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		| vanir Jedi
 
  
 Joined: 11 May 2011
 Posts: 793
 
 
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				|  Posted: Wed Feb 13, 2013 9:05 pm    Post subject: Starships and vehicles |   |  
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				| 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
 
 
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				|  Posted: Thu Feb 14, 2013 12:47 am    Post subject: |   |  
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				| 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
 
 
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				|  Posted: Thu Feb 14, 2013 4:26 am    Post subject: |   |  
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				| 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
 
 
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				|  Posted: Fri Feb 15, 2013 7:15 pm    Post subject: |   |  
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				| 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
 
 
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				|  Posted: Mon Feb 18, 2013 11:26 pm    Post subject: |   |  
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				| 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
 
 
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				|  Posted: Fri Feb 22, 2013 8:09 pm    Post subject: |   |  
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				| 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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