====== Yin Seraphim ====== ** Small strike craft vessel (Civilian version) ** ===== Stat block ===== Defense: 20 DR: 9/9 Shield DR: 11 HP: 54/27(81) Shield SP: 90 Crew: 2-6 Drive: Main explosive engines. (Bad) Speed km/h m/6 seconds^ Cruise speed 7000 11666,66 Afterburners 9000 15000 Generator 8750 14583.33 Both 10750 17916.66 Drive: Gravity engines (Good) Speed km/h m/6 seconds^ Cruise speed 4000 x Generator 5000 x Hyper: x4 (x12) Cargo: 240 m3 (any excessive cargo crates will be loose) Food Storage: 6 persons: 30 days (1 person 180 days) Hyperspace Fuel:9 jumps Sensor: 2560 km. {{http://i41.tinypic.com/30bmpld.gif}} \\ 42*60 squares ===== Price Breakdown ===== Small ship \\ 18000 Hull Titanium hull \\ 50000 Design Yang Corporation Design Crew \\ 9000 Armor Titanium Armour plating \\ 8000 Sensor Standard sensors \\ 74500 Shield Class 3 Proton shields \\ 21000 Engine Class 3 Explosive engine \\ 12000 Engine Class 1 Gravity drive \\ 14000 Engine Class 1 Fuel consuming afterburner (+2 CL spd) \\ >> +300 for refill \\ 27000 Drive Class 3 Hyperdrive (X4) \\ >> +1350 for refill \\ 9000 Drive Class 2 Backup Hyperdrive (X12) \\ 15000 Power Class 1 Additional spared generator (+25% for 5 rounds) \\ 25000 Pod Internal launch \\ 34000 Weapon2 2 x Blast lasers \\ 34000 Weapon3 2 x Blast lasers \\ 20600 Weapon1 2 Tiny missile launchers \\ >> +24000 for refill (12*2 missiles) \\ 18000+50000+9000+8000+74500+21000+12000+14000+27000+9000+15000+25000+34000+34000+20600=321100+24000+1350+300 \\ **Total price:** 384750 \\ \\ \\ ====== Component rules ====== ===== Size and hull ===== ==== Small: ==== Size Modifier: 3 Ship Description: 1000m2 or smaller - +1 ac and init - Small freight ships suits this size, being able to ferry quite some amounts of private goods, but without real ability to defend themselves. This makes a risky size for a freighter. - standard outer hull thickness: 2m - Armor DR Modifier: 1 ==== Ship Hull: ==== - The standard piece of armor on spacecraft, this Ship Hull extends\\ to also support electrical wiring, and shield emitters (shield\\ emitters bought seperately). These when bought, comes with specs\\ before purchase, or comes with stats when purchased.\\ Thin Armor:\\ - The reverse of heavy armor, a thin armor is mostly fitted onto\\ racing crafts. With thin armor, the hull will only be 50%\\ standard thickness.\\ - Having thin armor, the ship gives a +2 bonus for pilot checks.\\ - Having thin armor means the ship systems will start being damaged\\ at 75% max hull points (standard is 50%).\\ ; Price: Standard Ship hull price *0.75\\ Titanium Armor: A Chemical process makes Titanium, this compound is as durable as steel, but less weight. If the entire ship is made from titanium, it will be easier to maneuver. This attracts racing pilots, but might be what a space-traveller wants. Ship Hull: Cannot be fitted with any other kind of ship hull, but you can fit extra armor plating on the ship. Ship takes 5 less points of damage from warm temperatures. Ship Hull has: DR 9, 54hp/meter +2 pilot checks for piloting the ship, this bonus voids if any armor plating is put on the ship, that is not made from titanium. ; Price: 18000 Ship: DR 9, 54 HP. ==== Armor Plating: ==== - Adds an additional suit of armor to your spacecraft, increasing\\ outer ship hull by 50% (small has a standard hull of 2 meters, which\\ will then be an additional 1 meter armor plating)\\ Titanium Armor: A Chemical process makes Titanium, this compound is as durable as steel, but less weight. If the entire ship is made from titanium, it will be easier to maneuver. This attracts racing pilots, but might be what a space-traveller wants. Armor Plating: Cannot be fitted with Heavy Armor or any similar armor plating. Ship takes 5 less points of damage from warm temperatures. Armor Plating has: DR 9, 54hp/meter ; Price: 9000 Plating: DR 9, 27 HP. ===== Sensors ===== - Sensors makes one of the most necessary systems of a spacecraft. It\\ will allow the crew to look anywhere else, than out the front window.