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Banditks

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  1. That looks like Mass Effect to me
  2. More captains to play as, too many great characters to play as! more ships to fly, because its star wars! there are far too many ships to simply be happy with the small current selection. more NPCs to, fight, bribe, bounty, chat with, work for, ect ect. without the characters the universe is empty! more places to go, It would be great to see more of the galaxy and fly there. more market items, because what is better than more star wars fluff to own? more factions, being able to fully enlist in a faction for special missions. I just cant wait for more to be added to this game.
  3. two of my favorite ships. a Y-wing and a Nebulon B
  4. What the heck is that? A Acclamator/Venator and a Ton-falk have a baby?
  5. Ideas: Anyone have any ideas of other decks, systems or other things that would make for good parts on starships? I will update this post with any input that is currently up for discussion and once finalized i will add it to the above posts.
  6. Fighter Attachments Anyone have some ideas for fighter attachments that would go into the blueprint designs that we have yet to see as attachments? special kits or gear that would make the fighter stand out or make it a special task fighter? Would a rear gunner position be redundant[HP wise] after adding a second weapon that is rear facing? [boosts, accuracy, or other item quality that could be added to a base weapon stats?] Things i have seen that are different, "Alternating-fire" Concussion Missile Launcher [to avoid cool down] Heavy 95 Recon Package: This senor package is set up very much like a torpedo tube however the sensor probes that are launched are attached to the fighter via cables. These long cables with the sensor probes when deployed greatly increase the sensor range of the fighter and allow a single ship to snoop on distant targets. The main drawbacks when deployed the fighter cant move and would have to spool in or eject the cables if discovered, all the data also has to be sent through a specially programmed astromech or purpose built internal computer system. Base: Once fully deployed the fighter sensor range in increased to extreme range. Mods: Internal computer system is added. HP: 1 Price: 1000 "infiltrator Package" could be some sort of built in camo to make it easy to hide it if landing on a non-civilized world? The ships outer hull is configured to accept a number of attachments, netting, and other equipment to help conceal it when landed on a planet. This system can be easily and quickly set up or broken down. also it can easily be adapted for any climate, forest, sand, snow or other wilderness settings. Base: Perception checks to see the fighter is set to hard. Computer scans are set to average. Mods Increase perception check to daunting Increase computers check to hard HP:1 Price: 500
  7. huh... you can do almost anything with those ships it seems.
  8. MISC Attachments Fighter Hull Reinforcement Some of the fighters my group found in the book seemed to have extremely high hull trauma. So use this to get similar numbers Base: +2HT Mods: 2 +2 HT HP: 2 Cost: 3000 Capital Ship Hull Reinforcement Again we found some of the capital ships had high HT so here is a way to grasp at those numbers. Base: +4HT Mods: 3 +2 HT HP: 2 Cost: 8000 Gun Batteries As some of you have noticed, some capital ships have a number of offensive systems alone sometimes nearly breaking 50 HP or more. So here is a thought my group has come up with. Once you get Sil + 6 or larger you are so big buying and putting on a single gun isn’t going to work, full batteries of weapons is on the table Base: 3 weapons of the same type set up in a battery, +1 gun per sil over 6 HP:1 Cost: weapon original cost x2 for buying in bulk!
