Ships.   Posted by Arbiter.Group: public
Arbiter
 GM, 248 posts
 The whispering winds
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Wed 19 May 2010
at 20:35
Ships
YE OLDE DECK PLAN


This message was last edited by the GM at 04:38, Mon 06 May 2013.

Arbiter
 GM, 249 posts
 The whispering winds
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Wed 19 May 2010
at 20:49
Re: The Sun Tracker
There she is in all her sketchy, not even remotely to scale glory.  This is by no means the final draft of her deckplan, but I think I have everything laid out where it needs to be.

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
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Thu 20 May 2010
at 01:03
Re: The Sun Tracker
Starship: Sun Tracker
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
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Sat 9 Apr 2011
at 16:30
Revised Sun Tracker Deckplans
New deckplans for the Tracker.

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
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Wed 29 Jun 2011
at 15:37
720's Gear List
I'm not going to go into the minutiae of what all is in the 720, but here's a list of the important stuff (more later once I figure out what's in the cabins):

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,
pocket computer, recording rod, portable field scanner,
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
The Kaadu (Ghtroc 720)
Kaadu

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
Re: 720's Stats
Stat block for fighter

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 and modified astromech droid (can coordinate)
Crew Skill: All skills typically at 4D
Passengers: 0
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: 180,000 (new), 145,000 (used), both prices are
black market value
Hyperdrive Multiplier: x1 (with booster ring, see
below)

Nav Computer: Uses a modified astromech droid
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). Additionally, the
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
The Jai'Galaar
Jai'Galaar

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.