Star Wars: The Tide Turns (VOIP Game)

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#176

Post by Marcao »

Hey guys!

I am saddened that we were unable to game this week, but with our omnipresent authority figure assailed by microscopic adversaries (CL 20!) it is to be expected. I can announce however, that after much time wasting and considering I have finished what will eventually become the PC ride of choice. I give you the finalized stats for the "Foregone Conclusion" class.

-------------------------------------------------------------
"Foregone Conclusion" Class Corvette (Prototype)
Colossal (Frigate) Capital Ship
Initiative:
Senses: Perception
-----------------------------------------------------------------------------------------------
Defense: Reflex 18 (flat footed 13) Fort 61; +13 armor, Vehicular Combat
hp 840; DR 20; SR 140; Threshold 150
-----------------------------------------------------------------------------------------------
Speed: fly 7 squares (starship scale)
Ranged Quad Light Turbolaser Battery +19 (see below)
Ranged Quad Heavy Ion Cannon Battery +11 (see below)
Ranged Quad Medium Ion Cannons +11 (see below)
Ranged Light Concussion Missile Launcher +9 (see below)
Ranged Gravity Well +9 (see below)
Fighting Space 1 (starship scale); Cover total
Base Atk +7; Grp +72
Atk Options auto fire (quad medium ion cannons)
-----------------------------------------------------------------------------------------------
Abilities Str 112, Dex 20, Con --, Int 24
Skills Initiative , Mechanics , Perception , Pilot , Use Computer
-----------------------------------------------------------------------------------------------
Crew: 85 (skilled); Passengers 100
Cargo 100 tons; Consumables 1 year; Carried Craft 24 Huge Fighters and 3 Gunships or Space Transports
Payload 96 Light Concussion Missiles
Hyperdrive x.5 (Backup x8)
Availability ---------- Cost: 6,300,000 credits

Quad Light Turbolaser Battery (6 gunners)
Atk +19 (-1 vs targets smaller than colossal), Dmg 5d10x5
---------------------------------------------------------
Quad Heavy Ion Cannon Battery (2 gunners)
Atk +11 (-9 vs targets smaller than colossal), Dmg 5d10x5
---------------------------------------------------------
Point Defense Quad Medium Ion Cannons x2 (2 gunners)
Atk +11 (+6 autofire), Dmg 7d10x2
---------------------------------------------------------
Light Concussion Missile Launcher x2 (2 gunners)
Atk +9 Dmg 7d10x2
---------------------------------------------------------
Gravity Well Generator (1 gunner)
Atk +9 Dmg Special

Crew

1. Captain
1. Executive Officer
1. Pilot
1. Co-Pilot
1. System Operator
5. Player Characters (Team Awesome)
13. Gunners
1. Chief Engineer
14. Engineers
10. Security Personnel
5. Cooks
8. Other Crew
24. Fighter Pilots

Emplacements

1. Hyperdrive Class 1
2. Navicomputer
3. Sublight Drive Speed 4
4. Shields, SR 125
5. Advanced Slave Circuits
6. Armor +1
7. Regenerating Shields
8. Hangar Bay x2
9. Hypertransceiver
10. Medical Suite x1
11. Smuggler's Compartments x2
12. Hyperdrive Class 8
13. Workshop
14. Sensor Enhancement Package
15. Anti-Boarding Systems
16. Luxury Upgrade - Advanced
17. Sensor Array Computer +4
18. Communication Jammer
19. Backup Battery
20. Sensor Decoy
21. Cargo Improvement x2
22. Reinforced Bulkheads +10%

Weapons

Quad Light Turbolaser Battery (6 gunners) 5d10X5
Quad Heavy Ion Cannon Battery (2 gunners) 5d10x5
Quad Medium Ion Cannon Point Defense Array (2 gunner) 7d10x2
Light Concussion Missile Launcher (2 gunners) 7d10x2
Gravity Well Generator (1 gunner) Special

