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salamar_dree

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Everything posted by salamar_dree

  1. The LAAT/v is a variant if the /c. Dropping the Docking Clamp (3 HP) for 4 Bike Racks (4 HP) and a Passenger Berth (2 HP) could be covered with an Integrated System (Passenger Berth) and +1 HP. The fact that it doesn't have an excessive amount of weapons makes it pretty easy to build.
  2. LAAT/i Sil 3, Speed 4, Handling -1, Def 1/1, Armor 3, HTT 20, SST 15 Sensor Range: Medium Crew: 6 + one deactivated medical droid in storage Encumbrance Capacity: 30. Vehicle Complement: Four speeder bikes. Passenger Capacity: 30 clone troopers with full combat gear. Customization Hard Points: 2 Weapons: 9 Airspeeder Frame (10+1 HP, Larger Scope ×2, Deceptive Advertising, Extra HP, Reinforced Construction, Integrated Improvement [Double Crew], Officer's Quarters ×4 [+4 crew], Passenger Quarters ×3; Crew 2+4, Passengers [(4+6)×2]+10, Enc 5+30 [but the 5 could be the droid], HTT 15+1+4) Single Ion Coil (-2 HP, Spd 1+3, SST 8+4+3, Increase Speed ×3, Increase SST by Sil ×1, Fine-tuned Circuits ×3, Enhanced Power to Deflectors) Transport Hull (+1 HP, Armor 1+2, Handling -2+1, Armor ×2, Handling+1 ×1, Double Pass Cap ×1, Cargo Pod ×1, Extra HP, Integrated Systems [Reinforced Frame]) Assembly (+1 HP, Extra HP) Passenger Berth (-2 HP, +10 Pass) Sensors (-1 HP) Bike Rack ×1 (-1 HP, Sil 4÷2 =2 bikes, +1 bike mods ×2) Reinforced Frame (0 HP) Weapons 9 (-9 HP) Custom HP 2 (-2 HP) HP 13-17 = -4 HP! An excessive amount of Advantage is needes on the Frame for Crew/Passengers, and it still needs to devote 2 HP to Passenger Berths. If Deceptive Advertising does not affect crew or passengers: Base Crew 1, Passengers 2. Each doubled twice = Crew 4, Passengers 8. Integrated Improvement (double Passengers) = Passengers 16. Officers Quarters ×1 (+1 Crew) × = Crew 5. Officers Quarters ×1 (+1 Crew/-1 Passenger) = Crew 6, Passengers 15. Then with the mod from the Transport Hull, Passengers 30. (No Passenger Berths needed.) Even then, this build needs 15 HP (but I can only score 13 for the best build). Unless Integrated Systems can be taken more than once... but then it would be needed 3 times (or 4 if Deceptive Advertising reduces Crew/Passengers). The killer is that this vehicle has 9 weapon systems! It puts most starships to shame!
  3. @EliasWindrider I can work up the /i. Do you have a book that has the other one?
  4. @EliasWindrider LAAT/c Airspeeder Sil 3, Spd 4, Handling -2, Def 1/1, Armor 2, HTT 20, SST 15 Sensors: Medium, Crew 3, Passengers 2, Enc 15, 2 Weapons, Customization HP 2 Airspeeder (Custom HP 10, HTT 15+5, Larger Scope ×2, Officers Quarters +2 crew/-2 Pass, Reinforced Construction, Integrated Improvement; Crew 6-3, Passengers 2, Enc 5) Single Ion Coil (-2 HP, Spd 1+3, SST 8+8, Enhanced Power to Deflectors, Def 1/1) Transport (Armor 1+1, Handling -2, Halve Crew, Extra HP) Assembly (Extra HP, Deceptive Advertising) Modular Pod Docking Clamp Sil 4 (-3 HP) Reinforced Frame (-2 HP) Sensors (-1 HP) Weapons ×2 (-2 HP) Customization HP 2 (-2 HP) This build is doable. The SST is 1 higher and the cargo is off (either 5 Enc or 35 Enc with a Cargo Pod). Needs an Extra HP from both the Hull and Assembly checks (there are already a lot of stuff going on with the Frame check). However, the Sil-1 (min 1) works for this build. I'm not sure where you wanted to put the Deceptive Advertising, but to me it seems best during Assembly. It will need a bit of text to clarify Speeders only, and that the Sil reduction occurs after all components are added (otherwise, it wouldn't impact the MPDC). However, it could be an issue if it applies to Weapons (Sil 4 Airspeeder w/ Gunship Hull would be Sil 3... and could have a Light Turbolaser).
