Hi there. I recently designed a (very, very) homebrew-happy ship. When I presented this to the GM, he scoffed, saying that it was under-armored, under-gunned, and not capable of protecting itself. I need some people who are much, much better at math than me to both take a look at these (mostly complete, but not 100% complete) houserules, and this ship design, and to provide some feedback.
My basic idea is 'This ship has rediculously long range weapons, incredibly versatile bombers that can act as fighters, is absurdly fast, and beyond the relatively armor, is quite tough. Its detection capabilities are incredible, and the likelyhood of it being snuck up on is extremely low. Further, since space is -- you know -- FREAKING HUGE, the amount of situations where it can't simply retreat from something that is going to be inevitably slower than us is infinitesimal, letting us use our higher range to take pot shots as necesssary.
And I was under the impression that the way that macrobatteries work was that you choose a target, you make the strength number in attacks, and you assign the lowest damage hits to the void shields, than add all the rest of the hits together, and then subtract the armor from the total damage of the rest of the hits… making high strength macrobateries REALLY REALLY awesome. I don't know exactly where I read this, but could someone provide some clarification, maybe some page numbers, and maybe even some quotes on this issue? Regardless, he says that the ship is undergunned, and that pirates generally fight in swarms and such, and apparently 'there are times when you will be at short range, and won't be able to fight your way to long range'…
I find this… really odd. Cause, you know. Space is REALLY REALLY BIG. Like, REALLY big. And even ambushes take a lot of time to 'work'. And the ship is really maneuverable… and the sensors are fantastic.. but, I don't know. Maybe my math is wrong. Maybe I am overestimating the strength of the ship, of my 'custom' design. Again, that is why I would like some feedback on this, if I have stretched myself too thin, or if I could have spent 66 Ship Points a better way. Any help and response, especially some math analysis, would be great!
Also, if anyone has any suggestions for how to complete the incomplete rules of the Cutters, I would be REALLY thankful! Thanks!
'Artemis' - Artemis class (as the first of her class, has the name of the class, following an old tradition)
"This ship appears to be a variant of an Orion class Transport/Clipper, but not made to the standard version at all. Its lines appear sleeker, evoking some of the more streamlined variants of the Hazeroth class Raider. It appears to be designed as an Escort Carrier, with the cuts in the hull to provide a launch bay not appearing makeshift, as if for some reason, someone wanted to design a dedicated carrier that small. It also seems to have fewer macrocannon turrets than an Orion could have, but those it does have seem to be placed strategically throughout the ship, to consolidate fire in any arc around the ship. Notably, both the Macrocannons and the defense turrets appear to be completely laser based, for some reason. Why ever could someone want to have a carrier this small, and whether the apparent reduction in firepower and in carrier bay capacity from similar Escort Carriers will spell doom for the ship, you don't know… But it must have been laid down by someone quite eccentric, quite wealthy, very driven, and with strong, near heretical opinions on voidship design. You are quite certain that if you gave any traditional Fleet Admiral a tour of this ship, he would become furious at what he saw!"
Artemis (based on Orion)
Base Stats:
Dimensions: 3 km long, .4 km abeam at fins approx
Mass: 8 megatons
Crew: 14000 crew, approx.
Accel: 5.4 gravities max. sustainable acceleration
Speed: 10 Manoeuvrability: +25
Detection: +10 Hull Integrity: 35
Armour: 12 Turret Rating: 1
Space: 40 SP: 27
Weapon Capacity: 1 Keel
Escort Carrier: This vessel was designed to carry, rapidly launch, and rapidly retrieve shuttle, lighter, and cutter sized craft, while still retaining some 'bulk' cargo capacity. The vessel carries one 'Lathe-Pattern Escort Carrier Bay', an apparently new design, taking up what would otherwise be the Dorsal weapon slot. Due to the fact that the bay still contains some bulk cargo capacity of the cargo bay it was designed from, the ship gains an extra 50 points when working toward a Trade objective. Further, when carrier operations are being undertaken, this bay has a crackling energy field, with security hatches which must be sealed off before going into the warp. However, due to the issues regarding fitting such a bay on a relatively small vessel (and also maintaining some cargo room), it only has one point of strength, and it can only rapidly launch small craft of roughly cutter or lighter size and shape. The security hatches on this bay must be open during the Strategic Turn when small craft are landing or taking off. If this Component ever loses power when the hatches are open, this Component becomes Depressurised. However, unlike the Hold Landing Bay that this design takes partial inspiration from, it is not jury-rigged and does not cause structural impact.
