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How do I get started in making a cruiser sized ship?


Daeglan

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Re: How do I get started in making a cruiser sized ship?

 

ok... I cooked up a basic idea for this ship, based on whats in the page you linked, its not anywhere near complete yet, just a basic framework done my style

 

SHIMAKAZE CLASS SD BATTLE CRUISER

Val Char Cost Notes

24 Size 120 Length 512m, Width 256m, Height 256m, Volume 33,554,432m^3 Mass 1,677.7 kton, OCV +16, KB -24

130 STR 0 Lift 1677.7ktons; 26d6

18 DEX 0

39 BODY 0

3 SPD 0 Phases: 4, 8, 12

Total Characteristic Cost: 120

 

Movement: Running: 12m / 24m

Swimming: 4m / 8m

Leaping: 4m

Flight: 60m / 120m

 

Cost Powers END

Construction

18 1) Basic Hull Plating: Resistant Protection (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Immobile (-1 1/2) 0

5 2) Internal Structure and Compartmentalization: (Total: 5 Active Cost, 5 Real Cost) +5 BODY (Real Cost: 5) Note: 2 Body per Subspace Drive Rating 0

Powerplant and Environmental Systems

80 1) RRG Mk.31 protoculture-fueled Reflex furnace: Endurance Reserve (240 END, 240 REC) Reserve: (220 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4), 1 Continuing Charge lasting 1 Month (-0); REC: (160 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4) [1 cc]

8 2) Ships Emergency Batteries: Endurance Reserve (24 END, 24 REC) Reserve: (22 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4), 1 Continuing Charge lasting 1 Week (-0); REC: (16 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4) [1 cc]

11 3) Ships Basic Life Support with backup LS system: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) Note: (x2 number of items) 2

4 4) Ships Environmental Systems: Custom Power (10 Active Points); OIF Immobile (-1 1/2) Note: HVAC, Sanitary, Lights, Gravity 1

Mobility

46 1) Tirol Engineering NET-23 fusion-plasma reaction thrusters: (Total: 91 Active Cost, 46 Real Cost) Flight 60m, Position Shift (65 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4) (Real Cost: 17) plus +8 DEX (Real Cost: 16) plus +1 SPD (10 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4), Crew-Served (2 people; -1/4) (Real Cost: 3) Note: (x4 number of items)2.5G Manuever Drive 0

-20 2) Only Flies: Custom Power (-20 Active Points) 0

Tactical Systems

257 1) RRG Synchro Cannon Mk.1A : Killing Attack - Ranged 20d6, MegaScale (1m = 10,000 km; +2) (900 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1) 90

98 2) Bofors RL-45 twin Particle Beam Turret : Killing Attack - Ranged 12d6, Autofire (5 shots; +1/2) (270 Active Points); OIF Bulky (-1), Custom Modifier (Halve all values in atmosphere; -1/2), Beam (-1/4) 27

132 3) Mk. 410 heavy VL missile tube: Killing Attack - Ranged 8d6, Area Of Effect (8m Radius Explosion; +1/4), Increased Maximum Range (19,200m; +1) (330 Active Points); OIF Immobile (-1 1/2), 60 Charges (+1/2) [60]

75 4) RF-10T Point Defense turrets: Killing Attack - Ranged 6d6, Autofire (5 shots; +1/2) (135 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4) Note: (x5 number of items) 13

Defensive Systems

8 1) Shadow Cloaking Device: Invisibility to Sight, Radio and Hearing Groups (30 Active Points); OIF Immobile (-1 1/2), Costs END To Maintain (Full END Cost; -1/2), Only When Not Attacking (-1/2) 3

35 2) RF-10T Point Defense turrets: Deflection, Autofire (5 shots; +1 1/2) (50 Active Points); OIF Bulky (-1), Linked (RF-10T Point Defense turrets; -1/2) Note: (x5 number of items) 5

27 3) Armored Hull: Resistant Protection (18 PD/18 ED), Hardened (+1/4) (67 Active Points); OIF Immobile (-1 1/2) 0

Sensors and Commo

2 1) Computer Assisted Sensor Data Processing: +2 with Systems Operation (4 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1

3 2) Protoculture Detector: Detect A Single Thing 14-/19- (Unusual Group) (8 Active Points); OIF Immobile (-1 1/2) 0

59 3) Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (88 Active Points); Custom Modifier (affected as sight group as well as radio group; -1/2) 0

60 4) UV Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) 0

4 5) Computerized Image Enhancement : +8 versus Range Modifier for Radar 0

40 6) Densitometer: Detect A Single Thing 9-/14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points) 0

