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PostSubject: Terran Space Ships   Mon Dec 10, 2012 3:34 pm

Terran Space Ships
Ships come in many different makes and models. Much like most equipment, they’re dictated by their place of origin. While Terran based ships tend to reflect Earth airplanes of the silver-era (two wings for gliding, an anterior cockpit and a one-directional forward thruster), Hexisan vehicles take on much more exotic designs. Altarian ships, fighters & imperial classes, have simple cubed shapes with multi-direction thrusters. Meanwhile, Novacon ships are built for durability and tend to be both robust and extravagant. Balidar crafts have a slender disk-like shape that helps for speed while Elashani use small orb vessels to outmaneuver larger fighter classes. While these models make for an array of diverse transports, nearly all space vehicles have some common similarities.

Nearly all ships have life support systems which keep the user alive, especially in times of danger. They also have resistant metallic armor to protect them from the dangers of space as well as shields that can block incoming meteors, radiation and enemy weapons. Additionally, each ship tends to keep an array of computer sensors within their cockpits in order to navigate and detect any possible dangers that may be on their course. Ship weapons are also important, not only helping to defend the vehicle, but also protect against loose rock and drifting debris. Lastly, most larger crafts have some sort of method for interstellar or intergalactic space (though fighter ships usually do not).

Though most ships follow the described blue prints, even more unusual ships are rumored to exist. The Canthions have engineered primitive ships made of metal and rock which are fueled by psionic technology. Hageman Droid ships are said to be made entirely of robotic parts that have been whispered to still haunt the system near their original robotic factory. Even Doom Squid the size of massive Imperial Ships have been sighted in Hexisan, taking down entire space ports. With so many threats floating throughout the galaxies, it’s no wonder that designers continue to work on building new crafts in order to help crews of their ships survive.


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PostSubject: Drop Ships   Wed Dec 12, 2012 12:18 am

Battle Drones

Deep Space Drones are utility pieces of robotic equipment employed by most space forces. In battle, they can be used as distractions, fighters, or armor penetrators. Most battle drones are used sparingly, as they can be easily manipulated.

Crew: 0
Passengers: 0
Upgrades: +2 comm, +1D gunnery,+2 piloting, +2 sensors
Supplies: atmosphere (45 person-areas/1 month, 4,500 cr)

Weapons (1 of the following)
1 laser cannon (3 areas, 4 tons, 11 eu, 9,800 cr, five arcs, range 3/12/25, damage 4D)
Armor Drill: 4D w/ -1D penetration to all ship armors  
Self Destruct Mechanism: 8D Range: 2/5/7

Maneuverability: +2D
Move: 8
Interstellar Drive: None
Hull Toughness: 1D
Atmosphere Capability: streamlining (11 tons, 4,400 cr),
Armor: +0
Shields: +0
Scale: 0 (Average Person)
Length: 2.5 meters
Total Cost (new): 10,850 capital
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Light Defender
In one form or another, nearly every high-tech worlds have these small vessels darting about their planets or battleships. Light defenders are commonly carried on battlecruisers and used for the protection of those vessels. The Wasp class of light defenders, though admired for its quickness and maneuverability, has been dubbed “flash and burn” by their pilots, due to their tendency to explode after taking only a few hits.

Hornet Class

Crew: 1
Passengers: 0

Life-Supporting Modules standard bridge (4 areas, 2 tons, 0.4 eu, 100 cr) with +1D sensors and gunnery upgrades (2 eu, 1,800 cr)
Cargo Modules: None

Life-Support Supplies: atmosphere (1 person/1 month, 100 cr)

Weapons
2 blaster cannons (2 areas, 4 tons, 22 eu, 8,000 cr, forward arc, range 8/25/38, damage 4D)

In-System Drive (10 areas, 10 tons, 24 eu, 8,500 cr)
Move: 10 (space)
Maneuverability: +2D (12 eu, 3,600 cr)
Interstellar Drive: None
Total Energy Requirements: 61
Power Plant: 85 energy units generated (7 areas, 11 tons, 12,500), burst capacitor (20 eu generated, 1 area, 1 ton, 400 cr)

Hull Toughness: 1D+1 (18 tons, 7,500 cr)
Atmosphere Capability: None
Armor: 0
Shields: +2D (1 area, 2 tons, 6 eu, 13,500 cr)
Total Tonnage: 48
Scale: 6 (average personal transport)
Length: 13 meters (cylinder), 9 meters (ellipsoid), 5 meters
(spheroid), 7 meters (wedge)
Total Cost (new): 57,600 credits/Price Difficulty: 26
_______________________________________________________________________________________________________

Wasp Class

Crew: 1
Passengers: 0

Life-Supporting Modules compact bridge (2 areas, 1 tons, 0.2 eu, 75 cr)
Cargo Modules: None
Life-Support Supplies: atmosphere (1 person/1 month, 100 cr)

