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Gordian Naught

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Posts posted by Gordian Naught


  1. 17 minutes ago, EliasWindrider said:

    The write up of the engineering access in the only place it appears is such that by default (unless specifically designed otherwise) the easiest possible way to get at a vehicle's systems is from the outside (exterior access panels are assumed by default).  For sil 3 and smaller, getting at systems from the outside (through the default exterior access panels) is pretty much the only way to get at them.

    Thus by the official fluff, sil3 and smaller vessels should not be able to get that attachment.

    Now I very much disagree with the 

    @EliasWindrider

    I figure the thing you were disagreeing with was my interpretation of the Master Artisan talent. Looks like you sent it without finishing the thought.

    Any thoughts on the other items I brought up?


  2. Thank you for these explanations.

    They really should clear up that about the comm/sensors in the reprints of the core books. Maybe you could put a little note on it either in the beginning of the collective handbook or as a small bit in the sensor attachment.

    As for the shield generators, I always thought they should have been a attachment instead of a function of the engines as FFG did in the base system. Because having your thrust provide defense made so much sense. But I get that you are going by KISS and that means keeping it as much to core as possible.

    What If you made the Engineering Access from the crafting bonus options, 3 advantage or 1 triumph and it has no restriction from that option alone. It would also balance out the chart a little moving it to a section that only has one other choice. That way a engineer can have easier access to repair the vehicles that they themselves build, without having it be a larger vessel.

    For the weapons the E-web wasn't big enough, and the the first one is in personal weapon scale just to big to be carried by a sil 1 or 2 character.

    What is your opinion on the Master Artisan talent @EliasWindrider?


  3. 1 hour ago, EliasWindrider said:

    There is a restriction on military grade shield generators that they can only be installed on sil 5+ ships.  Engineering access is restricted to sil4+.  Unless you've got schematic down to simple difficulty on the hull, you wouldn't be able to attempt 5 mods without GM permission (he/she might disallow flipping destiny points to attempt impossible rolls at 5 purple difficulty).   

    I'm not putting weapons in the nubian... I might put grasping appendages.

    Ok, I am the GM in this case using my former character as a NPC that is doing these checks. That way the vehicles are actually built, instead of just pulling numbers together.

    I wasn't suggesting the weapons for entry in The Nubian, I was looking for a review of them, by the posters here, with regards too game balance, before dropping them on my players. That is what most of the people on this thread are doing, to see if the ships created and rules proposed are balanced for the game. If you want it moved, I said i would.

    As to the walker build, and a side note, I have never liked where the original editors placed the Restrictions on what can be placed on what. I always thought it should have been easier to see, instead of tacked on to the end of the descriptive text section. The reason I say this is, I completely overlooked the restrictions on those items. Could you place them either after the Benefit or the Hard Point cost In bold text, it would make missing them a little harder.

    Why are those item restricted the way they are? A military vehicle of any size should be able to mount military grade shields and engineering access is something that is just ease of access to components of a vehicle, not necessarily actual crawlspace in the vehicle.

    Another thing, a lot of the other restrictions in the core system and here seem to overlook the fact that not every attachment is going into a starfighter or spaceship, and that most of the attachments were made only for spacecraft. Here is a citation from Engineering Access "Starships can be designed to be easily maintained from within...", it's a oversight everyone has done. I see what you were doing with the description, but that sets up the restriction then placed on it, that the vehicle this is installed in has to be big enough to crawl through the walls and floor.

    The difficulty of modding a item cannot be reduced by the schematic option, only the crafting difficulty of the original item. You can reduce it with the Master Artisan Talent, and depending on your interpretation of the talent on whether or not you can use it multiple times before attempting the check, you can get it down to easy on all the modding mechanics checks, first to last no matter how many. The talent doesn't specify that it can only be used once, just that the decrease/decreases is for the next attempted mechanics check and that the minimum you can go is easy.

    Another side thought, what is the base communications range for a ship/vehicle? Can't find it in any of the books, and the Upgraded Comms Array is kind of meaningless without a base to increase.


  4. Here is a traditional walker I built using the current collective rules just to see what it could do. This is me not pushing the system to its limit, the character is a bit broken but in the rules (was played to this level before I took over as GM), and has maxed INT of 7 and maxed Mechanics of 6 both with cybernetics, and 2 upgrades from tools and 6 Boost die from tools and assistance from NPC's and Droid's. Forgot the Force Rating of 3 and a fully bought-out Manipulate Force Power Tree.