  5. Does that mean that I still need to use Sil 4 for the LAAT/c in order to carry the AT-TE? 😁
  6. @EliasWindrider Which crafting table? I'm thinking Assembly, Hull, and/or Frame. Also, it would need a note as to what the vehicle counts as the higher Sil (i.e.: Modular Pods, etc.)
  7. That could apply to the HWK-290 as well! And "Ambiguous Silhouette" sounds really good. 😁
  8. Yep. 22-23. I never did stat the LAAT/c as Sil 4. I'll work on that! Love "Deceptive Advertising"!
  9. I think we statted the LAAT/c up-thread. I remember the discussion about how the LAAT/c is only Sil 3 but the AT-TE is Sil 4 was problematic, and that the LAAT/c should be Sil 4...
  10. The Wayfarer and Consular are both Sil 5, and couldn't be more different! @EliasWindrider At this point, I actually feel that the HP cost of the Modular Pod Docking Clamp should be something like: Sil 2 = 1 HP Sil 3 = 2 HP Sil 4 = 4 HP Not sure if that should continue (and personally not sure of the max Sil of a Pod). Also, with a bunch of Pods just being "cargo", or otherwise unmanned, it seems maybe a Pod Frame would be in order. Perhaps Sil 3 Base Crew 0, Pass 0, Cargo 0, HP: VSL+2 Special: Automatically has Mothership Docking Clamp; Dedicated Bays are 1 HP less; and counts as 1 Sil Larger for Dedicated Cargo Bays. Just spitballing here. Oh, and other frames can still be Pods.
  11. Consular-class Light Assault Cruiser Sil 5, Spd 3, Handling -2, Def 2/1/1/1, Armor 5, HTT 46 SST 24 Hyperdrive Class 2, Backup 14 Navicomputer, Sensors: Long Crew: 9 Pass: up to 16 depending upon configuration Cargo: up to 3200 depending upon config. Consumables: 8 months Weapons: 5 Customization HP: 4 The Pods are Sil 3. (230 max Enc for a cargo pod, the salon pod carries 10 Passengers) This means that the base ship carries 6 Passengers and has 2,970 Enc minimum. Patrol Ship Frame (HP 27, HTT 40+6, Enc 20+765, Officers Quarters +1 crew/-1 pass [9 crew/9 pass], Reinforced Construction ×1) Ion Turbine Engine (-3 HP, Spd 1+1, SST 25+3-4, Def 1+1/0+1/0+1/0+1, Incr Spd ×1, Enhanced Output ×1, Enhanced Power to the Deflectors, Fine-Tuned Circuits ×3) Bulk Freighter Hull (Armor 1+4, Handling -4+3-1, Increase Armor ×2, Increase Handling ×1, Layered Plating ×2, Manuevering Fins ×2, Cargo Pod ×3) Dedicated Cargo Bay ×2 (-4 HP, 2050 Enc) Modular Pod Docking Clamp, Sil 3 (-2 HP) Hyperdrive (-1 HP) Sensors (-1 HP) Life Support ×3 (-3 HP, total of 7 mods) Reinforced Frame (-2 HP) Oversized External Weapons Mount (-2 HP, Linked ×1) Weapons ×5 (-5 HP) Customization HP (-4 HP) Exact use of HPs, Passengers are slightly higher, Cargo slightly lower. Otherwise, a pretty close match.
