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Background: we ganked and looted two sarcesian snipers a couple levels ago and got their rifles. They mouldered in the loot bag until we got to a place we could sell them. Then we hit a snag.

They're the level 7ish? rifles with a listed value of 17k. Now if this is the price for a medium sized rifle then each of these sells for 3400 each because sarcesians are large and thus use large equipment. Which in turn means that large enemies have effectively x2 value loot. If the 17k is the value of a large rifle then pcs can buy a 2d8 gun for 8500 credits.

So double value loot or half price gear?


So I was looking at radiation weapons and starship combat this week, and I decided that rolling all the dice myself was going to be tedious. My solution was to spend an evening writing a simple program to do all the heavy lifting. It's working now but I've run into a problem: there is no information on starship crew stats beyond the number and bonuses of the officers.

The simple input option on the program assumes that people have armor equal to their level, that the officers are all of a level equal to the ship's tier, and that the crew doubles the number of people while halving their levels untill the roster is filled. For example, a level 10 ship with 3 science officers and 20 crew has the officers at level 10, 6 level 5 crew, 12 level 2 crew, and 2 level 1 crew. This seemed fine untill a few trial runs with the tier 16 ship in the main book showed that they lost about half their crew to thee medium radiation hits.

Now having that tier 16 ship have almost 400 16th level crew seems off, and having them be lower level but with high end armor ignores all the level based assumptions in the npc rules plus it doesn't actually solve the problem. So how do I figure the levels and armor of starship crews so that I can figure out the effects of radiation weapons?


What is the official method of calculating the time required to upgrade a starship?

I ask because my DM has interpreted the "1d4 days per system" to mean 1d4 days per part change. So if we want to upgrade power, shields, add a flak thrower to the aft arc, then add and twin link a laser to the turret it takes 7d4 days assuming you don't have to add or replace any weapon mounts. That's 1d4 to remove an item and another 1d4 to install the new one, repeated in sequence for each item. The result has been that a level worth of upgrades takes about a month of down time. Since we're doing the Dead Suns ap and the DM is emphasizing that there's some time critical thing going on we've ended up flying around the level 7/8 parts of the ap in a tier 4 ship.