Weapons
1 laser cannon (4 areas, 5 tons, 9 eu, 11,000 cr, forward arc, range 3/12/25, damage 5D)
1 torpedo launcher (2 areas, 3 tons, 2 eu, 5,000, forward arc, range 2/3/7, damage 9D)
In-System Drive (12 areas, 12 tons, 30 eu, 10,500 cr)

Move: 10 (space)
Maneuverability: +3D (18 eu, 5,400 cr)
Interstellar Drive: None
Total Energy Requirements: 60
Power Plant: 100 energy units generated (8 areas, 13 tons, 14,500)
Hull Toughness: 1D+1 (21 tons, 7,500 cr)
Atmosphere Capability: None
Armor: 0
Shields: 0
Total Tonnage: 55

Scale:  6 (average personal transport)
Length: 14 meters (cylinder), 10 meters (ellipsoid), 5
meters (spheroid), 7 meters (wedge)
Total Cost (new): 54,075 credits/Price Difficulty: 26
------------------------------------------------------------------------------------------------
Strike Fighter

These ships represent two different versions of a hard-hitting strike fighter used primarily for offense rather than defense. The first has moderate weapons and no atmospheric capabilities, while the second, though slower, has interstellar capabilities, totes bigger guns, and can swoop down to planets. Erda Class

Crew: 1
Passengers: 0
Life-Supporting Modules compact bridge (2 areas, 1 ton, 0.2 eu, 75 credits) with +1D piloting and gunnery upgrades (2 eu, 1,800 cr) with pilot autofunction program (15 eu, 8,000 cr, 3D each in piloting and gunnery) and luxury upgrades of converting bridge to cryogenic chamber (125 cr) and ship indentifier (1,000 cr)

Cargo Modules bulk space (1 area, 1 ton, 0.1 eu, 25 cr) Life-Support Supplies: food storage (1 area, 0.5 tons, 0.5 eu, 10 cr); standard food (1 person/1 month, 0.1 tons, 100 cr); atmosphere (1 person/1 month, 100 cr)

Weapons
4 laser cannons (12 areas, 16 tons, 28 eu, 36,000 cr, forward arc, range 3/12/25, damage 4D), fire-linked (+8 damage bonus, 400 cr)
2 torpedo launchers (4 areas, 6 tons, 4 eu, 10,000 cr, forward arc, ammo 1 each, range 2/3/7, damage 9D)

In-System Drive (10 areas, 10 tons, 24 eu, 8,500 cr)
Move: 8 (space), 400 (atmosphere, 1,150 kph)
Maneuverability: +3D (18 eu, 5,400 cr)
Interstellar Drive: 1.0 (12 areas, 36 tons, 100 eu, 51,000 cr)

Total Energy Requirements: 195
Power Plant: 235 energy units generated (17 areas, 31 tons, 35,500 cr)

Hull Toughness: 2D+1 (61 tons, 30,500 cr)
Atmosphere Capability: streamlining (16 tons, 6,100 cr), landing gear (13 tons, 4,575 cr)

Armor: +1D+2 (30 tons, 30,000 cr)
Shields: +1D (2 areas, 3 tons, 3 eu, 27,000 cr)

Total Tonnage: 245 tons
Scale: 10 (Tank)
Length: 32 meters (cylinder), 21 meters (ellipsoid), 16 meters
(wedge)
Total Cost (new): 256,210 credits/Price
Difficulty: 46
_________________________________________________________________________________________________________

Himmel Class

Crew: 1
Passengers: 0

Life-Supporting Modules compact bridge (2 areas, 1 tons, 0.2 eu, 100 cr) with +1D gunnery, piloting, and sensors
upgrades (3 eu, 2,700 cr)
Cargo Modules: None
Life-Support Supplies: atmosphere (1 person/1 month, 100 cr)

Weapons
2 blaster cannons (6 areas, 8 tons, 26 eu, 20,000 cr, forward arc, range 6/15/24, damage 5D each)
1 missile launcher (2 areas, 3 tons, 2 eu, 3,000 cr, forward arc, ammo 1, range 2/3/7, damage per missile)
4 passive homing (2,000 cr, damage 6D each) in 4 ammo bays (4 areas, 8 tons, 1.6 eu, 400 cr)

In-System Drive (12 areas, 12 tons, 30 eu, 10,500 cr)
Move: 10 (space)
Maneuverability: +2D (12 eu, 3,600 cr)
Interstellar Drive: None
Total Energy Requirements: 88
Power Plant: 130 (10 areas, 17 tons, 21,500 cr)
Hull Toughness: 1D+2 (30 tons, 15,000 cr)
Atmosphere Capability: None

