Author Topic: Warship Quirks brainstorming  (Read 3235 times)

Vehrec

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Re: Warship Quirks brainstorming
« Reply #30 on: 04 January 2025, 15:25:02 »
True Dirty Engine:  The ship's engine design has a major, lethal flaw-a few thousand greys of radiation to anyone aft of the engine bell.  Any small craft or ASF that flies through the cone of radiation defined by the aft firing arc within 3 hexes of the ship takes an immediate crew hit, even from transitory dosage.  There is no PSR to resist this, lethal neutron radiation does not care about your skill level.  Any dropship or warship with mechs on it's surface swept by this deadly radiation suffers the slow and painful death of every mechwarrior on the exterior. And also probably kills part of it's crew. Docking maneuvers must be preformed with main engines offline, or a PSR failure of 3 or more sweeps the docking craft with lethal radiation and, you guessed it, kills the entire crew because you just gave them 5000 greys of radiation.  Also, civilian satellites have their electronics fried and are automatically killed if they drift into this region.

I'm not sure exactly *how* to spin this one, but the idea of a ships engine that is dangerous to everyone, friend and foe, is one that's pretty interesting, no?

Strategic Search and Tracking: Double the range of this ship's long range sensors, this stacks multiplicatively with NCSS systems.

Myopic Sensors: Halve the range of this ship's long-range sensors.
« Last Edit: 05 January 2025, 16:48:57 by Vehrec »
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FastConcentrate8

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Re: Warship Quirks brainstorming
« Reply #31 on: 04 January 2025, 18:22:29 »
Turreted Weapon: A Weapons Bay is mounted on a turret or extended gimbal, allowing it a greater arc of fire than standard casemate weapons. Weapons with this quirk can only be mounted on the Nose, Aft, and Broadsides so as to not have their internal mechanisms intersect with the Jump Core. These weapons can then fire into the two conjoining arcs but are vulnerable to critical hits from those arcs.

For example, a turreted weapon on the Nose of a ship can fire into the Front Left and Front Right arcs as well.

ckosacranoid

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Re: Warship Quirks brainstorming
« Reply #32 on: 05 January 2025, 18:15:52 »
Made by the lowest bidder........No matter how much this might be like other ships of its kind, somehow this ship has 50 more upkeep than other ships of its kind. Any cost to keep it working costs half again as any other type unit of the same type.

I am Belch II

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Re: Warship Quirks brainstorming
« Reply #33 on: 05 January 2025, 21:13:00 »
Planetary Invasion Command Ship, maybe a strategic bonus for invasions with higher bonuses for invading forces. Potemkin Class would be a good ship for it.
Walking the fine line between sarcasm and being a smart-ass

mikecj

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Re: Warship Quirks brainstorming
« Reply #34 on: 05 January 2025, 21:34:31 »
Designed by Committee- the Naval Staff changed the specifications a whopping 732 times during the design and construction.  No blueprint exists for the ship.  Engineers have to "learn" the ship.  +5% to repair time & costs.  New personnel are -5% efficiency for 6 weeks.  On the Gripping Hand, when the captain demands 110% on the reactor, he gets it.
There are no fish in my pond.
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RifleMech

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Re: Warship Quirks brainstorming
« Reply #35 on: 05 January 2025, 22:48:57 »
Mystery Ships

Do to constant changes (either by committee or repair), no two ships of the class are alike. They also have passageways, stairs, ladders, doors/hatches that lead to no where. Worse ship board directions don't lead where they say or are mislabeled. Crews take several months to learn directions imposing a +1 modifier to all crew rolls. +2 for new crewmembers.

On the other hand, it's easier to transport contraband. -1 to rolls for smuggling. It's also harder for boarders +3 rolls for invaders trying to take over the ship.

idea weenie

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Re: Warship Quirks brainstorming
« Reply #36 on: 19 January 2025, 00:52:21 »
Standardized Internal Components - instead of using multiple different sizes of pipes, different angles of pipes, multiple different types of electrical and computer cabling, etc, this ship was designed to use as few different components as possible.  As a result it uses 10% less maintenance supplies when on longer missions as you only need a 5-meter long pipe to replace a damaged pipe, rather than needing a 5-meter 3-cm pipe while only 5-meter 5cm pipe is stocked.

Side effect - all onboard weapons of a particular type must be of the same size.  I.e. you can have Large Lasers, Sub-Capital Lasers/3, and NL/45 on the same ship, but you cannot have NL/35 and NL/45 on board the ship.


Edit:
Linkable KF Core - using the existing Dropship KF antennae the Jumpship's KF Core can be turned to reinforce another Jumpship or Warship's KF Core instead of interfering with it.  The other vessel must be equal or larger than the Linked Jumpship  (I.e. a Merchant could carry a Linked Scout, but a Scout cannot carry a Linked Merchant).  Be very good with the math otherwise things can get interesting.


Internal Repair capability/systems.  Allocate 2.5% of the hull mass to this setup.  That allows the vessel to make Repair Rolls as if it was in the Unpressurized Repair Bay, if it has access to the necessary repair materials.
« Last Edit: 19 January 2025, 02:05:51 by idea weenie »