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Starship related prices
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Jamfke
Admiral
Admiral


Joined: 20 Jul 2005
Posts: 4675
Location: Tennessee

PostPosted: Sat Sep 02, 2006 8:57 pm    Post subject: Reply with quote

Ah, yes, I see, it says you can increase your ship's shields by adding generators, not modifying existing ones. It also says that too many generators may overload the power core.
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14030
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Sep 04, 2006 3:55 am    Post subject: Reply with quote

As promised..

REPAIRS:
First off, remember, all repairs go on the 2 schedule. 2 rounds, 2 minutes, 2 hours, 2 days, 2 weeks, 2 months….
Code:
Maneuverability
-1d   Easy    10%
-2d   Moderate   15%
-3d or more   Difficult   20%
Move (or space)
-1   Easy   10%
-2   Moderate   15%
-3   Difficult   20%
-4   V. Difficult   25%
-5   CANNOT BE REPAIRED   
Shields
-1d   Easy   5%
-2d   Moderate   5%
-3d   Difficult   5%
-4d or more   V. Difficult   10%
Weapons
Lightly damaged   Easy   15%
Heavily damaged   Moderate   25%
Severly damaged   V. difficult   35%
Destroyed   CANNOT BE REPAIRED   



Code:
Improvements.
Can me made each game month (or module)

Hull.
To increase the hull rating, you have to multiply the rating desired (rounded down) by 1,000 credits per PIP.  Eg going from 3d to 3d+1 is 3,000 credits.  EACH pip of increase drops the maneuverability of the ship by 1 pip.
Each pip must be bought separately.
For note:  The book did NOT LIST any max hull increase you can perform, but imo if you drop your maneuverability to 0, you cannot add more hull in)...

Maneuvering thrusters (lateral)
To increase the maneuverability, you have to add on thrusters. 
Pip increase      Diff         Cost (of original of ship)
+1         Easy         5%
+2         Moderate      10%
+1d         Difficult      15%
+1d+1         V. difficult      20%
+1d+2         Heroic         25%

Improved thrust
At the time of installation, the captain can decide to install an ion drive with more thrust and less speed that normal.  This has the effect of increasing the Tonnage that the ship can carry (not the space though).  Each 1 taken off the Sublight rating, adds 20 tons…  This costs 1,000 credits per ‘pip’ lost in modifications.

Move (vehicle)
+5         Moderate      10% (of vehicles cost)
+10         Difficult      15%
+15         V. difficult      20%
+20         Heroic         25%

Move (space ship)
+1         Moderate      10% (of ships cost)
+2         Difficult      15%
+3         V. difficult      20%
+4         Heroic         25%

Hyperdrive
X4 to X3      Moderate      10% of old Hyperdrive
X3 to X2      Difficult      15%
X2 to X1      V. difficult      20%
X1 to X 1/2      Heroic         25%

Shields
+1         Easy         15% (of ship)
+2         Moderate      20%
+1d         Difficult      25%
+1d+1         V. difficult      30%
+1d+2         Heroic         35%

Weapons (damage)
+1         Easy         15% (of weapon)
+2         Moderate      20%
+1d         Difficult      25%
+1d+1         V. difficult      30%
+1d+2         Heroic         35%

Range of weapon)
+5%         Easy         5%
+10%         Moderate      10%
+15%         Difficult      15%
+20%         V. difficult      20%
+25%         Heroic         25%

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Kayle Skolaris
Lieutenant Commander
Lieutenant Commander


Joined: 10 Mar 2006
Posts: 224
Location: Brandon, MS

PostPosted: Mon Sep 04, 2006 4:33 am    Post subject: Reply with quote

Don't forget the jury-rigging rules from Galladinium's. These CAN be used with modifications, and yes, the combination is sick and wrong on so many levels.
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cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4834

PostPosted: Tue Sep 05, 2006 9:46 am    Post subject: Reply with quote

Yes, particularly on the critical failure levels.

I had a group so paranoid about having the failure tables rolled that they never once tweaked their ship. I think the Millenium Falcon in ESB gave them a bad example.
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