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Letting the punishment fit the crime...
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Bobmalooga
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PostPosted: Tue Jan 13, 2015 9:45 pm    Post subject: Letting the punishment fit the crime... Reply with quote

So after being given a clandestine mission to find out why the foodstuffs for the Rebellion were in danger of being cut off, one of the players instigates a fight with the Imperial customs agent, stormtroopers and the scanning crew which results in the destruction of the party r2, an npc being shot and nearly killed and the loss of the ship when the party has to blow it up to keep it from falling into the hands of the Imperials.

The party has whatever equipment I made them write on a scrap piece of paper (they had 30 seconds to pick 2 items...) and now they are trapped on a planet with no ship, no resources, little money and a badly wounded friend who they had to leave at the local medcenter with the story that she was wounded in the 'attack on the spaceport'...Did I mention they didn't even make it off of their ship before all this happened?

So what I want to do, when they steal a ship to escape (this is most assuredly going to have to happen...) is to give them the worst piece of flotsam ever designed for Star Wars d6, so what would your choice be?

Keith
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Mojomoe
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PostPosted: Tue Jan 13, 2015 10:33 pm    Post subject: Reply with quote

Yousa gives them una bongo.
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Raven Redstar
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PostPosted: Tue Jan 13, 2015 10:41 pm    Post subject: Reply with quote

While, not specifically as a punishment for a character I'm planning on running for soon, I did have a situation where I was going to be giving a free ship to my player. To even out the situation that he's had to invest no money, little time, and there's no debt associated with the acquisition of the freighter, I decided to give the ship a few issues that will need to be ironed out before it is back up to full capacity. Don, from shooting womprats, helped me come up with some suitable repair difficulties and cost associated with the fixes of each of the problems.

Here's the ship:
Quote:
Craft: Corellian YG-4210 Transport
Era: Old Republic
Type: Exploration freighter
Scale: Starfighter
Length: 24 meters
Skill: Space Piloting: YG-4210
Crew: 1, gunners: 2
Crew Skill: Varies widely
Passengers: 12
Cargo Capacity: 50 metric tons
Consumables: 1 year
Cost: 40,000
Hyperdrive Multiplier: x2 (Prone to short circuiting and mishaps)
Nav Computer: Yes
Maneuverability: 1D (Prone to mishaps)
Space: 4
Atmosphere: 280; 800 kmh
Hull: 3D (Out of 4D)
Shields 0D (Out of 1D)
Sensors:
Passive: 10/+1
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
2 Light Laser Cannons (fire-linked)
Fire Arc: Partial turret (front, right, left)
Skill: Starship gunnery
Fire Control: 2D (0D from pilot station)
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D (3D until repairs are made)
2 Light Ion Cannons (fire linked)
Fire Arc: Turret (Stuck in rear firing position)
Skill: Starship gunnery
Fire Control: 2D (0D until turret can move again)
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D

Notes:
This ship has not been very well maintained… The outer hull is corroded with rust, the inside is dusty and dirty. There are loose wires wires hanging and sticking out from panels all throughout the ship some of which bare. The power capacitors for the laser cannons are old and don’t retain and channel power as well as they should. It’s space worthy, but wild die users beware, 1’s may result in any number of things going wrong with the ship.

1. Hyperdrive (15): This series has been known for this issue. It is a design flaw, live with it or replace it.
10,000 (new)/5,000 (used); 1,000 (parts); 1 day; Moderate (13)
2. Maneuverability (10): Mounting has completely decayed, only way to fix this is to completely replace the mounting AFTER the hull is fixed.
10,000 (new)/5,000 (used); 500 (parts); 6 hours; Easy (10)
3. Hull (10): Hul plating is decayed, with entire sections needing replacing, especially aound the ion engines and laser cannon mount.
3,000 (new)/1,500 (used); 6 hours; Easy (10)
4. Shields (10): Power baffle needs replacement, power will fluctuate and "brown out."
4,000 (new)/2,000 (used); 200 (parts) 1 day; Moderate (12)
5. Search (10): Intermittent but cannot track down the problem may need to replace module (16 Tracks down the problem and fixes it without the need for parts).
2,000 (new)/1,000 (used); 300 (parts) 1 day; Easy (10)
6. Focus (15): module has been removed and will need replaced.
2,000 (new)/1,000 (used); 1 day; Moderate (15)
7. Light Laser Damage (15): The power capacitors are old and don’t retain and channel power efficiently.
1,500 (new)/750 (used); 225 (parts) 1 day; Moderate (15)
8. Ion Cannons fire arc (10): Assisted movement and tracking equipment does not function.
1,500 (new)/750 (used); 225 (parts) 6 hours; Easy (10)