  9. Cargo Deck Small Cargo Bay A portion of the ship is designed to be hollow, floor reinforced, and bulkheads moved to make a large open space perfect for holding cargo. A hatch, in the floor or nearby wall exits the ship to allow for quick loading and unloading of valuables. Base: Ship can carry 75 encumbrance of cargo Mods: 2 + 5 Encumbrance of cargo 2 +10 Encumbrance of cargo [+5 upgrades must be purchased first.] 1 15 Encumbrance smuggling compartments [subtracted from overall encumbrance Hard perception, Average computers, Average mechanics, check to find] 1 Cold Storage customization 1 Heated Storage Customization HP: 1 Cost: 500 Medium Cargo Bay Larger freighters afford more space to be allocated to cargo space. Two sections have been designed to hold cargo. A hatch, in the floor or nearby wall can be added to the ship to allow for quick loading and unloading of valuables for each cargo section Base: Ship can carry 100 encumbrance of cargo Mods: 2 + 25 Encumbrance of cargo 1 +50 Encumbrance of cargo [+25 upgrades must be purchased first.] 2 15 Encumbrance smuggling compartments [subtracted from overall encumbrance Hard perception, Average computers, Average mechanics, check to find] 1 Cold Storage customization 1 Heated Storage customization 1 Reinforced cargo space [1 armor] 1 Upgrade perception check to daunting HP: 2 Cost: 1000 Large Cargo Bay Large freighters and shuttles designed for cargo transport can move quite a lot of goods. Four sections have been designed to hold cargo. A hatch, in the floor or nearby wall can be added to the ship to allow for quick loading and unloading of valuables for each cargo section. Or one large cargo ramp or elevator can be designed to allow movement. Base: Ship can carry 400 encumbrance of cargo Mods: 2 + 50 Encumbrance of cargo 1 +200 Encumbrance of cargo [+50 upgrades must be purchased first.] 2 30 Encumbrance smuggling compartments [subtracted from overall encumbrance daunting perception, Hard computers, hard mechanics, check to find] 1 Cold Storage customization 1 Heated Storage customization 1 Reinforced cargo space [1 armor] 1 Upgrade perception check to daunting 1 Upgrade mechanics check to hard HP: 3 Cost: 2500 Small Cargo Deck Dedicated cargo transport ships the size of corvettes and up are designed with full cargo decks. A hatch, in the floor or nearby wall can be added to the ship to allow for quick loading and unloading of valuables for each cargo section. Or one large cargo ramp or central elevator can be designed to allow movement. Base: Ship can carry 800 encumbrance of cargo Mods: 2 + 50 Encumbrance of cargo 1 +200 Encumbrance of cargo [+50 upgrades must be purchased first.] 2 30 Encumbrance smuggling compartments [subtracted from overall encumbrance daunting perception, Hard computers, hard mechanics, check to find] 1 Cold Storage customization 1 Heated Storage customization 1 Reinforced cargo space [1 armor] 1 Upgrade perception check to daunting 1 Upgrade mechanics check to hard 1 Upgrade Computers check to hard HP: 4 Cost: 4000 Medium Cargo Deck Dedicated cargo transport ships the size of corvettes and up are designed with full cargo decks. A hatch, in the floor or nearby wall can be added to the ship to allow for quick loading and unloading of valuables for each cargo section. Or one large cargo ramp or central elevator can be designed to allow movement. Base: Ship can carry 1000 encumbrance of cargo Mods: 5 + 100 Encumbrance of cargo 2 +200 Encumbrance of cargo [+100 upgrades must be purchased first.] 2 60 Encumbrance smuggling compartments [subtracted from overall encumbrance daunting perception, Hard computers, hard mechanics, check to find] 1 Cold Storage customization 1 Heated Storage customization 1 Reinforced cargo space [1 armor] 1 Upgrade perception check to daunting 1 Upgrade mechanics check to hard 1 Upgrade Computers check to hard HP: 4 Cost: 5000 Large Cargo Deck Dedicated cargo transport ships the size of corvettes and up are designed with full cargo decks. A hatch, in the floor or nearby wall can be added to the ship to allow for quick loading and unloading of valuables for each cargo section. Or one large cargo ramp or central elevator can be designed to allow movement. Base: Ship can carry 3000 encumbrance of cargo Mods: 2 + 1000 Encumbrance of cargo 2 +2500 Encumbrance of cargo [+1000 upgrades must be purchased first.] 2 60 Encumbrance smuggling compartments [subtracted from overall encumbrance daunting perception, Hard computers, hard mechanics, check to find] 1 Cold Storage customization 1 Heated Storage customization 1 Reinforced cargo space [1 armor] 1 Upgrade perception check to daunting 2 +1 setbacks to perception checks 1 Upgrade mechanics check to hard 2 +1 setbacks to perception checks 1 Upgrade Computers check to hard 2 +1 setbacks to perception checks HP: 4 Cost: 10000