Armor: 0
Shields: +4D (3 areas, 5 tons, 12 eu, 45,000 cr)
Total Tonnage: 84
Scale:  Scale: 10 (Tank)
Length: 20 meters (cylinder), 14 meters (ellipsoid), 7 meters (spheroid), 10 meters (wedge)
Total Cost (new): 99,775 credits/Price Difficulty: 30
---------------------------------------------------------------------------------------------
Drop Ship
Drop ships are gunboats designed to transport troops to other vessels and planetary surfaces more efficiently than outfitting a cruiser for atmospheric duty. More heavily armed versions are often used as patrol craft. Because of their short-distance service, they generally don’t get interstellar drives. The first ship is outfitted for a squadron, while the second provides a means of getting a ground assault vehicle and its crew onto a planet.
-------------------------------------------------------------------------------------
Scout Ship

The military depends on scout ships for gathering information and transporting important couriers and some supplies. Megacorporations and independent adventurers use these ships for much the same reason. They are designed to be quick and agile, able to get their crews out of trouble as quickly as they got into it. Those with interstellar drives and long-term supplies can patrol the wastes of space for years.

Crew: 2
Passengers: 0

Life-Supporting Modules standard bridge (2 stations, 8 areas, 4 tons, 0.8 eu, 200 cr) with +1D piloting, comm, sensors, and gunnery upgrades to each station (8 eu, 7,200 cr) and pilot autofunction program (15 eu, 8,000 cr, 3D each in piloting and gunnery); laboratory (4 areas, 2 tons, 0.4 eu, 1,500 cr); 2 coldsleep modules (2 areas, 1 ton, 0.2 eu, 400 credits)

Cargo Modules bulk (equipment, storage, and weapons lockers, 4 areas, 4 tons, 0.4 eu, 100 cr) Life-Support Supplies: food storage (3 areas, 1.5 tons, 1.5 eu, 30 cr); standard food supply (2 people/6 months, 1.2 tons, 1,200
cr); atmosphere (3 people-areas/6 months, 1,800 cr)

Weapons
1 laser cannon (5 areas, 6 tons, 7 eu, 13,000 cr, forward arc, range 3/12/25, 6D damage)

In-System Drive (15 areas, 15 tons, 39 eu, 13,500 cr)
Move: 13 (space), 650 (atmosphere, 1,850 kph)
Maneuverability: +1D (6 eu, 1,800 cr)
Interstellar Drive: 1.1 (13 areas, 39 tons, 110 eu, 56,000 cr)
Total Energy Requirements: 195
Power Plant: 250 energy units generated (18 areas, 35 tons,
37,500 cr)

Hull Toughness: 2D+1 (65 tons, 32,500 cr)
Atmosphere Capability: streamlining (17 tons, 6,500 cr),
landing gear (13 tons, 4,875 cr)
Armor: 0
Shields: +2D+1 (4 areas, 7 tons, 7 eu, 63,000 credits)
Total Tonnage: 181
Scale: 10 (Tank)
Length: 38 meters (cylinder), 26 meters (ellipsoid), 19 meters
(wedge)
Total Cost (new): 249,105 credits/Price Difficulty: 45
--------------------------------------------------------------------------------------------
Troop Transport

Crew: 2
Passengers: 40
Life-Supporting Modules standard bridge (2 stations, 8 areas, 4 tons,
0.8, 200 cr) with +2 comm, +1D gunnery,
+2 piloting, +2 sensors, and +2 shields
upgrades (5 eu, 3,300 cr); passenger area
with seating for 40 (42 areas, 21 tons, 3.8
eu, 2,100 cr)

Cargo Modules bulk (10 areas, 10 tons, 1 eu, 250 cr) Life-Support Supplies: atmosphere (45 person-areas/1 month, 4,500 cr)

Weapons
1 laser cannon (3 areas, 4 tons, 11 eu, 9,800 cr, five arcs, range 3/12/25, damage 4D)
1 missile launcher (2 areas, 3 tons, 2 eu, 3,000 cr, forward arc, range 2/3/7)
2 noisemakers (2,000 cr; move up to 10 space units from launching vessel; +6D/+18 to attack difficulty of active homing
missiles and +1D/3 difficulty modifier to enemy’s sensors; remains active for 5 rounds) in 2 ammo bays (2 areas, 4 tons,
0.8 eu, 200 cr)

In-System Drive (12 areas, 12 tons, 30 eu, 13,000 cr) Move: 10 (space), 500 (atmosphere, 1,450 kph)
Maneuverability: 0
Interstellar Drive: None
Total Energy Requirements: 61
Power Plant: 100 energy units generated (8 areas, 13 tons, 14,500 cr); 2 burst capacitors (20 eu each, 2 areas, 2 tons,
800 cr)