Fast Ship: Due to the precisely calibrated nature of this ship, it cannot be equipped with Components that increase its Armour.
SHIP POINTS FROM WARRANT: +66
ARCHEOTECH FROM WARRANT: 1
XENOSTECH FROM WARRANT: 1
(dm permission gained to convert xenostech from warrant to archeotech, based on character backstory. Net 2 Archeotech from warrant)
SHIP: Artemis: +44 Space, -27 SP (Homebrew)
HISTORY: Resolute & Self Reliant: -1 SP (Homebrew; Self Reliant from the pirate option in Into the Storm)
DRIVE: best quality, modified, theta7: ARCHEOTECH, +45 power, -13 space, (1 from theta, 2 from archeotech, 2 from best quality) -5 sp
WARP ENGINE: best quality, markov warp 1: -11 power, -11 space, -3 sp
BRIDGE: Good quality Exploration bridge: -1 space, -3 power, -2 SP
LIFE SUSTAINER: best quality vitae pattern life sustainer: -3 power, -1 space, -2 sp
CREW QUARTERS: good quality clan-kin quarters: -1 power, -3 space, -2 SP
KEEL MACROCANNON: best quality (range, strength) Staravar Laser Macrobattery: ARCHEOTECH, -4 power, -4 space, -4 SP
(Dorsal Macrocannon slot removed due to hold)
GELLAR: warpsbane hull: -1 power, -2 sp
SHIELD: best quality single repulsor shield: -5 power, -1 space, -2 sp
AUGUR: good quality deep void augur array: -6 power, 0 space, -2 SP
HOLD/BAY: custom hold: -2 power, -4 space, sp in base ship cost (homebrew)
MISC: best quality arboretum: -1 power, -1 space, -3 sp
MISC: good quality medicae deck: -1 power, -1 space, -2 sp
MISC: Good quality laboratorium: -1 power, -1 space, -4 sp
MISC: Billet: -1 power, -1 space, -1 sp (homebrew, carries 1250 men; grants +1 to command tests involving boarding and hit and run per 250 men, if normal barracks carries 5000 men for a +20 bonus. Currently holding 600 men for a +2 bonus)
MISC: Librarium Vault: -1 power, -1 space, -1 SP
MISC: good quality Pharmacia: -1 power, -1 space, -3 sp
Space USED: 44/44
SP used: 66/66
Power Used: 42/45
Derived Stats:
Speed:
Orion/Artemis: 10
Resolute: -1
Theta7: +2
Modified Drive: +1
Total speed: 12
Maneuverability:
Orion/Artemis: 25
Theta7: +5 maneuverability
Repulsor Shield: Ship does not suffer maneuverability penalties when travelling through astral phenomena
Total Maneuverability: 30, Doesn't suffer penalties in astral phenomena
Hull Points:
Orion/Artemis: 35
Resolute: +3
Hold: (No reduction due to homebrew)
So Hull Integrity total: 38
Repair and Damage:
Resolute: +10 bonus to all repair tests
Self Reliant: When affects long term repairs, can repair 1d10+5 points of hull integrity rather than 1d5.
Theta7: if Thrusters Damaged or Engines Crippled critical hit is received, severity roll will always be 10.
Science:
Medicae Deck: +20 to all medicae tests, may treat triple medic's int bonus
Laboratorium: +20 to all tests to repair, analyze, identify ancient or xenos artefacts, or to craft single items
Pharmacia: May replicate drugs with scholastic lore (chymystry) test. NOTE: Homebrew: This skill folded into Trade (Chymyst)
Librarium: Investigation skills abord the ship gain +10
Sensor:
Orion/Artemis: +10
Exploration Bridge: +5 to Active Augury
Deep Void: +10 to ship's detection
Total: +25 to active augury, +20 to ship's detection in general.
