Since the errata has rolled in i'll be making some additions as well as adding custom modules to the utility for anyone interested in using them:
- AVENGER Class Grand Cruiser Hull Space 90 or 92? Both are correct so I added a checkbox on the BUILD page to switch it back and forth.
- REMOVED Custom Page 'Manufactorium' as the BFK Supplement adds a Manufactorium and the Custom version is no longer needed.
- ADDED Vampire-Launch Torpedo Tube custom modification (as inspired by this post on the FFG Forums).
This is a custom archeotech component that I've had in mind for a while. When you consider just how terribly massive the voidships are, 60-meter torpedoes really aren't all that big. They pack a helluva punch because they use unstable plasma warheads and other suitably calamitous weapons of horrific destruction. In Battlefleet Koronus, we're told that the reason torpedoes can only fire in the fore arc is that "the forces exerted upon a vessel when firing a salvo of torpedoes are such that only certain mounts can properly contain them." Essentially, you're lighting off an unshielded plasma drive, the engine of the torpedo, inside your ship, which presents a problem unless its countered by forward thrust and the launch tube is very heavily shielded. However, I am less than satisfied with the restrictions on how torpedo bays may be mounted and fired. While it makes sense given the technological recession of the Imperium, I decided to create an alternative inspired by modern cruise missiles and ICBMs. Enjoy!
Vampire-Launch Torpedo Tubes
A magnificent wonder of ancient technology, these systems where once the staple weapons of warships throughout the galaxy, but have grown extremely rare since the early days of the Imperium. "Vampire-Launch" torpedo tubes refer to a type of torpedo launch system, rather than a specific pattern. They use esoteric ejection systems to throw the torpedoes unlit into the void, oriented in whichever direction the master of ordnance desires, and awaken their plasma engines and machine spirits remotely once clear of the ship's shields. The most simple system for doing this consists of electromagnetic grapnels which eject the torpedoes based on the precise calculations of advanced cogitators to determine the roll, pitch, and yaw which must be achieved with the throw to put the torpedo in the correct position. More advanced systems utilize gravity tethers or spray torpedoes in psycho-reactive foam which allow cabals of trained psykers to telekinetically lift each torpedo into the correct position. In any case, this both allows torpedoes to be launched in multiple directions, and allows torpedo bays to be mounted in a variety of locations throughout the ship, which need no longer endure the massive energies of internal torpedo launch.
Mechanics: Vampire-Launch Torpedo Tubes can be a modification of either Gryphonne-, Mars-, or Voss-Pattern Torpedo Tubes. Increase the Power requirements of the Component to a value equal to the Strength value of the Component, and increase the Ship Points necessary to purchase it by +3. Vampire-Launch Torpedo Tubes may be placed in any Weapons Slot (including Dorsal, Port, and Starboard), and no matter what slot they are installed in they may launch their torpedoes in any direction they choose. However from then on out, the torpedoes travel in a straight line and follow all the normal rules for torpedoes.
- If you've got a Voss-Pattern Vampire Launched Torpedo Tube Component, it needs 2 Power to function. Not 1 as is normal for Voss-Pattern Torpedo Tubes.
- If you've got a Gryphonne-Pattern Vampire Launched Torpedo Tube Component, it needs 4 Power to function. Not 2 as is normal for Gryphonne-Pattern Torpedo Tubes.
- If you've got a Mars-Pattern Vampire Launched Torpedo Tube Component, it needs 6 Power to function. Not 2 as is normal for Mars-Pattern Torpedo Tubes.
In the same way that a Modified Drive takes an existing Drive and applies permanent modifiers of -4 Space required and +1 Speed to the ship it is installed in, a Vampire Launcher takes an existing Torpedo Tube Component and applies permanent modifiers of +1 (in the case of Voss), +2 (in the case of Gryphonne), or +4 (in the case of Mars) Power required by the Component to function, and allowing the Component to be installed in any location and fire in any direction.
Thanks to Thor2006 for his contribution in fixing some problems like the following by bringing them to my attention:
- Bridge of Antiquity, Exploration Bridge, Ship Master's Bridge option for BC+ removed, CB and CG added to Cruiser line as they are cruiser components and should be compatible.
- Life Sustainer options for BC+ removed, CB and CG added to Cruiser line as they are cruiser components and should be compatible.
- Changed Combat Bridge to (CL,C,CB,CG) rather than (CL,L) which was in error. Added (CL,C,CB,CG) to any bridge that was a Cruiser component that wasn't already fixed.
- Augmented Retro Thrusters table modified to make the Cruiser, Battlecruiser and Grandcruiser option one choice. Also modified sheet to zero out power use of thrusters if the 'Augmented Retro checkbox isn't checked and the multiples/ship hull type is selected.
- Forgot to add Plasma Accellerated Torpedo Tubes. FIXED. Now you can select them from the Torpedo Drop Down Box.
Thanks to Routa-maa for his contribution in fixing some problems like the following by bringing them to my attention:
- Belecane Pattern 90.r Gellar Field was left out so I added it back in and included the logic to allow for multiple gellar fields of different types - I'm certain a captain would take more than one if he could.
Forgot to add the description of Fleet Defense Turrets (on the CUSTOM page) to the utility.
- Fleet defense turrets (Power 4, Space 1, SP 1); Capable of protecting the ship in which they are installed OR any one other vessel within 5VU each strategic turn, adding +2 to the turret strength of the ship it is defending (this does not alter bomber attack rolls when used to defend another vessel). These otherwise work exactly as normal turrets do in all other respects.
Decided on how to add Craftsmanship to the sheet. Will add a CRAFTSMANSHIP sheet and allow per item type choices of craftsmanship and its modifiers. So far I've added Plasma Drives to the sheet. Now that I have the general idea down i'll add more item types in each update of the utility.
- FIXED a problem on the character sheet display of Main Cargo Hold when one MCH is present and you choose a HOLD Landing bay. It was still displaying the MCH and an error message indicating 'Too Many MCH'.
- FIXED the Strength of the Voidsunder Lance Battery - was listing as 1 changed to 3. Per errata collected here: LINKY.
- Added Plasma Scoop trade/Exploration Achievement Bonus now that we know it is 25 not 5. per errata Link above.
Main Cargo Hold / Hold Landing Bay problem fixed. What was going on: When you selected HOLD Landing bay on the BUILD Sheet the power and space changes would be incorrectly done as well as displaying the wrong number of MCH on the Character SHeet and the incorrect Trade bonus from the available MCH's. I reworked the logic so that the correct power was taken out for only the first MCH as well as adding 1 SP cost for the HLB which was not adding up properly either.
- Hold Landing Bay / MCH calculations and display on character sheet fixed.
A few things added or corrected today:
- Clarification on Craftsmanship: it will not show on the character sheet if COMMON, unless previously coded that way.
- Clemency pattern Life Sustainer added. Thanks for pointing that out PaterSin.
- Voss Pattern Glimmer Shields Added.
- FIXED an error where Shield SP cost wasn't being added.
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