Hull Toughness: 2D (44 tons, 22,000 cr)
Atmosphere Capability: streamlining (11 tons, 4,400 cr),
landing gear (9 tons, 3,300 cr)
Armor: +2D (24 tons, 24,000 cr)
Shields: +2D (2 areas, 4 tons, 6 eu, 36,000 cr)
Total Tonnage: 165
Scale: 14 (Two-story house)
Length: 46 meters (cylinder), 31 meters (ellipsoid), 23 meters
(wedge)
Total Cost (new): 138,850 credits/Price Difficulty: 34


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PostSubject: Interceptor   Wed Dec 12, 2012 12:25 am

Interceptor

Patrol Craft

Patrol craft are the “space cops” of a given planetary system. They are meant to find and capture smugglers, customs violators, and independent pirates. If anything bigger comes their way, the patrol craft are supposed to high-tail it for home or help, depending on their orders. Nonetheless, most patrol craft are deceptively tough and agile, and this version is no different. Though it doesn’t have quite the prisoner capacity as a patrol frigate (see its entry herein), the interceptor is fast and dangerous.

Crew: 2
Passengers: 2 passengers, 4 prisoners in brig

Life-Supporting Modules group airlock (4 areas, 2 tons, 0.4 eu, 300 cr); standard bridge (2 stations, 8 areas, 4 tons, 0.8, 200 cr) with +1D gunnery, shields, and sensors upgrades (3 eu, 2,700 cr), pilot autofunction program (15 eu, 8,000 cr, 3D each in piloting and gunnery), and ship indentifier (1,000 cr); brig (16 areas, 8 tons, 1.6 eu, 2,000 cr); lounge (6 areas, 3 tons, 0.6 eu, 400 cr) with food processor upgrade (25 cr); medical bed (3 areas, 1.5 tons, 0.3 eu, 400 cr); passenger area with seating for 2 (4 areas, 2 tons, 0.4 eu, 400 cr); two-person room (14 areas, 7 tons, 1.4 eu, 700 cr) with basic entertainment unit (50 cr); hallways to separate and connect rooms (16 areas, 8 tons, 0.8 eu, 375 cr)

Cargo Modules
bulk (weapons and environmental suit lockers, 6 areas, 6 tons, 0.6 eu, 150 cr)

Life-Support Supplies: food storage (8 areas, 4 tons, 4 eu, 80 cr); standard food supply (8 people/5 months, 4 tons, 4,000 cr); atmosphere (20 person-areas/5 months, 10,000 cr)

Weapons
1 laser cannon (5 areas, 7 tons, 21 eu, 19,800 cr, five arcs, range 7/20/31, damage 6D)
1 missile launcher (3 areas, 4 tons, 3 eu, 5,000 cr, forward arc, ammo 1, range 3/4/8, damage per missile)
4 active homing (3,200 cr, damage 5D) in 4 ammo bays (4 areas, 8 tons, 1.6 eu, 400 cr)
In-System Drive (14 areas, 14 tons, 36 eu, 12,500 cr)

Move: 12 (space)
Maneuverability: 0
Interstellar Drive: None

Total Energy Requirements: 94 Power Plant: 145 energy units generated (11 areas, 19 tons, 20,500 cr)
Hull Toughness: 2D+1 (62 tons, 31,000 cr)
Atmosphere Capability: None
Armor: +2 (18 tons, 18,000 cr)
Shields: +2D (6 areas, 3 tons, 3 eu, 54,000 cr)

Total Tonnage: 185
Scale:  14 (Two-Story House)
Length: 64 meters (cylinder), 43 meters (ellipsoid), 22
(spheroid), 32 meters (wedge)
Total Cost (new): 69,470 credits/Price Difficulty: 27
---------------------------------------------------------------------------------------
Light Freighter

The workhorse of the mercantile industry, light freighters make short runs between established and colony worlds. Unfortunately, it’s also popular prey for pirate assaults more often than megacorporate executives care to admit. The primary feature of a freighter is its bays, capable of carrying bulk equipment, fragile wares, and so on. This versatility allows independent freighter captains to find work with virtually any megacorporation. This is also the most common template for other small-tomid- range vessels: Add some nice paint and luxury upgrades to the interior and a flashy name, and this sample ship serves well as a yacht. Stock the ship with survey equipment and long-term supplies, and it becomes a large research vessel.

