Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01I133T9NZSG8WZDXN@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Sun, 11 Feb 1996 11:48:56 -0400 (EDT) Received: from relay-4.mail.demon.net by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01I133RZXWJG8WWCVX@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Sun, 11 Feb 1996 11:48:33 -0400 (EDT) Received: from post.demon.co.uk ([158.152.1.72]) by relay-4.mail.demon.net id ah08930; Sun, 11 Feb 1996 16:38 +0000 (GMT) Received: from chdpf.demon.co.uk ([158.152.120.9]) by relay-3.mail.demon.net id aa14631; Sun, 11 Feb 1996 16:29 +0000 (GMT) Date: Sun, 04 Feb 1996 17:05:43 +0000 (GMT) From: Colin Ford Subject: Re: Organic ships... Liberator Stats. To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Resent-reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Reply-to: Phoenix@chdpf.demon.co.uk Message-id: <53@chdpf.demon.co.uk> MIME-version: 1.0 X-Mailer: FIMail V0.9d Content-type: TEXT/PLAIN; CHARSET=US-ASCII Content-transfer-encoding: 7BIT X-User: Alpha Test Version Of FI-Mail, DisWin 1.5C:\WINSOCK\WINDIS Lines: 147 In your message dated Tuesday 23, January 1996 you wrote : > > > OK, how about this: an organic ship? The ship could be trained as a jedi, > > > and could use Absorb/Dissipate energy. It would also have force points to > > > reduce damage and aim its weapons. This quality idea brought to you by Sam > > > Creations, Inc, makers of "Sam's Dice Roller." > > > I have used organic ships in the past (only for NPC groups so far) and it > > worked out pretty well. I haven't used fully sentient ships, but there > > have been some of animal intelligence. A PC Jedi used AFFECT MIND to > > cause a hostile bio-ship to turn on others of it's "pack". I have the > > stats on those bio-ships around here somewhere, if anyone wants me to look. > > A while ago, I did a conversion for a few of the ships in Starcon; (an > old computer game from several years back) one of the ships was organic -- > the Mycon Podship. Cool as everything; I might just dig it up, if > there's interest. It's crewed by a bunch of mushroom people. Gawd, where > have all the good games gone? (aside from pretty much anything that > LucasArts puts out...) > > > have a nice day! > _mcmike_ > overbom@stolaf.edu > > As I'm a third of the way through the Liberator Story I though I might as well post these stats for the Liberator. Please bare in mind that although this ship is very powerful, it has one major akillies heal (or thermal exust port if you prefer) and it did have a very large fleet after it and it only. NAME : Liberator Craft : Phoenix Attack Craft. Scale : Capital Length : 120 Meters Width : 250 Meters (wings out, 75 meters wings in) Crew : 7 (nothing to do with Blakes seven - it just worked out that way) Passangers : 10 Cargo Capacity : Enough to hold a Stock light frieghter in the cargo hold. Consumables : 5 years Hyperdrive Multiplyer : x0.5 Backup Hyperdrive : x8 Nav Conputer : Yes (See George) Maneuverability : 3D Space : 8 Hull : 6D Shields : 3D Sensors: Passive 50/1D Scan 100/2D Search 200/3D Focus 8/4D Weapons: Two Anti Starfighter Turretts Scale : StarFighter Fire arcs: 1 Fore port astern. 1 Fore Startboard astern Range :1-3/12/25 Fire Control : 3D Damage : 6D Two Ion Cannon Scale : Capital Fire Arcs : Fore Range : 1-10/ 25/ 50 Fire Control :2D Damage :5D Two Proton Torp Launchers Scale : Capital Fire Arcs : Fore Range : 1-3/ 12/ 25 Fire control : 0D Damage : 9D per Torp. Special Abilities: Sensor Cloaking : This enables the liberator to hide from sensors - A heroic roll on a Focus Scan is the only way to spot it. However the use of this will reduce the ships speed to 4 and Man to 1D. It does not hide the ship from Visual ID. To counter act this. It makes the ship look like space junk to anybody watching it. Fire Escape : This is basically a turbo boost to the Engines: Speed is doubled to 16 and Man to 0D. The fire Escape gives the effect of the ship being covered in flames this increases the Hull reating to 8D, However Sheilds are inoperative. This causes a 20 % drain on reserves. Wing Assault : This is the Liberator's most powerful weapon. along the front edges on the wings are small power outlets.When these are charged a powerful bolt of plasma is fired forward from these outlets devestating anything in it path. This also causes a 20% power drain Scale : Capital Fire Control : 0D Range : 1-10/ 25/ 50 Damage : 20D Scouping : The outside ion cannon have an additional abillity, they are able to take the gas from a gas gaint or other such planet and refuel the energy cells. To recharge from Nothing takes only twenty minites. Hanger Bays ; The liberator has two hanger bays - One at the rear of the ship, which can hold One stock light freighter or two small fighters. In addition at the front of the ship it has a small hanger just big enough for a small snub fighter. The small launch tube faces forward. George : This is an organic computer which has achived sentince. It handles all navigation, life support and Repairing of the ship's internals. Although the Ship it's self in not organic it can repair it's self at the rate of One level of damage a week. Raw materials are required to make this happen which have to be supplied by the ships crew. Disadvantages :- Energy Cells - When involved in any actity, the enery drain seems alot greater than most other ships. The energy bank get depleted very quickly, especialy in Combat. For Combat turns Energy is normally constant at what ever level Combat was entered but for each use of a Hyperspace jump, Fire escape or wing assualt, 20% of the total energy Capacity is lost. In addition Inquisitor Trake has Discovered that the Liberator is very vunerable to Ion Cannon fire. For each hit by an Ion cannon, in addition to the normal effects, Power is drained at the rate of 1% per hit. This applies to Capital Scale Ion Cannons only. If the liberator's power levels fall below 5% then the ship can no longer manouver and the drives shut down.The remaining 5% is needed to maintain life support, which will shut off at 0% power. The crew of the liberator have discovered that they can jump start the ship by linking up the frieghter and the fighter and drain they're energy cells which gives the liberator about 30% power. Enough for a hyperspace jump out of trouble and to a gas gaint. Right that's the Liberator any comments or critisim welcome and to read about in in action keep you eyes out for the next installment of the Liberator story (How's that for a shameless Plug). Chapters 1 to 10 are on the ftp site. Chapters 11 - 30 are still in my head. As usual I make the usual Appologies for bad Spelling and offensive grammer -- "I plan to Live forever or Die trying !" Phoenix D'fire