Starship Shopping

Our KOTOR campaign.
Post Reply
User avatar
NukeHavoc
Posts: 12111
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

Starship Shopping

Post by NukeHavoc »

I'm looking through my source books for starships we might want to use in the KOTOR campaign. All the ships I'm looking at are freighters with maps of the ship's interior; as I think we all want the ship to be a home-away-from-home, so I think maps would be helpful.

Of these, I think the Ghtrock 720 is our best bet. While it's lasers can only fire forward (rather than having a turrent), it has a shield generator (which, as we've seen, is huge in starship combat).

On the map side of things, it's got two cargo holds (plenty of room for Damon's speeder) and two escape pods, and plenty of crew space.

If you're wonderng what the effects of buying a "used" starship are, here's the deal:

Whenever a used starship moves -3 steps on the condition track (to the point where the vessel is taking a -5 penalty on attack rlls, skill and ability checks and defenses) or lower, the used ship's condition becomes persistent. Until the ship receives repairs (using the repair object application of the mechanics skill) it cannot move up the condition track by means of the reroute power action (although other means, such as jury-rigging, can still be used).



Ghtrock 720 Freighter (CL6)
p. 88, Starships of the Galaxy
(colossal space transport)

Init -3, Senses: Perception +5
Defense: Ref 14, Fort 25, +12 Armor
HP: 110, DR: 15, SR: 15, Threshold 75
Speed: Fly 12 squares (max velocity 750 m/h), fly 2 squares (starship scale)
Ranged: Double laser cannons +1 (see below)
Fighting Space: 12x12 o 1 square (starship scale)
Base Atk: +0, Grapple: 35
Atk Options: Autofire (double laser cannons)
Abilities: Str 40, Dex 14, Con --, Int 13
Skills: Initiative -3, Mechanics +5, Perception +5, Pilot -3, Use Computer +5

Crew: 2; Passengers: 10
Cargo: 135 tons; Consumables: 2 months
Hyperdrive: x2 (backup x15), navicomputer
Availability: Licensed; Cost: 98,500 (23,000 used)

Double laser cannons (gunner)
Atk: +1 (-4 autofire), Dmg: 4d10x2

Dynamic-Class Freighter CL6
this is the same ship as the Ebon Hawk in the KOTOR video game.
p. 81, Starships of the Galaxy
(colossal space transport)

Init: +5, Senses: Perception +5
Defense: Ref 12, Fort 25, +12 armor
hp: 110; DR 15; Threshold 75
Speed: fly 12 squares, fly 2 quares (starship scale)
Ranged: double laser canons +3 (see below)
Fighting Space: 12x12 or 1 square (starship scale)
Base Atk: 0; Grp: +35
Atk options: Autofire (double laser cannons)
Abilities: Str 40, Dex 10, Con --, Int 16
Skills: Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5

Crew: 2; Passengers: 6
Cargo: 60 tons; Consumables: 2 months
Hyperdrive: x3, navicomputer
Availability: Licensed; Cost: 80,500 (30,000 used)

Double laser cannons (gunner)
Atk: +3 (-2 autofire), Dmg: 4d10x2


YT-13000 Transport (CL6)
This is the stock version of the Millenium Falcon, the Falcon is CL12
p. 154, Starships of the Galaxy
(colossal space transport)

Init +5, Senses: Perception +5
Defense: Ref 12, Fort 26, +12 Armor
hp 120; DR 15 Threshold 76
Speed: fly 12 squares, fly 2 squares (starship scale)
Ranged: Laser cannons +2 (see below)
Fighting Space: 12x12 or 1 square (starship scale)
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; Passengers: 6
Cargo: 60 tons; Consumables: 2 months
Hyperdrive: x2 (backup x12), navicomputer
Availability: Licensed; Cost: 100,000 (25,000 used)

Laser cannons (gunnner)
Atk: +2, Dmg: 4d10x2


578-R Space Transport (CL6)
p. 98, KOTOR
(colossal space transport)

Init: +5; Senses: Perception: +5
Defenses: Ref 12, Fort 24, +12 Armor
HP: 100, DR: 15 Threshold: 75
Speed: Fly 12 squares, fly 3 squares (starship scales)
Base Attack: +0, Grp: +34
Atk Options: autofire (laser cannon)
Abilities: Str 39, Dex 10, Con --, Int 12
Skills: Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5

Crew: 2; Passengers: 6
Cargo: 40 tons; Consumables: 4 months
Hyperdrive: x3, navicomputer
Availability: Licensed; Cost: 75,000 (28,000 used)

Laser cannons (gunnner)
Atk: +1 (-4 autofire), Dmg: 4d10x2
Last edited by NukeHavoc on Fri Oct 24, 2008 6:20 pm, edited 1 time in total.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
User avatar
Lars Porsenna
Posts: 4783
Joined: Wed Jun 29, 2005 5:34 pm
Location: Manta, Ecuador

Post by Lars Porsenna »

Dunno. The YT series AFAIK grossly post-dates the KOTOR. Also, for ships that do not have floor plans, it wouldn't be that difficult to make our own, especially with the wealth of examples we have...

