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Ships. Posted by Arbiter. | Group: public |
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Author | Message | [bottom] |
Arbiter GM, 248 posts The whispering winds of Fate... Wed 19 May 2010 at 20:35 |
![]() This message was last edited by the GM at 04:38, Mon 06 May 2013. | |||
Arbiter GM, 249 posts The whispering winds of Fate... Wed 19 May 2010 at 20:49 |
The forward neck is a two-level structure. Above, at the end of the gangway, are the bridge, first mate's cabin, and crew storage. On the level beneath (accessible by walking beneath the gangway) are the 6 main crew quarters) and the captain's suite (which is, as the name suggests, sweeet). Bridge layout: Control console, pilot and co-pilot's seat. Behind that are the navigator and communications stations (one seat) and a passenger seat. Engine Room layout: TBA (so stop monkeying around in there! >_<) Crew Lounge: A dining/meeting table with 5 bolted down stools and a holo projector in the middle. Utility locker with medkits and random useful equipment (no weapons). There's a couch against the back wall which can double as a bunk. Stowage: Utility locker (currently empty), Two fold-down bunks for extra sleeping accommodations. Fresher: Fairly spacious bathroom with the usual facilities. Galley: Small kitchen with refrigerator, food processor, etc. Enough to cook decent meals. Right now all the galley contains are sealed emergency rations. I'm picturing the stock layout of a YV-100 having more internal bulkheads and partitioning off of the cargo holds, but the Tracker has been reworked so essentially the entire back half of the ship is an open area for stowing large volumes of cargo. This message was last edited by the GM at 07:19, Mon 02 Jan 2012. | |||
Arbiter GM, 252 posts The whispering winds of Fate... Thu 20 May 2010 at 01:03 |
Craft: Modified YV-100 light freighter Type: Light Freighter Scale: Starfighter Length: 46.5 meters Skill: Space Transports: YV-100 Crew: 1 (with Q7 installed, 2 otherwise) Passengers: 10 Cargo Capacity: 170 metric tons Consumables: 6 months Cost: Custom refit, probably worth 200,000 credits Hyperdrive Multiplier: 1x Hyperdrive Backup: 10x Nav Computer: Y (marginal, low-cost system) Maneuverability: 1D+2 Space: 8 Atmosphere: 330; 950 km/h Hull: 5D+2 Shields: 2D Sensors: Passive: 10/0D Scan: 25/1D Search: 40/2D Focus: 2/3D Extra: Hypercomm Weapons 2 Blaster Cannons, Upper Hull (fire linked) Fire Arc: Turret Skill: SS Gunnery Fire Control: 1D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5km Damage: 4D 2 Blaster Cannons, Bottom Hull (fire linked) Fire Arc: Turret Skill: SS Gunnery Fire Control: 1D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5km Damage: 4D 2 Laser Cannons (fire linked) Fire Arc: Fixed Front Skill: SS Gunnery Fire Control: 1D+1 Space Range: 1-2/10/20 Atmosphere Range: 100-250/1/2km Damage: 5D This message was last edited by the GM at 04:40, Mon 06 May 2013. | |||
Arbiter GM, 650 posts The whispering winds of Fate... Sat 9 Apr 2011 at 16:30 |
This is the full deck plan showing the upper "command" deck with the bridge and first mate's quarters. ![]() This image shows the lower deck with crew bunks and captain's (ultra-swanky) stateroom. ![]() I'll get images up with annotations as soon as I can. But for now at least you guys can see where everything's supposed to be. This message was last edited by the GM at 07:00, Sat 24 Dec 2011. | |||
Arbiter GM, 850 posts The whispering winds of Fate... Wed 29 Jun 2011 at 15:37 |
Galley Storage Water Purifying Canteen (2) Model: SurvivalGear Water JugFilter Type: Water purifier Cost: 100 Availability: 1 Game Notes: The water-purifying canteen can remove contamination from tainted water. It takes two minutes to purify lightly contaminated water, four minutes to purify moderately contaminated water, eight minutes to purify highly contaminated water, and 1D hours to purify toxic water. (See pages 20-21 for more information on water contamination). Source: Rules of Engagement – The Rebel SpecForce Handbook (page 32), Arms and Equipment Guide (page 95) Survival Pack (2) Model: Chedak Survival Kit Type: Standard survival