#16
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For the ship I put together this. Star Galleon Repulsor Shields, Jovian Class 4 Engines, Emergency Gellar Field, Clan Crew Quarters, Ship Master's Bridge, Assault Array, Clemency Life Support. Weapons, 2x Plasma Battery and Sunhammer Lance Battery Supplemental, Armored Prow, Lathe Landing Bay, Trophy Room, 2x Main Cargo Holds. For character scores, we rolling or point buy? Last edited by mightymconeshot; Feb 4th, 2023 at 12:24 AM. |
#17
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I need to do work on my char but busy for a while. Fyi, not ignoring char, just really busy.
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#18
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60 points is a good number for a solid ship. Let's see what I can dig up from my shipyard folder (I spent some time building ships with themes a few years ago just for fun).
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Thanks to all the great great GM's. Especially: Makenshi, Birched, Savoylen, Davion, and Homestarbaby. |
#19
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66 with our Navigator.
I would like to play some kind of "military" themed ship. |
#20
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Could I just point this out just in case its a problem...
Dynastic Warrant (+3 ship pts, cant exchange ship pts for profit pts) ![]()
__________________
Get to know psuedenim. I'm a He/Him in PDT and am around most days. Survived Ski Season. If I am late posting remind me or just take over. |
#21
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Dynastic warrant is fine. It's surprisingly easy to spend ship points, even if you run out of space and power.
Hmm Nothing in the shipyard folder is similar in that point range. Military ship with that many SP suggests maybe a Dauntless, Secutor, Ambition, or a Frigate with lots of high craftsmanship components. We'll definitely want a barracks. I'm working on it (maybe I should play an Explorator). OK, I have a basic sneaky privateer warship hashed out. I went for a pimped out Turbulent Frigate. It is broadly capable in all areas, with no real weakness in combat (other than getting nuked or whatever). As of now, it still has 2 space, and 1 power unused.
__________________
Thanks to all the great great GM's. Especially: Makenshi, Birched, Savoylen, Davion, and Homestarbaby. Last edited by SpatulaOdoom; Feb 7th, 2023 at 01:49 AM. |
#22
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If you want Best Craftsmanship to have a different effect you can take it up with me. Ships are as individual and unique as the crew.
For example, pressed crew quarters made best craftsmanship could mean many things. |
#23
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Quote:
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#24
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@SoD
Void shield - replace with Repulsor Shield (Void Shield + Charged particle repulsion, 6 power) When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points.Empyrean Mantle - (3 power, 0 space, 2SP)
__________________
Get to know psuedenim. I'm a He/Him in PDT and am around most days. Survived Ski Season. If I am late posting remind me or just take over. |
#25
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I'm also making a ship to submit for your perusal.
You dont have to choose it. But its got some interesting rules. |
#26
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If we are going to go with the Turbulent, I would like to add a lance instead of the second battery.
For further upgrades, I would like to see Tenebrow maze, and if we keep the dual macros a munitorium. |
#27
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It would be nice to have some stuff that isn't purely combat related, like a medicae deck
Either way, we probably shouldn't be doing this in the advertisement thread, but a specific thread for building the ship in the game forum rather than cluttering up this thread. Made some small changes, Brought the crafsmanship bonuses into the engine and away from the barracks and augers. No actual mechanical changes there, but it makes it a best craftsmanship archeotech modified drive, and probably worth more than most frigates in and of itself. Did so because it makes it a component we'll probably never swap out, while the other stuff is more easy to do that. I also traded the craftsmanship bonus on the sunsear batteries from taking less space, to taking less power (gonna get some power hungry stuff). Repulsor shield = meh. Very situational, and I'd rather save the power for other things. Empyrian Mantle however might be quite nice. It's 3 power 2sp Turbulent can't have lances, no prow weapon slot and Munitorium is really quite bad, costing a lot of space, power, and SP for relatively small bonuses, and can explode. The Tenebro Maze is a good idea though, I'll pull out the flak turrets and put in the maze. I'm also going to add a cargo-hold and lighter bay, and some augmented retrothrusters. End result will have 2 space and 1 power to spare, so we could put in an autotemple I suppose, or we could keep it as a themed privateer style sneaky warship. Previous post will have final ship stats edited in shortly.
__________________
Thanks to all the great great GM's. Especially: Makenshi, Birched, Savoylen, Davion, and Homestarbaby. Last edited by SpatulaOdoom; Feb 7th, 2023 at 01:39 AM. |
#28
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I'm not familiar enough with the game to really comment on the ship but the current selection of modules looks good but I will defer to the ship experts and will be watching their discussions (if public) to learn more and hopefully not a reason to eat more popcorn
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__________________
Get to know psuedenim. I'm a He/Him in PDT and am around most days. Survived Ski Season. If I am late posting remind me or just take over. |
#29
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Are you still accepting applications? Also, if I did apply, what roller would I have to use?
Last edited by RedSun; Feb 11th, 2023 at 09:47 PM. |
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