Crew: 3
Passengers: 2

Life-Supporting Modules standard bridge (3 stations, 12 areas, 6 tons, 1.2 eu, 300 cr) with +2 comm, +1 gunnery, and +1D+1 sensors upgrades (3 eu, 2,100 cr), pilot autofunction program (15 eu, 8,000 cr, 3D
each in piloting and gunnery), and ship indentifier (1,000 cr); hydroponics (5 areas, 2.5 tons, 0.5 eu, 500 cr); lounge (30 areas, 15 tons, 3 eu, 1,500 cr) with food processor upgrade (25 cr); 2 two-person rooms (28 areas, 14 tons, 2.8 eu, 1,400 cr), 1 one-person room (10 areas, 5 tons, 1 eu, 500 cr); hallways connecting bridge to other areas (32 areas, 16 tons, 3.2 eu, 800 cr)

Cargo Modules
bulk (25 areas, 25 tons, 2.5 eu, 625 cr)
Life-Support Supplies: food storage (5 areas, 2.5 tons, 2.5 eu, 50 cr); standard food (5 people/5 months,
0.5 tons, 300 cr); atmosphere (14 people-areas/5 months, 1,400 cr)

Weapons
1 blaster cannon (1 area, 2 tons, 13 eu, 7,600 cr, forward/ rear/port/starboard arcs, range 7/20/31, damage 3D)

In-System Drive (9 areas, 9 tons, 21 eu, 7,500 cr)
Move: 7 (space), 350 (atmosphere, 1,000 kph)
Maneuverability: 0
Interstellar Drive: 0.5 (7 areas, 21 tons, 50 eu, 26,000 cr); backup: 0.1 (3 areas, 9 tons, 10 eu, 6,000 cr)
Total Energy Requirements: 119
Power Plant: 160 energy units generated (12 areas, 21 tons, 22,500 cr)

Hull Toughness: 2D+1 (81 tons, 40,500 cr)
Atmosphere Capability: streamlining (21 tons, 8,100 cr); landing gear (17 tons, 6,075 cr)
Armor: +1D+1 (24 tons, 24,000 cr)
Shields: +1D (2 areas, 3 tons, 3 eu, 27,000 cr)
Total Tonnage: 282
Scale:  14 Two-Story Building
Length: 77 meters (cylinder), 51 meters (ellipsoid), 39
meters (wedge)
Total Cost (new): 111,100 credits/Price Difficulty: 32
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Shuttlecraft

Used for short jaunts between planets and space stations and other orbiting vessels, shuttlecraft can transport people and cargo safely, even if not comfortably. This is the most common type used as an auxiliary ship on board large naval vessels as well.

Crew: 2
Passengers: 8

Life-Supporting Modules standard bridge (2 stations, 8 areas, 4 tons, 0.8, 200 cr) with +1 gunnery, +2 sensors, and +2 comm upgrades (2 eu, 1,500 cr); passenger area with seating for 8 (10 areas, 5 tons, 1 eu, 500 cr) with snack processor upgrade

Cargo Modules bulk (10 areas, 10 tons, 1 eu, 250 cr) Life-Support Supplies: food storage (2 areas, 0.5
tons, 0.5 eu, 10 cr); snack food supply (10 people/1 month, 0.1 tons, 60 cr); atmosphere (13 personareas/ 1 month, 1,300 cr)

Weapons
1 blaster cannon (1 area, 2 tons, 11 eu, 8,000 cr, forward arc, range 8/25/38, damage 3D)

In-System Drive (9 areas, 9 tons, 21 eu, 13,000 cr)

Move: 7 (space), 350 (atmosphere, 1,000 kph)
Maneuverability: 0
Interstellar Drive: None
Total Energy Requirements: 38
Power Plant: 85 energy units generated (7 areas, 10 tons, 12,500 cr)

Hull Toughness: 1D+2 (25 tons, 12,500 cr)
Atmosphere Capability: streamlining (7 tons, 2,500 cr), landing gear (5 tons, 1,875 cr)

Armor: +1D (8 tons, 7,500 cr)
Shields: +2 (1 area, 1 ton, 2 eu, 7,500 cr)

Total Tonnage: 89
Scale: 20 (Four-Story Building)
Total Area Units: 48
Length: 24 meters (cylinder), 16 meters
(ellipsoid), 12 meters (wedge)
Total Cost (new): 69,820 credits/Price
Difficulty: 27
______________________________________________________________________________________________________________

Stock Freighter

For those who aren’t into a customized model, this generic freighter can haul them around the galaxy without much trouble. Assuming the ship didn’t have any quirks when it was won in a poker tournament.

Crew: 4
Passengers: 8
Cargo: 135 cubic meters, including equipment, storage, and supplies
Life-Support Supplies: 5 months

In-System Drive
Move: 3 (space); 150 (atmosphere, 430 kph)
Maneuverability: +1D
Interstellar Drive Rating: 1.7; backup: 0.1

Weapons:
1 blaster cannon (forward arc, gunnery bonus +1D, range 3/12/25, damage 4D)
Hull Toughness: 3D
Atmosphere Capability: Yes
Armor: +1D
Shields: 0

Scale: 20 (Four-Story Building)
Length (approximate): 50 meters (can be of any shape desired, but includes many decks)
Total Cost (new): 90,000/Price Difficulty: 29


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PostSubject: Light Freighter   Wed Dec 12, 2012 12:37 am

Pleasure Yacht

The pleasure yacht takes its passengers in private comfort from system to system. Some smugglers like to use them as many systems fear inconveniencing an important military or corporate executive by what seems like a meaningless search.