\\ These has some different prices, and different advantages.\\ - Sensors have 6 different ranges, which is all set on the different\\ type of sensors, but standard systems has these following stats:\\ 000-0.1 KM - DC: -4 - Point Blank 0.1-010 KM - DC: 0 - Short 010-040 KM - Dc: +2 - Medium 040-160 KM - DC: +4 - Long 160-640 KM - DC: +8 - Very Long 640-2560 KM - DC: +16 - Extreme 2560+ KM - Out of Range == Range Explanations == - Point Blank:\\ The Point Blank is also what is easy visible out the windows of the\\ starship. Point blank is what the ship can see without giving power\\ to the sensors. When fighters are in Point Blank range, the fight\\ will ultimately be a dogfight.\\ - Short:\\ Short range determine a "melee", just outside dogfight range. This\\ range is ideal for rockets, and shortrange guns. This is also the\\ range where it is easiest to use sensors, without chance of coliding.\\ - Medium:\\ Medium range is the range that no really warships tends to use, since\\ either they use long range, or they want additional hit chance.\\ Medium range is a fair range to scan targets, and you can still get\\ detailed information about the target.\\ - Long:\\ Long range is mostly for missiles, and very big guns. Scanning at\\ long range you can still get some details about the scanned target.\\ When scanning at long range, you will start having difficulty, because\\ objects becomes so small when mixed with all the other information from\\ the sensors.\\ - Extreme:\\ At extreme range, you can still manage to track speed and object size,\\ but alot of details are lost at this range, and some targeting computers\\ wont work at this range.\\ When scanning, you can only know information like: Speed, Direction,\\ Size and outer layer hardness.\\ == Scan Modes === - There is 4 different sensor "Scan" modes. Its like a switch, as to\\ how much power you want to feed to the sensors. The more power fed,\\ the better the sensors will work, but the easier your own ship will\\ be detected too. Each mode must be supported by your sensor system.\\ The Scan modes is as following:\\ == Passive Mode: == Sensors set to passive mode simply receive\\ information about the immediate vicinity (out to short range).\\ While not a particular help to locate anything, this helps mask\\ the ship to hostile sensors.\\ == Scan Mode: == In scan mode, sensors actively send out pulses in all\\ direction (to a maximum of long range) to gather information about\\ the ships surroundings. Sensors in scan mode grant a +2 equipment\\ bonus on the user's skill checks.\\ == Search Mode: == The search mode sweeps a specific fire arc (front,\\ left, right, or rear) for information, out to a maximum of\\ extreme range. This grants a +4 equipment bonus on Computer Use\\ checks made to detect object with sensors.\\ == Focus Mode: == A sensor in focus mode direects its attention to a\\ precise area or single object up to extreme range. While in\\ focus mode, a sensor grants a +6 equipment bonus on Computer Use\\ checks made to detect object.\\ ==== Standard Sensors: ==== - These sensors makes the standard platform of most ships, being\\ able to operate in all modes without heavy power requirements\\ makes these quite effective.\\ - CL: 2\\ - These sensors has the modes: Passive, Scan, Search and Focus.\\ - These sensors work out to Extreme range, on the specific modes\\ (those that normally allow that).\\ ; Price: 8000\\ ==== Shields ==== - Shell = shield emitters, to be fitted arround the ship, so the shield\\ effectively can surround the ship without weak spots. This is\\ necessary to have a shield on the ship.\\ - Can only have one type of shields without a Double Shielding Device.\\ or buying special shield emitters.