45 7) Neutrino Sensor: Detect A Single Thing 9-/14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 100,000 km; +1 1/2) (45 Active Points) 0

15 8) Optical telescopes: +5 PER with Sight Group and HRRP 0

60 9) IR Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) 0

67 10) Radio Perception/Transmission (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Targeting, Tracking, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (100 Active Points); Custom Modifier (affected as hearing group as well as radio group; -1/2) 0

Command and Control Systems

1 1) Computer Assisted Flight Controls: +2 with Combat Piloting (4 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1

3 2) Ships Internal Security Functions: Security Systems 11- (7 Active Points); OIF Bulky (-1)

14 3) Ships Internal Monitors: Clairsentience (Sight, Hearing And Smell/Taste Groups), 4 Perception Points (50 Active Points); OIF Immobile (-1 1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), No Range (-1/2) 5

2 4) Ships Administrative Functions: +2 with Bureaucratics (4 Active Points); OIF Bulky (-1)

1 5) Food Supplies: Life Support (Eating: Character does not eat) (3 Active Points); OIF Bulky (-1), 16 Continuing Charges lasting 1 Month each (Easily Replaced From Source Outside Of Vehicle; -0) [16 cc]

Personnel Systems

6 1) Staterooms: Life Support (Sleeping: Character does not sleep) (3 Active Points); OIF Bulky (-1) Note: (x2 number of items)1 per ships officer, other crew are 2 per stateroom 0

0 2) Standard Cargo Hold: Custom Power 0

6 3) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2) 0

1 4) Ships Galley: +2 with KS: Food Preperation (2 Active Points); OIF Immobile (-1 1/2)

4 5) Basic Workshop: (Total: 4 Active Cost, 4 Real Cost) +1 with Electronics (Real Cost: 2) plus +1 with Mechanics (Real Cost: 2) 0

Carried Craft Note: * 24 VF/A-6 Alphas/VQ-6S ASAVANs(*) in the main launch bay, * 12 VF/B-9 Betas or other mecha in the secondary hangars, * 2 RC-4 Rabbit light personnel and cargo shuttles.

 

 

Talents

3 Speed Reading (x100) (6 Active Points); OIF Bulky (-1)

 

 

Skills

Ships Computer

2 1) KS: General Knowledge Database (4 Active Points); OIF Bulky (-1) 11-

6 2) Navigation 14- (13 Active Points); OIF Bulky (-1)

2 3) KS: Planetary Laws and Customs Database (4 Active Points); OIF Bulky (-1) 11-

1 4) KS: Vessel Identification Database (2 Active Points); OIF Bulky (-1) 9-

3 5) KS: Known Stars Database (7 Active Points); OIF Bulky (-1) 14-

 

 

Total Powers & Skill Cost: 1194

Total Cost: 1314

 

200+ Disadvantages

10 Distinctive Features: Starship (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

1114 Experience Points

 

Total Disadvantage Points: 1314

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Re: How do I get started in making a cruiser sized ship?

 

hmm.... let me work on this... it will take a little time, I tend to use a lot of templates for things... Hero Designer saves a lot of time

 

The Template is one I created that is modified from what I created originally to use for the Traveller Hero books. I kept the original format/layout from there

 

I do a lot of things different from standard Hero though... so not everything may work for you.

 

I will post a basic template later today

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Re: How do I get started in making a cruiser sized ship?

 

My question is more on the lines of how do I pic numbers. like the numbers you picked for the engine. Or the hull plating.

 

How would you handle the fold system?

 

I am looking for a step one length is x and that is on such and such table. I know that one is from a table.

 

But then how did you get the dex etc.

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Re: How do I get started in making a cruiser sized ship?

 

I use Hero Designer, you can select size, we know the length in meters from the link you posted, otherwise its in the book, depending on if your using 5th edition rules or 6th. I prefer 5th myself, but this is written for 6th

 

The Ultimate Vehicle has a formula for figuring flight etc and G ratings, part of this is borrowed from Traveller Hero, it has manuever drive ratings from 1- 6, in this case I cheated and rounded up

 

starships have a minimum DEF rating of 8, to protect from assorted space junk etc.

 

the weapon damage ratings I pulled off the top of my head... I use an ancient table from the Star Hero 2 draft that was never published that gave conversions on Megajouoles/explosive pounds.. etc, its not perfect,

but it works for me.. I just threw together some rough figures on the fly this morning... as a draft idea

 

also bear in mind... I am not really familiar with Robotech and its technology etc

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Re: How do I get started in making a cruiser sized ship?

