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Stat for me if you will

I see the adaptation thread got off to a great start. What i would love now is some common seen before things from popular culture stated-up.

For example Coruscant, UWP- AC61C3J - *Tech Level wise I am still working that one out - So that's it my esteemed board members. pick a popular culture icon ( I hope a realistic Star Wars) and stat her up with T5 this should hopefully give new players an idea on how to use the builders in the main book.
 
Han Solo

Human
797853

07 Spacer (pg 89) Imperial Navy
Entry - roll Int
5
Naval Branch Selection
6 flight school
Commission C3
5
Promotion Soc
2
SubLieutenant
Risk / Reward C1 C2 C3 C4
Choose C2 Increase Risk/Reward
4
+2 reward
-2 risk
Battle
Roll Reward
*SEH*

Skill/Knowledges
roll table Battle
3 4 5
Pilot 1
Gunnery - turret 2
roll table Shore Duty
1 1
Gambler 2

10 Rogue (pg 92)
Begin CC - select C2
6
Risk / Reward CC
7
Roll Scheme
table 1
6
ships shares
X1D
6

Skills / Knowledges
roll table 4
2 3 3 3 2
Pilot 4
M Drive 1
J Drive 1
Engineer 1
Roll table 5
4 4
JOT 2
Continue Roll CC Mod + terms
4

10 Rogue (pg 92)
Risk / Reward CC Mod + terms
9
Rogue Schemes
Select 6
1D Ship Shares
6

Skills/Knowledges
roll table 5
1 2 1 4
Trader 2
Broker 1
JOT 3
Roll Table 6
5 5
Streetwise 2

Hobby Skill (Practices during 3 terms)
Fighting 1
Blaster 2
(yes I cheated here... unfortunately neither rogue nor spacer grant combat skills... and Han Solo definitely knows how to use a blaster)

Muster out Benefits
Spacer
benefits table
(3 rolls - 1 for term, 1 for promotion, 1 for *SEH*)
mod +1 for officer rank
6 1 6
2 Ship Shares
Wafer Jack

Rogue
Benefits Table
(2 rolls 2 terms)
DM + terms
Money
4
50,000cr
Benefits
1
Secret



so - ownership of a small vessel (not 2000ton though)
a secret - knowledge of the rebellion bases and leaders

Blaster 2
Fighting 1
Pilot 4
Engineer 1
M-Drive 1
J-Drive 1
JOT 3
Trader 2
Broker 1
Streetwise 2
Turret 2
Gambler 2
 
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already cheated to give him ranks in hobby... his DM for terms pf service in rogue make it so he can't get forbidden on benefits table. hobby rank should grant him blaster
 
next up milleniumFalcon

ok this http://starwars.wikia.com/wiki/Millennium_Falcon
gives a great listing of the items/sensors/computers/drives that need to go into the Millennium Falcon - but what is the displacement mass of the falcon. I guess I could calculate it using the length and high given used for a flat cylinder :confused: or does someone already have this calculated out?
this works out to about ~6400 cubic meters at 13.5m dton for hydrogen as per traveller5 rule on page 35. 470ish tons... round up to 500 tons?
 
470ish tons... round up to 500 tons?

500 tons sounds good. I'm thinking skip drive for its famous hyperdrive engine, and maybe M5 because that ship was "the fastest ship in the galaxy"

Two middle class staterooms, a 1 ton single berth, a passenger lounge and a fresher for operations. The Falcon also has 1 escape pod.

I wish I had time to go through the checklist and build it. It could make a good Maguffin.
 
500 tons sounds good. I'm thinking skip drive for its famous hyperdrive engine, and maybe M5 because that ship was "the fastest ship in the galaxy"

Two middle class staterooms, a 1 ton single berth, a passenger lounge and a fresher for operations. The Falcon also has 1 escape pod.

I wish I had time to go through the checklist and build it. It could make a good Maguffin.