    XAT-SS Mk.3 (Strider Prototype)

    Silhouette:3   |   Speed: 3   |   Handling: +1   |   Defense:   3/-/-/3   

    WT: 16   |   SST: 16   |   Armor: 4    |   Sensor Range: Medium

    Crew: 1 pilot, 1 co-pilot/gunner

    Passengers: 0   |   Encumbrance: 15   |   Consumables: 3 months

    Weapons: Linked Medium Laser Cannon (1 hp), Auto-blaster (1 hp), Missile Pods (1 hp), Linked Light Tractor Beam (all facing forward).

    Attachments: Engineering Access (from hull crafting), Oversized Weapon Mounts (Tractor Beam) with mod (integrated system), Reinforced Frame (integrated system), Sensors (1 hp), Military Grade Shield Generators with mod (2 hp), Encrypted Computer Core (0 hp), Holographic Shell (2 hp), Mobile Listening Post (2 hp), Nightshadow Coating (1 hp).

    Walker Frame: => 8 hp, 10 htt, 1 crew, 0 passengers.   |   Mods: None.   |   Options: Extra Hard Point, Reinforced Construction x3.

    Fusion Core Engine: 2 hp, speed 1; 12 sst; def 0/0/0/0   |   Mods2 increase sst by sil.   |   Options: Fine-Tuned, Enhanced Output, Fine-Tuned Circuits x2.

    Scout Ship hull: 2 armor, +1 handling | Mods: 1 Increase armor, 1 Increase handling, Add sil hard points and double crew, Increase consumables by 3 months, Increase defense in all zones by 1.   |   Options: Integrated Improvements (Oversized Weapon & Reinforced Frame), Engineering Access, Extra Hard Point, Layered Plating, Maneuvering Fins, Cargo Pod.

    Assembly Options: Extra Hard Point

     


  5. Wanted to run something through the Collective, if you think it belongs in it own thread I'll move it.

    As I mentioned in a previous post I'm running a Empire R&D campaign. In this game my character turned NPC (when I took over as GM) is a droid tech savant working for the Inquisitorius as a engineer, now that I have took over as GM he's working on a new order of walkers and droids. Kind of combining them actually, during the process the program got seperated, large sil 3 droid program and the strider program. Striders are basically mechs with a single pilot and a droid (hardwired) copilot, the striders have hands like droids so they needed weapons that could be used with hands instead of just a hard point connection.

    Here is the weapons I came up with, just wanted some like minded engineers opinions.

    Silhouette 3 weapons - can be used by Striders and Droids

    Anti-personnel weapon

    Kisda Industries “Kali” Auto-Blaster

    Skill: Gunnery

    Damage: 20 (Superior included)

    Critical: 2

    Range: Long

    Encumbrance: 25

    HP: 3

    Price: 12,200 cr (R) / Rarity: 7

    Special: Accurate 1, Auto-Fire (only), Pierce 5, Prepare 1, Superior, only usable by silhouette 3 Droid or humanoid. (All statistics are personal scale)

    ——————————————————————————————————————

    Anti-vehicle weapon

    K. I. “Mountain Mover” MHPC (Mobile Heavy Particle Cannon)

    Skill: Gunnery 

    Damage: 6 (Superior included)

    Critical: 3

    Range: Short

    Encumbrance: 35

    HP: 2

    Price: 16,500 cr (R) / Rarity: 8

    Special: Breach 1, Knockdown, Prepare 1, Superior, Vicious 4. (All statistics are planetary scale)

    ——————————————————————————————————————

    Indirect-fire artillery weapon

    Kisda Industries RI-4X “Rainmaker” Artillery

    Skill: Gunnery

    Damage: 7 (Superior included)

    Critical: 3

    Range: Medium (minimum range of close)

    Encumbrance: 40

    HP: 1

    Price: 13,400 cr (R) / Rarity: 9

    Special: Auto-Fire, Blast 5 (close range), Breach 2, Concussive 1, Limited Ammo 10, Prepare 1, Slow-Firing 1, Superior. (Uses planetary scale) A full reload costs 7,500 cr.

    ——————————————————————————————————————

    Missile pods - function per load out.