 

thanks for the help. So the fold drives would be teleport with mega scale. The space fold bubble would be about 2000 feet. Everything within that radius would jump along with it. How would you do the Fold Bubble. The program says you can't do area affect.

 

For the state rooms do you have to buy separate ones for each crew member or does what you put in count?

 

If you want to see Robotech it is on Hulu

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Re: How do I get started in making a cruiser sized ship?

 

thanks for the help. So the fold drives would be teleport with mega scale. The space fold bubble would be about 2000 feet. Everything within that radius would jump along with it. How would you do the Fold Bubble. The program says you can't do area affect.

 

For the state rooms do you have to buy separate ones for each crew member or does what you put in count?

 

If you want to see Robotech it is on Hulu

 

If you put the Usable on Others advantage on the Teleport power, then HeroDesigner will allow you to use the Area of Effect advantage. You'll probably want the mega-scale advantage on the Area of Effect, as well, at the 1km level.

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Re: How do I get started in making a cruiser sized ship?

 

thanks for the help. So the fold drives would be teleport with mega scale. The space fold bubble would be about 2000 feet. Everything within that radius would jump along with it. How would you do the Fold Bubble. The program says you can't do area affect.

 

The Advantage you want is Usable By Nearby.

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Re: How do I get started in making a cruiser sized ship?

 

the staterooms are completely optional,. as are most everything... one of the biggest problems I have always had with building starships in Star Hero is that there are no rules for how much volume/mass/crew etc anything takes, they had rules for this in Champions 2 way back when, but have since chose to ignore even talking about them... so its entirely up to you how you want to handle it. I have suggested that newer version of what rules were included there be included... but got nowhere.

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Re: How do I get started in making a cruiser sized ship?

 

I don't know about the Basic Rules' date=' but I'm not seeing it in Hero Designer. (HD6, build 20100313) Did I miss something?[/quote']

 

Yes. :)

 

The dialogue box for Usable On Others has a pull-down menu that lets you change between Usable By Other, Usable Simultaneously, Usable By Nearby, and Usable As Attack.

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Re: How do I get started in making a cruiser sized ship?

 

Yes. :)

 

The dialogue box for Usable On Others has a pull-down menu that lets you change between Usable By Other, Usable Simultaneously, Usable By Nearby, and Usable As Attack.

 

Okay, got that. At first I thought you meant there was a different advantage. Thanks.

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Re: How do I get started in making a cruiser sized ship?

 

the staterooms are completely optional' date='. as are most everything... one of the biggest problems I have always had with building starships in Star Hero is that there are no rules for how much volume/mass/crew etc anything takes, they had rules for this in Champions 2 way back when, but have since chose to ignore even talking about them... so its entirely up to you how you want to handle it. I have suggested that newer version of what rules were included there be included... but got nowhere.[/quote']

 

I've always assumed that the lack of volume rules in HERO vehicle construction simply means that you build what you want and assume you have the technology level to fit everything in there. Otherwise when building vehicles, the GM simply needs to keep the technological level he's building for in mind and limit accordingly.

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Re: How do I get started in making a cruiser sized ship?

 

the staterooms are completely optional' date='. as are most everything... one of the biggest problems I have always had with building starships in Star Hero is that there are no rules for how much volume/mass/crew etc anything takes, they had rules for this in Champions 2 way back when, but have since chose to ignore even talking about them... so its entirely up to you how you want to handle it. I have suggested that newer version of what rules were included there be included... but got nowhere.[/quote']

 

I took a stab at filling in some of the gaps in spacecraft design for the Terracide sourcebook with some quick-and-dirty guidelines for crew requirements, weapon mounts, troop/passenger capacities, etc.

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Re: How do I get started in making a cruiser sized ship?

 

the staterooms are completely optional' date='. as are most everything... one of the biggest problems I have always had with building starships in Star Hero is that there are no rules for how much volume/mass/crew etc anything takes, they had rules for this in Champions 2 way back when, but have since chose to ignore even talking about them... so its entirely up to you how you want to handle it. I have suggested that newer version of what rules were included there be included... but got nowhere.[/quote']

 

It's the generic nature of the system. The vehicle rules have to cover everything from shuttles the size of a panel van that can travel hundreds of light years in a few hours, to generation ships the size of Manhattan (not to mention giant robots, Roman chariots, the USS Constitution, and the Batmobile). Any rules for mass or volume will be setting-specific.

 

(Of course, having said this, someone will come up with truly generic rules to cover this, but that's OK.) :)

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