I think punching it up a notch on normal tech... Tl17 grants faster jump, shields and antimatter power supply at the prototype stage. :smirk:
 
Skip drives are a good approximation for Star Wars.

300 Ton Falcon (TL21)

You could argue for a smaller craft, especially at very high TLs. The ship looks like it's all living space, even though we know it can carry cargo. Where? In the wall panels perhaps, and under the floor for smuggling, but perhaps there's a subfloor specifically for cargo.

Two staterooms, a berth, a lounge, a small cockpit (must be 2 tons), a fresher (be generous and give 'em two). Two quad turrets. And let's say that there's 20 tons of cargo in there, somewhere.

That's 35 tons of payload, minimum.

Now Skip drives don't use much fuel at all -- we're talking in the 1% range. Assuming the drives themselves take up the same proportional space as Jump drives, and further assuming TL 21, then we're in the Skip-2 and Hop-5 universe.

Assume Skip-2, Hop-5, and Maneuver-9. Let's give it enough fuel for up to 5 hops, or 4 hops and a bunch of skips.

Skip-2: 5 tons + 5% hull volume.
Hop-5: 5 tons + 7.5% hull volume.
Ultimate Maneuver-9: 18% hull volume - 1 ton.
Ultimate Power-9: 13.5% hull volume + 1 ton.

Powerplant Fuel: 0.7 x (9% hull volume) per month.
Skip/Hop Fuel: 5% hull volume.

Drives: 10 tons + 55.3% hull volume


Now you can calculate this style of Falcon for any payload amount.

If there really were only 35 tons of payload, the ship would displace 100 tons. But since there are two hardpoints (and one firmpoint!), the Falcon is probably closer to 300 tons.


300 Ton Falcon (TL18)

Bringing it a little closer to what we're familiar with: TL 18 gets us Hop-2, any jump number, and any power plant number. I suspect a Prototype Antimatter plant won't be very useful, if I understand the Drive Tech Level Efficiency table right. Maybe Marc will bump down the TL for antimatter power plants (doesn't TL20 seem a little high?).

Anyway...

Assuming a 70 ton payload (I've doubled it because of the numbers I ran for the TL21 version), we have Hop-2. Maneuver-9 is a must, therefore so is Power-9. We won't bother with those old-fashioned jump drives. Allow enough fuel for five Hop-1s.

Hop-2: 5 tons + 5% hull volume.
Ult Maneuver-9: 18% hull volume - 1 ton.
Imp Power-9: 13.5% hull volume + 1 ton.

Powerplant Fuel: 0.9 x (9% hull volume) per month.
Hop Fuel: 5% hull volume.

Drives: 5 tons + 49.6% hull volume (call it 50%).

With a 70 ton payload that's only around 150 tons. So once again, due to the turrets and firmpoint, I'm thinking of a 300 ton ship.
 
Robject

don't you need a J-Drive as well as the Hop + Skip drive?
I believe the text on page 321 goes "Standard Hop Drives can produce any level of integer Hop equal to or less than its performance."
"Standard Skip Drives can produce any level of integer Skip equal to or less than its performance."

also page 370
"Fantastic Drive Governors function similarly. A Hope-3 Drive without a
governor can reach reach up to 30 parsecs (and always more than 20 parsecs). A Hop-3 drive with a governor can achieve any distance from 10 parsecs to 30 parsecs."

"micro-hop. the minimum Hop for a Hop Drive is slightly above the next lowest distance possible (=Jump-9)"

***of course you could do it with a hop drive by jumping out 11 parsecs and jumping back 10..... (and it still would be faster than jump!) to simulate j-1 - this could lead to some very interesting trade routes as it is easier to get to places by bypassing them! 24 hours per jump still is faster - maybe your right they don't need J-Drive or not... forgot about the scatter pg375 in system travel time can kill you****


I read that as - it needs to do at least a hop-1 or skip-1 and that you would need to use a J-Drive to do the 9 or less parsec jumps, thus requiring the huge jump fuel tankage

the antimatter plant fixes that huge fuel storage requirements - slugs take up a lot! less space...
 