Damon.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
setanta14
Posts: 3882
Joined: Wed Jun 29, 2005 1:57 pm

Post by setanta14 »

I was going to recommend the Dynamic Class as the "group ship", but I still think we should have more than one... like at least one character with a starfighter-type ship, especially if we're out in the Rim... otherwise, I'd say we should adventure in the Core where transportation is frequent, available, and probably cheap so we aren't stranded on Bumblefuckooine if the ship is messed up, at least until we're higher level and wealthier.
User avatar
NukeHavoc
Posts: 12111
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

Post by NukeHavoc »

Lars Porsenna wrote:Dunno. The YT series AFAIK grossly post-dates the KOTOR. Also, for ships that do not have floor plans, it wouldn't be that difficult to make our own, especially with the wealth of examples we have...
As you can see from the stats, there's not much difference between KOTOR era and Rebellion era ships. As we talked about during the last playtest, I'm fine with filing off the serial numbers on modern ships to use in the KOTOR campaign.

If someone else wants to make floor plans, that's fine, but personally, I'm content to use what we've got.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
User avatar
NukeHavoc
Posts: 12111
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

Post by NukeHavoc »

setanta14 wrote:I was going to recommend the Dynamic Class as the "group ship", but I still think we should have more than one... like at least one character with a starfighter-type ship, especially if we're out in the Rim... otherwise, I'd say we should adventure in the Core where transportation is frequent, available, and probably cheap so we aren't stranded on Bumblefuckooine if the ship is messed up, at least until we're higher level and wealthier.
We'll just need to add a docking claw to the freighter (none of them have that stock).
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
setanta14
Posts: 3882
Joined: Wed Jun 29, 2005 1:57 pm

Post by setanta14 »

Davaab-type Starfighter, CL 8, KOTOR pg 204.

X2 hyperdrive, light laser cannons, medium concussion missiles, low DR but good shields, threshold 34 (Huge, not Garagantuan), limited jump navicomputer, already old by the Restoration era
User avatar
Jonkga
Posts: 4476
Joined: Mon Jul 11, 2005 6:30 pm
Location: Albany, NY

Post by Jonkga »

My vote would be for the 578-R
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
User avatar
NukeHavoc
Posts: 12111
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

Post by NukeHavoc »

Jonkga wrote:My vote would be for the 578-R
The 578-R's not the prettiest ship, but it does have ample crew and cargo space, as well as four emplacements points.

I suggest the following upgrades (ep = emplacement ppint, x5 multiplier is for the ship's colossal size). I'd suggest these upgrades for almost any of these ships.

* Shields, SR 20, 1 ep (base 1250 cr x 5 = 6,250 cr)
* Combat Thrusters, 1 ep (base 2000 cr x 5 = 10,000 cr)
* Docking Clamp, 1 ep (base 2000 cr x 5 = 10,000 cr)

Based on our playtests, I think shields are a must on any ship the group is using.

Combat thrusters allow the ship to maunever as one size smaller (in this case, it allows it to engage in dogfights, and causes capital ships to take a -20 on their attacks.)

The docking clamp allows it to carry another, smaller ship along with it (in this case, the starfighter).

This leaves a single emplacement that we could add another upgrade to later on.

Thoughts?
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
User avatar
NukeHavoc
Posts: 12111
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

Post by NukeHavoc »

I want to try and nail this down today. Any other opinions on the ship?
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
User avatar
EvilGenius
Posts: 6719
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Post by EvilGenius »

NukeHavoc wrote:
Jonkga wrote:My vote would be for the 578-R
The 578-R's not the prettiest ship, but it does have ample crew and cargo space, as well as four emplacements points.

I suggest the following upgrades (ep = emplacement ppint, x5 multiplier is for the ship's colossal size). I'd suggest these upgrades for almost any of these ships.

* Shields, SR 20, 1 ep (base 1250 cr x 5 = 6,250 cr)
* Combat Thrusters, 1 ep (base 2000 cr x 5 = 10,000 cr)
* Docking Clamp, 1 ep (base 2000 cr x 5 = 10,000 cr)

Based on our playtests, I think shields are a must on any ship the group is using.

Combat thrusters allow the ship to maunever as one size smaller (in this case, it allows it to engage in dogfights, and causes capital ships to take a -20 on their attacks.)

The docking clamp allows it to carry another, smaller ship along with it (in this case, the starfighter).

This leaves a single emplacement that we could add another upgrade to later on.

Thoughts?
I think these are appropriate upgrades to the ship at this time.

As the campaign progresses, we'll get better upgrades and maybe eventually a better ship.

But, um, DEFINITELY NEED THE SHIELDS!!!!! :P
User avatar
erilar
Posts: 6580
Joined: Wed Jun 29, 2005 2:05 pm
Location: Kirkwall
Contact:

Post by erilar »

I'm certainly happy with the capital ships getting the -20 to hit us...


I've purposefully stayed out of this discussion - will leave it to the players/characters who will be partial owners, etc.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
Post Reply