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Design a Room Challenge - T'Nusis Deep Space Mining Facility
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<blockquote data-quote="Wycen" data-source="post: 2783534" data-attributes="member: 13732"><p><strong>Repair Bay</strong></p><p></p><p>[I think this should be placed in the empty space to the left of the landing bay or, possibly more logically, take up the right side of the landing bay. This way the repair gantries can move north and south and then west into the landing bay to grapple any vessel.]</p><p></p><p>In the upper half of this room is a large robotic repair gantry. Hanging from the smaller robotic repair gantry in the lower half of the bay is an old DSR S-14 Gryffon snub fighter, once ubiquitous throughout the region. This ship was the pet project of the chief of operations, but now languishes waiting for someone to put it to use.</p><p></p><p>Each repair gantry has a local control pod hanging underneath for anyone to use, or they can be controlled from the Traffic Control Room #2. Accessing the robotic gantries from the Traffic Control room is a Computer Use (DC 20) check, after the initial repairs have been made. (See Room #2). Using the local controls requires a power source.</p><p></p><p>The engines and controls of the Gryffon are operational, but it lacks a seal, so should someone with a vac suite or other environmentally sealed clothing manage to get the gantry to operate and move it into the landing bay, they could use it to escape from the facility or to salvage for profit or personal use.</p><p></p><p>The repair gantry has multiple arms, grapplers and chains, which could be used to attack. This requires a Computer Use (DC 23) check. Damage (bludgeoning) is 4d6 to vehicles, mecha or starship, but medium sized people are small enough to avoid attack with a Ref save (DC 11). </p><p></p><p>Hanging from racks in the repair bay are enough tools to increase a person’s Wealth by +1. [possibly expand this to list useful things, such as gas for cutting torches, and tools necessary to power up the station, etc.]</p><p></p><p>DSR S-14 Gryffon (PL 6) Current Stats:</p><p></p><p><strong>Type:</strong> Ultralight <strong>Size:</strong> Huge (–2 size)</p><p><strong>Subtype:</strong> Fighter <strong>Tactical Speed:</strong> 1,500 ft. (3 sq.)</p><p><strong>Defense:</strong> 8 + pilot mods <strong>Length:</strong> 18 feet</p><p><strong>Flat-footed Defense:</strong> 8 <strong>Weight:</strong> 11,000 lb.</p><p><strong>Autopilot Defense:</strong> 9 <strong>Targeting System Bonus:</strong> +1</p><p><strong>Hardness:</strong> 20 <strong>Crew:</strong> 1 </p><p><strong>Hit Dice:</strong> 4d20 (40 hp currently) <strong>Passenger Capacity:</strong> None</p><p><strong>Initiative Modifier:</strong> pilot’s mod <strong>Cargo Capacity:</strong> 400 lb.</p><p><strong>Pilot’s Class Bonus:</strong> see above <strong>Grapple Modifier:</strong> +8</p><p><strong>Pilot’s Dex Modifier:</strong> see above <strong>Base Purchase DC:</strong> NA</p><p><strong>Gunner’s Attack Bonus:</strong> see above <strong>Restriction:</strong> Licensed (+1)</p><p></p><p></p><p>Attack: None</p><p>Attack of Opportunity: None</p><p></p><p>Standard PL 6 Design Specs:</p><p>Engines: Ion engine, thrusters</p><p>Armor: Polymeric</p><p>Defense Systems: Autopilot system</p><p>Sensors: Class II sensor array (normally), targeting system</p><p>Communications: Laser transceiver (normally), radio transceiver</p><p>Weapons: 1 laser (normally)</p><p>Grappling Systems: None</p><p></p><p>The ship has enough fuel for a short afterburner burst to get it out the landing bay.</p></blockquote><p></p>
[QUOTE="Wycen, post: 2783534, member: 13732"] [B]Repair Bay[/B] [I think this should be placed in the empty space to the left of the landing bay or, possibly more logically, take up the right side of the landing bay. This way the repair gantries can move north and south and then west into the landing bay to grapple any vessel.] In the upper half of this room is a large robotic repair gantry. Hanging from the smaller robotic repair gantry in the lower half of the bay is an old DSR S-14 Gryffon snub fighter, once ubiquitous throughout the region. This ship was the pet project of the chief of operations, but now languishes waiting for someone to put it to use. Each repair gantry has a local control pod hanging underneath for anyone to use, or they can be controlled from the Traffic Control Room #2. Accessing the robotic gantries from the Traffic Control room is a Computer Use (DC 20) check, after the initial repairs have been made. (See Room #2). Using the local controls requires a power source. The engines and controls of the Gryffon are operational, but it lacks a seal, so should someone with a vac suite or other environmentally sealed clothing manage to get the gantry to operate and move it into the landing bay, they could use it to escape from the facility or to salvage for profit or personal use. The repair gantry has multiple arms, grapplers and chains, which could be used to attack. This requires a Computer Use (DC 23) check. Damage (bludgeoning) is 4d6 to vehicles, mecha or starship, but medium sized people are small enough to avoid attack with a Ref save (DC 11). Hanging from racks in the repair bay are enough tools to increase a person’s Wealth by +1. [possibly expand this to list useful things, such as gas for cutting torches, and tools necessary to power up the station, etc.] DSR S-14 Gryffon (PL 6) Current Stats: [B]Type:[/B] Ultralight [B]Size:[/B] Huge (–2 size) [B]Subtype:[/B] Fighter [B]Tactical Speed:[/B] 1,500 ft. (3 sq.) [B]Defense:[/B] 8 + pilot mods [B]Length:[/B] 18 feet [B]Flat-footed Defense:[/B] 8 [B]Weight:[/B] 11,000 lb. [B]Autopilot Defense:[/B] 9 [B]Targeting System Bonus:[/B] +1 [B]Hardness:[/B] 20 [B]Crew:[/B] 1 [B]Hit Dice:[/B] 4d20 (40 hp currently) [B]Passenger Capacity:[/B] None [B]Initiative Modifier:[/B] pilot’s mod [B]Cargo Capacity:[/B] 400 lb. [B]Pilot’s Class Bonus:[/B] see above [B]Grapple Modifier:[/B] +8 [B]Pilot’s Dex Modifier:[/B] see above [B]Base Purchase DC:[/B] NA [B]Gunner’s Attack Bonus:[/B] see above [B]Restriction:[/B] Licensed (+1) Attack: None Attack of Opportunity: None Standard PL 6 Design Specs: Engines: Ion engine, thrusters Armor: Polymeric Defense Systems: Autopilot system Sensors: Class II sensor array (normally), targeting system Communications: Laser transceiver (normally), radio transceiver Weapons: 1 laser (normally) Grappling Systems: None The ship has enough fuel for a short afterburner burst to get it out the landing bay. [/QUOTE]
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