  10. Prison Deck Prison Lockup A few rooms are connected into one large secured cell. Two cameras, and two reinforced doors are added to the cell make sure who you put in stays there. Prisoners have a few beds and the basics to get by until they are handed over to more permanent accommodations. The cameras can be monitored from the cockpit or an attached security room. Base: 8 prisoners can be held for up to a week. [Hard Skullduggery check to break locks] Mods: 2 +1 prisoners 2 +1 setback to Skullduggery checks HP: 1 Price: 3000 Prison Block Deck a portion of the deck is reinforced, secured and separated electronically from the rest of the ship. one long hallway accesses the prison block, the other hallway is set aside for prisoner cafeteria, and activity room. Also, a security room is added with 20 NPC guards armed with blaster pistols and allows monitoring of cameras and secure doors. Base: 140 prisoners can be held for up to a month. [Hard Skullduggery check to break locks] Mods: 1 +50 prisoners 1 Upgrade to Skullduggery checks 2 +1 setback to Skullduggery checks HP: 2 Price: 5000 Medium Prison Block Deck Half of a deck is reinforced, secured and separated electronically from the rest of the ship. Two long hallway accesses the prison block, the other hallway is set aside for prisoner cafeteria, and activity room. Also, a security room is added with 50 NPC guards armed with blaster pistols, and armor [Soak +1]. They also monitor cameras and secure doors. Base: 200 prisoners can be held for up to a month. [Hard Skullduggery and easy computers check to break locks] Mods: 2 +50 prisoners 1 upgrade to Skullduggery checks 2 +1 setback to Skullduggery checks 1 increase computers check to average HP: 3 Price: 8000 Large Prison Block Deck a full deck is reinforced, secured and separated electronically from the rest of the ship. Two long hallway accesses the prison block, the other hallway is set aside for prisoner cafeteria, open workout space, and activity room. Also, a security barracks is added with 75 NPC guards armed with blaster rifles, and armor [Soak +1]. They also monitor cameras and secure doors. Base: 500 prisoners can be held for up to a month. [Hard Skullduggery and Average computers check to break locks] Mods: 4 +50 prisoners 1 upgrade to Skullduggery checks 2 +1 setback to Skullduggery checks 1 increase computers check to hard 1 Add automatic blaster rifle turrets 2 +10 NPC guards HP: 4 Price: 15000 Repair Deck Repair Suite A few rooms are set aside to repair gear or do basic maintenance to the interior of the ship or ships systems that can be accessed from inside. The suit has, tools, spare parts, and other items to effectively complete these jobs Base: Characters can perform mechanics checks to repair or modify weapons and armor without penalty. Two advantage can be spent as a success on such checks. The GM may use despair or disadvantage to exhaust or hamper the characters attempt. Repairs to internal ship systems can be made. Mods: none HP: 1 Cost: 500 Small Repair Deck a portion of the deck near the hull of the ship is set aside for repair and maintenance duties. A small hanger bay is also designed to accept a few fighters or shuttle for repair so the main hanger bay is clear of damaged ships. Deeper inside the ship the facilities are used for internal repair crews. The repair facilities include all the needed tools, equipment and replacement parts for fighters or the odd shuttle. Base: Characters repair an additional 2 Hull Trauma or additional 2 system strain on a successful check. Can have 4 fighters or 2 shuttles at any single time. This includes housing for NPC repair crews. Characters can repair 2x sil hull trauma of the ship the repair bay is built into with a hard Mods: 1 to add 1 boost to mechanic checks. HP: 2 Cost: 2500 Medium Repair Deck Half of the deck near the hull of the ship is set aside for repair and maintenance duties. A hanger bay is also designed to accept fighters or shuttles for repair so the main hanger bay is clear of damaged ships. Deeper inside the ship the facilities are used for internal repair crews. The repair facilities include all the needed tools, equipment and replacement parts for fighters or shuttles. This includes housing for NPC repair crews. Base: Characters repair an additional 2 Hull Trauma or additional 2 system strain on a successful check. Can have 8 fighters or 4 shuttles at any single time. Characters can repair 2x sil hull trauma of the ship the repair bay is built into with a hard mechanic check. Mods: 1 to add 1 boost to mechanic checks. 2 +2 fighters or 1 shuttle to repair bay 1 Oil bath to repair droids HP: 3 Cost: 5000 Large Repair Deck a full deck near the hull of the ship is set aside for repair and maintenance duties. A large hanger bay is also designed to accept fighters or shuttles for repair so the main hanger bay is clear of damaged ships. Deeper inside the ship the facilities are used for internal repair crews. The repair facilities include all the needed tools, equipment and replacement parts for fighters or shuttles. This includes housing for NPC repair crews. Base: Characters repair an additional 2 Hull Trauma or additional 2 system strain on a successful check. Can have 16 fighters or 8 shuttles at any single time. Characters can repair 2x sil hull trauma of the ship the repair bay is built into with a hard mechanic check. Mods: 4 to add 1 boost to mechanic checks. 