\\ === Standard: === Can double any shield with Proton Shields, DR does not stack. Usually used with "Cloud Shields" because of Proton shields lacking Laser Defense. Only highest DR from any shield counts. ; Price: 6000 === Proton Shields: === Developped: Zen Labs. Detonates missiles at the edge, and reducing the kinetic energy that would otherwise destroy the armor of the ship. The shells is still on "trial", there have been reported errors in the shielding part. Obviously changed shield shapes, and sudden bursts of what power normally stops the incoming attacks. Recharges shield points equal to DR per round. Defends against Particle weapon technology. Defends against Slug weapon technology. Defends against heat/explosive attack. Shell price: 45000 Shield Hardeners: Gives a +4 Dr to the shields. This cannot be applied more than once. Class 3 - SP 90, DR 7, price: 23500 ===== Drive: ===== - The standard engine, made for accelerating the ship, making the basics for\\ flight. This engine, either explosive engine, gravity engine or some other\\ kind of mechanical contraption is referred to as a drive.\\ It has recently become standard on all drives to support a self-providing\\ power supply, effectivly giving unlimited fuel for consumption.\\ - Drive HP = 50+(10*CL)\\ ==== Explosive Engine: ==== - Standard propelled craft, makes forward thrust by explosions,\\ making a tail of fire. Resembling standard rocket-thrusters.\\ This is far the fastest forward thrust drive out there.\\ (100% thrust forward, 50% upwards, 150% downwards, must use thrust\\ forward.)\\ Class 3 - 7000 km/h, Price: 21000 - Drive HP = 80 ==== Gravity Engine: ==== - Developped: Lotus Racing.\\ - Keeping the ship propelled by sending high-powered gravity waves.\\ Not much explanation where given on the Gravity Engine.\\ (100% thrust forward, 100% upwards, 100% downwards, can hover.)\\ Class 1 - 5000 km/h, Price: 4000*SS - Drive HP: 60 ==== Afterburner: ==== - This device works by adding more power (seperately\\ stored) into the engine, making it go plain faster.\\ Class 1 - CL+2, Rounds of use: 10 Price: 14000 === Raw Fuel Consumption: === - Makes the unit consume raw fuel, (fuel type is\\ the same that are used for hyperdrives) instead of\\ stored energy, effectivly increasing the CL\\ of the afterburner by 1.\\ - The Afterburner with this addition will have 10\\ rounds of fuel.\\ - The Afterburner will no longer recharge, and\\ costs 30*10 creds to be refilled.\\ (30 * rounds it can fly using afterburner\\ if storage is increased.)\\ - (if replacement is needed, you can tap this fuel\\ to refill hyperdrive Fuel Tanks, 5 rounds of an\\ afterburner gives 1 hyperjump, and vice versa.)\\ Cannot be applied more than once.\\ ; Price: 2000\\ ==== Hyperdrive: ==== Developped: Xpert - Hyperdrives are essential for spacecraft, as to provide the necesarry hyperjump option, this is basicly both a shielding unit, and a really big piece of engine. The shielding part is to make the ship less vulnerable to the hazards of hyperjumping. Comes with a build-in fuel tank, storing energy for each jump. Each jump costs an amount of fuel, which is purchased at an airport, this fuel costs 150 creds per jump refilled. Class 3 - Travels at x4 speed, Fuel Tank: 9 Price: 27000 === Backup Hyperdrive: === This unit is basicly a piece of hyperdrive engine, but more compact and virtually indestructible, atleast so does the commercial say. It does the job slow, but fine, and is always good in case of emergency. - Can only have one Backup Hyperdrive, Unless a BaHy Controller is Present. - Uses standard Hyperdrive fuel, normal setting is, that it taps into the fuel of the standard hyperdrive to feed itself, can be refitted with a seperate fuel tank (Look below) to store some backup fuel. Class 2 - Travels at x12 speed, Price: 9000 ==== Additional Generator: ==== - Developped: Zen Labs. - Adds to the central power network, to be able to pump extra power in where needed. This module increases effiency by each module using power as the only source of fuel. In theory, this module can run infinitely, being