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campaigns:muko_starwars:airship-concept

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.


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
campaigns/muko_starwars/airship-concept.txt · Last modified: 2019/05/14 17:48 (external edit)