knapsack Cost: 750 Availability: 2 Game Notes: Contains two week’s rations, three medpacs, a glow rod, two thermal flares, a single-person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator. Special missions-issue packs may include vibropick, fusion cutter, macrobinoculars, standard explosive charge, exposure suit, portable moisture vaporator. Source: Platt’s Smugglers Guide (page 54), Rebel Alliance Sourcebook (page 96), Rules of Engagement – The Rebel SpecForce Handbook (pages 38-39) Hall Storage Bulk Exploratory Armor (2) Type: Exploration armor Availability: 3 Game Notes: +1D to resist damage, -1D to Dexterity. Sealed environment stands up to the harshest weather or atmospheres. Rebreather and oxygen cylinders. Removable weight boots with magnetic soles. Small tool and utility belt. Helmet is equipped with comlink and overhead flashlight. Source: Galaxy Guide 8: Scouts (page 45) Starboard Hold Verti-Go Line Thrower (4) Model: Susuax Verti-Go Climbing System Type: Line thrower and climber Scale: Character Skill: Missile weapons Ammo: 1 projectile rod, assorted grappler heads, 150- meters length of line Cost: 400 Availability: 2 Range: 10-150 meters Damage: 4D+2 Game Notes: The normal rate of ascent for the climbing motor is six meters per second for a normal human with gear. The secondary switch climbs at 12 meters per second but is three times as noisy (reduce Perception difficulty to spot climber by two levels). Source: Gundark’s Fantastic Technology (page 83) Repulsorlift Cart (2) Model: Ubrikkian Model 8 Cargo Platform Type: Repulsor cart Cost: 100 Availability: 2 Game Notes: Cart is 2 meters long and 1.5 meters wide. Raised railings at each end have clips for straps and nets to restrain cargo. Cart has fixed altitude of 0.35 meters. Source: Platt’s Smugglers Guide (pages 49-50) Type: Standard macrobinoculars (2) Skill: Sensors Cost: 100 Availability: 1 Range: 100 meters to 1 kilometer Game Notes: All search and Perception-oriented skills are increased by 3D when using the macrobinocular to view areas more than 100 meters away. If attached to a blaster via specialized programming software, they provide a +3D bonus to all medium and long-range shots, provided the attacker is in a steady “sniper” position. Source: Rulebook (page 226), Heir to the Empire Sourcebook (page 109) General Purpose Scanner Model: Cryoncorp EnhanceScan Type: Portable scanning device Skill: Sensors Cost: 2,000 Availability: 2 Game Notes: Able to scan to a range of 1,500 meters (though more than 1 meter of rock or metal blocks it). It can detect movement, find life forms and monitor comlink signals. Scanning for life forms or comm. signals requires a Difficult sensors roll. Device gives a +1D bonus to search rolls. Source: Arms and Equipments Guide (page 89) Energy Scanner Model: Fabritech 9000 Energy Scanner Type: Energy scanner Cost: 5,600 Availability: 2 Range: 500/1/2 km Game Notes: Capable of detecting many forms of energy emissions and provide data on type, intensity, effects, and origin. Source: Gundark’s Fantastic Technology (page 102) Geological Scanner Model: Fabritech 7000 Geoscanner Type: Geoscanner Cost: 4,800 Availability: 2 Range: 500/1/2 km Game Notes: Can detect geological characteristics like precious minerals, ore deposits and underground features, as well analyzing geo-thermal, seismic, volcanic, and glacial activity. Source: Gundark’s Fantastic Technology (page 103) Holographic Ore Scanner Model: MicroThrust Holo Ore Scanner FR9 Type: Semi-portable ore scanner Skill: Sensors: mining Cost: 5,000 Availability: 3 Sensors: Search: 1 km/1D Focus: 500/2D Game Notes: Using the ore scanner requires a sensors roll. Source: Flashpoint! Brak Sector (page 25) Various hand implements for mining and prospecting. Port V-35 Courier Craft: SoroSuub V-35 Courier Type: Landspeeder Scale: Speeder Length: 3.8 meters Skill: Repulsorlift operation: landspeeder Crew: 1 Passengers: 2 Cargo Capacity: 120 kilograms Cover: 1/4 (top pilot), 3/4 (passengers) Altitude Range: Ground level-1.5 meters Cost: 6,500 (new), 1,500 (used) Maneuverability: 1D+2 Move: 40; 120 kmh Body Strength: 2D Source: Arms and Equipment Guide (pages 76-77), Secrets of Tatooine (page 29) Workshop/analysis lab with automated spectrometer and ore sampler (front section of port loading bay) --various tools and utensils for repair work, weapons/tool modification and ore sampling | |||
