Blue Haven.   Posted by Game Master.Group: 0
Game Master
 GM, 3 posts
Thu 27 Nov 2014
at 15:38
Blue Haven
Blue Haven

Colossal (Cruiser) Skyhook

Initiative: -4
Perception: +6
Defense: 13 (Flat-footed 13), Fort 54, +13 armor.
Hit points: 900  DR: 20
Shields: Not operable
Threshold: 254
Speed: 1 Square (If detached from umbilical)
Fighting space: 2X2 Starship scale
Abilities: Str 98, Dex 10, Int 18
Skills: Initiative -4, Mechanics +6, Perception +6, Pilot -4, Use Computer +6
Cargo: 10.000 tons
Crew: 20 (Skilled)
Passengers: 50
Hangar Space: 2 Space Transports, 4 starfighters.
Upkeep: 10.000 Credits per month.
Weaponry: Not operable


Available repairs/upgrades:

Weather sensor vanes:

Damaged during it's long hibernation, the station's weather sensor vanes could be repaired with a minimal investment. The ability to sense storm fronts and either lower or raise it's altitude allows the station to make less use of it's repulsorlifts and reduces the monthly upkeep considerably.

Cost: 10.000 Credits
Benefit: Lowers monthly upkeep by 1500 credits a month.
Special requirements: None
Other: N/A

Imperial Business License:

Though the empire isn't currently aware of the presence or activation of Blue haven, there is a chance the station could be discovered and there are benefits to informing the empire about the legitimate operations of your facility yourself.

Cost: Increases monthly upkeep by 1000 and places your skyhook under the watchful eye of the imperial tax and revenue authority, who may choose to perform both announced and unannounced audits.
Benefit: Should the empire discover your operation without having been made aware of it, they will undoubtedly choose to either take control of or destroy Blue haven.
Special requirements: One player character must be trained in the knowledge (Bureaucracy) skill, or an administrator must be hired. (Increases monthly cost by 500).
Other: N/A

Tractor beam generators:

Once used to bring in large and bulky freighters that had trouble maneuvring in the upper atmosphere of the gas giant, the tractor beams of the Blue Haven are still in relatively good condition and could be repaired with minimal effort.

Cost: 5.000 Credits
Benefit: Blue Haven gains two tractor beam emplacements.
Special requirements: None
Other: N/A

Administrative level:

Devastated in a collision with an unknown object, the administrative level was once the heart of the facility from where everything was controlled. It also contains the hypercom systems and the majority of the shield generator controls.

Cost: 50.000 Credits
Benefit: The station would gain access to the holonet and at the same time be able to active it's shielding once more, providing SR 120. As well as access to a particularly nice administrator's office with a view of the planet.
Special requirements: None
Other: N/A

Hangars

The station once held a total of five public hangars and a single secret and well hidden hangar for the station administrator and some important guests wishing for complete privacy. The rebels have only had time to restore the secret hangar, but the other hangars could be repaired without great risk or great cost.

Cost: 15.000 Credits per hangar.
Benefit: Each hangar gives room for 2 space transports and 4 starfighters.
Special requirements: None
Other: Can be purchased 5 times total.

Promenade (Barracks):

The old promenade contains all of the skyhook's old hotel's, restaurants and a variety of other luxury establishments. But they could be transformed into barracks and equipment holds with ease, allowing a considerable force to be based on the facility.

Cost: 40.000 Credits
Benefit: Increases the passenger capacity to 20.000 personnel.
Special requirements: Cannot be purchased if Promenade (Holiday paradise) is purchased.
Other: Even rebel soldiers need to eat. If you do not feed the personnel on board your station, they will leave, or starve, as the situation warrants.

Promenade (Holiday Paradise)

The old promenade contains all of the skyhook's old hotel's, restaurants and a variety of other luxury establishments. Though it would require a considerable investment, it would be possible to restore the original owner's dream of a holiday paradise and create revenue by attracting tourists.

Cost: 100.000 Credits
Benefit: Increases the passenger capacity to 500 personnel, 4000 tourists, and adds 500 crew requirement. The tourist economy will generate 25.000 credits each month.
Special requirements: Must have an imperial business license. Cannot be purchased if Promenade (Barracks) is purchased.
Other: Tourists do not like getting shot at. Space battles or personal combat on board the skyhook will drastically decrease your monthly revenue.

Point Defense Weaponry:

Having had trouble with several pirate gangs, the skyhook was upgraded to carry 4 high quality defense lasers. Coupled with it's potent shielding, the skyhook never had to fear attack by anything smaller then a frigate again. Unfortunately time hasn't been kind to these delicate systems and it would take considerable work to rebuild them.

Cost: 50.000 Credits
Benefit: The station gains 4 advanced heavy laser cannons.
Special requirements: Heavy laser cannons are outlawed by imperial law, if you have an Imperial business license, you must pay 5.000 credits each time an audit is performed to have the imperial look the other way.
Other: No imperial can be made to look away if capital ship weapons are ever installed on the station.

Surface Mining facility:

Though the surface is heavily damaged and most of the ore has been depleted, it's still possible to fix up the facility and buy some new mole miners to get at the ore pockets that remain. And the resulting ore can then be sold on the open market.

Cost: 100.000 Credits
Benefit: If you have an imperial business license, selling ore will provide you with 20.000 credits each month. If you do not have an imperial business license, you must sell your ore on the black market, which will provide a mere 12.500 credits a month.
Special requirements: One player character must have the Knowledge (Physical sciences) trained, or a chief mining operator must be hired, which adds 1000 credits to the monthly upkeep.
Other: N/A

Factories:

After it's initial failure, some sections of the skyhook were rebuild to serve as foundries for the ore being mined from the surface. And several factories were under construction. These factories could be finished and used to build spare parts for starships.

Cost: 75.000 Credits
Benefit: If you have an imperial business license, you can sell the spare parts you create on the open market for 40.000 credits per month. If you do not have a imperial business license, or you choose to, you can sell these spare parts to the rebel alliance, who will compensate you with 25.000 credits per month. Either choice replaces the income from the surface mining facility.
Special requirements: One player character must have the Knowledge (Technology) trained, or a chief factory operator must be hired, which adds 1000 credits to the monthly upkeep. Must have Surface mining facility.
Other: Selling spare parts to the Rebel Alliance will give you great prestige among the rebellion and a bonus to any persuasion check made against alliance personnel.

This message was last edited by the GM at 17:50, Thu 27 Nov 2014.

Game Master
 GM, 276 posts
Sun 23 Aug 2015
at 10:40
Blue Haven
YT 2400:


Colossal Space Transport

Initiative: -1
Perception: +5
Defense: 19 (Flat-footed 15), Fort 27, +15 armor.
Hit points: 120  DR: 15
Shields: SR 30
Threshold: 77
Speed: 3 Squares (Starship Scale), Fly 12 Squares (Max 800 km/h), combat thrusters
Fighting space: 12X12 or 1 Square (Starship scale)
Cover: Total
Base Attack: +0
Grapple: +37
Abilities: Str 42, Dex 18, Int 14
Skills: Initiative -1, Mechanics +5, Perception +5, Pilot -1, Use Computer +5
Cargo: 150 tons
Crew: 3 (Normal)
Passengers: 6
Hyperdrive: X2 (Backup X12), Navicomputer
Weaponry: Quad cannon blaster turret, 6d10 (X2)