    DRS-18 “Wasp Swarm” Mini-Missile pods

    Skill: Gunnery

    Damage: 8 (Superior included)

    Critical: 3

    Range: Long

    Encumbrance: 27

    HP: 0

    Price: 9,000 cr (R) / Rarity: 7

    Special: Accurate 1, Auto-Fire (only)(1 advantage activation), Blast 5, Knockdown, Limited Ammo 5, Linked 1, Superior. (Uses personal scale) Reloads cost 5,000 cr.

     

    Kisda FRM-3 Concussion Missile pods

    Skill: Gunnery

    Damage: 7 (Superior included)

    Critical: 3

    Range: Short

    Encumbrance: 32

    HP: 0

    Price: 10,500 cr (R) / Rarity: 6

    Special: Accurate 1, Blast 4, Breach 4, Guided 3, Limited Ammo 10, Superior. (Uses planetary scale) Full reloads cost 7,000 cr.

     

    Kisda Industries HH-09 “Hedgehog” Anti-Infantry Missile Pods

    Skill: Gunnery

    Damage: 12 (Superior included)

    Critical: 2

    Range: Long

    Encumbrance: 23

    HP: 0

    Price: 12,000 cr (R) / Rarity: 8

    Special: Accurate 1, Blast 7 (medium range), Limited Ammo 20, Pierce 5, Superior, Vicious 5. (Uses personal scale) Full reload costs 8,000 cr.

     

    K.I. PIR-3 “Pyre” Incendiary Missile pods

    Skill: Gunnery

    Damage: 4 (Superior included)

    Critical: 2

    Range: Short 

    Encumbrance: 30

    HP: 0

    Price: 10,000 cr (R) / Rarity: 9

    Special: Accurate 1, Blast 4, Burn 2, Guided 3, Limited Ammo 10, Superior, Vicious 3. (Uses planetary scale) Reloads cost 7,500 cr.

     

    Kisda Industries GPR-1 “Gopher” Bunker Buster Missile pods

    Skill: Gunnery

    Damage: 9 (Superior included)

    Critical: 2

    Range: Short

    Encumbrance: 40

    HP: 0

    Price: 22,000 cr (R) / Rarity: 10

    Special: Accurate 1, Blast 9 (short range), Breach 9, Guided 3, Limited Ammo 4, Superior. (Uses planetary scale) Full reload costs 18,000 cr.

     

    K.I. ARC-16 Ion Missile pods

    Skill: Gunnery

    Damage: 6 (Superior included)

    Critical: 4

    Range: Short

    Encumbrance: 25

    HP: 0

    Price: 11,500 cr (R) / Rarity: 9

    Special: Blast 6, Guided 3, Ion, Limited Ammo 6, Superior. (Uses planetary scale) Reloads cost 9,600 cr.

    ——————————————————————————————————————

    Silhouette 3 Melee weapons use planetary scale for damage all other aspects personal scale.

    Irokini Mining “Breaker” Plasma Blade

    (Long shaft with a contained plasma field along one side. Not a lightsaber)

    Skill: Melee

    Damage: 5 - planetary scale (Superior included)

    Critical: 2

    Range: Short

    Encumbrance: 12

    HP: 2

    Price: 8,500 cr / Rarity: 5

    Special: Breach 5, Sunder, Superior, Vicious 2.

     

    Kisda Industries LI-90n “Legions” Strider Glaive

    Skill: Melee

    Damage: 2 - planetary scale (Superior included)

    Critical: 3

    Range: Short 

    Encumbrance: 24

    HP: 3

    Price: 5,500 cr / Rarity: 7

    Special: Breach 1, Defensive 1, Knockdown, Sunder, Superior, Unwieldy 4. (Requires 2 hands to wield)

     

    Kisda Industries Rancor Claws

    Skill: Melee

    Damage: 2 - planetary scale (Superior included)

    Critical: 2

    Range: Engaged 

    Encumbrance: 10

    HP: 0

    Price: 3,500 cr / Rarity: 6

    Special: Breach 1, Linked 1, Superior, Vicious 4.

