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Old 12-16-2010, 08:05 AM   #1
Kissamies
 
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

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Originally Posted by vicky_molokh View Post
...though I need to replay SC2 to get some of the more detailed info (e.g. Kohr-Ah reply to The Words).
It's probably all here: http://www.sa-matra.net/quotes/kohr-ah/
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Old 12-16-2010, 08:50 AM   #2
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

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Originally Posted by Kissamies View Post
Thanks. This one confirmed the Perk/Quirk level Racial Memory of the race, as well as added the implication that Ur-Quan do not lie (or at least so they say; seems plausible though).
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Old 12-16-2010, 09:03 AM   #3
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

I started figuring out the ratios between ships. Here's the way I'm trying to do it:

The baseline assumptions are that the Kzer-Za Autonomous Fighter is SM+4, Arilou Skiff is SM+6, and the Kzer-Za Dreadnought is SM+9. Some scaling comparisons:

dHP:
Fighter 15
Skiff 30
Dreadnought 100

dDR per system:
Fighter: 3 Streamlined.
Skiff: 7 Streamlined.
Dreadnought: 30, unstreamlined.

Weapons:
Fighter Spinal Particle Beam: 4d(2); average dDamage 13; average penetration 26; must use precision attacks to scratch a Dreadnought, but still dangerous in numbers with proper capital ship support.
Skiff LASER: 6d burn (2); average dDamage 20, average penetration of 40 dDR.
Dreadnought 'Fusion Blast' (RAW Spinal Particle Beam + Gravitic Focus): 3d*5 (5); average dD 50; average penetration 250 (!); potentially one-shots a Skiff.
(It can do twice that w/o the Gravitic Focus, but I'm not sure I want that much damage anyway.)

I also figured I must use Pseudovelocity for collision purposes, because otherwise even a puny fighter hitting a capital ship will do enormous damage.
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Old 12-16-2010, 04:01 PM   #4
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

Here's my take on the Dreadnought

Code:
TL	Spacecraft		dST/dHP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ	dDR	Range	Cost
10^	Kzer-Za Dreadnought	100	-1 / 5	12	2G	3,000	204[1]	+9	44ASV	30	1x	$371.8 M			
Length: 70 yd. (210 ft.)   Crew Requirement: 13 [2]   Power Points: +6 / -7   Air Performance:  Speed: 400 mph / 2G   Hnd/SR: -1/5

Front Hull Systems
1. Armor - Nanocomposite - 30 dDR
2. Control Room -  Computer: C4 Comm/Sensor: 8 Stations: 6
3. Open Space - 2 Areas
4. Power Plant - Fusion (+2PP)
5. Habitat - 20 slots - 2 Luxury Cabins, 10x Sickbay = 1 Clinic, 3 Generic Science Labs
6!. Weapon Battery - Spinal
Core. Habitat - 20 slots - 40 Cramped Cabins

Central:
1. Armor - Nanocomposite - 30 dDR
2. Fuel Tank - 150t
3!. Hyperdrive
4!. Factory, right next to the hangars in the rear hull (for fixing fighters)
5. Power Plant - Fusion (+2PP)
6. Power Plant - Fusion (+2PP)
Core: Weapon Battery - Spinal

1. Armor - Nanocomposite - 30 dDR
2!. Reactionless Engine - Hot (1G)
3!. Reactionless Engine - Hot (1G)
4. Hangar Bay - 50t/min, 100t total
5. Hangar Bay - 50t/min, 100t total
6. Weapon Battery - Spinal

5 Airlocks (Capacity: 5 persons each), CAMPAIGN OPTIONS: Electro-Mechanical Computers, SHIP OPTIONS: Artificial Gravity, NOTES: [1] Load Includes: 4.4 tons of Crew & Passengers, 200 tons Hangar Bay Capacity, [2] Crew Requirement: 6 Control Stations, 1 Medical, 6 Lab Worker, FUEL USE: [3] Any Fuel, REACTIONLESS ENGINE: [4] Pseudo Velocity

Weapon Battery:
Front - Spinal Particle Beam w/Gravitic Focus
Power 3GJ, Range S/L, damage 3dx5 burn rad sur (5), sAcc -1*, Rcl 1, RoF 3 (per minute)
And here's the fighter:
Code:
TL	Spacecraft		dST/dHP	Hnd/SR	HT	Move	LWt.	Load	SM	Occ	dDR	Range	Cost	
10^	Autonomous Fighter	15	0/4	12	3G/c	10	0.1[1]	+4	1+0SV	3	$1.27M
Length: 10 yd. (30 ft.)   Air Speed: 4,300 mph   Air Hnd/SR: +4 / 5   Crew Requirement: 1 [2]   Power Points: +6 / -3

Front Hull.
1. Armor
2!. Spinal Mount A
3!. Spinal Mount B (I'm departing from RAW by allowing a dual-spined construction)
4. Defensive ECM
5. Defensive ECM
6. Defensive ECM

Central:
1. Armor
2. Control Room, 1 Station, ejectable
3. unspecified (might put in something useful)
4. Power Plant - Fusion (+2PP)
5. Power Plant - Fusion (+2PP)
6. Power Plant - Fusion (+2PP)
Core A!: Spinal Mount
Core B!: Spinal Mount

Rear:
1. Armor
2!. Spinal Mount
3!. Spinal Mount
4!. Reactionless Engine - Hot (1G)
5!. Reactionless Engine - Hot (1G)
6!. Reactionless Engine - Hot (1G)

SHIP OPTIONS: Streamlined, Winged, Gravitic Compensators, Emergency Ejection Seat, NOTES: [1] Load Includes: 0.1 tons of Crew & Passengers, [2] Crew Requirement: 1 Control Stations; Pseudo Velocity

Spinal Mounts - Dual Beam Weapons (using dual particle beams to make their damage meaningful against capital ships around SM+9)
Particle Beam 
Power 10MJ, range C/S, damage 4d burn rad sur (5), sAcc -1*, Rcl 1, RoF 3 (per minute)
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Last edited by vicky_molokh; 12-17-2010 at 04:27 AM.
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Old 12-18-2010, 06:52 AM   #5
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

Just noticed that nobody can do two Gunnery tasks in a single turn, so there's no point in the dual-spine build for the fighters. :(
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Old 12-18-2010, 08:16 AM   #6
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

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Originally Posted by vicky_molokh View Post
Just noticed that nobody can do two Gunnery tasks in a single turn, so there's no point in the dual-spine build for the fighters. :(
I thought you could fire a set of identical, fixed weapons in the same arc as a single attack, with x2 RoF?
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Old 12-18-2010, 12:48 PM   #7
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Default Re: [Spaceships] Converting Star Control spaceships (more spirit than letter)

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Originally Posted by vierasmarius View Post
I thought you could fire a set of identical, fixed weapons in the same arc as a single attack, with x2 RoF?
The rules say that they should be in the same battery, but I choose to interpret the rules so that if they are identical fixed (or spinal in this case) they can fire as a single attack without actually being in the same battery.
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