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Everything posted by Gordian Naught
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Discord servers are private chat and voice severs that you can set up for free. You can give people access and restrictions as needed. Here is their website for your perusal Discord. I'm good with whatever you choose to migrate this to. Rest those wrists, as much as possible, and feel better. Merry Christmas and Happy New Year, everyone. 🎅🥳🎉
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Apology for a long post to start. Thanks for the answer, that was the way I did it, so I don't have to rework at least. Thanks. @EliasWindrider Where does it say walkers get a base speed of 2? The All-Terrain Legs attachment from Special Modifications says, quoting from the main text, (I never understood why they put the restrictions for attachments in the main text, instead of on their own line or just bolded, so you could actually find it. Personal gripe over 😌.) And from the Base modifier text, I'm not trying to argue with you over this, just some reasoning and an answer. I can kind of see where you are getting the idea that they could have a base speed of 2, but nowhere have I found anything that says that walkers have a base speed 2, not in Special Modifications, Fully Operational or The Nubian Handbook. This is why I think the special note on walker legs, about the attachment and the base speed is not necessary. Walker speed is still based off of the chosen engine, or in these cases powerplants chosen during construction. I do think there needs to be a special note on the All-Terrain Legs attachment (If we add attachments to the handbook. I think we should add all of them to the Handbook 😅. I could do it if I had a more updated PowerPoint.), or on the Race Ship Hull component, that regards the increases to the reduction to max speed that the attachments and components combined makes on a vehicle. Tell me if that makes sense. As to the new engines, I found my original post back on August 18th of 18', The Nubian design collective's whole vehicle crafting handbook. (Page 13, past the mid point, if the link doesn't work like I hope.) I have modified them a little since then and added a third engine. I use these when I homebrew walkers and small speeders, nowadays. Power Cells Power cells are used in application that have size or weight limitations, only down side to cells is that they need to be replaced or recharged. This component can only installed into walker and wheeled landspeeder frames of silhouette 3 or less. Material Price/Rarity: 250/1 Check: Easy Mechanics check Time: 12 hours Base Modifiers: Installing this core component changes a crafts speed to 2, defense to 0/0/0/0, and system strain threshold to 3 x silhouette. Special: On any Piloting (Planetary) check the GM may spend 5 threat or 2 despair to have the vehicle loose all power and becomes motionless. Modification Options: 2 increase speed by one (to a maximum of 5) Mods. 3 increase system strain threshold by silhouette Mods. Hard Points Required: 1 Fusion Core Most common power generator throughout the galaxy, can be found in anything from a cooking unit to a AT-AT. This component can only installed into walker and wheeled landspeeder frames. Material Price/Rarity: 1,500/2 Check: Average Mechanics check Time: 1.5 days (36 hours) Base Modifiers: Installing this core component changes a crafts speed to 1, defense to 0/0/0/0, and system strain threshold to 4 x silhouette. Special: In the event of a Major System Failure Critical Hit to the Fusion Core (engine component) it causes an explosion dealing 3 Hull Trauma to the vehicle and 20 Wounds to any vehicle occupants. Modification Options: 1 increase speed by one (to a maximum of 4) Mod. 5 increase system strain threshold by silhouette Mods. Hard Points Required: 2 Here is the new one that I made since the original post. Single Repulsor Coil The most basic of drive systems for planetary Craft. This component can only installed into speeder (Air, Bike, or non-wheel/tracked Land) frames of Silhouette 3 and under. Material Price/Rarity: 300/1 Check: Easy Mechanics check Time: 18 hours Base Modifiers: Installing this core component changes a crafts speed to 1, defense to 0/0/0/0, and system strain threshold to 2 x silhouette. Modification Options: 3 increase speed by one (to a maximum of 5) Mod. 3 increase system strain threshold by silhouette Mods. Hard Points Required: 1 Reasoning was that ground craft have decent System strain with low base speeds. That's all I have for things fully stated out, feel free to edit and delete as need to make them work. I wouldn't even make it to where they have any mods to give defense in any way, just add a basic shield generator as an attachment option, would be how I did it. We need a basic shield generator anyway for aftermarket addition to ships and speeders because there isn't any, just ways to add to defense technically.