     

    Irokini Mining “Mangler” Repulsor Maul

    Skill: Melee

    Damage: 4 - planetary scale (Superior included)

    Critical: 3

    Range: Short 

    Encumbrance: 30

    HP: 0

    Price: 9,500 cr / Rarity: 7

    Special: Sunder, Superior, Unwieldy 3, Vicious 2. (Requires 2 hands to wield)

     

    Kisda Industries “Leviathan” Ion Pike

    Skill: Melee

    Damage: 5 - planetary scale (Superior included)

    Critical: 3

    Range: Short 

    Encumbrance: 18

    HP: 0

    Price: 9,900 cr / Rarity: 9

    Special: Breach 2, Ion, Superior. (Requires 2 hands to wield)

     

    Here are some of the ideals/rules I had come up with to govern these Striders and sil 3 Droids. Thoughts and critiques appreciated.

    Star Wars Strider and Sil 3 & up Droid rules

    All rules concerning droids are assumed to be ground bases bipeds or quadrupeds. Treaded, wheeled, or repulsor driven droid vehicles work under the normal rules for vehicles.
     
    - Encumbrance for striders is = silhouette + armor x 10 (carried equipment for strider, like weapons, not gear for characters)
    - Encumbrance fro Sil 3 droids is = silhouette + brawn x 10
    - Striders use Piloting (Strider) Agility for there skill checks
    - Silhouette 3 droids use coordination for there Piloting skill checks
    - Silhouette 3 droids have speed = 1/2 Agility (rounded up, minimum of 1).
    - Silhouette 3 droids have a handling of 0
    - Striders pilots can make a brawl check using their brawl skill but using the striders armor as the characteristic for the skill check and the damage. Melee works the same way plus the weapons modifier.
    - Striders and droids may take a incidental accelerate/decelerate maneuver to change there speed by up to two once a turn.
    - Add in the additional actions & maneuvers from the Genesys system vehicle rules.
    - Striders and Droids are not forced to move based on current speed.
    - To pilot a Strider a character must possess a neural interface (brain port, neural bridge, headjack) or a cybernetic brain implant, to pilot effectively.
    -Striders can be piloted without an interface, at a -4 to handling.

  6. @EliasWindrider

    You could have a smaller pod used as a secondary means of locomotion, like flight or wheels in lue of the all terrain legs attachment. Or you could use the pods for modular loadouts like the Koensayr AD-15 from Special Modifications.

    Here is what I posted on power cores:

    The rules do have a special case in the Repulsor cluster that can't be used on starships. I propose 2 new entries in the Engines section, the "Fusion Core" & "Power Cells"

    • 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 2, defense to 0/0/0/0, and system strain threshold to 4 x silhouette.

    Modification Options: 1 increase speed by one (to a maximum of 4) Mod. 3 increase system strain threshold by silhouette Mods.

    Hard Points Required: 2

    • 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 3, defense to 0/0/0/0, and system strain threshold to 3 x silhouette. On any Piloting (Planetary) check the GM may spend 4 threat or 2 dispair to have the vehicle looses 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

     

    With a little reworking these might work.

     


  7. @EliasWindrider

    Thanks, thought I'd wrote my way into a hole with that, just couldn't see it.

    Yeah, walkers (really all ground vehicles) need a little love. They don't have a lot of them in the system but almost every campaign has them. I'm right now running a campaign that is centered on the Inquisition and Imperial R&D working on a new walker program (something a little closer to mechs with hands, but not directly human looking) and the base creation rules don't quite fit.

    Bringing up what @salamar_dree said about fusion cores last wednesday, I did post something on these a few months ago. They would work for Mod pods too, with a little reworking.


  8. @EliasWindrider

    Actually the PTB-625 Heavy Bomber, the one on the front of Stay on Target, is a sil 4.

    As for the LAAT/c, it's like a heavy lift helicopter, all engine and cockpit, no cargo other than a small amount of storage in the cockpit. The passenger space on the LAAT/c isn't enough for the crew of a AT-TE, so the AT-TE is fully crewed when dropped. And the additional rules on the stat block give it a special case just for the AT-TE, it's meant to drop the walker then scoot.

    I'd count it not as a modular pod but as a attachment or mod of the frame to allow it to carry a specific vehicle, or limited type of object, of 1 sil larger. Either that or just count it as a modded LAAT that's using the free mag clamps from the Edge Core sidebar, not a Mothership/modular pod.

    That's just my opinion.

    As a side note on walkers, I don't think the all terrain legs vehicle attachment works for the walker frame. The attachment lets a vehicle function as a walker and if modded allows abuse misuse of the mods options (the removal of setback) that are inherent to the attachment itself, something walkers in game don't normally have. 

