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Nova's starship part fixes (alpha version)

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Aug 20th, 2017
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  1.  
  2. STARSHIP TIER
  3. Starship Tier is now determined by the amount of BPs expended on the ship. Only if/once upgraded in this fashion is the tier of the vessel increased to within the appropriate BP range. For example, a 50bp ship is Tier 1 and remains that way until its total value becomes 56-75 during which time it is Tier 2, and so on. HP increases based on Tier now also require the BPs to be spent before they can apply.
  4.  
  5. STARSHIP UPGRADES
  6. Thrusters indicate a maximum; you may always operate at lower speeds than indicated. Page 319's Speed table now applies in addition to thruster quality, based on the *current* speed of the ship. Reduce the bonuses (but not penalties) by 1 if a ship is currently travelling at top-speed or higher as the ship's engines have no energy to spare on changes in trajectory. This applies to multipliers on maneuvers such as half-speed: A ship with Thrusters 8 moves 4 on a Flip&Burn, but could reduce this to 6 (moving 3) for a +1 to the test, or 4 (moving 2) for a +2.
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  8. Crew Accommodations: Tiny ships other than the Racer type have minimal accommodations; usually a small area behind the pilot's seat with a miniature reheater, liquid dispenser and toilet section, with either the seat capable of more restful settings or enough room for one person to lay down (officially for subsystem and power-grid access) in larger models such as fighters. While these allow for interplanetary or even short interstellar trips they are woefully inadequate for avoiding cabin-fever unless equipped to double as a stasis-pod.
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  10. Self-Destruct System: A ship physically connected to the self-destructing ship (such as by docking collars or if rammed for boarding) does not get to apply shields. Ships connected to a self-destructing vessel are immediately alerted to the impending event unless their sensors are wrecked. Boarders may be able to relay the information on their turn so long as they can communicate (mindless boarding bioweapons would likely lack an understanding let alone have comm systems).
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  12. Anti-Personnel Weapon: These weapons recharge normally as per generator rules so long as the ship's power core is functional. Weapons with Physical Ammunition may be reloaded from within the ship and have doubled ammunition capacity.
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  14. All-Around Guidance: Any tracking weapon may be upgraded with the Broad-Arc property, for 2bp per launcher. As this modifies the weapon's tracking and not its launch angle, the speed of the weapon is lowered by 4 on its launch turn, increasing to normal values subsequently.
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  16.  
  17. NEW WEAPON MOUNTS:
  18. Adding the Turret Arc: Ship frames not already equipped with a turret mount may gain a single turret mount
  19. (usually a dorsal/ventral pairing) for 2bp in addition to the cost of equipping it
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  21. Tiny/Small: Maximum 2 per arc. Tiny ships may only mount a single light point or array weapon to a turret, no more
  22. Spinal Mount: The Front Arc mounts may be upgraded to a Heavy Weapon at the cost of 4bp. Performing this upgrade
  23. requires an additional existing mount which may be taken from the front or side.
  24. Fighters using their TL mount create a TL-Only Heavy Weapon Mount with this combination.
  25. Wingtips: A single mount not used for spinal upgrades in each side arc on tiny ships may be converted to fire
  26. in the forward-arc at a cost of 2BP. Two Wingtip weapons can be linked together
  27. These mounts remain affected by effects and damage to the side arcs they are in, not front.
  28.  
  29. Medium/Large: Maximum 3 per arc including turrets.
  30. Spinal Mount: As with Tiny/Small ships but a Capital mount requires combining 3 heavy mounts.
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