Warp Travel & Navigation:
Markov 2: Reduce Warp travel time by 1d5 weeks
Warpsbane Hull: Navigation tests to pilot through warp gain +10 bonus. Roll twice on warp encounters table and navigator gets to choose which is used.
Endeavors and Objectives:
Custom Hold: Presumed 50 points on Trade objective (homebrew).
Exploration Bridge: 50 points on exploration objective
Billet: Presumed 25 points on Military objective if carrying troops (homebrew)
Pharmacia: 50 points to Trade or Criminal Objectives where Drugs and Medicine will be useful
Morale, Population, Time at Void:
6 best quality: +6d5 morale (this WILL be reduced by an unspecified amount by GM action at a later point)
5 good quality: +5 morale (this WILL be reduced by an unspecified amount by GM action at a later point)
Clan-Kin quarters: Morale loss reduced by 1, minimum 1.
Arboretum: Double time ship may remain at void without crew or morale loss. Increase Maximum population by 2
Command:
Billet: Presumed +5 bonus on command tests involving boarding and hit and run (homebrew; currently at +2 due to billet not being full)
Clan-Kin Quarters: Command Tests to defend against boarders gain +5
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Aegis-Class Laser Cutter: (custom design)
Craft Rating: Bomber+8, Fighter +5
Tactical Speed: 20m/20aus
Cruise Speed: 2300kph/8vu
Speed Rating: 8
Maneuverability: 0
Squadron Size: 10
Craft Size: Massive
Craft Structure: 45
Crew: Pilot, Co-Pilot, Gunner, Navigator, Technical Servitor
Carrying Capacity: 12 people or equivalent Cargo
Weapons:
Twin-Linked Long Barreled Multi-Laser (Front/Left)
500m, 3d10+3 E, -/-/10, Maneuver 10, Penetration 4
Twin-Linked Long Barreled Multi-Laser (Front/Right)
500m, 3d10+3 E, -/-/10, Maneuver 10, Penetration 4
Twin Linked Long Barreled Lascannon Turret (Front/Left/Right)
600m, 5d10+10 E, S/-/- Maneuver 10, Penetration 10
2 Swivel Long-Barreled Turbo-Laser Destructor (can be fired independently, fired as twin linked, or rapier-linked for different stats. Stats homebrew modification of existing Turbo-laser Destructor stats.)
1000m ,4d10+30E Penetration: 20 S/-/- Front/Left/Right, Blast 8 Felling 2, Recharge, Maneuver 5
When Rapier Linked (homebrew stats for this):
1000m, 6d10+30 E S/-/- Front Penetration 30, felling 4, Tearing, Storm, Recharge, Maneuver 5
Multi-purpose craft: The Laser Cutter is designed as both a bomber and an interceptor. When used as an Fighter, its Rating drops to +5.
Durable Interceptor: When the oversized reactor for powering the laser weapons aren't fully charged (ie, when prepared for performing any role which does not require the use of the largest lasers on the craft, such as anti-voidship roles, which require charging the reactor to its capacity while in the dock), this craft gains the 'Durable' property: When checking for Squadron losses, a Laser Cutter squadron that is not prepped for a role which requires use of the Turbo-Lasers, reduces its losses by one to a minimum of zero or gains a +5 bonus on the Upkeep Test.
Specialized Bomber: Due to the specialized weaponry of this craft, it can be prepared to do missions that other craft are incapable of, including targeting turrets on a voidship to permanently knock out the turret capability, and targeting specific subsystems to knock them out, and attacking subsystems and bypassing much of the armor (rules for these missions are pending). However, also due to the specialized weaponry, it is inferior for standard bombing runs, dealing only 1d10+2 damage on a hit for a standard bombing run, rather than 1d10+4.
CUSTOM RULES FOR TARGETING/CHARGING RAPIER LINKED LASERS, AND THE MISSIONS IT ENABLES, ARE NOT YET WRITTEN.
I wish upon you many fruitful endeavors, though they may not always be prosperous. 