Rebuilding a new Ship
Posted: Sat Apr 18, 2009 12:35 pm
Zulen Tek spends his off hours combing through used part databases and starship schematics, thinking of how he'd build hack his dream ship into shape. And for Zulen, the true challenge comes from modifying an existing vessel to do what he wants: anyone can *build* a ship; it takes true talent to reshape an existing one to match your vision.
These are just suggestions based on what we've discussed previously. My first priority was finding ways to make the ship more maneuverable. The big challenge is likely finding a ship with enough emplacement points.
WEAPONS
* Pilot controlled weapons: A must have, allowing Highlife to fire on enemies at will.
* At least one crew controlled weapon (perferably two)
MANEUVERABILITY
In terms of creating a faster, more maneuverable starship, there are several things we can do. First, the pilot adds the ship's Dexterity modifer to his Pilot checks, so anything that improves Dex will help:
Manuevering Jets
Starships of the Galaxy
* Mauenvering Jets +2, 2 emplacement points, 2,000 cr base
* Mauenvering Jets +4, 3 emplacement points, 5,000 cr base
* Mauenvering Jets +6, 4 emplacement points, 10,000 cr base
Tech Specialist Vehicle Trait
Starships of the Galaxy
* Enhanced Dexterity
As a tech specialist, Zulen can apply the "Enhanced Dexterity" trait to the new ship, granting it a +2 bonus to Dexterity (I'm assuming that the maunevering jets and enhanced dexterity stack).
Personalized Controls
Combat Thruster
Starships of the Galaxy
* Combat Thruster, 1 emplacement point, 2,000 cr base
Combat thrusters allow the ship to behave as a starfighter for purposes of dogfighting and being targeted by capital ships, but do not reduce the Pilot penalities associated with the ship's size.
Personalized Controls
Scum & Villainy
* Personalized Controls, 0 emplacement points, 1,000 cr base
Provides a +1 bonus to any check associated with a particular station on the ship (e.g. pilot, engineer, etc.) You need to install it for each station.
OTHER ENHANCEMENTS
Auxilary Generator
Scum & Villainy
Auxilary Generator, 2 emplacement points, 2,000 cr base
Provides +2 Strength bonus to the ship, allows it to run if the engines are disabled. Salvage uses for this should be obvious.
Docking Clamp
Auxilary Generator, 1 emplacement point, 2,000 cr base
These are just suggestions based on what we've discussed previously. My first priority was finding ways to make the ship more maneuverable. The big challenge is likely finding a ship with enough emplacement points.
WEAPONS
* Pilot controlled weapons: A must have, allowing Highlife to fire on enemies at will.
* At least one crew controlled weapon (perferably two)
MANEUVERABILITY
In terms of creating a faster, more maneuverable starship, there are several things we can do. First, the pilot adds the ship's Dexterity modifer to his Pilot checks, so anything that improves Dex will help:
Manuevering Jets
Starships of the Galaxy
* Mauenvering Jets +2, 2 emplacement points, 2,000 cr base
* Mauenvering Jets +4, 3 emplacement points, 5,000 cr base
* Mauenvering Jets +6, 4 emplacement points, 10,000 cr base
Tech Specialist Vehicle Trait
Starships of the Galaxy
* Enhanced Dexterity
As a tech specialist, Zulen can apply the "Enhanced Dexterity" trait to the new ship, granting it a +2 bonus to Dexterity (I'm assuming that the maunevering jets and enhanced dexterity stack).
Personalized Controls
Combat Thruster
Starships of the Galaxy
* Combat Thruster, 1 emplacement point, 2,000 cr base
Combat thrusters allow the ship to behave as a starfighter for purposes of dogfighting and being targeted by capital ships, but do not reduce the Pilot penalities associated with the ship's size.
Personalized Controls
Scum & Villainy
* Personalized Controls, 0 emplacement points, 1,000 cr base
Provides a +1 bonus to any check associated with a particular station on the ship (e.g. pilot, engineer, etc.) You need to install it for each station.
OTHER ENHANCEMENTS
Auxilary Generator
Scum & Villainy
Auxilary Generator, 2 emplacement points, 2,000 cr base
Provides +2 Strength bonus to the ship, allows it to run if the engines are disabled. Salvage uses for this should be obvious.
Docking Clamp
Auxilary Generator, 1 emplacement point, 2,000 cr base