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Starships and vehicles
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Origins of the Jedi - vanir -> Starships and vehicles
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Wed Feb 13, 2013 9:05 pm    Post subject: Starships and vehicles Reply with quote

This is the craft the PC party will receive when they leave Koros. They will be operating it at much lower than its standard complement, with an NPC skeleton crew and not much more than themselves as passengers.
There will be space for boarded craft and vehicles and plenty of room for equipment to unload at their destination. At least initially, interstellar travel will be handled in this fashion, carried by large craft and dropped off at destinations with everything you need. Note that doesn't mean you won't be in space battles.

Note that the Astrogation Gazetter of this period is very different to later eras. Base travel time to the Galactic Frontier is months which is then modified by the hyperdive multiplier. And it aint that far away, imagine venturing deep into unexplored territories on a mission...


The Monarch
craft: Koros Shipyards monarch class star cruiser
era: pre-Republic
type: deepspace colonial sleeper ship
scale: capital
length: 280 metres
skill: archaic ship piloting
crew: 20, gunners: 13, skeleton 5/+5
passengers: 50
cargo capacity: 2,000 tons
consumables: 2 months
cost: 450,000 credits
hyperdrive motivator: uses dimension drive (x25)
nav computer: none (manually plotted astrogation)
manoeuvrability: 1D
space: 4
hull: 2D
shields: 1D+1 (physical), 3D (energy)
sensors: passive 15/1D, scan 35/2D
weapons
Twin Heavy Pulsewave Cannon

fire arc: ventral turret
scale: starfighter
crew: 3
skill: starship gunnery
fire control: 3D
space range: 1-2/7/12
damage: 5D
6 Laser Cannon
fire arc: 3 left, 3 right
scale: starfighter
crew: 1
skill: starship gunnery
fire control: 1D+2
space range: 1-3/7/10
damage: 3D
2 Railgun Projectile Launchers
fire arc: front
scale: capital
crew: 2
skill: capital ship gunnery
fire control: 2D
space range: 1-2/4/6
damage: 3D+2

Notes: these craft have carbonite hibernation chambers fitted for crew and passengers so that interstellar journeys can be undertaken despite the rudimentary technology of the period. Habitable areas of the ship are much less than the overall size of the vessel would suggest, although it is very spacious and well equipped for the relatively tiny compliment.


Last edited by vanir on Sat Feb 16, 2013 11:53 pm; edited 2 times in total
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Thu Feb 14, 2013 12:47 am    Post subject: Reply with quote

A short range defensive interceptor provided to the mission by Cinnagar City. The sleeper ship has an internal hangar bay (needs one for landing shuttles), PCs can fly these.

Koros Spaceworks Interceptor
craft: Koros Spaceworks ZX-5 Interceptor
era: pre-Republic
type: heavy interceptor-starfighter
scale: starfighter
length: 14.2 metres
skill: starfighter piloting
crew: 1, gunners: 1
cargo capacity: 80kg
consumables: 12hrs
cost: 25,000
manoeuvrability: 2D+2
space: 4
atmosphere: 280; 800km/h
hull: 3D
sensors: passive 5/0D, scan 10/1D
weapons
4 Laser Cannon (fire-linked)

fire arc: front
crew: 1 (gunner)
skill: starship gunnery
fire control: 2D+1
space range: 1-2/4/7
atmosphere range: 10-50/100/200m
damage: 4D
1 Ion Cannon
fire arc: front
crew: 1 or pilot
skill: starship gunnery
fire control: 2D
space range: 1-2/5/12
atmosphere range: 25-75/180/300m
damage: 2D+2
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Thu Feb 14, 2013 4:26 am    Post subject: Reply with quote

Some vehicles

Ancient Swoop
craft: Kirrek Race Technologies custom swoop
type: swoop
scale: speeder
length: 4.2 metres
skill: swoop operation
crew: 1
cargo capacity: 90kg
cover: 1/4
altitude range: 0-35m
cost: 6,000
manoeuvrability: 2D+2
move: 60; 180km/h (without boost), 260; 750km/h (boosted)
body strength: 1D
Notes: uses a chemical thrust engine booster (200km fuel range boosted), lower terrain/manoeuvre difficulties one level when functioning non-boosted. Can be custom fitted with a pulsewave cannon (uses vehicle blasters, FC 0D+2, 1-50/100/300, DMG 3D+2, reduce cargo to 5kg). The fastest types of these custom built swoops have been known to exceed 1,200km/h using illegal modifications.