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don't you need a J-Drive as well as the Hop + Skip drive?
I believe the text on page 321 goes "Standard Hop Drives can produce any level of integer Hop equal to or less than its performance."
"Standard Skip Drives can produce any level of integer Skip equal to or less than its performance."

also page 370
"Fantastic Drive Governors function similarly. A Hope-3 Drive without a
governor can reach reach up to 30 parsecs (and always more than 20 parsecs). A Hop-3 drive with a governor can achieve any distance from 10 parsecs to 30 parsecs."

"micro-hop. the minimum Hop for a Hop Drive is slightly above the next lowest distance possible (=Jump-9)"
...

You could also do it by calculating your hopline or skipline vector to terminate beyond your intended target and use the 100dia gravity-well limit of your destination to force precipitate you out of Hop-space or Skip-space at your intended destination.
 
And thus both of you have hit on the two ways I can see the Hop drive being used for sub-hop ranges:

1. Hopping from the origin to a point midway between both destinations, then hopping to the destination. Two days. It will look almost silly to the jump-minded person, but it's still faster and takes much less fuel than one jump.

For instance, Hopping from Regina to Hefry would first require Hopping from Regina to, very roughly, the 2910 side of the 2909-2910 border (in empty space), and thence to Hefry.

2. Hopping through the 100D limit of an intervening star. One day and perhaps some engineering skill.
 
And thus both of you have hit on the two ways I can see the Hop drive being used for sub-hop ranges:

1. Hopping from the origin to a point midway between both destinations, then hopping to the destination. Two days. It will look almost silly to the jump-minded person, but it's still faster and takes much less fuel than one jump.

For instance, Hopping from Regina to Hefry would first require Hopping from Regina to, very roughly, the 2910 side of the 2909-2910 border (in empty space), and thence to Hefry.

2. Hopping through the 100D limit of an intervening star. One day and perhaps some engineering skill.

don't think type two would work...
pg 375
"Astrogation for jumplines longer than 9 parsecs cannot
be specific enough to end in a star or world. They typically
terminate instead at the edge of the Inner System S=12 or
O= 5. Because the jumpline is plotted based on a visible
point originating at least ten years (and potentially 9 billion
years or more) in the past, precision accuracy is not possible.
The exit point is subject to Scatter."
 
don't think type two would work...
pg 375
"Astrogation for jumplines longer than 9 parsecs cannot
be specific enough to end in a star or world. They typically
terminate instead at the edge of the Inner System S=12 [...] subject to Scatter."

That's S=12 + Flux. Now, S=12 is 3 AU from the primary. S=17 is... uh, 1230 AU, or 7 light-days, which is QUITE far. Worst case, you must fire up the Hop drive again and try to hit the primary closer (and most of the time you'll end up at most a few AU away from the primary). That's not too bad.

3 AU at 1G is four days. So you're still within jump-travel time.

10 AU (Range S=13) or worse, and you should do another Hop if you have the fuel.

I think running the numbers would be informative, but suffice to say it pays to have extra fuel handy.
 
That's S=12 + Flux. Now, S=12 is 3 AU from the primary. S=17 is... uh, 1230 AU, or 7 light-days, which is QUITE far. Worst case, you must fire up the Hop drive again and try to hit the primary closer (and most of the time you'll end up at most a few AU away from the primary). That's not too bad.

3 AU at 1G is four days. So you're still within jump-travel time.

10 AU (Range S=13) or worse, and you should do another Hop if you have the fuel.

I think running the numbers would be informative, but suffice to say it pays to have extra fuel handy.


basically the idea is that you can't bullseye the 100D limit on a star or planet with a hop drive - jump sure hop no..
but yeah keep hopping- eventually you'll hit close enough:) and if it is under 7 days on average then better than jump...
 
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