Looks nice. Could you attach the spreadsheet for those that want to use/tweak it?So I’ve been working on Updating/fixing the various ships either in one of the Drinax books or that have a significant impact from other books. I figured we could talk about them here and I take suggestions. As a gift here’s a Fixed Gazelle write up. View attachment 3008
View attachment 3007
The base spreadsheet is actually in the forum. I’ll have to add a copy of the file this weekend it’s on my computer and that’s not available right nowLooks nice. Could you attach the spreadsheet for those that want to use/tweak it?
Thanks! I use the base spreadsheet all the time. Starting with something in it makes the job easier.The base spreadsheet is actually in the forum. I’ll have to add a copy of the file this weekend it’s on my computer and that’s not available right now
Very nice!Here is my take; I have taken a few liberties -- Full Automation, Virtual Crew, etc.
15 Drinax Harrier
docs.google.com
I’ll be honest the Harrier never made much sense to me. A single missile turret, and a Particle Barrette, I could see the Particle I suppose as the main gun and to deal with escorts but why a single missile. The ship is increasing underpowered and has no real way to capture its prey. I would think an Ion Barbette and a Dual Particle turret would make a ton more sense.Thanks! I figured 'Commerce Raider' meant essentially 'pirate'. It is built for combat vs civilian & commercial ships (the adjustable & holographic hull help); if anything more formidable it slips away -- early / stealth jump & Advanced stealth. But the primary function is to live off the land / loot needed materials -- that means a decent cargo bay & boarders (marines), plus a med bay to fix them up.
I had a 'Virtual Gunner' program; but realized that it was easier on the bandwidth to just use 'Virtual Crew'. Limitation of the Google-sheets imported version -- I cannot remove the 'Virtual Gunner' software. Honestly, I would like a little more armor... but this is already paring stuff down to the essentials. I could still cut a little more; the Captain/Astrogator is really one person, the Officer/Engineer is another, and the Medic makes 3. Virtual Crew/2 covers 1x Pilots, 2x Sensor Operators, and 2x Gunners; Aurorepair/1 & drones cover Maintenance.
This has got to be your dream versionHere is my take; I have taken a few liberties -- Full Automation, Virtual Crew, etc.
15 Drinax Harrier
docs.google.com
I don't know why it won't let you switch back to the blank, but I've fixed the summary so that if you have zero crew/gunners, virtualX won't show up on the summary. It will be in the next update, or you can use the temporary link below. (No idea how long it will last)Thanks! I figured 'Commerce Raider' meant essentially 'pirate'. It is built for combat vs civilian & commercial ships (the adjustable & holographic hull help); if anything more formidable it slips away -- early / stealth jump & Advanced stealth. But the primary function is to live off the land / loot needed materials -- that means a decent cargo bay & boarders (marines), plus a med bay to fix them up.
I had a 'Virtual Gunner' program; but realized that it was easier on the bandwidth to just use 'Virtual Crew'. Limitation of the Google-sheets imported version -- I cannot remove the 'Virtual Gunner' software. Honestly, I would like a little more armor, a Workshop, and / or Training Facilities... but this is already paring stuff down to the essentials. I could still cut a little more; the Captain/Astrogator is really one person, the Officer/Engineer is another, and the Medic makes 3. Virtual Crew/2 covers 1x Pilots, 2x Sensor Operators, and 2x Gunners; Aurorepair/2 & drones cover Maintenance & Damage Control.
My problem with Ion weapons was the piddly damage output. A Ion Barbette does 2d6 x30 (for some reason my spreadsheet is showing 7D x3) reduction in Power for a single round; probably enough to shut down a Subbie, if you roll not-badly -- but it only lasts a single round; and the defenses vs Ion are 'Immune to Ion'. Any serious warship (or System Defense Boat) is likely to ignore it, and they ain't shootin' feather dusters at you. They just seemed an sub-optimal choice when something more effective could be in that hardpoint.I’ll be honest the Harrier never made much sense to me. A single missile turret, and a Particle Barrette, I could see the Particle I suppose as the main gun and to deal with escorts but why a single missile. The ship is increasing underpowered and has no real way to capture its prey. I would think an Ion Barbette and a Dual Particle turret would make a ton more sense.
Thanks you! For me that shows as already stale... guess I was too slow.I don't know why it won't let you switch back to the blank, but I've fixed the summary so that if you have zero crew/gunners, virtualX won't show up on the summary. It will be in the next update, or you can use the temporary link below. (No idea how long it will last)
Temporary link for 2024.11.26a
Try it again, it downloaded here.Thanks you! For me that shows as already stale... guess I was too slow.
Yes and no. First the ion gun is not for any escorts it’s for that Subby. Second you put very high yield on the ion gun and its damage is a totally different story now your damage range is 63 - 126 and if you crit it loses that power for the next D3 rounds. With a fartrader only running 90 power and a Subby only running 135 power you have a good chance to shut them down. Now the dual particle beam turret with accuracy and high yield mods is your anti escort weapon.My problem with Ion weapons was the piddly damage output. A Ion Barbette does 2d6 x30 (for some reason my spreadsheet is showing 7D x3) reduction in Power for a single round; probably enough to shut down a Subbie, if you roll not-badly -- but it only lasts a single round; and the defenses vs Ion are 'Immune to Ion'. Any serious warship (or System Defense Boat) is likely to ignore it, and they ain't shootin' feather dusters at you. They just seemed an sub-optimal choice when something more effective could be in that hardpoint.
In the original 2008 first edition version of PoD, the harrier's second weapon is left a little more ambiguous , it is listed as "Disabled" on the ship sheet, with a line mentioning "A direct hit from a fusion bay destroyed the hardpoint and the ammo feed mechanism. Reactivating the hardpoint costs 3 Ship Shares. Once the hardpoint is reactivated, weapons can be purchased for it." The fact that it's a missile turret at all is only mentioned on the ship map where the area in question is labeled as "Missile Turret (Disabled)". The intention seems to be that the particle barbette is the Harrier's main weapon and that the secondary weapon is one that the Travellers decide for themselves as they earn money and upgrade their ship.I’ll be honest the Harrier never made much sense to me. A single missile turret, and a Particle Barrette, I could see the Particle I suppose as the main gun and to deal with escorts but why a single missile. The ship is increasing underpowered and has no real way to capture its prey. I would think an Ion Barbette and a Dual Particle turret would make a ton more sense.