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Stats for the Rising Nova Sorry, I'm not available iamamoogle
(14/M/Luke's Jedi Praxeum, Yavi)
07/09/1999 01:56 am EDT
Rising Nova
Craft: Corellian Engineering Corporation's Medium Carrier
Type: Mid-sized long range starfighter carrier
Scale: Capital
Lenght: 200 meters
Skill: Capital ship piloting: Medium Carrier
Crew: 5, 2 skeleton /+10
Passengers: 12 pilots, 6 techs, 5 troops
Cargo Capacity: 12 starfighters, 100 metric tons
Consumables: 1 year
Cost: Not for sale
Hyperdrive Multiplier: x.5
Hyperdrive Backup: x1
Nav Computer: yes
Maneuverability: 1D
Space: 4
Hull: 5D
Shield: 5D
Sensors:
Passive: 40/0D
Scan: 75/1D
Search: 150/3D
Focus: 4/4D+2
Weapons:
6 Turbolaser Battery
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D


4 Heavy Ion Cannon
Fire Arc: Turret
Crew: 1
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6km
Damage: 5D

Tractor Beam Projector
Fire Arc: Front
Crew: 1 (of the 5)
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere: 2-10/30/60 km
Damage: 4D

Add-ons:
False voice transmitter & Holobit generator rigged into Comm system ( Needs 1 minute of
Voice / Holographic recordings to work, Con skill to use )

Cargo tractor beam projector ( 2D )

10 tons of scanner resistant secret cargo compartments

Entry hatch lock ( keypad )

Keycard ship locks ( used on inner hatches )

Console deadlock ( key only Miller & Andy Atkins have this key )

Retractable Hydrofoils

Large Fuel Scoop (10 feul cells/ hour)

Large Solar Converter Sails (5 days in system/15 days out of system to fully charge feul cells)

Afterburners ( Doubles Speed )

Underwater propulsion system

Spotlights

Atkins Made Security System
Type: Star ship Security System
Cost: 11,500
Weight: 2.5 metric tons

Game Notes:
When false key code or keycard is used some weapons will automatically come out and search. When they pick-up the heat pattern they will fire shots until target(s) move again. If key card panel is destroyed all doors will locked and nerve gas is vented in to the room. Blast doors will lock the intruder in. Guard droid will come attack target or carrie away.

Equipment:
18 key card recognition/ intercoms panels
Infra-red aiming system, and Arakyd Guard Droid

4 E-Web Repeating Blaster
Fire Arc: Turret on top
Scale: Character
Skill: Blaster: Repeating Blaster
Fire Rate: 1
Range: 3-75 / 200 / 500
Damage: 8D
Notes: Hooked into portable medium power generator.

Nerve Gas
Damage 5D stun
Palizes opponent

Modified Salamander Technologies' SSC-4 Ship Systems Computer

Microjump Drive
Type: Short range in system hyperdrive system
Design: Galamar drives Mark I Micro-drive system.
Cost: 15,000 credits
Basic Design Speed: x5, (Military version): x2
Game Notes: A micro-drive is designed to move a ship within a system in
minutes instead of hours, or days. To calculate the time it
would take to microjump in a system do the following.

Take the number of hours it would take to reach the destination, and
turn it into minutes, then multiply that by the multplier of the drive
Example: Gellick the Smuggler wants to reach Coruscant, he has arrived
at a standard jump point three days away. He uses the micro-drive, and
makes the jump.
72 hours to arrive standard= 360 minutes to jump there, so 6 hours.
 
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