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shootingwomprats
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PostPosted: Tue Jan 13, 2015 10:50 pm    Post subject: Reply with quote

Raven Redstar wrote:
Craft: Corellian YG-4210 Transport


Hey this looks strangely familiar for some reason.
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Last edited by shootingwomprats on Wed Jan 14, 2015 12:07 am; edited 2 times in total
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tetsuoh
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PostPosted: Tue Jan 13, 2015 10:57 pm    Post subject: Reply with quote

Let them steal an Imperial Shuttle......

Then let them realize that the ship was being dismantled for scrap because the artificial gravity keeps going out, the sublights work but the astrogation computer sometimes glitches out and drops too soon or carries too long, the shields have been removed already, and the interior seating has been removed forcing all of them to sleep in one big open space.

Then give the engines this tinking noise so they can't sleep very well and no matter how damn much they try to fix it they can't find whats causing it.

Use that noise as plot hook so if they spend more than two weeks sleeping in the ship (possible as the hyperdrive only works as a x3) they get used to it but then when they try to sleep anywhere else - THEN they can't sleep because its gone.

To top it ALL off - the ship requires someone to constantly monitor the junction box in the forward behind the cockpit (next to the escape pods and boarding ramp) because the environmental controls keep flipping the conduit breaker and the ship starts to freeze - top it off with the fact that it will always do so unless the temp is kept below 50 degrees Fahrenheit so everyone is cold and cranky.

And just to make sure they take this ship and not something else - let the maintenance crew leave for lunch with the ramp down - the engines running to keep the interior lights running so the crew can work, the fuel siphon lines hooked up but not yet turned on so they have fuel, and a few crates of consumables sitting on a repulsor skid nearby for another shuttle being maintenanced. Then if they don't take the bait - let a squad of stormtroopers walk in and ask for ID - even if some crew are missing they can escape and rendevous with the others but then need to hightail it for theft of an imperial vessel.
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shootingwomprats
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PostPosted: Wed Jan 14, 2015 12:47 am    Post subject: Reply with quote

I am thinking a newly decommissioned Action IV bulk freighter.



Quote:
Action IV Bulk Freighter
Craft: Corellian Action IV Transport
Type: Medium bulk freighter
Scale: Capital
Length: 100 meters
Skill: Space transports: Action IV transport
Crew: 8; Skeleton 3/+20
Passengers: NA
Cargo Capacity: 75,000 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x3
Hyperdrive Backup: NA
Nav Computer: No (uses droid or starport computations)
Maneuverability: NA
Space: 2
Atmosphere: 225; 650 km/h
Hull: 2D (+6D vs Starfighter scale)
Shields: NA
Sensors:
--Passive: 15/0D
--Scan: 20/1D
--Search: 30/1D+2


Quote:
Action IV Bulk Freighter (Decommissioned)
Craft: Corellian Action IV Transport
Type: Medium bulk freighter
Scale: Starfighter
Length: 100 meters
Skill: Space transports: Action IV transport
Crew: 8/+15
Passengers: NA
Cargo Capacity: 75,000 metric tons
Consumables: NA
Hyperdrive Multiplier: x3
Hyperdrive Backup: NA
Nav Computer: NA
Maneuverability: NA
Space: 2
Atmosphere: 225; 650 km/h
Hull: 2D
Shields: NA
Sensors:
--Passive: Inoperable
--Scan: 10/0D
--Search: Inoperable

Game Notes:
1. Scale downgraded starfighter from lack of maintenance and repair.
2. Crew stations have been removed, all skill checks +15.
3. Consumables removed.
4. No droid provided. Station removed, requires blind jump or hardwire droid into control socket. Moderate (15) Starship Repair.
5. Maneuvering thrusters in disrepair -1D.
5. Passive and Search options inoperable, Scan has reduced range and no bonus dice.