self-sufficient in fuel. This could power up a module permanently, but often is used as a boost in case of emergency. Due to the enormous power surge created by an Addition Generator, a ship's power grid is only proficient with one generator at a time. Though a backup generator may be installed if the ship-crew likes. Class 1 - 25% increase, Price: 15000 Spared Generator: - These has a weaker generator, setting the cost down some. But only works for a short time, then it needs recharging. - Lasts 5 rounds (0.5 minute) before recharge needs done, which takes 25 rounds (2.5 minute) before its full. (recharging 1 round of use each 2 rounds of inactivity). ==== Inboard Launch System: ==== Operates behind a heavy metal door, when the door is opened the craft can be launched. This uses up alot of internal space but ensures the craft's safety. As long as the ships armor holds that is. ; Price: 10000 === Space Shuttle: === - More advanced than an Escape Pod, the shuttle is a transport\\ craft designed to fly transport in space, since it lacks\\ atmospheric steering, its mostly used as escape craft. This\\ craft can only barely handle a landing on a planet, but will\\ land at a random location. Since no atmospheric steering is present.\\ - These shuttles propel at a 4500 km/h\\ - Maneuverability: Bad\\ - Includes: Distress signal Beacon, Radio, air refreshing system\\ basic sensors, engines, 3 day rations for full crew.\\ - Size Class: Diminutive\\ Class 3: - Passengers: 6, Cargo Space: 0, Launch Mechanism Modifier: 4 DR: 5 HP: 30 Price: 15000 ==== Laser Weapons: ==== - Developped: Kul Mining Corp\\ - Laser Weapon Technology.\\ Laser, originally thought that it was just a common piece of light, is\\ actually amplified by radiation. To perform deadly heat. This also makes it\\ quite exotic, also because of the easy protection invented a few months\\ after the lasers first show on market, the "Cloud" Shield. Lasers are still\\ commonly sold on the market, for self-protection useage. Laser is not ment\\ to be used in orbit of a planet (within the planet atmosphere), and it is\\ therefore illegal by all companies to have lasers within the planet atmosphere\\ if they are "powered". This illegality voids at research labs, which test\\ laser kind of weapons in a tunnel for minimum dispersion of light.\\ === Pulse: === In fact, it is a beam, but putting up a constant glow, the damage is increased, if the whole beam hits that is. 2 attack rolls is made, adding together the damage dealt (if both rolls hit, roll the amount damage dice 2 times. Damage reduction only reduces this damage after it is added together, making the 2 attacks act as one attack) this represents the gunner's ability to hold the beam focused on the same target for the duration. For each continous turn hit with both weapon attacks, add +1*size cumulative damage to the overall damage. Can only fire for 5 consecutive rounds, whereafter it needs a 1 rounds cooldown due to overheating. Shooting with a pulse Laser is a full round action, and cannot be multi-fired, or rapid-fired. Can only shoot the standard one round, which requires two attack rolls. ; Dmg Dice: 3D4 - +7 - (+3) ; Range: 5000*size meters (for each 1250*size meters to the target, -2 to the attack roll of the attacker) ; Price: 17000 ==== Missile - Laser Guidance: ==== Works by, the launching system points a guiding laser at a target, all the missiles will then intercept that precise target the laser hits. this is cheaper than Radar Guidance, and brings same power to bear. Laser Guidance. Launcher: ; Price: 10300 ; Holds as many missiles as there is made cargo space for. ; Capacity: 12 missiles Tiny Weapon Description: Size Modifier: 2 - Rocket-launcher-size. Mostly used as heavy weaponry for land-vehicles. Class 2 ; Dmg Dice: 2D6 - +16 ; Speed: 15000km/h - 25000 meters/round (6 seconds.) ; Flight time: 15 (Rounds) ; Max range: 62,5 KM ; Tohit: +16 ; Price per rocket: 1200