Arbiter GM, 1119 posts The whispering winds of Fate... Mon 9 Jan 2012 at 16:05 |
Craft: Ghtroc Industries class 720 Freighter Affiliation: General Era: Rise of the Empire Source: Core Rulebook (page 256), Platt’s Smugglers Guide (pages 32-33) Type: Light freighter Scale: Starfighter Length: 35 meters Skill: Space transports: Ghtroc freighter Crew: 1, gunners: 1 Crew Skill: Varies widely Passengers: 10 Cargo Capacity: 100 metric tons Consumables: 6 months Cost: 98,500 (new), 23,000 (used) Hyperdrive Multiplier: x2 Hyperdrive Backup: x15 Nav Computer: Yes Maneuverability: 1D+2 Space: 5 Atmosphere: 260; 750 kmh Hull: 4D Shields: 1D+2 Sensors: Passive: 15/0D Scan: 30/1D Search: 50/3D Focus: 2/4D Extra: Geo-scanning and mapping scanners, subsurface metal detector/analyzers Weapons: Double Turbolaser Turret Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-500/1.5/3 km Damage: 6D (starfighter scale, too underpowered for capital scale damage) Sections of note (see deckplan): Sickbay Ore sampler/spectroanalyzer Workshop This message was last edited by the GM at 04:33, Mon 06 May 2013. | |||
Arbiter GM, 1132 posts The whispering winds of Fate... Fri 13 Jan 2012 at 18:12 |
Aethersprite Delta-7 Craft: Kuat Systems Engineering Delta-7 Aethersprite-class Starfighter Alignment: Jedi Order Era: Old Republic Type: Starfighter Scale: Starfighter Length: 8 meters Skill: Starfighter piloting: Delta-7 Crew: 1 Passengers: 0 Cargo Capacity: 60 kilograms Consumables: 1 week Cost: 180,000 (new), 145,000 (used), both prices are black market value below) programmed with 10 jumps Maneuverability: 3D+2 Space: 8 Atmosphere: 365; 1,050 km/h Hull: 2D+2 Shields: 1D Sensors: Passive: 25/1D Scan: 45/2D Search: 65/2D+2 Focus: 3/3D+1 Weapons: 4 Laser Cannons (fire-linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 6D Notes: The Delta-7 requires a separate hyperdrive module in the form of a booster ring (the TransGalMeg Industries hyperdrive booster ring). Docking with the ring takes 3 rounds to accomplish, and requires a Difficult Starfighter Piloting skill check (the fighter’s maneuverability counts for this roll). Delta-7 incorporates a specially-designed astromech droid (R4-P series), which is hardwired into the starfi ghter. Without the proper droid, the pilot suffers a -1D penalty to his Astrogation skill checks. The droid suffers the same penalty to both its Astrogate and Starfighter Repair skill checks. This message was last edited by the GM at 18:16, Fri 13 Jan 2012. | |||
Arbiter GM, 1188 posts The whispering winds of Fate... Wed 15 Feb 2012 at 17:56 |
Craft: Telgorn Corp Gamma-class Assault Shuttle Affiliation: Empire Era: Rise of the Empire Source: Imperial Sourcebook (pages 49-50), Starships of the Galaxy (page 78) Type: Assault shuttle Scale: Capital (due to power output) Length: 30 meters Skill: Space transports: assault shuttle Crew: 2, gunners: 3, skeleton: 1/+10 Passengers: 128 Cargo Capacity: 50 metric tons Consumables: 2 months Cost: Not available for sale (pretty easy to steal, though...) Hyperdrive Multiplier: x2 Hyperdrive Backup: x18 Nav Computer: Y Maneuverability: 2D Space: 8 Hull: 3D+2 Shields: 4D+2 Sensors: Passive: 40/1D Scan: 80/1D+2 Search: 130/3D Focus: 4/3D Weapons: 2 Laser Cannons Fire Arc: Turret Crew: 2 guns are handled by “gunner 1,” two guns are handled by “gunner 2” Skill: Capital ship gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 8D (capital-scale 2D) Tractor Beam Projector Fire Arc: Front Crew: 1 (gunner 3) Skill: Capital ship gunnery Fire Control: 4D Space Range: 1-5/15/30 Atmosphere Range: 100-500/1.5/3 km Damage: 5D+2 Concussion Missile Launcher Fire Arc: Front Crew: 1 (gunner 3) Skill: Capital ship gunnery Fire Control: 2D+1 Space Range: 1-2/8/15 Atmosphere Range: 100-200/800/1.5 km Damage: 4D Sections of note (see deckplan): Fighter Bay Prison cell Workshop This message was last edited by the GM at 04:36, Mon 06 May 2013. |
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