Crew: 5
Passengers: 4 passengers plus 2 servants

Life-Supporting Modules group airlock (used as boarding area; 4 areas, 2 tons, 0.4 eu, 300 cr); standard bridge (4 stations, 16 areas, 8 tons, 1.6 eu, 400 cr) with +1D gunnery, navigation, piloting, shields, and flight systems repair upgrades (5 eu, 4,500 cr) and pilot autofunction program (15 eu, 8,000 cr, 3D each in piloting and gunnery); hydroponics (6 areas, 3 tons, 0.6 eu, 600 cr); infirmary (18 areas, 9 tons, 1.8 eu, 1,500 cr) with +1D medicine upgrade (1 eu, 900 cr); leisure room/relaxation chamber (12 areas, 6 areas, 1.2 eu, 800 cr); leisure room/entertainment (36 areas, 18 tons, 3.6 eu, 2,400 cr); lounge/dining room (90 areas, 45 tons, 9 eu, 4,500 cr); 5 one-person rooms (50 areas, 25 tons, 5 eu, 25,000 cr); 3 two-person rooms (42 areas, 21 tons, 4.2 eu, 21,000 cr); workroom (kitchen, 8 areas, 4 tons, 0.8 eu, 3,000 cr) with 2 food processor upgrades (50 cr); hallways connecting rooms (84 areas, 42 tons, 8.4 eu, 2,100 cr)

Cargo Modules
bulk (12 areas, 12 tons, 1.2 eu, 300 cr); 11 escape pod bays (22 areas, 22 tons, 4.4 eu, 12,100 cr) with cryogenic upgrades (1,375 cr)

Life-Support Supplies: food storage (30 areas, 15 tons, 15 eu, 300 cr); standard food (7 people/10 months, 7 tons, 7,000
cr); luxury food (4 people/10 months, 8 tons, 8,000 cr); atmosphere (47 people-areas/10 months, 47,000 cr)

Weapons
1 laser cannons (1 area, 2 tons, 6 eu, 13,600 cr, forward/rear/ port/starboard arcs, range 3/12/25, damage 4D)

In-System Drive (7 areas, 7 tons, 15 eu, 5,500 cr)
Move: 5 (space), 250 (atmosphere, 750 kph)
Maneuverability: +1D (6 eu, 1,800 cr)
Interstellar Drive: 1.0 (12 areas, 36 tons, 100 eu, 51,000 cr); backup: 0.2 (6 areas, 18 tons, 20 eu, 11,000 cr)

Total Energy Requirements: 213
Power Plant: 235 energy units generated (17 area, 31 tons, 32,500 cr); battery backup (30 energy units generated, 3 areas, 3 tons, 2,100 cr)

Hull Toughness: 3D (209 tons, 104,500 cr)
Atmosphere Capability: streamlining (53 tons, 20,900 cr); landing gear (42 tons, 15,600 cr)
Armor: +2D (90 tons, 9,000 cr)
Shields: +1D (4 areas, 7 tons, 3 eu, 67,500 cr)

Total Tonnage: 749
Scale: 24 (Eight-Story Building)
Length: 60-100 meters
Total Cost (new): 580,725 credits/Price Difficulty: 79
__________________________________________________________________________________________________________

Patrol Frigate

Primarily used by military or police organizations for patrol and anti-piracy operations, this small vessel has an 18-person crew that usually operates within a given patrol zone for two to three months at a time. Some other common names for this ship include customs frigate or interdictor.

Crew: 18
Passengers: 4 passengers, 12 prisoners in brig

Life-Supporting Modules
group airlock (4 areas, 2 tons, 0.4 eu, 300 cr); boarding tube (6 areas/extends to 12 meters, 6 tons, 1.2 eu, 6,000) with single airlocks on both sides (2 areas, 1 tons, 0.2 eu, 200 cr); standard bridge (6 stations, 24 areas, 12 tons, 2.4 eu, 600 cr) with +1D gunnery, piloting, sensors, shields, and flight systems repair upgrades (5 eu, 4,500 cr); brig (48 areas, 24 tons, 4.8 eu, 6,000 cr); infirmary (36 areas, 18 tons, 3.6 eu, 3,000 cr) with +1D medicine upgrade (1 eu, 900 cr); lounge (90 areas, 45 tons, 9 eu, 4,500 cr) with 2 food processor upgrades (50 cr); 2 one-person rooms (20 areas, 10 tons, 2 eu, 1,000 cr); 10 two-person rooms (140 areas, 70 tons, 14 eu, 7,000 cr); hallways connecting rooms (168 areas,
84 tons, 16.8 eu, 4,200 cr)