5 +2 fighters or 1 shuttle to repair bay 2 Oil bath to repair droids 1 Upgrade to Mechanic checks HP: 3 Cost: 8000 Massive Repair Deck serval decks near the hull of the ship is set aside for repair and maintenance duties. A massive hanger bay is also designed to accept fighters, shuttles or a single corvette for repair so the main hanger bay is clear of damaged ships. Deeper inside the ship the facilities are used for internal repair crews. The repair facilities include all the needed tools, equipment and replacement parts for fighters or shuttles. This includes housing for NPC repair crews. Base: Characters repair an additional 10 Hull Trauma or additional 10 system strain on a successful check. Can have 28 fighters or 14 shuttles at any single time. Can have 1 corvette docked for repairs Characters can repair 3x sil hull trauma of the ship the repair bay is built into with a hard mechanic check. Mods: 5 to add 1 boost to mechanic checks. 10 +2 fighters or 1 shuttle to repair bay 4 Oil bath to repair droids 2 Upgrade to Mechanic checks 1 +1 Corvettes for repairs HP: 4 Cost: 18000
  11. Security Decks Security Suite A few rooms are set aside for internal ship security. Base: Basic blaster pistols, are present in the weapons locker. One Camera it set up which can be monitored from the security suite. Two doors are reinforced with 1 Armor, and electronic locks [Average Computers, or Average Skullduggery check] Mods: 2 +1 Doors secured 2 +1 Cameras HP: 1 Price: 3000 Small Security Deck A quarter of the deck is purpose-built for internal ship security and is generally considered light to average security coverage. Base: Basic blaster rifles, are present in the weapons Armory. 5 Cameras it set up which can be monitored from security. 5 doors are reinforced with 1 Armor, and electronic locks [Average Computers, or Average Skullduggery check] 25 NPC guards are houses inside the security deck Mods: 5 +1 Doors secured 5 +1 Cameras HP: 2 Price: 6000 Medium Security Deck Half of the deck is purpose-built for internal ship security and is generally considered Average to High security coverage. This deck has a small barracks for internal security to live in. Base: Basic blaster rifles, and armor [Soak +1] are present in the Armory. 15 Cameras it set up which can be monitored from security. 15 doors are reinforced with 1.5 Armor, and electronic locks [Average Computers, or Average Skullduggery check]. 75 NPC guards are houses inside the security deck. Mods: 5 +2 Doors secured 5 +2 Cameras 1 Increase Door security to hard 1 Increase Door Armor by .5 1 +25 NPC guards barracks HP: 3 Price: 6000 Large Security Deck The full deck is purpose-built for internal ship security and is generally considered Average to High security coverage. This deck has a barracks for internal security to live in. Base: Heavy blaster rifles, and armor [Soak +1] are present in the Armory. 30 Cameras it set up which can be monitored from security. 30 doors are reinforced with 1.5 Armor, and electronic locks [Average Computers, or Average Skullduggery check]. 250 NPC guards are houses inside the security deck. Mods: 5 +5 Doors secured 5 +5 Cameras 1 Increase Door security to hard 1 Increase Door Armor by .5 1 Increase Door Security to daunting [hard must be purchased first] 1 Increase Door Armor by 1 [.5 must be purchased first] 2 +25 NPC guards barracks 1 Add automatic blaster rifle turrets HP: 4 Price: 12000 Command Decks Command suites and decks in my mind are not on the bridge where the captain fly’s but deeper inside or nearby the bridge. These rooms are made to take in battle data, compile, and then deal out orders from commanders overseeing the battle as a whole. This looks very similar to the command room inside the Hoth base before the battle. Command Suite A few rooms on the ship are set aside for command and control purposes. Basic communication, sensor, and computer upgrades have been made. Base: Base ECCM Suite [Page 59 Lead by example]. Ship can take in data from 4 other ships and compile it for commanders inside the suite [upgrade battle related, Cool or Vigilance checks] Mods: 1 upgrade to perception checks HP: 1 Cost: 4000 Small Command Deck Outside the bridge the command deck serves as the heart of any small fleet operations. They allow coordination between a few capital ships and a group of fighters to increase combat efficiency. A quarter of the deck is purpose built for C&C needs. Base: Base ECCM Suite + Mod [Page 59 Lead by example]. Ship can take in data from 8 other capital ships and 1 wing of fighters and compile it for commanders inside the suite [upgrade battle related, Cool or