    I do think walkers need a cap on max speed, did the cap you used from the all terrain legs allow for the possibility to increase the race hull cap of 3 to 4 with a speed increasing attachment?


  9. @salamar_dree

    The AT-EST exploration and survey walker out of the Edge core has a consumables value of one month. Everything that is space worthy and crewed has one if I remember correctly.

    There should still be a base vale for it even if you don't take the life support attachment or mod the frame. Something in the line of maybe a base consumables = Sil in days of food for full crew and passengers and fuel.

    That would fix the one month of consumables on all sil 5 ships, and the lack of one on most speeders and walkers is that they are never far from a city or settlement where they can refuel.


  10. Another thing to consider on Hyperspace routes, smuggling and customs, is that customs (traffic control by extension) of any system with law enforcement or under empirical control require most ship's to come out of hyperspace in designated areas. Like flying in from out of country, they do spot checks, anybody acting out of the ordinary gets automatically flagged. In universe version of this would be coming out of hyperspace outside one of the required lanes, coming out too close to the destination planet (some in universe jumps come out near the system boundary, just inside the Kuiper Belt for the system(read it in one of the books), for the designated lane.), not following the speed limits, micro-jumping, etc, etc. Do anything like this is probably going to get as visit from customs ships and definitely a fine and tongue lashing from traffic control.

    Smuggling is mostly only dangerous or exciting near the departure/arrival point. The only reason you should have a problem out side of those times is if pirates do show up or if something truly unexpected happens.

    As with most things in the universe long periods of nothing with the occasional moment of complete chaos, which is where the story lies.


  11. 6 hours ago, Ominovin said:

    I'm just going to say this sounds like a very, very, very bad idea in a universe with ion weapons...

    Ion weapons still have to hit the implant. There has been many a argument over Ion weapons but, the consensus is, it has to target the implant with a called shot, activate a blast quality, get through the soak of ion shielded armor, or get enough advantage/Triumph to shut down cybernetics. Then you can still reactivate the implant with the surge override switch. Not to mention that you have to have an enemy target you with an Ion weapon, a weapon that most sentients do not carry unless they hunt droids or cyborgs for capture & not disintegration.

    Given all that I'm also up for any idea for how to price adding the ion-shielded from the cybernetics crafting table that is for 2 Triumph, but as a flat option for implantation.


  12. So I’m playing a Gank force sensitive sniper in a mixed setting game with another player playing a cyber tech, and I am having a hard time coming up with some non-standard implants.

    What I have so far is a cyber heart that gives +1 brawn (something a dev mentioned in a podcast) and a flight/glider system similar to the repulsor pack  armor attachment from fully operational or the r-444 sky swooper vehicle from strongholds of resistance but as a implat. Maybe something that gives a rank in some talents. But that’s as far as my addled mind has gone, anything that you as players or GMs have come up with or come across would be appreciated.


  13. 5 minutes ago, EliasWindrider said:

    Thanks for the compliments.  Th Single ion coil is pretty appropriate to these vehicles game mechanically if not in terms of fluff.   Fluff is fluff, you can safely ignore it if it doesn't fit and the game mechanics do.  I don't think duplicating mechanics for the sake of fluff is worth "wasting" space on the page.  That isn't meant as criticism just explaining my thought process.

    Ok, thanks for the explanation. (Although I think they are a little more than "Fluff".)?


  14. I think the handbook is a superb bit of craftsmanship. Keep it up.

    I have a small suggestion for the collective. In fully operational and the handbook presented here there is, to me at least, a rather large omission in the engine section of the rules. "Power Cores" now every thing needs one but the oversight lies in the walker and wheeled landspeeder categories, they don't use engine's like Ion drives or Fusial Thrust engines.

    The rules do have a special case in the Repulsor cluster that can't be used on starships. I propose 2 new entries in the Engines section, the "Fusion Core" & "Power Cells"

    • 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 2, defense to 0/0/0/0, and system strain threshold to 4 x silhouette.

    Modification Options: 1 increase speed by one (to a maximum of 4) Mod. 3 increase system strain threshold by silhouette Mods.

    Hard Points Required: 2

    • 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 3, defense to 0/0/0/0, and system strain threshold to 3 x silhouette. On any Piloting (Planetary) check the GM may spend 4 threat or 2 dispair to have the vehicle looses 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

    Just my two credits. Any edits or suggestions appreciated.

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