Modifications

Level 3 Shield Rating
Level 3 Hull Rating
Level 3 Emplacements
Level 2 Hyperdrive Rating (class .5)
Tech Specialist Improved Speed
Prototype: +1 movement, +1 movement (advantage), -50% cargo (disadvantage):
900 tons of cargo converted to Emplacements
Crew increased by 50% (25 crew) 8 times to 225 crew
Passengers Lowered from 200 to 50% (100 passengers) capacity
Removed 30% of escape pods due to 30% reduction in crew and passengers

Total

Total Emplacements Used: 98
Total Cost (without fighters or droids): 6,300,000 credits (this is equivalent to two and half Marauder Class Corvettes)
Last edited by Marcao on Sun Mar 28, 2010 11:02 am, edited 14 times in total.
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"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
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#177

Post by rhoenix »

That's just nauseating. I want one.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

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#178

Post by Stofsk »

It might actually be worth toning down the fighter complement and putting in something like shuttles?

Though I noticed that the space requirements are for 24 gargantuan sized fighters - I take it that's the X-wing size, where a TIE fighter is on the next lower scale?
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#179

Post by Hotfoot »

24 Gargantuan, 36 Huge

I'm pretty sure the houserule for space is in the thread somewhere. Colossal is either 3 or 4.
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#180

Post by Stofsk »

Shuttles can be used for SAR, AWACS (or Space-WACS rather), and depending on whether or not the ship can land on a planet, it might also be used for cargo or personnel ferrying. Might even outfit them with missiles and make them a missile boat in addition to all of the above.

EDIT- kind of like having Vipers and Raptors, to use a Battlestar analogy.
Last edited by Stofsk on Thu Mar 04, 2010 12:36 am, edited 1 time in total.
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#181

Post by Marcao »

The current setup that the Foregone Conclusion will be following is an 8:1 split between interceptors (Vaelences, AKA, cheap mass produced Vampires) and colossal size ships. Once we have outgrown the Citadel, it will be modified to be the boarding ship/troop transport. At that point, I will design a gunship for myself and one other to suit our specific needs at the time.
The Peddler of Half Truths.
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
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#182

Post by Stofsk »

I'm unsure why we need more than one class of fighter? I like the idea of specialising my squadron to be Vampire pilots.

Unless you intend on having more than one squadron on the Forgone Conclusion.
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#183

Post by Hotfoot »

It may have something to do with the Vampires costing about 400,000 credits apiece. Valences are much more cost-effective.
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#184

Post by Marcao »

Stofsk wrote:I'm unsure why we need more than one class of fighter? I like the idea of specialising my squadron to be Vampire pilots.

Unless you intend on having more than one squadron on the Forgone Conclusion.
I don't intend on mass producing Vampires. As Hotfoot already touched upon, they are bloody expensive. The Vampire will be a PC only vehicle that Erik may be persuaded to sell to friendly aces. The Vaelence, will be the de facto fighter of choice for NPC's in the Foregone Conclusion.
Last edited by Marcao on Thu Mar 04, 2010 9:21 pm, edited 1 time in total.
The Peddler of Half Truths.
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
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#185

Post by Stofsk »

What's the difference between the two? (ie what are their stats)
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#186

Post by rhoenix »

You know, the dream of a single Venator packed full of 630 Vampires is enough to give me happy, happy daydreams.

