Colossal space transport
Init -2; Senses Perception +6 Defense Ref 15 (flat-footed 12). Fort 26; + 12 armor, Vehicular Combat
Hp 120; DR 15; SR 35; Threshold 76
Speed fly: 12 squares (max. velocity 920 km/h)' fly 4 squares (starship scale)
Ranged blaster cannon battery +6 (see below) and blaster cannon +4 (see below) and twin laser cannons +6 (see below)
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Atk +2; Grp +38
Atk Options autofire (blaster cannon, twin laser cannons)
Abilities Str 42, Dex 16, Con -, Int 14
Skills Initiative -2, Mechanics +6, Perception +6, Pilot -1, Use Computer +6
Crew 6 (skilled); Passengers 20; Cargo 80 tons; Consumables 2 months; Carried Craft: none
Hyperdrive x1 (backup x10). navicomputer
Availability Military; Cost not available for sale (likely valued at 240,000)
As a colossal size ship we get a -10 to initiative, Pilot checks and reflex defense.
To work out our Attack modifiers its: BAB + Vehicle Int mod + Range modifiers (don't forget -5 for non proficiency if you don't have weapon pro heavy weapons for gunner weapons or vehicular combat if shooting pilot operated weapons.)
If we're going to be doing more "covert" type things (infiltrating Imperial space and the like), then XS Stock Light Freighter or a custom ship might be a better option, as the ship wouldn't be as blatantly "Republic" as the other two. The XS also has crew requirements of >4, which is good for our party, seeing as there's 4 of us.
If this is going to be less covert and involve heavy space combat, the Thunderclap is the best armed and probably the best option. It has a crew of 5, though, so we may need an NPC (maybe just a mechanic, to be honest).
I think the Corvette is the best choice for a low space-combat, non-covert game, but it requires an 8 person crew, which means you'd need to include some NPCs to act as a crew.
Either way, until some of us take feats and talents that allow the use of starship weapons outside of the pilot's seat, we're going to be very inefficient space combatants.
Of course, said "custom" ship could always be a prototype that we're testing out, or a ship designed for the needs of the SIS, like the Agent ship from SWTOR.
The shuttle isn't designed for long-term use. Think of it as an armed private jet (and NOT Air Force One). Since you guys haven't really gotten a chance to look at the shuttle, I'll describe it more once you guys can take a breather and actually look at it.
Male Quarren Scout 1 | HP 26/26 | Threshold 19 | Defenses: REF 16, FORT 14, WILL 10 | Condition [0] | Init +8 | Per +5 |Force Points: 5 |Dark Side Points: 0/8
So my understanding of the rules is that you can not gain any more trained skills when you m ulticlass. Is there a way, other than the feat to gain more trained skills?
A popular house rule, and one I used, is that instead of taking one of the new class's starting feats, you could instead train one of that class's class skills. That way, if you already had all of a class's starting feats, you still got something extra out of it.
Male Quarren Scout 1 | HP 26/26 | Threshold 19 | Defenses: REF 16, FORT 14, WILL 10 | Condition [0] | Init +8 | Per +5 |Force Points: 5 |Dark Side Points: 0/8
I wanted Viggis to have a level of Scoundrel to get Piloting and point blank shot until I read th he rules closer. Thanks for the houserule. This system does seem to be liberal in gaining feats though.
I of course would love to continue. I've been dealing with the move the past few weeks though. I'll try to post sometime tonight or tomorrow though to get the game moving. In the meantime... Attendance Check!
Seeing as how Irak/SoulDragon hasn't posted lately, I'll just continue the game without. I'm sure we can all figure out something Irak can do, or he can just be taking the recent events a little hard.
Sorry guys, I kept forgetting to check back. I'll back out so you won't have to worry about me. Still up for any other SW campaigns you guys do though.