Re: Re: Re: B5 Hero: Aurora Starfury
Originally posted by Aroooo
Thanks!
I used the sample ships from SH as a guide. They did their power plants as immobile. Remember, its relative to the vehicle; so the power plants can't be moved within the ship. As for the high END, its enough to power most of the ship systems, including the forward autofire cannons, for a full turn. I too thought the number was high, but the max END usage per turn was about 480 END, so... big batteries. (It is a combat craft after all.) I originally had the weapons bought to 0 END, with the rest as req. END. I may go back to that.
The grappling arm is used to capture and tow other vehicles. Its not part of the landing bay system. I bought it at 60 STR to match the STR of the ship.
Sensors. Again, I used the sample vehicles as a guide. I left it that way for now, mainly for simplicity. Once our group figures out how we want to handle sensors, ECM, and ECCM, I may change that. But for now it works.
The only thing I have not figured out yet is if I want to go through the trouble of making to cockpit a sep. vehicle (aka lifepod). I think I'll keep it simple and leave that as an FX.
Aroooo
Me personally I see the ship as having a big enough END reaserve to power the weapons, but a lower REC to represent the fact that it is not, IIRC, long range capable without jump tech.
How about buying down the REC to say, 50 REC?
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