Tuesday, April 29, 2008
That said, I'm itching to game. Sam works in the evenings, and between Jammer's new baby and Ace's work schedule, I hesitate to try and schedule a session during a week night...
Maybe the weekend after this?
Monday, April 21, 2008
I think you guys flew about 19 parsects. So that will have to be refueled.
Also we need to play out your return to home base, since your transponder is now "red flagged" and "might" be reported by a harbor master, or Imperial ship who might happen to be there.
Duckenwell is a major commerce center, and not some back water like Tatooine.
Something to consider.
Wednesday, April 16, 2008
Anyway I assume you'll be looking for more work so when we start up again, you may want to find that bar where Diocletian (the fat guy) can arrange business deals for you. There are three jobs available to choose from as usual:
EASY: Transport 30 tons of pollution "scrubbers" to Geonosis for 55,000
MEDIUM: Run digging equipment to Kessel for 90,000
HARD: Penetrate a highly secure Imperial Site on Corusant, Steal proto-type weapon & plant charge before leaving... 350,000
Some food for thought.
Monday, April 14, 2008
Sunday, April 13, 2008
A ship continues to function until it loses all of its hull points, it is then considered destroyed. For the advanced starship rules, there’s a chance of specific systems getting damaged or destroyed after a starship takes more than half its hull damage. Once a Starship has lost at least half its hull points, it rolls a D20 and there is a chart in the Old core rulebook to see if a system (Shield generators, sensors, stabilizers, etc) If a ships HP is reduced to “0” it blows up completely.
Hull Damage: Lost hull points must be repaired manually. A full hour of work is required to repair lost hull points. The result of the Repair (Mechanics skill) check made at the end of the time equals the number of hull points repaired. If a ship’s hull points have been reduced to negative numbers (-1 to -9 inclusive), apply that number as a penalty on the Repair check.
A starship reduced to a -10 hull points cannot be repaired.
Saturday, April 12, 2008
The Class 720 freighter, also known as the Ghtroc 720,
The Ghtroc 720 was 35 meters long and could carry 135 metric tons of cargo in its 55 cubic meter hold. In stock configuration, a fixed double laser cannon was mounted above the slightly raised cockpit. A pair of docking tubes were located on the ship's rear, and each could contain an escape pod. This configuration gave the freighter a distinctly testudine appearance. The sublight engines were located between the docking tube. Like many light freighters, the Ghtroc 720 was often extensively modified for smuggling purposes. 135 tons of cargo space. COST: 98,500 Credits
Gozanti Cruisers were slow but powerful independent transports used by merchants throughout the Galaxy to defend cargo vessels from piracy. Well-armored, these vessels were notoriously difficult to board, much to the consternation of many a space pirate. They were equipped with twin engines at the rear and a belly-mounted sensor array. The ships were purposely designed to protect ships from pirates, and came equiped with multiple laser cannons, quad laser cannons, and a single proton torpedo launcher. To satisfy regulations that ship could not be used by pirates, the ship had slow sublight speed making it useless for raids. Though the ship was used by any many organizations, including Hutts and a number of crime lords, it was never used in a direct act of piracy. 75 tons of cargo space. COST: 150,000
The YT-1300 light freighter was one of the most successful of Corellian Engineering Corporation's freighter designs.
The appeal of the YT-1300 transport was not its basic equipment, however, but its ability to take an extraordinary amount of modifications and alterations. In short, the YT-1300 was reliable, durable, and easy to modify, hence its popularity amongst freighter captains throughout the galaxy.
Like the rest of the YT series, it featured a saucer-shaped hull with external cockpit. The features the YT-1300 was given on the production line were necessary but basic: the off-center cockpit; two escape pods, located on the port and starboard side of the freighter; a laser cannon mounted atop the craft; and about 100 tons of cargo space. COST: 100,000 credits
It's also a place we can communicate, set game times, role-play during off-sessions during the week, etc.
I'm going to send each of you permission rights, so that you can also publish articles, and make posts. Please accept this. See you at the gaming table tonight.