Paul
Administrator
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Post by Paul on Jul 26, 2010 18:48:13 GMT -6
Ok, I'll post things after I find them.
I've found out that a YT series ship has 10 free emplacement points. - p39 Starships book.
The ship is classified as a Colossal space transport. That makes the cost modifier for the ship X5 (Which the New Republic has agreed to pick up) p38 Starships book.
So Khel, what would you like your first mod to be, your ship just landed on Jyrova.
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dan
Star Wars GM
Posts: 587
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Post by dan on Jul 26, 2010 18:53:06 GMT -6
What type of updates are you thinking? So we can come up suggestions for it.
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Paul
Administrator
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Post by Paul on Jul 26, 2010 21:32:09 GMT -6
Updated 8-19-2010Corellian YT-1300 Transport Colossal space transport Init -5; Senses Perception +5 Defense Ref 12 (flat-footed 12), Fort 26; + 12 armor hp 120; DR 15; Threshold 76; SR 45*Speed fly 12 squares (max. velocity 800 km/h)' fly 2 squares (starship scale) Ranged laser cannon +2 (see below) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +0; Grp +36 Abilities Str 42, Dex 10, Con -, Int 14 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 Crew 2 (normal); Passengers 6 Cargo 100 tons; Consumables 2 months; Carried Craft none Hyperdrive x2 (backup x12), nav computer Availability Licensed; Cost 100,000 (25,000 used) Laser cannon (gunner) Atk +2, Dmg 4d10x2 *Not standard
Not like we can't look in the book, but here is the layout. The only difference in this picture and Khel's ship is one of the cargo holds (11) is a barracks for the crew. Mike can choose which one and how many he wanted converted. You must have at least one. A doorway can be converted where there is a wall, for example if Mike chooses that the 11 near the cockpit is the barracks, then there can be a door leading out that that room into #5 the cockpit access corridor. Or the other 11s could make a door into 3.
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Post by Mike on Jul 27, 2010 19:15:08 GMT -6
The "11" room at the 5 o'clock position will be the quarters area with a door leading into the "3" corridor.
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Paul
Administrator
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Post by Paul on Jul 29, 2010 12:28:28 GMT -6
Now that I'm feeling better I can better go over the upgrades.
I will have to act like the New Republic when it comes to approving or denying some upgrades, like the cloak would be denied.
You can take out parts and swap them with other or things.
For example if you were to strip the medium laser cannons you'd get a +1 emplacement points. That would bring your unused points to 11. So then lets say you wanted to place heavy blaster cannons there. That would cost 2 emplace lent points. Your total unused points would be 9.
If we used that example I'd also drop the overall cost by the part taken off.
So the cost of those cannons would be 5 X 5500 = 27500 The cost of the lasers you'd be trading in would be 3 X 4000 = 12000.
Total upgrade cost would be 27500 - 12000 = 15500
The time for these repairs would be 1 X 5 / people working on it to remove the old weapon. 2 X 5 / people working on it to install the new weapon.
With that in mind I think the New Republic might cap out some upgrades around 15k-25k depending on the upgrade. The above one might be approved but myself and the New Republic would wonder why you'd want to waste that much time and money on only adding a +1D10 damage.
I forgot which members of the crew you wanted to keep.
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Paul
Administrator
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Post by Paul on Aug 19, 2010 21:11:56 GMT -6
Shields SR 45 Base cost = 4,000 X5 modifyer = 20,000
Time = EP (2) X5 = 10 / 3 workers Jibby Yo, a NR engineer and VeJe 3.33333 days On the 4th day Veje is flying to ship to Jyrova. The NR has brought it upon itself to take advantage of the empty cargo space and has loaded the ship with supplies to Remiik. Veje has been ordered to bring it to the colony and to unload it with the help of the locals, NR people, and us. We have been informed. The ship will arrive at the start of our next live game.
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Bob
Troll Level 3
Posts: 813
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Post by Bob on Sept 10, 2010 8:39:55 GMT -6
His ship is awesome.
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