Cargo Modules
bulk (equipment and weapons lockers and impound storage, 12 areas, 12 tons, 1.2 eu, 300 cr); 34 escape pod bays (68 areas, 68 tons, 13.6 eu, 37,400 cr) Life-Support Supplies: food storage (34 areas, 17 tons, 17 eu, 340 cr); standard food (34 people/5 months, 17 tons, 17,000 cr); atmosphere (72 peopleareas/ 5 months, 36,000 cr)

Weapons
2 blaster cannons (8 areas, 10 tons, 42 eu, 30,000 cr, five arcs each, range 8/25/38, damage 5D each)
2 missile launchers (4 areas, 6 tons, 4 eu, 6,000 cr, forward, ammo 1 each, range 2/3/7, damage per missile)
5 passive-homing missiles (2,500 cr, damage 6D each) in 5
ammo bays (5 areas, 10 tons, 2 eu, 500 cr)
5 active-homing missiles (4,000 cr, damage 5D each) in 5 ammo bays (5 areas, 10 tons, 2 eu, 500 cr)
3 point-defense guns (3 areas, 6 tons, 6 eu, 8,000 cr, 1 forward,
1 port, 1 starboard, range 1/2/3, damage 5D each)
1 tractor beam (7 areas, 15 tons, 10 eu, 8,000, forward arc, range 5/15/30, damage 2D)

In-System Drive (12 areas, 12 tons, 30 eu, 10,500 cr)
Move: 10 (space), 500 (atmosphere, 1,450 kph)
Maneuverability: +1D (6 eu, 1,800 cr)
Interstellar Drive: 1.0 (12 areas, 36 tons, 100 eu, 51,000 cr); backup: 0.1 (3 areas, 9 tons, 10 eu, 6,000 cr)
Total Energy Requirements: 301
Power Plant: 325 energy units generated (23 areas, 46 tons, 44,500 cr); battery backup (30 energy units generated, 3 areas, 3 tons, 2,100 cr)

Hull Toughness: 3D+1 (330 tons, 274,500 cr)
Atmosphere Capability: streamlining (83 tons, 33,000 cr); landing gear (66 tons, 24,750 cr)
Armor: +2D (150 tons, 150,000 cr)
Shields: +3D (17 areas, 34 tons, 9 eu, 337,500 cr)

Total Tonnage: 1,212
Scale: 32 (12 story building)
Total Area Units: 754
Length: 200 meters
Total Cost (new): 1,124,440 credits/Price Difficulty: 122


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PostSubject: Remote Outpost   Wed Dec 12, 2012 12:52 am

Remote Outpost
The remote outpost can serve as a research station or a communications relay on an asteroid or moon. Add a small energy cannon, and it works well as a military defense station. It’s designed to work automatically, having no means of supporting life, though it needs periodic checking for refueling and maintenance.

Defense Outpost

Crew: 0
Passengers: 0

Life-Supporting Modules compact bridge (2 areas, 1 ton, 0.2 eu, 75 cr) with weapons autofunction program (15 eu, 8,000 cr, 3D in sensors and gunnery) Cargo Modules: None

Life-Support Supplies: None

Weapons
2 blaster cannon (4 areas, 6 tons, 30 eu, 20,800 cr, five arcs, range 6/15/24, damage 5D each, fire-link bonus of +5)

In-System Drive: None
Interstellar Drive: None
Total Energy Requirements: 46
Power Plant: 55 energy units (5 areas, 7 tons, 8,500 cr)
Hull Toughness: 0 (9 tons, 4,500 cr)
Atmosphere Capability: None
Armor: 0
Shields: 0

Total Tonnage: 23 tons
Scale: 24 (Eight Story Building)
Total Area Units: 11
Length: 6 meters (cylinder), 4 meters (ellipsoid), 3 meters (wedge)
Total Cost (new): 41,875 credits/Price Difficulty: 25
________________________________________________________________________________________________________
Observation Outpost

Crew: 0
Passengers: 0
Life-Supporting Modules compact bridge (2 areas, 1 ton, 0.2 eu, 75 cr) with research autofunction program (15 eu, 8,000 cr, 3D in sensors and investigation)
Cargo Modules: None
Life-Support Supplies: None

