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[Space: 1889] General clarifications and/or errata

 
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SavageGamerGirl
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PostPosted: Mon Mar 05, 2012 8:01 pm    Post subject: [Space: 1889] General clarifications and/or errata Reply with quote

I'm having some trouble figuring out the rules for determining how many turn-cranks a screw galley needs to reach a given speed.

It takes 30% of a ship's tonnage for Cruising Speed 3 and 40% for Cruising Speed 4. Each turn-crank weighs 10 tons.

What's confusing me is the line "Hull Size 1 can reach Cruising Speed 5 with six turn-cranks and a Cruising Speed 6 with eight turn-cranks. Hull Size 2 can reach Cruising Speed 5 with eight turn-cranks."

The sample small screwy galley (HS 2, 200 tons) has Cruising speed 3 (Top Speed 6) and has 6 turn-cranks. That adds up. (200 tons x 30% for Speed 3 = 60 tons for 6 turn-cranks).

But if I wanted a small screw galley with Cruising Speed 4, that would be 200 tons x 40% = 80 tons for 8 turn-cranks. According to the rules a Size 2 ship can reach Cruising Speed 5 with that many turn cranks.

Do you just skip from 3 to 5, or is there something else I'm missing somewhere?

I have Sky Galleons and Cloudships, and the construction rules in that are similar, but the turn-screw calculation is given simply as "Speed is equal to the number of turn cranks divided by the hull size."

*****

As for other construction questions...

On pg. 49 it says that all officers, crewmen, and gunners' quarters are accounted for in the ship's weight. The cost for marines and passengers 1 ton each, and cost £20 each.

Later, on pg. 51, it says that passengers' quarters take up 1 ton each and cost £10 each, and gunners', marines', and officers' quarters take up 1 ton each and and cost £5 each.

Which figure is correct?
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Last edited by SavageGamerGirl on Mon Mar 05, 2012 10:13 pm; edited 1 time in total
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SavageGamerGirl
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PostPosted: Mon Mar 05, 2012 8:39 pm    Post subject: Reply with quote

I'm still working my way though the construction rules. Here's another question...

It appears that the ships Hull Size should be added to it's base Toughness derived from the material it's made of: 14 (4) for wood and 16 (4) for steel. That's not explicitly stated, but it is borne out with the sample ships:

For example, the wooden Martian Merchant Kite has Toughness 34 (4) and is Hull Size 20. It looks like the Hull Size was added to the base Toughness of 14 (4). The Hull Size 2 small screw galley is the same, with its Toughness 16 (4). The Martian large war kite is Hull Size 7 with Toughness 25 (8 ). That last one is trickier... 14 (4) for wood, +7 for Hull Size, +4 for extra armor.

Also regarding armor, there doesn't seem to be a cost or tonnage associated with giving an airship Heavy Armor.
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'But I don't want to go among mad people,' Alice remarked.
'Oh, you can't help that,' said the Cat: 'we're all mad here.'
The Order of the Dice... OF DOOM!


Last edited by SavageGamerGirl on Mon Mar 05, 2012 10:13 pm; edited 1 time in total
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SavageGamerGirl
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PostPosted: Mon Mar 05, 2012 10:02 pm    Post subject: Reply with quote

Another quick question for Inventions rather than airships...

When rolling an invention's Reliability die, does it get a Wild Die?
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'Oh, you can't help that,' said the Cat: 'we're all mad here.'
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SavageGamerGirl
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PostPosted: Mon Mar 05, 2012 10:23 pm    Post subject: Reply with quote

Other stuff I've found, in the interest of gathering this all into one place...

Exotic Heavy Weapons
http://www.peginc.com/forum/viewtopic.php?t=33029

Winchester Rifle RoF
http://www.peginc.com/forum/viewtopic.php?t=30812

Liquid Fire Costs
http://www.peginc.com/forum/viewtopic.php?t=30602

Ranger-Class Gunboat
http://www.peginc.com/forum/viewtopic.php?t=30525

Edges with Obligations
http://www.peginc.com/forum/viewtopic.php?t=30412

Interstellar Speeds
http://www.peginc.com/forum/viewtopic.php?t=30308
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SavageGamerGirl
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PostPosted: Mon Mar 05, 2012 10:43 pm    Post subject: Reply with quote

The examples given for Favors on pg. 33 doesn't seem to add up to the amounts on the Favor Costs page.

An Elite (SL 5) and Underclass (SL 1) person each have 5 favors to spend.

The book says the Elite character could spend all 5 to get money and equipment up to £1. However, getting money or equipment of up to £5 is only Favor Cost 4. Unless I'm misunderstanding something, the Elite guy should be able to get up to £5 of stuff (favor cost 4), not only £1, and he'd still have 1 Favor left over.

Likewise the book says that the underclass guy, who can't get any favor with a cost of more than 1, can use all 5 of his favors to get up to 1 shilling worth of gear. But one can get 2 shillings worth of gear at favor cost 1, so if he used all 5 of his favors on that, he could get up to 10 shillings.
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Bill
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PostPosted: Tue Mar 06, 2012 7:25 pm    Post subject: Reply with quote

Hi! Let me try to answer these.

"The examples given for Favors on pg. 33 doesn't seem to add up to the amounts on the Favor Costs page. "

You are correct, the example is off. It is true the underclass person can only gain 10s (2s x 5) for spending his favors however the Elite could gain 5 pounds for 6 continous months spending the same 5. The difference is he basically goes to someone of equal status and gets collects on an old debt in exchange for calling in his 5 point favor.

"Another quick question for Inventions rather than airships...

When rolling an invention's Reliability die, does it get a Wild Die?"