Vigilance checks] All included ships benefit from upgrades. Upgrade Mass combat checks once. Mods: 1 upgrade to perception checks 2 +1 capital ships 2 +1 Fighter Wings HP: 2 Cost: 8000 Medium Command Deck Outside the bridge the command deck serves as the heart of any Medium fleet operations. They allow coordination between capital ships and groups of fighters to increase combat efficiency. Half of the deck is purpose built for C&C needs. Base: Base ECCM Suite + Mod [Page 59 Lead by example]. Ship can take in data from 16 other capital ships and 4 wings of fighters and compile it for commanders inside the suite [upgrade battle related, Cool or Vigilance checks] All included ships benefit from upgrades. Upgrade Mass combat checks once. Mods: 1 to include Upgrades to perception checks 1 to add 1 boost to gunnery checks 1 to add 1 boost to ranged, and melee checks 10 +1 capital ships 4 +1 Fighter Wings HP: 3 Cost: 16000 Large Command Deck Outside the bridge the command deck serves as the heart of any Large fleet operations. They allow coordination between a many capital ships and many groups of fighters to increase combat efficiency. The full deck is purpose built for C&C needs. Base: Base ECCM Suite + Mod [Page 59 Lead by example]. Ship can take in data from 50 other capital ships and 20 wings of fighters and compile it for commanders inside the suite [upgrade battle related, Cool or Vigilance checks] All included ships benefit from upgrades. Upgrade Mass combat checks once. Mods: 1 to include Upgrades to perception checks 1 to add 2 boost to gunnery checks 1 to add 2 boost to ranged, and melee checks 1 to add 1 boost to piloting checks 10 +1 capital ships 4 +1 Fighter Wings HP: 4 Cost: 25000
  12. Special Decks These are purpose-built decks inside a ship designed to fulfill special purposes. This allows players to customize some ships for special duties, like a medical frigate, command ship, prison ship, Cargo or other duties the players may need in long term campaigns. I did not include a Sil requirement because I am requiring GMs to work common sense and know that massive Medical or security decks can’t fit on the freighter that can only have a crew of less than 15. Medical Decks Medical suite A few rooms are set aside for medical purposes and are stocked with all the basic supplies to deal with basic injuries and to care for already stabilized patients. Base: The medical Suite can handle up to 4 patients at once, player can role medical checks with no set back, and a single Bacta tank with a supply of bacta. Mods: 2 +2 patients +1 Bacta tank with supply of bacta HP: 1 Price: 2500 Small Medical Deck A quarter [portion] of the this deck is set aside for medical needs, it can handle any injury, and is very well stocked with medical supplies and bacta. Base: The medical Suite can handle up to 20 patients at once, player can role medical checks with no set back, and 5 Bacta tanks with supplies of bacta. Mods: 2 +4 patients +1 Bacta tank with supply of bacta HP: 2 Price: 5000 Medium Medical Deck Half of the deck is purpose built for medical needs, full operations can take place here and long term wards are possible. Base: The medical Suite can handle up to 40 patients at once, player can role medical checks with no set back, and 10 Bacta tanks with supplies of bacta. A single surgical suit is present for the direst of patients. Mods: 2 +2 Bacta tank with supply of bacta 1 +1 Surgical Suite 1 +1 Long term ward +10 patients HP: 3 Price: 8000 Large Medical Deck A full deck is purpose built for medical needs, full operations can take place here and long term wards are standard. Huge supplies of medicine to deal with wounds, diseases, and other major medical events can be handled Base: The medical Suite can handle up to 100 patients at once, player can role medical checks with no set back, and 20 Bacta tanks with supplies of bacta. 4 surgical suites are present for the direst of patients. Mods: 2 +10 Bacta tank with supply of bacta 6 +1 Surgical Suite 4 +1 Long term ward +10 patients HP: 4 Price: 15000
  13. Hanger bays Retrofitted Hanger Bay AOE Core Rulebook PG 287 Small Hanger Bay For ships with Silhouette 5 Base: Can carry up to 8 fighters or half as many shuttles/freighters. Mods: 2 +1 fighters to the Hanger Bay HP: 2 Price: 4000 Medium Hanger Bay For ships with Silhouette 6 to 7 Base: Can carry up to 12 fighters or half as many shuttles/freighters. Mods: 2 +6 fighters to the Hanger Bay HP: 2 Price: 8000 Heavy Hanger Bay For ships with Silhouette 8 Base: Can carry up to 30 fighters or half as many shuttles/freighters. Mods: 3 +10 fighters to the Hanger Bay HP: 2 Price: 12000 Dropship Bay This ship is purpose built to get vehicles to and from a planet’s surface Base: Sil 3 ships can carry 2 personal speeders, sil 4 ships can carry 6 personal speeders. [or equivalent, GMs work your magic] Mods: 2 +1 Vehicles to the Dropship Bay HP: 2 Price: 5000
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