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I have one question regarding the cargo pods and hulls that increase the size by which you gage encumbrance from? This came up while I was building the AT-HCT walker, I used the cargo pod to increase encumbrance by 30 instead of by 10, it save 3 advantage but you fall short overall by 10. Standard says that you use a cargo bay one size smaller, but the passenger barge hull (and others) says to use one size larger for cargo bays. Just looking for clarification on this. On a side note. I think the Line under Walker frames talking about the all terrain legs attachment should be removed. The attachment is meant to be applied to vehicles that have other means of locomotion. So the statement talking about a reduction of their max speed is rendered irrelevant, as their speed is not a factor of a different form of locomotion. Maybe moving it to the race ship hull special section or as a side note (grey box text) on custom vehicles with the attachment and the race ship hull together. Which strangely brings up something that I brought up earlier in the posts from months back, the addition of other types of engines, power cells and fusion reactors. I do remember @EliasWindrider you mentioning something along those lines too for walkers, from some time after I posted them. Maybe now or after the Holidays we can discuss these as additions to the rules in more detail.
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Thanks for that, completely missed those on the LAAT/i. It is printed in too many places, in my opinion. If either of y'all have the starships and speeders book, could you look through it and copy any weapons that are unique to that book in the weapon and master tables? I am having a **** of a time trying to get a good enough scan from a friend.
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Ok, I moved the rarity and the restriction to columns of their own and filled out the fields using the method suggested by @salamar_dree, some of them I tweaked a little to fit with their more common variants. Don't know what you mean by the name being "identical" to the master table. I just pulled the names, and name format, strait out of the books. Should be the same, except for the addition of the new weapons to the list. @EliasWindrider Take care of yourself, and we'll keep filling in the table.
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@EliasWindrider @salamar_dree I have added the vehicle weapons to the weapons table tab in the spreadsheet. It is as complete as I can make it, I am working on getting access to the Starships and Speeders book to finish it up. I have added all weapons from all the books including ones that are only in stat blocks. Red text is for things that were from stat blocks that don't have official listed prices, that I could find. I used @LMasterList gear spreadsheet for starters, so shout-out to his gear list here. "L's" Complete Item Master List (v9.5) Here are some things that I think need at least a cursory look into stating out further, they're things that I ran into while compiling. Variable Geometry from sidebar on the Hyena droid bombers in Collapse of the Republic - Allows it to switch from Flying to Walking. Macross Anyone! Flex Ordnance Launchers from the same book first mentioned on the Droid gunship. Smaller, more specialized version of the mothership docking system. Pressurized cockpit for air speeders that can enter space - comes from sidebar in forged in battle p. 61 Limited Ammo quality needs a unifying limit based off something. What that something is, is beyond me right now. It seems to be arbitrarily linked to the specific circumstance used. Anything that anyone else has noticed?
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@salamar_dree As a note on the Bantha-II you could get it to have 2 HP left over if you remove the Sensors (for 1 HP) and use a modded Sensors (basic) (0 HP) instead. That way you gain back the 1 needed HP. This is what I have been doing for most of the vehicles that only need short range sensors, saving 1 HP. Or are we not supposed to do that?😕
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Not really on the Luxury-class. I only got to the passenger/crew number I did by sacrificing all the base passengers converting to crew quarters and then doubling with integrated improvements. Then adding what passengers I could with leftover HP. I had a brief idea of making it start at sil 5 then using deceptive advertising to reduce it to 4, but thought that would complicate the build too much. The order of operations I used to get to crew 26 is, Base Crew 2 / Passengers 4, then used ambiguously large to double to 4 / 8, 1 passenger quarters to 4 / 10, then convert passengers to crew to get 13 / 1, then doubled the crew with integrated improvements to 26. I did this because you can add more passenger berths later but not any extra crew of any significance after the frame is built. But to get to 300 passenger on this frame and hull would be still high 20 HP. If y'all can find a work around be my guest. Took me two days to get it were it is.
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I can't remember (and don't want to read through 15 pages of posts) if there was an option, in the thread because there isn't an option in the PDF, to reduce the Hull trauma threshold on any of the crafting tables? I vaguely remember there was talk of one for 2 or 3 threat on Frame and/or the Hull crafting tables. Edit: Until I get an answer I'm going to work with 2 threat for a -1 HTT on the frame or hull tables.