While this is really up to how the GM sees it, I would say no as the reliability is based off the invention and the inventor, not the person using it. However, I do allow the inventor in my game to use his wild die on his inventions - he knows how to baby them, don't you know?

"It appears that the ships Hull Size should be added to it's base Toughness derived from the material it's made of: 14 (4) for wood and 16 (4) for steel. That's not explicitly stated, but it is borne out with the sample ships: ..."

Again, you are correct. This simulates the difficulty of bringing down the larger ships without using damage boxes or hit points.

"Also regarding armor, there doesn't seem to be a cost or tonnage associated with giving an airship Heavy Armor."

All of these ships are considered to have "heavy armor" hence the 14(4) base toughness for wood with the 4 points of armor. Since they are heavy armor there is no cost for this. Should a player be looking for a racing ship with less armor and greater speed I could see removing the heavy armor and reducing toughness by the reduction in armor value and giving a modest speed bonus (say 10% per point) to account for the higher speed and manueverablity - but at this point bullets could penetrate the hull and bring down your flyer.

It takes 30% of a ship's tonnage for Cruising Speed 3 and 40% for Cruising Speed 4. Each turn-crank weighs 10 tons.

"What's confusing me is the line "Hull Size 1 can reach Cruising Speed 5 with six turn-cranks and a Cruising Speed 6 with eight turn-cranks. Hull Size 2 can reach Cruising Speed 5 with eight turn-cranks." "

My error here. The size 1 and 2 ships can reach speed 5 unlike anything larger. However the size two does need to spend 50% of its lifting capacity on turn-cranks so the actual number should be Speed 4 for 40% and Speed 5 is 50% (100 tons).

"On pg. 49 it says that all officers, crewmen, and gunners' quarters are accounted for in the ship's weight. The cost for marines and passengers 1 ton each, and cost £20 each."

Cost should be 10 pounds. Additional crew space (above the minimums) cost 1 ton per 2 crew or 1 ton per passenger. Marines as passengers need more space for their equipment and supplies. Marines as crew don't need as much additional cargo space as they are working with the crew and can aid in fighting fires if not shooting/manning weapons.

I'll look at the links in a seperate response if needed ;>) Thanks for asking these questions!
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SavageGamerGirl
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PostPosted: Tue Mar 06, 2012 7:30 pm    Post subject: Reply with quote

Awesome, thank you! Mr. Green

The ones in the links have already been answered. I just put the links there to have everything more or less in one place.
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SavageGamerGirl
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PostPosted: Tue Mar 06, 2012 7:57 pm    Post subject: Reply with quote

What is the range of a Hale rocket, and on a hit do you roll d6 to determine how many of the rockets hit, or does the 2d10 damage already assume that one or more rockets hit?
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Bill
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PostPosted: Tue Mar 06, 2012 8:23 pm    Post subject: Reply with quote

SavageGamerGirl wrote:
What is the range of a Hale rocket, and on a hit do you roll d6 to determine how many of the rockets hit, or does the 2d10 damage already assume that one or more rockets hit?


Hale Rockets can only be fired up or down so range was never considered. The reality is each level would be progressively hard to hit anything except you are firing a bunch of rockets all at once so the volume of fire makes up for the lack of accuracy (thus yes, you do 2d10 damage on a hit, +1d6 extra damage for a raise, and that represents the whole group hitting). You can figure that the exploding dice tha do well repersnt a surpirisingly high number of hits while a poor roll means the target only got part of a explosion. Trying to hit an individual with one of these is shear luck. If you have a player who wants to try then the "range" is 60" (then it explodes) but an individual rocket is at -6 (or more in windy conditions) to hit. On a k/gunnery die botch the rocket explodes when lit and on a 1 on the K/gunnery die the rocket will explode prematurely (1d10 x 6" for when it does so). Use a MBT to see what is impacted.
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SavageGamerGirl
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PostPosted: Tue Mar 06, 2012 8:32 pm    Post subject: Reply with quote

Awesome! Thanks for all your help!
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Cutter XXIII
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PostPosted: Wed Mar 07, 2012 3:17 pm    Post subject: Reply with quote

SavageGamerGirl wrote:
Another quick question for Inventions rather than airships...

When rolling an invention's Reliability die, does it get a Wild Die?

Want to know yet another way Clint is always right?

During the final review of Space: 1889, Clint mentioned this very issue. I pointed out that an item's Reliability isn't a Wild Card, and the Reliability roll isn't a trait roll, so by definition in Savage Worlds it wouldn't get a Wild Die.

Clint agreed, but countered that Reliability dice go from d4 to d12, so someone will make the association, sometime. He suggested the following clarification:

Clint wrote:
Despite similar uses, Reliability is not a Trait, so it does not gain a Wild Die nor can a benny be spent to reroll it.

I sent that off to the designer to add to the book. He didn't, apparently.

But Clint is always right! Very Happy
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SavageGamerGirl
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PostPosted: Wed Mar 07, 2012 4:08 pm    Post subject: Reply with quote

The question came up for me because magic items with a spellcasting die in the Fantasy Companion get a Wild Die, even if used by an Extra. The Reliability die seemed sort of like a spellcasting die -- you roll it to see if the item works when used -- so that's where the association came from for me.

But it's all moot since we have the official clarification now. Mr. Green
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'Oh, you can't help that,' said the Cat: 'we're all mad here.'
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Clint
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PostPosted: Wed Mar 07, 2012 4:44 pm    Post subject: Reply with quote

It's freaky how the question came up almost exactly on the same day I foresaw the question being asked some day.

That's kind of creepy. #1eek13
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Cutter XXIII
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PostPosted: Wed Mar 07, 2012 4:55 pm    Post subject: Reply with quote

Holy cow... didn't notice that. Almost two years to the day.

Someone hold me, I'm scared! Surprised
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