Senko
|
I'm trying to figure out what would be the best selection of modules for general purpose pathfinder use. Currently I'm leaning towards . . .
Tech Bay: To manufacture items and replacements you might need on the ship.
Science Bay: For studying the strange new things you find.
Cargo Bay: They often operate far beyond normal supply sources you would want storage to keep extra supplies on hand.
Recreation (HAC): somewhere to exercise and relax to prevent space madness.
Annoyingly unless you have 6+ players or recruit NPC crew you can trust your going to be short on bays for a lot of other useful items.
Hydroponics bay's.
Arcane Lab.
Conference rooms
Vault
EDIT
Just throwing this in here for an antipersonal weapon on the ship would you go with an Azimuth laser or a plasma cannon blue star?
Artillery laser, zenith: 9d8 F, 150', Burn 5d6, penetrating.
Plasma cannon, blue star: 8d10 E&F, 100', Burn 4d8, Explode 10' & Unwieldy
I'm leaning towards the plasma cannon because an antipersonal weapon can only fire once per round anyway so the unwieldy doesn't matter. Penetrating ignores hardness whereas explode will hit multiple enemies if they're in a group. It does have a shorter range though.
| Dragonchess Player |
Generally speaking, the following bays will be the most useful:
Cargo Bay for extra equipment or to bring back large items; a Vault is less likely to be needed, unless there is a strong expectation that installing Biometric Locks (Security) will be insufficient protection
Guest Quarters for extra scientists and pathfinders
Hydroponics Garden to not worry about food/water
Recreation Suite (HAC) for relaxation, training, etc.
Science Lab for help in analyzing discoveries
Note that the Arcane Laboratory and Tech Workshop are not required (RAW) to craft magic, hybrid, and/or technological items; they just allow the crafter to complete the item in 2 hours instead of 4. Having sufficient UBPs and/or other items that can be converted at 10% value and an appropriate toolkit (or toolkits) is all that is needed.
Similarly, a Medical Bay may seem useful; however, it would probably be better to just have a PC or NPC with an Advanced Medkit and the Medical Expert feat.
| Garretmander |
It gets even worse at higher levels when you start wanting an additional power core in your ship.
As far as anti-personnel weapons go, I like the shout projector. If you're looking at level 20 weapons anyway, that one is a 20ft radius explode, 9d8 sonic damage, and it's non-lethal if you want to interrogate anyone trying to get into your ship.
Senko
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I didn't realize that, being able to make magic/tech items without them makes those a lot less needed. Thought they were required to craft not just a benefit like the med lab which is basically a way to treat multiple people at once.
I'm always iffy on sonic weapons they're great in games I just have a personal issue with the realism of them. There's also the fact their extremely short range comparatively speaking.
So in that case I'd probably revise the base list to . . .
Hydroponics Bay x2 (2 slots not 2 bays)
Cargo Hold
Power Core (You're right about the need for this)
Entertainment (HAC)
Last slot more mission specific i.e kind of missions they're normally on perhaps a science lab, guest quarters, conference room or the like assuming your on a 6 bay ship.
I can add this to my standard list of armour upgrades to go for, in order.
Rebreather (Only way to get acid resistance short of magic allowing minor corrosive atmospheres to be navigated)
Thermal Capacitor (Allows a wider range of environments to be explored before needing protections engaged)
Back up charger (extend operational life of equipment).
Force pack (good mobility upgrade)
Force Shield (Good general purpose protection).
and my 1 energy hand arm, 1 analog melee weapon, 1 analog long arm.
Senko
|
This looks nice though it'd hardly be a standard ship and I must (annoyingly wait till July 30 for the new starship book).
Voyager (Tier 20)
Large heavy freighter
Speed 10; Maneuverability average (turn 2); Drift 4
AC 17; TL 23
HP 220; DT n/a; CT 44
Shields Superior 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Forward) persistent particle beam (10d6), laser net (2d6), heavy antimatter missile launcher (10d10)
Attack (Aft) persistent particle beam (10d6), laser net (2d6)
Attack (Port) persistent particle beam (10d6), laser net (2d6)
Attack (Starboard) persistent particle beam (10d6), laser net (2d6)
Attack (Turret) linked persistent particle beams (20d6), heavy laser net (5d6)
Power Core(s) Gateway Heavy (400 PCU), Gateway Heavy (400 PCU)
Drift Engine Signal Superior
Systems advanced long-range sensors
crew quarters (luxurious)
mk 8 armor, mk 15 defences
mk 10 duonode computer (tier 10)
data net
Security anti-hacking systems mk 4 (DC +4), biometric locks, computer countermeasures (alarm, firewall, lockout, fake shell)
Expansion Bays life boats (2), science lab (general), recreation suite (hac), hydroponic garden (2), cargo hold, power core housing
Build Points cost 982, max 1000
Power Core Units non-essential 710, essential 635, max 800
Crew
Captain
Engineer
Gunner (2)
Pilot
Science Officer
Chief Mate
Magic Officer
For looks consider the imperial cutter from elite dangerous https://elite-dangerous.fandom.com/wiki/Imperial_Cutter
Shame I can't put a anti-personal weapon on it for borders. Though given the TL/price the average would probably scale down massively. Say a transport with the life boats dropped, less heavy armament and defenses obviously. I'll play around with this.
Pathfiner Transport (Tier 12)
Medium transport
Speed 6; Maneuverability average (turn 2); Drift 4
AC 14; TL 15
HP 115; DT n/a; CT 23
Shields Medium 120 (forward 30, port 30, starboard 30, aft 30)
Attack (Forward) particle beam (8d6), laser net (2d6)
Attack (Aft) laser net (2d6)
Attack (Turret) particle beam (8d6), laser net (2d6)
Power Core(s) Nova Ultra (300 PCU)
Drift Engine Signal Ultra
Systems advanced long-range sensors
crew quarters (common)
mk 4 armor, mk 5 defences, mk 5 trinode computer (tier 6)
data net
Security anti-hacking systems mk 2 (DC +2), anti-personnel weapon (screamer, lfd), biometric locks, computer countermeasures (alarm, firewall, lockout, fake shell)
Expansion Bays cargo hold (2), hydroponic garden (2), recreation suite (hac)
Build Points cost 348, max 350 Power Core Units non-essential 207, essential 169, max 300
Captain
Engineer
Gunner (2)
Pilot
Science Officer
| Xenocrat |
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It gets even worse at higher levels when you start wanting an additional power core in your ship.
As far as anti-personnel weapons go, I like the shout projector. If you're looking at level 20 weapons anyway, that one is a 20ft radius explode, 9d8 sonic damage, and it's non-lethal if you want to interrogate anyone trying to get into your ship.
The top two level shout projectors are actually Stun, not always non-lethal - Archives of Nethys lists them wrong, check Armory for the correct weapon qualities.