Cinnagar Airspeeder Scout
craft: Cinnagar Propulsion Labs Airscout
type: airspeeder
scale: speeder
length: 12m
skill: repulsorlift operation
crew: 1
cargo capacity: 500kg
passengers: 5
cover: full
altitude range: 0-250m
cost: 17,000
manoeuvrability: 3D
move: 105; 300km/h
body strength: 3D
weapons
Pulsewave cannon

fire arc: front
skill: vehicle blasters
fire control: 1D
range: 1-50/100/300m
damage: 3D+2
Notes: these armoured scout airspeeders are launched from drop-shuttles by colonial starships into atmospheres. They are envirofiltered so can be used in mildly hostile environments (Type II and III atmospheres and arid to cool climates excluding searing or frigid ones). Standard equipment includes a wideband sensor suite capable of returning general readings (moderate sensors check and provides +1D search rolls, range 1km).
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Fri Feb 15, 2013 7:15 pm    Post subject: Reply with quote

The Starjumper
craft: Koros Shipyards explorer class light cruiser
era: pre-Republic
type: exploration and survey sleeper ship
scale: starfighter
length: 95 metres
skill: archaic starship piloting
crew: 5, gunners: 1, skeleton 2/+5
passengers: 8
cargo capacity: 250 tons
consumables: 5 weeks
cost: 40,000
hyperdrive motivator: uses dimension drive (x25)
nav computer: none (manually plotted astrogation)
manoeuvrability: 3D
space: 5
atmosphere: 395; 850km/h
hull: 3D+1
shields: 2D (physical), 0D+2 (energy)
sensors: passive 20/1D, scan 30/3D
weapons
Railgun Projectile Launcher
(12 warheads carried)
fire arc: front
crew: 1
skill: starship gunnery
fire control: 3D
space range: 1/2/5
atmosphere range: 25-60/90/120m
damage: 5D
Notes: an ancient scout ship fitted with carbonite hibernation chambers for interstellar journeys, reactor fuel will degrade after 1 year. Railgun range in atmosphere is without kinetic degradation, ranges in atmosphere only can be effectively doubled at a damage rating of 4D 120-250m at +5 targeting difficulty; space range is for accurate firing solutions and cannot be altered without physical modification to the weapons system.
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Mon Feb 18, 2013 11:26 pm    Post subject: Reply with quote

Planetary shuttle
craft: ubiquitous industries planetary shuttle
era: pre-Republic
type: short range interplanetary and atmospheric shuttle
scale: starfighter
length: 18 metres
skill: space transports
crew: 1 (can coordinate)
passengers: 15
cargo capacity: 20 tons
consumables: 1 week
cost: 22,000 credits
manoeuvrability: 1D (2D in atmosphere)
space: 2
atmosphere: 260; 750km/h
hull: 1D+2
shields: 1D (physical only)
sensors: scan 10/0D+2
Notes: used for travel between space stations or starships and planetary locations, often carried aboard deepspace craft in vehicle bays, they are little more than oversized airspeeders with boost engines capable of space travel.
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Fri Feb 22, 2013 8:09 pm    Post subject: Reply with quote

Atmospheric Security Craft
craft: Metellos Industries planetary defence fighter
era: pre-Republic
type: atmospheric interceptor
scale: speeder
length: 12 metres
skill: atmospheric vehicle operation
crew: 1
cargo capacity: 50kg
cover: full
altitude range: 0-30km
manoeuvrability: 2D+2
move: 570; 1,650km/h
body strength: 3D
weapons
Rotary Projectile Cannon
(10 burst magazine)
fire arc: front
skill: archaic weapons
fire control: 1D
range: 10-250/1/2km
damage: 4D+1
Concussion Missiles (6 carried)
fire arc: front
skill: missile weapons
fire control: 2D+2
range: 50-500/2/5km
damage: 7D
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