Post by (George) 3.5./ ZEM ( 4.0) on Nov 17, 2019 5:45:42 GMT -5
Firefly : Space Transport : Currently Painted ( Yellow,Red,Orange)
Ship size : Colossal : Dynamic-Class Freighter
Ref 14.
Flat footed 12
Fort 25
Hp : 110/110
Dr 15
Sr : 15 / 15
Initiative : based on Pilots Initiative result however if trained in Piloting skill, who ever is flying can use that skill
instead for Initiative rolls.
because this is a play by post i won't require these to have Dc rolls like they are listed in a non core book I on pdf. Please know will take up an action to do them. These are not the only actions these areas can do for its quite a few pages but here are a few ideas if players are stuck in how they can help in a ship to ship combat.
sensor operator : can give +2 to any gunner's next attack.
ships captain and or commander ( military ships have commanders) can bark out orders and give +2 to any crew members next action.
Threshold : 75
armor +12
Grapple : +35
Str 40
Dex : 14
Intolect : 16
weapons :
1 set of double Med Blaster Cannons
Top Mount can rotate 360 degrees
5d10 X 2
Ranges : Point blank 0-1 Short Range is 2 Med is 3-4 and Long is 5-6.
2 sets of double laser Cannons
One on the right
The other is on left side of the ship
both can fire at 360 degrees as well
4d10 X 2
Ranges : Point blank 0-1 Short Range is 2 Med is 3-5 and Long is 6-10
2 Docking guns : Both can rotate 360 degrees : I Will need to look up stats at later time, these are used to hit land troops rather than other ships.
Possible gunner : Pin, Lana, wookie, Captain
there are no firing controls in main pilot area.
Int mod is +3
Pins to hit is at : +10
Captain's is at +8
Lana is at +8
wookie is at +10
The ship is Licensed.
Crew : Up to as many as you want up to max capacity of 12
max capacity : 12.
consumables : 3 months worth.
Cargo 75 Tons.
Hyperdrive X3. navicomputer
carried craft : None
Ship size : Colossal : Dynamic-Class Freighter
Ref 14.
Flat footed 12
Fort 25
Hp : 110/110
Dr 15
Sr : 15 / 15
Initiative : based on Pilots Initiative result however if trained in Piloting skill, who ever is flying can use that skill
instead for Initiative rolls.
because this is a play by post i won't require these to have Dc rolls like they are listed in a non core book I on pdf. Please know will take up an action to do them. These are not the only actions these areas can do for its quite a few pages but here are a few ideas if players are stuck in how they can help in a ship to ship combat.
sensor operator : can give +2 to any gunner's next attack.
ships captain and or commander ( military ships have commanders) can bark out orders and give +2 to any crew members next action.
Threshold : 75
armor +12
Grapple : +35
Str 40
Dex : 14
Intolect : 16
weapons :
1 set of double Med Blaster Cannons
Top Mount can rotate 360 degrees
5d10 X 2
Ranges : Point blank 0-1 Short Range is 2 Med is 3-4 and Long is 5-6.
2 sets of double laser Cannons
One on the right
The other is on left side of the ship
both can fire at 360 degrees as well
4d10 X 2
Ranges : Point blank 0-1 Short Range is 2 Med is 3-5 and Long is 6-10
2 Docking guns : Both can rotate 360 degrees : I Will need to look up stats at later time, these are used to hit land troops rather than other ships.
Possible gunner : Pin, Lana, wookie, Captain
there are no firing controls in main pilot area.
Int mod is +3
Pins to hit is at : +10
Captain's is at +8
Lana is at +8
wookie is at +10
The ship is Licensed.
Crew : Up to as many as you want up to max capacity of 12
max capacity : 12.
consumables : 3 months worth.
Cargo 75 Tons.
Hyperdrive X3. navicomputer
carried craft : None