I want one now.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

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#187

Post by Hotfoot »

I hope you have 2.6 billion credits :wink:
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#188

Post by rhoenix »

Hotfoot wrote:I hope you have 2.6 billion credits :wink:
Personal goal: Invest in the Zaar Investiture as soon as possible for returns.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


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#189 Vampire Stats and Vaelence Stats

Post by Marcao »

"Vampire" Class Interceptor (Prototype)
Huge Starfighter
Initiative:
Senses: Perception
-------------------------------------------------------------------------------------
Defense: Reflex 20 (flat footed 11) Fort 25; +3 armor, Vehicular Combat
hp 150; DR 10; SR 30; Threshold 33
-------------------------------------------------------------------------------------
Speed: Fly 18 squares (max velocity 1,650 km/h), fly 8 squares (starship scale)
Ranged Enhanced Quad Heavy Laser Cannon + 8 (see below)
Ranged Proton Torpedo Launchers +6 (see below)
Ranged Light Concussion Missile Launcher +6 (see below)
Ranged Jammer
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Atk +4; Grp +26
Atk Options autofire (laser cannons, fire-link torpedoes)
-------------------------------------------------------------------------------------
Abilities Str 40, Dex 28, Con --, Int 18
Skills Initiative , Mechanics , Perception , Pilot , Use Computer
-------------------------------------------------------------------------------------
Crew: 1 pilot plus astromech droid (skilled); Passengers 0
Cargo 25kg; Consumables 1 week; Carried Craft None
Payload 18 proton torpedos, 12 light concussion missiles
Hyperdrive x.5, 10-jump memory (astromech droid)
Availability ---------- Cost: 450,000

Enhanced Quad Heavy Laser Cannons (pilot)
Atk +9 (+4 autofire), Dmg 9d10x2
---------------------------------------------------------
Proton Torpedo Launcher x2 (pilot)
Atk +6 (-14 vs targets smaller than colossal), Dmg 6d10x5
---------------------------------------------------------
Light Concussion Missile Launcher (pilot)
Atk +6, Dmg 7d10x2


<><><><><><><><><><><><><><><><><><><><><><><><>


"Valence" Class Interceptor
Huge Starfighter
Initiative:
Senses: Perception
-------------------------------------------------------------------------------------
Defense: Reflex 19 (flat footed 11) Fort 24; +3 armor, Vehicular Combat
hp 100; DR 10; SR 20; Threshold 33
-------------------------------------------------------------------------------------
Speed: Fly 16 squares (max velocity 1,325 km/h), fly 6 squares (starship scale)
Ranged Quad Heavy Laser Cannon + 5 (see below)
Ranged Proton Torpedo Launchers +5 (see below)
Ranged Hard Point System +5 (see below)
Ranged Jammer
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Atk +3; Grp +25
Atk Options autofire (laser cannon)
-------------------------------------------------------------------------------------
Abilities Str 38, Dex 26, Con --, Int 16
Skills Initiative , Mechanics , Perception , Pilot , Use Computer
-------------------------------------------------------------------------------------
Crew: 1 pilot plus astromech droid (skilled); Passengers 0
Cargo 25kg; Consumables 1 week; Carried Craft None
Payload 8 proton torpedos, assorted hard point loadout.
Hyperdrive x1, 10-jump memory (astromech droid)
Availability ---------- Cost: 225,000 credits

Quad Heavy Laser Cannons (pilot)
Atk +5 (+0 autofire), Dmg 7d10X2
---------------------------------------------------------
Proton Torpedo Launcher (pilot)
Atk +5 (-15 vs targets smaller than colossal), Dmg 6d10x5
---------------------------------------------------------
Hardpoint System
Atk +5, Dmg Varies

Up to 4x of the following: light concussion missiles, medium concussion missiles, proton torpedoes, space mines, advanced space mines.
or
Up to 2x of the following: heavy concussion missiles, heavy space mines.
Last edited by Marcao on Sat Mar 27, 2010 1:35 pm, edited 24 times in total.
The Peddler of Half Truths.
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
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#190

Post by rhoenix »

Holy shit, the Vampire is scarier than I remember it. That's a whole lot of "Fuck You" for just a Huge starfighter.

The Valence ain't bad as a regular ship, but...shit, the Vampire just makes it look like ass.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

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#191

Post by Stofsk »

I like the Vampire, I think it's a pimped out ride, I just can't believe the price.