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Last edited by shootingwomprats on Wed Jan 14, 2015 5:38 pm; edited 1 time in total
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Kytross
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PostPosted: Wed Jan 14, 2015 1:12 am    Post subject: Reply with quote

Those are awful ships. I wouldn't do that to my players.

I'd give them a Corellian Action IV bulk transport, used but in good condition, that had been used to haul garbage for the last ten years. No matter what the players do, they cannot get the smell out and suffer a -5 modifier to all actions while aboard ship.

The Action IV is the kind of ship you hope gets attacked by pirates so you can kill the pirates and take their ship.
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shootingwomprats
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PostPosted: Wed Jan 14, 2015 1:15 am    Post subject: Reply with quote

Kytross wrote:
Those are awful ships. I wouldn't do that to my players.


The first set of stats are the original stats from WEG. I had nothing to do with them, I did the decommissioned version. You did say the worst ship out there. I am sure there are worse, but it is a bulk freighter after all.
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garhkal
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PostPosted: Wed Jan 14, 2015 4:44 am    Post subject: Re: Letting the punishment fit the crime... Reply with quote

Bobmalooga wrote:

So what I want to do, when they steal a ship to escape (this is most assuredly going to have to happen...) is to give them the worst piece of flotsam ever designed for Star Wars d6, so what would your choice be?

Keith


The worst ship i can recommend is a Nella 342.
No weapons, light on the cargo space, and barely enough passenger space for a standard 6 person team.

Craft: SoroSuub Nella 342
Affiliation: General
Era: Old Republic
Source: Pirates & Privateers (page 61)
Type: Light freighter
Scale: Starfighter
Length: 29.7 meters
Skill: Space transports: Nella 342
Crew: 1
Crew Skill: Varies widely
Passengers: 5
Cargo Capacity: 50 metric tons
Consumables: 2 months
Cost: 22,500 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kmh
Hull: 4D
Shields: 1D
Sensors:
Passive: 15/1D
Scan: 30/2D
Search: 45/2D
Focus: 2/2D+1
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Raven Redstar
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PostPosted: Wed Jan 14, 2015 6:37 am    Post subject: Reply with quote

I have officially found the worst ship, I have ever seen. Although, the aesthetics are actually not so bad, but here it is.

Quote:

Craft: Paranji Orbital Jumper
Affiliation: General
Era: Rise of the Empire
Source: Cracken’s Threat Dossier (page 86)
Type: Personal air-space ship
Scale: Starfighter
Length: 3 meters
Skill: Space transports
Crew: 1
Crew Skill: Varies drastically
Passengers: 3
Cargo Capacity: 500 kilograms
Consumables: 1 day
Cost: 35,000 (new), 20,000 (used)
Maneuverability: 1D
Space: 2
Atmosphere: 225; 650 kmh
Hull: 2D
Sensors:
Passive: 10/0D
Scan: 20/1D
Search: 30/2D
Focus: 2/2D+2


It'll need a hyperdrive to make the great escape!
Quote:
x4 Hyperdrive
Model: Rendili StarDrive’s ATX-5
Type: Commercial propulsion system
Cost: 4,000 plus installation costs
Weight: 10 metric tons -> 22 kg (miniaturized for the shuttle)
Availability: 1


And a navcomputer:
Quote:

Model: Sienar Fleet Systems 56B-1 Nav
Type: Basic Starfighter Navigation Computer
Cost: 500 plus installation
Weight 12 kg
Availability: 1
Game Notes: The Starfighter navicomputer is limited to 5 jumps


Finally, you'll need some more consumables if you want to make it more than 1 day away from the planet.
Quote:

Model: Orlean 851 Scout Package
Type: Starship consumables and fuel
Scale: Starfighter
Cost: 100 -> 150
Weight: 8 metric tons -> 20 kg converted to snubfighter
Availability: 2
Game Notes: Each application of the modification adds 10% to the original consumables rating.

By my calculations, you can get an extra 2 days of range at the cost of 400 kg of cargo capacity. Which will leave it with 66 kilograms of cargo space.
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Bobmalooga
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PostPosted: Wed Jan 14, 2015 8:34 am    Post subject: Reply with quote

These are all really great ideas and I think what I am going to do is combine several ideas into one big hot mess for them. You guys are great!
to make this more entertaining it will have a cargo hold filled with garbage already, LOL!

