
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PostPosted: Tue Apr 29, 2014 8:34 am    Post subject: Reply with quote

Fallon Kell wrote:
That's a good point, but it's worth noting that dice in SW D6 operate on a logarithmic scale, not a linear one. A 10D damage weapon is not dealing a little less than 50% more damage than a 7D damage weapon; it's dealing 700% more. I think that 10D damage is a little steep.


That's a good point.

Perhaps treat it proton torpedo and make it somewhere between 8-9D and improve fire control a little bit more than?
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PostPosted: Tue Apr 29, 2014 8:48 am    Post subject: Reply with quote

Fallon Kell wrote:
.

]That's a good point, but it's worth noting that dice in SW D6 operate on a logarithmic scale, not a linear one. A 10D damage weapon is not dealing a little less than 50% more damage than a 7D damage weapon; it's dealing 700% more. I think that 10D damage is a little steep.


Just wondering, but how do you get 700% (i.e. 7 times). What sort of logarithmic progression are you using? A doubling progression would be 800% (8x).

x2 =+1D (8D)
x4 = +2D (9D)
x8 = +3D (10D)


Now, I'm not saying your progression is wrong, there are lots of possible ways to do it. I was just wonder what method you used, and why you chose that particular method.
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PostPosted: Tue Apr 29, 2014 2:25 pm    Post subject: Reply with quote

Corise Lucerne wrote:
Fallon Kell wrote:
That's a good point, but it's worth noting that dice in SW D6 operate on a logarithmic scale, not a linear one. A 10D damage weapon is not dealing a little less than 50% more damage than a 7D damage weapon; it's dealing 700% more. I think that 10D damage is a little steep.


That's a good point.

Perhaps treat it proton torpedo and make it somewhere between 8-9D and improve fire control a little bit more than?


That and torps/missiles have their own limiting factors (# of shots per launcher, less range, modifier to hit based on targets speed).. Putting a laser weapon that high in damage is almost an instant killer of any ship it goes against, even at the 1/2 Rof.
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PostPosted: Tue Apr 29, 2014 10:00 pm    Post subject: Reply with quote

garhkal wrote:
That and torps/missiles have their own limiting factors (# of shots per launcher, less range, modifier to hit based on targets speed).. Putting a laser weapon that high in damage is almost an instant killer of any ship it goes against, even at the 1/2 Rof.


I get that. My interest isn't in creating an ultimate weapon with no downsides. My intent is to create the mechanisms that match the storyline/backstory.

Getting the balancing part right is why I'm posting it here in the first place.

Right now, I'm thinking of adding the missile weapon's difficulty to hit to the Siege Beam as a handicap in addition to its already shortened range and low rate of fire.

It's worth noting that right now, there isn't much incentive to use the heavy gun at 8D, simply because there are laser cannons (notably the B-wing's Gyrhil R-9X) that do 7D of damage without any unusual handicaps.
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PostPosted: Wed Apr 30, 2014 4:36 am    Post subject: Reply with quote

atgxtg wrote:
Fallon Kell wrote:
.

]That's a good point, but it's worth noting that dice in SW D6 operate on a logarithmic scale, not a linear one. A 10D damage weapon is not dealing a little less than 50% more damage than a 7D damage weapon; it's dealing 700% more. I think that 10D damage is a little steep.


Just wondering, but how do you get 700% (i.e. 7 times). What sort of logarithmic progression are you using? A doubling progression would be 800% (8x).

x2 =+1D (8D)
x4 = +2D (9D)
x8 = +3D (10D)


Now, I'm not saying your progression is wrong, there are lots of possible ways to do it. I was just wonder what method you used, and why you chose that particular method.
I used doubling progression. +700% not x700%.
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