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Tech Shopping List

On Boughene: TL13 Hand Computer (Hardened; Specialized for Security & Intrusion): 6000 Credits Software: 20000 + (100000) TL12 Security TL13 Intrusion TL13 Computer (generic, for Artifact): 1,500 Credits On Rhylanor: TL15 Quadruply Redundant Rack Mount Computer (Hardened; Specialized for Security & Intrusion with emergency erasure & self-destruct): 80000 Software: 20000 + (100000 or ?) TL12 Security TL13 Intrusion or TL15 Intrusion 2 TL15 Hand Computers (Hardened; Specialized for Security & Intrusion): 40,000 * 2 1 to use as main 1 to potentially burn on an op Software: (20000 + (100000 or ?)) * 2 TL12 Security TL13 Intrusion or TL15 Intrusion TL15 Computer (generic, for Artifact): 10000
Tenacious Techhunter said: On Boughene: TL13 Hand Computer (Hardened; Specialized for Security & Intrusion): 6000 Credits Rolled 3 successes, which probably offsets the difficulty modifiers for the specialty equipment. Software: 20000 + (100000) TL12 Security Rolled 1 successes; Security software is not an unusual request, and I'm placing a large order, so that should probably work out. TL13 Intrusion Rolled 0 successes; probably won't beat the difficulty modifier. TL13 Computer (generic, for Artifact): 1,500 Credits Rolled 0 successes; since it's an off-the-shelf item, that should be fine. On Rhylanor: TL15 Quadruply Redundant Rack Mount Computer (Hardened; Specialized for Security & Intrusion with emergency erasure & self-destruct): 80000 Rolled -1 successes. So much for that. :( Software: 20000 + (100000 or ?) TL12 Security TL13 Intrusion or TL15 Intrusion Made superfluous by having no additional computer to put it on. :P 2 TL15 Hand Computers (Hardened; Specialized for Security & Intrusion): 40,000 * 2 1 to use as main 1 to potentially burn on an op Rolled 0 successes; probably won't beat the difficulty modifier for the custom equipment. Software: (20000 + (100000 or ?)) * 2 TL12 Security Made superfluous by having no additional computer to put it on. TL13 Intrusion or TL15 Intrusion Rolled 6 successes; which would get me the TL15 Intrusion software, but the current hand computer is only TL13, so I have to settle for the TL13 version. TL15 Computer (generic, for Artifact): 10000 Rolled 2 successes; since it's an off-the-shelf item, that should be fine. So the artifact lab has had a TL13 computer since Boughene, and a TL15 computer since Rhylanor. Total Cost: 11500 Credits I've got a custom TL13 Hand Computer with TL12 Security and TL13 Intrusion software, as well as some Rating 1 software it seemed pointless to roll for. Total Cost: 126600
I don't believe we've gone to Rhylanor yet. What did you have to roll for, anyway? And what kind of rolls? Regardless, once we do get to Rhylanor I should be able to help procure some of this stuff. ;)
The tabs are up on the company docs spreadsheet. We can tweet if needed before game.
Larzamonte Charoux has a habit of ordering customized equipment. The rolls are to see if that equipment is available when he's shopping.
Meta session wit pakkrat for that ship gear confirmed equipment  was available. I just need to know if at this boughene buy needed different record detail.
Uh... what? Can you try saying that again?
Look at the company doc sheet. There are 2 tabs. 1 for ship lab and one for cyber/ew suite.
Charoux is always going to consider at least one of his hand computers his personal property, and will pay for that out-of-pocket. Spies have secrets to keep. XD
the hard deck setup on that spreadsheet is 100k all in using the scoundrels shopping list.
Scoundrels?
About the Jump Drive for the Hermes... I'm starting from the assumption that drive specializations are not just bolt-on parts that can be swapped out. For example, if you have an existing drive, and you want to add Fast-Cycle Jump and Stealth Jump to it after the fact, can you? My guess would be no, but it's a very "my Traveller Universe" sorts of question.  But what we need for our experiments is a drive that can have those things bolted on after-the-fact; a drive that's built to be tinkered with experimentally, and not just for basic maintenance. We don't yet know what exotic tweaks we are going to need to make to our jump field to make it interact with the artifact properly. As such, a drive that has had its features trimmed to save cost won't be helpful to us if its field can no longer be goosed, juiced, or just plain hot-rodded. So we should maybe buy this drive with some sort of "easily modified" specialization, that would save us from having to buy a whole new custom Jump Drive just to keep experimenting.
With all of what is offered in the various supplement books such as High Guard which present those options in the first place, as your current GM, I want to say not available  to the trait "Customizable".   I say this because in my GM judgement (and I've been one since age 12) that it would break the game of ship design, refit, time consumption and ease of space rigging a system such as a jump drive.  Now, perhaps later, say during 1130 and beyond, such a thing may be conceivably attainable with the help of an Awakened vessel's advice and consent (see Virus on the wiki).  But not now in the Fifth Frontier War. But for now, let us error on the side of a drydock refit should a vessel need such modifications please.  Hope this helps and answers.
Well, based on that ruling, can we at least assume that we won't have to buy a whole new jump drive in order to get the artifact to work, and that doing minor tweaks to the existing one should be enough? ^_^;
Ah.  A technical question best given to Gerald, Gevaudan and eventually the Professor Zi-rimen, or anyone else with Engineering Jump Drive, Astrogation, Space Science (Xenology) and Mechanic.  I am trying not to hand out in-character knowledge if the character doesn't possess the appropriate skill.  Patience.  Or if you have no patience, then perhaps an In-character dialogue thread might be in order.  I don't advocate for such, but that is where you seem to be headed if not directed.