I like the idea of having a squadron of aces flying it though. But the cost would be obscene. The valence on the other hand is good, but could have some more survivability (increase HP for example) added. I like how you can arrange for specific load outs in the hard points.
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#192

Post by rhoenix »

Indeed. I could see a compromise of a Venator-full of Valences, with Vampires sprinkled in as ace pilot ships or elite squadrons, and many people developing hemorrhoids at the prospect of facing them in combat.

That thought makes me happy.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


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#193

Post by Marcao »

Windswept wrote:Holy shit, the Vampire is scarier than I remember it. That's a whole lot of "Fuck You" for just a Huge starfighter.

The Valence ain't bad as a regular ship, but...shit, the Vampire just makes it look like ass.
The Vampire is indeed very scary. Frankly, it is as far as you can take a fighter since the Vampire has every starship designer trick maxed out. You can't go further than the Vampire without breaking some rules. It is also why its so bloody expensive. Its worth two Tie Defenders. o.O

The Valence is the sweet spot in terms of capability and cost. It is a very flexible design that is superior to its base (A-Wing) without being crazy on price (175,000 for the A-Wing vs 225,000 for the Valence)
Stofsk wrote: I like the Vampire, I think it's a pimped out ride, I just can't believe the price.

I like the idea of having a squadron of aces flying it though. But the cost would be obscene. The valence on the other hand is good, but could have some more survivability (increase HP for example) added. I like how you can arrange for specific load outs in the hard points.
I am glad that you like the Vampire. It was built for you and Kel in mind, and your first one will be free! ^_~

Compared to the Vampire, the Valence does seem to come up wanting but its a game of numbers. The current Valence does the "job" without spiraling out of control in terms of cost. I could add more HP and more shields, maybe tweak it here and there but at that point it would be cracking 300 thousand and it would be less compelling that it is now against the Vampire. One of the main thrusts of the Valence is that Zaar Industries (*wink*) will be trying to sell the rights to manufacture to an alliance friendly corporation (probably the same corp that makes the B-Wing). As a result, the cost has to be as low as possible so it is attractive to potential NPC buyers. The Valence is a niche product thanks to its price tag (in the fluff, the empire did not like buying TIE Defenders because they were 200,000 each compared to the super cheap TIE Fighter.) but it should still manage to get some market share from certain organizations within the alliance that need a fast, versatile and relatively tough fighter (100 hp ain't bad for an interceptor).
Last edited by Marcao on Thu Mar 11, 2010 8:50 pm, edited 3 times in total.
The Peddler of Half Truths.
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
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#194

Post by Hotfoot »

Do not count on a game this week
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#195

Post by Stofsk »

Take it easy Hotfoot.
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#196

Post by rhoenix »

No worries man, we'll pick the game back up when all is well.

In the meantime, console yourself with the idea of a custom-kitted Venator holding 630 Vampires in her hangar bay.

"That's a lovely star system you have there. It'd be a terrible, crying shame if something were to...happen to it. This is why we happily sell insurance to our valued customers. Think of it as the 'Please for the love of all that's holy don't destroy my solar system' insurance."
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

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#197

Post by Marcao »

Hotfoot wrote:Do not count on a game this week
Get well soon Hotfoot. :smile:
The Peddler of Half Truths.
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
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#198

Post by Hotfoot »

By the way, thanks to the United States now being stupid as hell, Daylight Savings Time and all that nonsense, as of this post it is 7:15 PM my time.

Basically, all clocks went forward an hour, and thus the scheduling of the game changes with them. It may or may not matter this week, but we'll see.
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#199

Post by rhoenix »

Here's finger's crossed. Kel wants to shoot people.
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#200

Post by Hotfoot »

Game will probably be set for Wednesday, in order to help me recover just a little bit more and get some paperwork done.

I need everyone to be very clear on their destinies, what the end goal is, and what the various rewards are. The next several sessions may rely on this data.
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