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Forum » Roleplay Discussions » Roleplay - Rules, InHouse Rules & FAQ's » Ship generation (Ship stats in Taurus IV RPG)
Ship generation
CheDate: Sunday, 09-Nov-2014, 8:26 PM | Message # 1
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I was thinking(not like me I know)about ship generation. Maybe the size of the ship would be the starting point; size '0' being a scout all the way up to a battle cruiser or something. Then, depending on the size, add in the jump drive, manoeuvrability or agility, armour, number and type of weapons or anything else that springs to mind. Or is the star ship side of things more stylised? I'll think a bit more and create a star ship.

Wargamers like to paint their privates!!
 
zellakDate: Sunday, 09-Nov-2014, 8:55 PM | Message # 2
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The Starship rules are a bit hard to understand, well for me anyway.

Roughly i would think about 400 tons ....maybe more ??????

24 crew , Jump 2, a couple of hard points. A grapnel gun in one ....Laser in the other.

Pretty much going to handwave most of the technical stuff go with something like the Enterprise in the Captain Archer Star Trek series.

Though i was still going to use the Traveller rules for Jump Speed / Fuel / Skimming gas giants.

The Enterprise never runs out of fuel....it only seems to be in trouble when its Dilithium chrystals burn out ??? wacko

DEMON : " When next we meet, i shall tear you limb from limb...there will be no escape. "

Hero: " You bring balloon animals and i'll hire a clown..... we can make it a regular party. "
 
CheDate: Sunday, 09-Nov-2014, 9:57 PM | Message # 3
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Quote zellak ()
The Starship rules are a bit hard to understand, well for me anyway.


You are not alone. It's probably best just to wing it wink

Wargamers like to paint their privates!!
 
zellakDate: Sunday, 09-Nov-2014, 10:06 PM | Message # 4
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Been googling Star Trek stuff....their Starships have ramjet scoops, and pick up stuff ( atoms ) that they use for fuel.

So its not that far away from Traveller after all !!!

If we do away with the huge fuel tanks in Traveller it might work out easier ???

DEMON : " When next we meet, i shall tear you limb from limb...there will be no escape. "

Hero: " You bring balloon animals and i'll hire a clown..... we can make it a regular party. "
 
CheDate: Wednesday, 12-Nov-2014, 8:37 PM | Message # 5
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When I posted earlier I was thinking more of general ship stats rather than Traveller style ship design. How do ships from different worlds compare with each other? In combat this is the main thing, I think. wink

Wargamers like to paint their privates!!
 
zellakDate: Wednesday, 12-Nov-2014, 10:14 PM | Message # 6
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Right .................... i think i see what you mean..................

One race might have a standard configuration....while another could have better sensors and armour but weaker guns and a smaller crew ?....That kind of thing ?????????????

How many factors do we need to take into account ?

Ship's....... Damage Capacity, Sensors, Armour, Guns, Missiles, Shields, Crew ( for boarding actions), Maneuverability....

..............Speed, Jump Drive, Cargo bay, Shuttles, Fighters, Mines, Probes........

DEMON : " When next we meet, i shall tear you limb from limb...there will be no escape. "

Hero: " You bring balloon animals and i'll hire a clown..... we can make it a regular party. "
 
CheDate: Thursday, 13-Nov-2014, 1:52 PM | Message # 7
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Yeah! That's the idea. Damage capacity, Armour (are shields the same?), Guns, Missiles, Manoeuvrability are the most important I think in combat but the others are important too. Depends what the ship's built for smile .

Wargamers like to paint their privates!!
 
zellakDate: Tuesday, 18-Nov-2014, 10:16 AM | Message # 8
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Yep, we may need a quick and dirty Starship combat system.
We could work from a standard template ....and then tweak the different styles from there.

Damage Capacity 5 points for every 100 tons.
Avionics / Pilot 8+ / 10 tons + 10 tons per +1
Sensors / Sensors 8+ / 10 tons + 10 tons per bonus.
( Range 200,000 KM, increase/decrease range or bonus for (+/-) 5 tons )
1 hardpoint for every 100 tons
1 Guns @ doing 1 point of damage (double on a critical ) 5 tons
1 shield generator ( 3 shields) .... ( which slowly recharge ? ) 5 tons
Torpedo Bay... 4 torpedos ... ( @ 8 damage )
Manoever Drive ( formula = 10% of tonnage x M-drive number + 10 tons for Storage Cell )
Jump Drive, ( formula 10% of tonnage x J-drive number )
Deutorium fuel Cells, 5 tons each.
1 Stateroom + life support for 2 crew = 5 tons
Cargo space = tonnage
Shuttle 10 tons

A few notes on travelling times on the Sector Map.