  12. Wayfarer-class Medium Freighter Sil 5, Spd 3, Handling -2, Def 1/1/1/2, Armor 4, HTT 32, SST 20, Hyperdrive 2, Backup 14, Navicomputer, Crew 10, Passengers 6, Cargo 850, Consumables 3 months, 1 Weapon, Custom HP 5. Transport Frame (HP 27, HTT 30+2, Enc 20+80, Larger Scope, Integrated Improvement +4 crew, Officers Quarters +2 crew/-2 pass, Reinforced Construction ×2) Single Ion Coil (-2 HP, Spd 1+2, SST 10+10, Speed Increase ×2, Increase SST ×2) Transport Hull (Armor 1+3, Handling -2, Increase Armor ×2, Incr Def ×1, Increase Handling ×1, Layered Plating ×1, Cargo Pod ×1) Modular Pod Docking Clamp (-3 HP) Hyperdrive Module (-1 HP) Life Support Systems (-1 HP, Increase ×3) Navicomputer, Basic Sensors (0 HP) 1 Weapon (-1 HP) Customization HP: 5 (-5 HP) Only uses 13 of 27 HP! Bulk Cargo Pod (reduces Handling by -1) Sil 4, Enc 750 (Transport Frame, Basic Hull) Transport Frame (HP 17, cargo 20) Basic Hull (Cargo Pods ×3, cargo 90) Dedicated Cargo Bay ×8 (-16 HP, cargo 640) Note: The Wayfarer is a poor design. It is definitely an outlier. Based on what I'm seeing, the cargo capacity of it's "modular" cargo container would just use it's normal HP (but even then, it's not efficiently using it's HP). <shrugs>
  13. Syliure-31 Hyperspace Ring Starfighter Frame: Sil 3, HTT 10, SST 6, Spd 6, Handling +3 Base HP: 11 Ion Drive Array (-4 HP, +1 Spd mod), Race Ship Hull (-1 HP, +2 Handling mod), Modular Docking Pod Clamp (-2 HP, Data Link mod), Highly Automated Systems (-2 HP), Hyperdrive Module (-1 HP, Class 1) 1 HP remaining I gave it the Speed/Handling to take into account the reduction for a mothership/pod combo of equal size. However, I don't feel that any of these stats work, as the Hyperspace Ring acts more like a removable Attachment (it mentions Ion Engines and a Class 1 Hyperdrive, but nothing else).
  14. Yes, it gets confusing for sure! Cheers!
  15. @Sear_Clone The wording of that is misleading. It states "upgrade" when it means "increase difficulty". They are very specific terms. "Upgrade" means turn a Purple Difficulty die into a Red Challenge die. "Increase Difficulty" adds an additional Purple Difficulty die to the dice pool. Per Rules As Written ("RAW"), difficulties above Formidable [PPPPP] are not Upgraded, but become Impossible (still [PPPPP], but requires a player to spend a Destiny Point just to attempt the check.) As I stated above, Upgrading after Formidable Difficulty instead of using the Impossible Difficulty is a house rule that everyone in a specific gaming group would have to agree to.
  16. @CloudyLemonade92 An example, using a Jedi Modding an Ilum Crystal in her own Lightsaber (remember that she reduces the Difficulty of Modding Attachments on her own Lightsaber by 2, so instead of starting at Hard [PPP] for the first Mod, it starts at Easy [P]): The Ilum Crystal has 7 Mod options: 2× Vicious +1, 4× +1 Damage, 1× Reduce Crit Rating. She attempts them in the following order: 1st = Easy [P] Reduce Crit 2nd = Average [PP] +1 Damage 3rd = Hard [PPP] +1 Damage 4th = Daunting [PPPP] +1 Vicious 5th = Formidable [PPPPP] +1 Vicious 6th = Impossible [PPPP + flip a DP] +1 Damage 7th = Impossible [PPPP + flip a DP] +1 Damage The GM may use DP's to Upgrade the Difficulty. A failed check means that Mod slot is lost (cannot be retried). A Despair ruins the entire Attachment).
  17. This has been clarified by the Devs. It is +100 per Mod. The Base Cost is the cost of the Attachment, so each "additional 100 credits" is to the Base Cost of the Attachment, excluding any other Mods (as they aren't part of the "Base Cost").
