wordboydave
Mongoose
I thought it might be funny if the characters had the option to purchase a very light ship with ridiculously heavy weaponry: something overcrowded, barely powered, and impressive-looking on the surface, but deeply impractical in actual combat. (Back story: a rich kid with more money than sense demanded it be built...and now wants to get rid of it for a song because it's such an impractical embarrassment.)
And I think I've done it! Using Mongoose 2e's High Guard rules, I took a 100-ton hull and added a bay weapon hardpoint with an ion cannon (2d6 x 10 dmg). To save money and space (and make it suck extra) I gave it jump-1 and maneuver-1, basic sensors (-4 DM), a smaller-than-average bridge (-1 to astrogation, piloting, etc.)...and of course, when you're armed with a bay weapon, you get a -2 DM whenever you target anything less than 1000 tons (and -4 when they're 99 tons or less). So in that sense, it's mission accomplished.
What's concerning me is that it was almost too easy. A 100 hull costs 20 power, and the ion cannon needs 20, and if you throw in three fusion plants for 45 power, that seems to be all you need. (Jump-1 costs 1 power, maneuver-1 costs 1 power, and the lower berth costs 1 power, and that still leaves 2 power left over.)
And yet, despite all this cramming, I've still got 8 tons of cargo space left over! That doesn't seem right, and I wonder if I'm missing something. (Are the fuel tanks really that small on this thing?) So I thought I'd ask you good people to look over my math and see how it stacks up.
BAG-OF-HAMMERS CLASS MINI-DESTROYER Crew: 2 (pilot, gunner)
Hull 100 (standard) [MCr5][req 20 power] Armor 4 (crystaliron) [MCr20 5tons] Thrust 1[MCr2 1ton][req 1 power] Jump 1 [MCr1.5 10tons] [req 1 power] Power Plant Fusion, power 45 [MCr3 3tons] Fuel tanks-minimal req. [MCr0 11tons] Bridge (smaller than normal) [MCr0.5 6tons] Computer 15 [MCr 5.1] Sensors (basic) [MCr0 0tons] Weapons - small ion cannon bay [MCr15 51tons][req 20 power] Stateroom [MCr0.5 4tons] (double occupancy) Lower berth [MCr1 1ton][req. 1 power] Software: Jump Control/1, Maneuver/0, Library, Fire Control/1, Virtual Gunner/0 [MCr3.1] Cargo: 8 tons Total Cost: MCr58.7
Alternately I could leave the ship unarmored, cutting the price by a third (!) and freeing up 5 more tons of cargo.
At any rate, I feel like this might be the equivalent of a cursed weapon, and I could see a frustrated noble selling it for 90% off.
And I think I've done it! Using Mongoose 2e's High Guard rules, I took a 100-ton hull and added a bay weapon hardpoint with an ion cannon (2d6 x 10 dmg). To save money and space (and make it suck extra) I gave it jump-1 and maneuver-1, basic sensors (-4 DM), a smaller-than-average bridge (-1 to astrogation, piloting, etc.)...and of course, when you're armed with a bay weapon, you get a -2 DM whenever you target anything less than 1000 tons (and -4 when they're 99 tons or less). So in that sense, it's mission accomplished.
What's concerning me is that it was almost too easy. A 100 hull costs 20 power, and the ion cannon needs 20, and if you throw in three fusion plants for 45 power, that seems to be all you need. (Jump-1 costs 1 power, maneuver-1 costs 1 power, and the lower berth costs 1 power, and that still leaves 2 power left over.)
And yet, despite all this cramming, I've still got 8 tons of cargo space left over! That doesn't seem right, and I wonder if I'm missing something. (Are the fuel tanks really that small on this thing?) So I thought I'd ask you good people to look over my math and see how it stacks up.
BAG-OF-HAMMERS CLASS MINI-DESTROYER Crew: 2 (pilot, gunner)
Hull 100 (standard) [MCr5][req 20 power] Armor 4 (crystaliron) [MCr20 5tons] Thrust 1[MCr2 1ton][req 1 power] Jump 1 [MCr1.5 10tons] [req 1 power] Power Plant Fusion, power 45 [MCr3 3tons] Fuel tanks-minimal req. [MCr0 11tons] Bridge (smaller than normal) [MCr0.5 6tons] Computer 15 [MCr 5.1] Sensors (basic) [MCr0 0tons] Weapons - small ion cannon bay [MCr15 51tons][req 20 power] Stateroom [MCr0.5 4tons] (double occupancy) Lower berth [MCr1 1ton][req. 1 power] Software: Jump Control/1, Maneuver/0, Library, Fire Control/1, Virtual Gunner/0 [MCr3.1] Cargo: 8 tons Total Cost: MCr58.7
Alternately I could leave the ship unarmored, cutting the price by a third (!) and freeing up 5 more tons of cargo.
At any rate, I feel like this might be the equivalent of a cursed weapon, and I could see a frustrated noble selling it for 90% off.