Jump 1 = 3 days for 1 Hex.

Jump 2 = 3 days for 2 Hexes.

Jump 3 = 3 days for 3 Hexes.

Jump 4 = 3 days for 4 Hexes.

Jump 5 = 3 days for 5 Hexes.

Jump 6 = 3 days for 6 Hexes.

Jump Drive is a hundred times faster than Manouever Drive.......So....

Manouever Drive 1 takes 300 Days for 1 Hex.

Manouever Drive 2 takes 150 Days for 1 Hex.

Manouever Drive 3 takes 100 Days for 1 Hex.

Manouever Drive 4 takes 75 Days for 1 Hex.

Manouever Drive 5 takes 60 Days for 1 Hex.

Manouever Drive 6 takes 50 Days for 1 Hex.

//////////////////////////////////////////////////////////////////
Fuel ;
Jump drive fuel is Deutorium, it is stored in tanks and skimmed from gas giants.
1 tank is used per Jump number.

Manouever drive fuel is stored in batteries, it is 100% replenished after each Jump Drive. It lasts 1 year.

Skimming Gas Giants.
Roll Navigation 8+ to chart the Deutorium. Each pip above 8+ finds another Deutorium point.
Roll Pilot 8+ to skim gas giant....each pip above 8+ fills another fuel tank.
note....the Pilot cannot skim more fuel than was found by the Navigator.

//////////////////////////////////////////////////////////////
400 ton Intrepid

Damage Capacity, 20
.............
Avionics ( Pilot 8+ ) 10 tons
Sensors, ( Sensors 8+ ) 20 tons / 300,000 km range
Armour, 0
Weapons 4 hardpoints maximum ( max 1 per 100 tons )
2 Guns @ 5 tons ( Gunnery +0 / 1 damage each ) 10 tons
1 Torpedo bay 5 tons ( 5 tons @ ) with 4 torpedoes.
1 Shields generator, ( shields 3 ) 5 tons
32 Crew, 30 staterooms @ 5 tons = 150 tons.
2 0fficers (2), 30 crew ( 15 ), Galley (4), Sickbay (4), Brig (4), Conference room (1)

Maneuver Drive 4 .... ( 40 tons ) + storage cells 10 ton = 50 tons
Jump Drive, 2 ( 80 tons ) ( formula 10% of tonnage x J-drive number )
4 fuel tanks ( 20 tons ) ( 5 tons @ )

Cargo bay, ( 30 tons )
Shuttles, ( 20 tons ) ( 10 tons @ )

Added (17-Nov-2014, 10:43 AM)
---------------------------------------------
400 ton Therian Gun Boat

Damage Capacity, 20
.............
Avionics ( Pilot 8+ ) 10 tons
Sensors, ( Sensors 8+ ) 30 tons / Range 400,000 km
Armour, 1 ( armour save 8+ ) 40 tons
Weapons 4 hardpoints maximum
4 Guns @ 5 tons ( Gunnery +0 / 1 damage each ) 20 tons
40 Crew, 20 staterooms @ 5 tons = 100 tons.
Maneuver Drive 4 .... ( 40 tons ) + storage cells 10 ton = 50 tons
Cargo bay, ( 80 tons ) for transportation of troops and Mechs.
2 Dropships , ( 60 tons )

Added (18-Nov-2014, 9:16 AM)
---------------------------------------------
100 ton Scout

Avionics ( Pilot 9+ ) 5 tons ( Pilot -1 for 5 tons rebate )
Sensors, ( Sensors 8+ ) 10 tons Range 200,000
Armour, 0
Weapons 1 gun 5 tons
6 Crew, 3 staterooms @ 5 tons = 15 tons.
Maneuver Drive 3.... ( 30 tons ) + storage cells 10 ton = 40 tons
Jump Drive, 1 ( 10 tons ) ( formula 10% of tonnage x J-drive number )
2 fuel tanks ( 10 tons ) ( 5 tons @ )
Cargo bay, 5 tons
Message edited by zellak - Thursday, 20-Nov-2014, 9:51 AM

DEMON : " When next we meet, i shall tear you limb from limb...there will be no escape. "

Hero: " You bring balloon animals and i'll hire a clown..... we can make it a regular party. "
 
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