Stats for the Rising Nova |
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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