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==Fittings== ===Cargo Bay=== 250cr, 4 compartments, 1 upgrade. The cargo compartment is the main way of making money for smugglers and traders. Each post game phase, a cargo compartment generates 2d6x10cr of income. This can be boosted by +1d6x10 credits if the player decides to carry contraband. However, if the ship is boarded, the contraband is automatically spotted. Cargo bays are fairly labor intensive to unload, so it takes a crewman and a juve (or 2 crewmen) to collect income from it. ''Placement'': The cargo compartment must have a door at least 3” long. This door can either be interior (as connected to a hallway atleast 3” wide) or a hatch on the ouside of the ship. Multiple cargo bays do not need walls between them. ''Upgrades''<br> '''Refrigerated Compartment'''<br> 50cr, Medium Power Plant, +1 compartment. A refrigerated compartment allows the ship to carry frozen produce and other choice goods that would spoil in a normal compartment. Unfortunately, it takes a fair amount of power, so it requires at least a medium power plant for one. Two or more require a large power plant. Each refrigerated compartment adds d6x5 cr to the income for the cargo bay. '''Auto Loader System'''<br> 40 cr, +1 compartment. An auto loader is a system of conveyer belts, hoists, and lifts that makes it a breeze to load and unload. This cargo bay need only be worked by a juve. '''Secure Bay'''<br> 35 cr. Cargo bays are a prime target for boarding pirates, so it often pays to add in a little extra security. ===Smuggler Hatch=== 175cr, 2 compartments A smuggler hatch is a cleverly hidden stow that allows a gang to move contraband while minimizing the risk of being caught. Each smuggler hatch can move 1d6x10 credits of cargo, or 1d6x15 credits of contraband. If the ship is boarded, you get a security save against the contraband being spotted. ===Armory=== 50cr, upgrades 50cr, Maximum 2 upgrades. 3 compartments. While most crewmembers usually keep their personal weapons close at hand, the ships armory is where extra ammunition and weapon replacement parts are kept. The armory adds +1 to all intra-mission restock rolls. Each upgrade adds an additional +1, for the maximum combined bonus of +3. ===Brig=== 30cr, 2 compartments The brig is a secure cell on the ship where prisoners can be kept. If a ship has a brig, it can subtract its “security rating” from the escape rolls of any prisoners. ===Living Quarters=== 50cr, 3 compartments. The living quarters on a ship is the space dedicated to feeding, recreation, and sleeping. Each living quarters can support up to 4 crewmen. Extra space on the ship can be rented out to passengers wanting to move from one system to another. For every two extra bunks you have, you can take on one passenger. To locate passengers, you must take a post game action with a juve or a ganger to scare up some fares. Make a leadership check using the juve or gagner’s leadership: if it passes, he locates a passenger. You make 1d6x5 credits off every passenger. ===Luxury Cabin=== 100cr, 2 compartments Travelers with money are willing to pay more to travel in style, so oftentimes crews will put in some luxury cabins to attract high class fares. If you send a juve to work the star port, you can find a high class fare who is willing to pay d6x10 credits to go to your destination. ===Workshop=== 100cr, 3 compartments. The workshop has generalized tools and equipment for repairing the ships equipment and the gangers’ weapons. If your ship is equipped with a workshop, you can ignore the first failed ammo roll of the game. In addition, if you assign a ganger to the workshop in the post game phase, you can make an additional 1d6x5 credits, which are actually credits saved from doing your own maintenance, or save 1d6x10 credits on a repair. ===Medbay=== 50cr, 3 compartments, Upgrade: Extra Bed 50cr, +1 compartment (1 sq”) max 2. The primary purpose of the medbay is to keep the gangers healthy over long trips in space, but it also comes in handy when you’ve been shot. The medbay allows you to re-roll 1 serious injury (+1 for each extra bed) in the post game phase. If it is only an intermediate post-game phase in between encounters, these re-rolls can only be used if you are in contact with the ship. Also, any models who want to use a medbay re-roll have to return to the ship for medical attention. If a model in the medbay passes his toughness test to return to combat, instead of deploying him at the beginning of the encounter, place him in Reserves. ===Vehicle Bay=== 50cr, 4 compartments Upgrades: none Vehicle bays allow for the housing and storage of both terrestrial and space vehicles. For each vehicle bay, you can house three bike-sized vehicles. A light vehicle counts as two bike-sized vehicles, and a heavy vehicle counts as three bike-sized vehicles. ===Teleporter=== 200cr, 1 compartment, Rare (11) Although the technology for them exists, teleporters on civilian ships are very rare. This is because Imperial authorities frown on their use because of the dangers inherent in sending men through the warp. With a command action, up to three men in reserves can be deployed anywhere on the battlefield. The teleporter taps into the ships sensor system to target the location, but it’s special programming is not limited by the sensor system’s LOS. The standard deviation for the teleporter is 2d6,” but because of its inherent safety systems it will not teleport gangers into a wall, or leave them to fall out of mid air. However, if it teleports them of the battlefield, they do not take part in the coming battle. ===Drop Pods=== 75cr, 1 compartment. Speed StandardDeviation Strength Damage SaveModifier AmmoRoll Special 3 2d6 -- -- -- -- Carries 3 Drop pods are a quick and efficient way to deploy reserves onto the battlefield from orbit. A drop pod can deploy up to three crewmembers, which can be deployed as a reserve action, or it can be launched during the first turn of battle. All normal orbital targeting rules apply. Once the drop pod has touched down, the crewmen may disembark that turn. Once a drop pod has been deployed, it cannot be redeployed until it is recovered and repaired. Drop pods are automatically recovered if the crew wins the encounter in which they are deployed. Otherwise, the drop ship must come into base-to-base contact with it in order to attach a magnetic grapnel and tow it back to the ship. If it is recovered, the pod is automatically repaired in the next post-game phase. If it is not recovered, it costs 40 credits to replace the pod.
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