Antimatter rockets - again
Posted: Sun 20 Jan 2019, 23:30
Salam,
Totally new to Coriolis, we just started creating our characters and ship yesterday. Everything looks so cool!
We decided to take class II (3 crew members + we have AI) and build very fast and super-vanishable vessel. I am trying to wire together ship movement types and perks. There is already a topic on antimatter rockets , and according to Tomas, the site admin:
Features (table):
Hope I explained myself well enough..
Thank you.
Totally new to Coriolis, we just started creating our characters and ship yesterday. Everything looks so cool!
We decided to take class II (3 crew members + we have AI) and build very fast and super-vanishable vessel. I am trying to wire together ship movement types and perks. There is already a topic on antimatter rockets , and according to Tomas, the site admin:
And from core rulebook:The idea here is that the rockets only give a bonus to the Advance/Retreat action.
Features (table):
Features (details):Antimatter rockets: Maneuverability +2, cost: 20%
Tuned Accelerator: Bonus +2 to the advance/retreat action cost: 10%
Turbo Projector: Gives +1 to Maneuverability and Speed. , cost: 20%
Antimatter rockets only occupy the space normally reserved for the graviton projector.. gains a +2 to Maneuverability when it comes to acceleration
Tuned accelerator: core powering the graviton projector has advanced exhaust controls and djinn intelligences for higher effect. Gives a +2 to the pilot roll for the advance/ retreat action
Turbo projector: graviton coils have been reinforced. Gives +1 to Maneuverability and Speed. Can be purchased twice
- So, do I understand correctly that antimatter rockets are equivalent to (standard graviton projector + tuned accelerator)? By giving mod +2 to advance/retreat (only)?
- And there is no equivalent to "Turbo projector" for Karrmerruk ships with antimatter rockets installed, so one cannot increase Speed of such ships?
Hope I explained myself well enough..
Thank you.