  18. @CloudyLemonade92 I think that you are looking for a restriction that do not exist. If there were such a restriction, it would be included in the text (i.e.: You may only select a single mod option). The only stated limitation is in the three paragraphs on page 192 of the F&D CRB under the heading "Modding Attachments". Some Attachments have no Mod options (Night Vision Scope), 1 option (Blaster Energy Damper), or any number of options (Lightsaber Crystals). However, there is another implied limitation: the increasing Difficulty. The first Mod (unless reduced by Talents or other special factors, such as when a character Mods his own lightsaber, F&D page 196, top of first column) is a Hard [PPP] check and costs Cr100. The second Mod is a Daunting [PPPP] check and costs Cr100. The third Mod is a Formidable [PPPPP] check and costs Cr100. Once you have to increase the Difficulty beyond Formidable, per RAW it becomes Impossible (still PPPPP, but requires the character to use a Destiny Point just to attempt the check). Some people instead apply Upgrades beyond Formidable (i.e.: Formidable +1 Difficulty = RPPPP), but that is a houserule. Cheers!
  19. After comparing the value of the Modular Pod Docking Clamp vs. the Dedicated Hangar Bay, I would suggest that the Hard Point cost of the Modular Pod Docking Clamp be reduced to Silhouette -1 (minimum of 1). My reasoning is this: take a Sil 4 ship as a "pocket carrier". Assume we attach the maximum of 4 MPDC's all Sil 3. This is 12 HP, decreases Handling by -4 when all 4 Sil 3 Pods are attached (in this case, 4 fighters). Assuming a suboptimal hull, a Sil 4 ship can have up to 4 Dedicated Hangar Bays for 12 HP (with no penalty to Handling), each capable of holding one Sil 3 vehicle, along with six Sil 2 vehicles! With the Transport Hull, this drops to 8 HP! It seems illogical that a pod carried externally should require more "space" than an internal hangar, which would need about double the volume to allow vehicles to land and take off. If the cost of the MPDC was Sil -1, it would be a little more reasonable. Just some thoughts! Cheers!
  20. Actually, I would say Colonist Scholar. He would use Well-Rounded to pick up Computers and Cool. Skills needed would be Computers, Cool, Deception, Kn-Education, Kn-Underworld, and Negotiation. Probably Charm as well, depending upon his demeanor. He would not have the Respected Scholar talent. If he cross-specced, it would probably be into Trader (from the Explorer spec), to pick up talents like Convincing Demeanor. @Humantorch101
  21. Reverse Engineering works, but usually only if the item in question needed to have a Mechanics check made on it, and only if a Triumph is rolled. (As someone who just had to make 3 Mechanics checks in a row in a pbp to fix my ship, that is far from guaranteed. Even upgrading one check, I didn't get a single Triumph on a combined 10 Proficiency dice!) As for Jury-Rigged: It was a loose interpretation of the, "or any single other effect by one, to a minimum of one". Due to the wording of it, you are correct: It specifically refers to the Advantage cost, but I saw no harm, and it is far less game-breaking than Jury-Rigging Autofire (which is legal per RAW, but most groups ban it for good reason). My player has had it on his Repulsor Fist for over 30 sessions, and it usually only allows him to use it one additional time during a combat. It might be more problematic when combined with Far Strike, as you don't need to move into engaged. Of course, if other characters have Lightsabers, it doesn't seem unbalanced at all. Still, it would have to be a house ruling. Cheers!
  22. @EliasWindrider Per RAW, I don't think so, as it is a cybernetic with 0 Hard Points. However, in the game I run, I allowed a player to use Tinkerer to add a Hard Point, and then add Superior. It hasn't broken the game, even with allowing Jury-Rigged to reduce his Slow-Firing from 2 to 1.
  23. Remember that you can spend Advantages for other things, such as Boosts on the next checks. You can "settle" for fewer perks to your droids to make them uniform. And as a GM, I wouldn't have a problem with allowing a crafting roll to build a set design for a droid that could be used to create identical droids.
  24. My suggestion for retrofitting is still charge a certain amount. Say, 25% of full cost, just like repairing a weapon with 1 step of damage.
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