They'll discover a decommissioned SoroSuub Nella 342 that had previously been used just as a refuse hauler, in system (no nav computer of backup, but with a generous x4 hyperdrive. No shields and with a space movement of 3...)

It had been used to haul garbage for the last ten years. No matter what the players do, they cannot get the smell out and suffer a -5 modifier to all actions while aboard ship. Only to let them realize that the ship was being dismantled for scrap because the artificial gravity keeps going out, the sublights work but the astrogation computer sometimes glitches out and drops too soon or carries too long, the shields have been removed already, and the interior seating has been removed forcing all of them to sleep in one big open space.

Then give the engines this tinking noise so they can't sleep very well and no matter how d*mn much they try to fix it they can't find whats causing it.

Use that noise as plot hook so if they spend more than two weeks sleeping in the ship (possible as the hyperdrive only works as a x4) they get used to it but then when they try to sleep anywhere else - THEN they can't sleep because its gone.

To top it ALL off - the ship requires someone to constantly monitor the junction box in the forward behind the cockpit (next to the escape pods and boarding ramp) because the environmental controls keep flipping the conduit breaker and the ship starts to freeze - top it off with the fact that it will always do so unless the temp is kept below 50 degrees Fahrenheit so everyone is cold and cranky.


So it will look something like this...

Craft: SoroSuub Nella 342
Affiliation: General
Era: Old Republic
Source: Pirates & Privateers (page 61)
Type: Light freighter
Scale: Starfighter
Length: 29.7 meters
Skill: Space transports: Nella 342
Crew: 1
Crew Skill: Varies widely
Passengers: 5
Cargo Capacity: 20 metric tons
Consumables: 2 months
Cost: 22,500 (used)
Hyperdrive Multiplier: x4
Hyperdrive Backup: None
Nav Computer: None
Maneuverability: None
Space: 3
Atmosphere: 280; 800 kmh
Hull: 2D
Shields:None
Sensors:
--Passive: Inoperable
--Scan: 10/0D
--Search: Inoperable
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Kytross
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PostPosted: Wed Jan 14, 2015 9:37 am    Post subject: Reply with quote

Wow Keith, they really cheesed you off, eh? Thanks for taking the garbage suggestion, I haven't had a chance to use it yet so let me know how it works out. This may have been subconsciously influenced by the episode of Seinfeld where Jerry's car is infected by the BO that won't die.

Shooting, I was being a bit sarcastic. As bad as the suggestions were no one had suggested lowering stats while onboard. As a player I would hate that, unless the GM worked it into his descriptions. "You almost dodged that ion cannon fire but the stench from the ship was making you gag too hard to fully concentrate." I liked all the suggestions and taking that cardboard box of a bulk cruiser and lowering it to starfighter scale is truly, truly evil. I love it.

Keith, keeping your ship in hyperspace too long could run them into something, giving you a TPK. Of course, popping them out of hyperspace and almost hitting a star destroyer should scare them half to death and really let them know the ship they're in is a deathtrap. Oh, I may have to steal that idea for later on...
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shootingwomprats
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PostPosted: Wed Jan 14, 2015 12:22 pm    Post subject: Reply with quote

Bobmalooga you might also do something to the cargo area to make it less than optimal. Perhaps the environmental controls do not work? Perhaps it vents to outside requiring a vac suit and higher altitudes and when the ship is in space? Maybe the grav controls do not work properly? They were in the process of junking the ship and stated with removing panels and floor grating from cargo area, exposing the interior walls and no floor?
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garhkal
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PostPosted: Wed Jan 14, 2015 5:13 pm    Post subject: Reply with quote

One other question. Even if it is a piece of crud of a ship, you are giving them. How is that really punishing them for their actions?
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shootingwomprats
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PostPosted: Wed Jan 14, 2015 5:37 pm    Post subject: Reply with quote

garhkal wrote:
One other question. Even if it is a piece of crud of a ship, you are giving them. How is that really punishing them for their actions?


I was wondering this earlier when he shot down my idea for a crap ship. The write-up I had was for a ship that would be too expensive to consider repairing. At best it could be used as a base of operations. Even then there would be significant changes and repairs that would have to be made.
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