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Jamfke Admiral


Joined: 20 Jul 2005 Posts: 4675 Location: Tennessee
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Posted: Sat Sep 02, 2006 8:57 pm Post subject: |
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Ah, yes, I see, it says you can increase your ship's shields by adding generators, not modifying existing ones. It also says that too many generators may overload the power core. _________________ Check out some of my games at DriveThruRPG!
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14323 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Sep 04, 2006 3:55 am Post subject: |
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As promised..
REPAIRS:
First off, remember, all repairs go on the 2 schedule. 2 rounds, 2 minutes, 2 hours, 2 days, 2 weeks, 2 months….
Code: | Maneuverability
-1d Easy 10%
-2d Moderate 15%
-3d or more Difficult 20%
Move (or space)
-1 Easy 10%
-2 Moderate 15%
-3 Difficult 20%
-4 V. Difficult 25%
-5 CANNOT BE REPAIRED
Shields
-1d Easy 5%
-2d Moderate 5%
-3d Difficult 5%
-4d or more V. Difficult 10%
Weapons
Lightly damaged Easy 15%
Heavily damaged Moderate 25%
Severly damaged V. difficult 35%
Destroyed CANNOT BE REPAIRED |
Code: | Improvements.
Can me made each game month (or module)
Hull.
To increase the hull rating, you have to multiply the rating desired (rounded down) by 1,000 credits per PIP. Eg going from 3d to 3d+1 is 3,000 credits. EACH pip of increase drops the maneuverability of the ship by 1 pip.
Each pip must be bought separately.
For note: The book did NOT LIST any max hull increase you can perform, but imo if you drop your maneuverability to 0, you cannot add more hull in)...
Maneuvering thrusters (lateral)
To increase the maneuverability, you have to add on thrusters.
Pip increase Diff Cost (of original of ship)
+1 Easy 5%
+2 Moderate 10%
+1d Difficult 15%
+1d+1 V. difficult 20%
+1d+2 Heroic 25%
Improved thrust
At the time of installation, the captain can decide to install an ion drive with more thrust and less speed that normal. This has the effect of increasing the Tonnage that the ship can carry (not the space though). Each 1 taken off the Sublight rating, adds 20 tons… This costs 1,000 credits per ‘pip’ lost in modifications.
Move (vehicle)
+5 Moderate 10% (of vehicles cost)
+10 Difficult 15%
+15 V. difficult 20%
+20 Heroic 25%
Move (space ship)
+1 Moderate 10% (of ships cost)
+2 Difficult 15%
+3 V. difficult 20%
+4 Heroic 25%
Hyperdrive
X4 to X3 Moderate 10% of old Hyperdrive
X3 to X2 Difficult 15%
X2 to X1 V. difficult 20%
X1 to X 1/2 Heroic 25%
Shields
+1 Easy 15% (of ship)
+2 Moderate 20%
+1d Difficult 25%
+1d+1 V. difficult 30%
+1d+2 Heroic 35%
Weapons (damage)
+1 Easy 15% (of weapon)
+2 Moderate 20%
+1d Difficult 25%
+1d+1 V. difficult 30%
+1d+2 Heroic 35%
Range of weapon)
+5% Easy 5%
+10% Moderate 10%
+15% Difficult 15%
+20% V. difficult 20%
+25% Heroic 25%
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_________________ Confucious sayeth, don't wash cat while drunk! |
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Kayle Skolaris Lieutenant Commander

Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Mon Sep 04, 2006 4:33 am Post subject: |
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Don't forget the jury-rigging rules from Galladinium's. These CAN be used with modifications, and yes, the combination is sick and wrong on so many levels. |
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4865
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Posted: Tue Sep 05, 2006 9:46 am Post subject: |
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Yes, particularly on the critical failure levels.
I had a group so paranoid about having the failure tables rolled that they never once tweaked their ship. I think the Millenium Falcon in ESB gave them a bad example. |
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