Weapons: None
In-System Drive: None
Interstellar Drive: None
Total Energy Requirements: 16
Power Plant: 25 energy units (3 areas, 3 tons, 4,500 cr)
Hull Toughness: 0 (3 tons, 1,200 cr)
Atmosphere Capability: None
Armor: 0
Shields: 0
Total Tonnage: 7 tons
Scale: 20 (Four-Story Building)
Length: 3 meters (cylinder), 2 meters (ellipsoid), 2 meters
(wedge)
Total Cost (new): 13,775 credits/Price Difficulty: 24


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PostSubject: Three Factor Ships   Wed Dec 12, 2012 1:21 am

Three-Factor Ships

Pirate Corsair

Pirate vessels come in all shapes and sizes. This example is fairly typical, being a refitted cargo vessel with much of the portage space being used for additional weapons and shields. Many of the components come from several black-market sources, making the typical pirate ship look like a ragtag collection of parts welded together.

Crew: 2
Passengers: 60

Life-Supporting Modules group airlock (2 tons, 300 cr); bridge (4 stations, 8 tons, 1.6 eu, 400 cr) with +1D navigation, sensors, and shields and +3D gunnery upgrades (6 eu, 5,400 cr) and pilot autofunction program (15 eu, 8,000 cr, 3D each in piloting and gunnery); 2 weapons duty stations (with cannons, 2 tons, 0.4 eu, 150 cr) with +3D gunnery upgrade each (6 eu, 5400 cr); combined leisure room and lounge (24 areas, 4.8 eu, 2,800 cr); medical bed (1.5
tons, 0.3 eu, 400 cr) with +1D medicine upgrade (1 eu, 900 cr); 8 one-persons room (20 areas, 10 tons, 1000 cr); hallways to connect rooms (44 tons, 8.8 eu, 2,200 cr)

Cargo Modules bulk (equipment and weapons lockers plus cargo area; 100 tons, 210 eu, ,500 cr); 8 escape pod bays (16 tons, 3.2 eu, 8,800 cr)

Life-Support Supplies: food storage (2 tons, 2 eu, 40 cr); standard food (8 people/2 months, 1.6 tons, 1,600 cr); atmosphere (44 person-areas/2 months, 8,800 cr)

Weapons
2 laser cannons (8 tons, 22 eu, 28,000 cr, five arcs each, range 3/12/25, damage 6D each)
2 missile launchers (6 tons, 4 eu, 6,000 cr, forward arc, ammo 1 each, range 2/3/7, damage per missile)
4 passive homing (2,000 cr, damage 6D each) in 4 ammo bays (4 areas, 8 tons, 1.6 eu, 400 cr)

In-System Drive (10 tons, 24 eu, 8,500 cr)
Move: 8 (space), 400 (atmosphere, 1,150 kph)
Maneuverability: +2D (12 eu, 3,600)
Interstellar Drive: 2.0 (60 tons, 200 eu, 101,000 cr); backup:
0.1 (9 tons, 10 eu, 6,000 cr)
Total Energy Requirements: 340
Power Plant: 385 energy units generated (27 tons, 36,500 cr)

Hull Toughness: 3D (232 tons, 116,000 cr)
Atmosphere Capability: streamlining (58 tons, 23,200 cr), landing gear (47 tons, 17,400 cr)
Armor: +3D (135 tons, 135,000 cr)
Shields: +3D (21 tons, 9 eu, 202,500 cr)

Total Tonnage: 879
Scale: 32 (Twelve-Story Building)
Length: 220 meters (cylinder), 147 meters (ellipsoid), 110
meters (wedge)
Total Cost (new): 720,415 credits/Price Difficulty: 92
__________________________________________________________________________________________________________

Military Carrier

The carrier is a huge military vessel used to ferry sublight fighters via interstellar travel and to launch them into combat. The carrier’s flight compliment includes six squadrons of six fighters each. The carrier usually also holds four shuttlecraft for administrative duties or ship-to-shore travel (as carriers are too huge to operate within the atmosphere of a planet). Most carriers are not as heavily armed as their massive size would imply, instead devoting more space to hangar and launch facilities and entrusting their defense to the fighters they carry, as well as to the escort vessels that usually accompany the carrier in fleet operations.

Crew: 114
Passengers: 40

Life-Supporting Modules 2 airlocks (4 tons, 0.8 eu, 600 cr), bridge (7 stations, 14 tons, 2.8 eu, 700 cr) with +2D comm, gunnery, navigation, piloting, sensors, and shields upgrades (12 eu, 10,800 cr) and ship identi-fier upgrade (1,000 cr); 2 ship engineering duty stations (4 tons, 0.8 eu, 200 cr) each with +1D flight systems repair upgrade (2 eu, 1,800 cr); computer engineering station (2 tons, 0.4 eu, 100 cr) with +1D computer interface/repair upgrade (1 eu, 900 cr); 12 gunnery duty stations (located with weapons, 28 eu, 25,200 cr) each with +2D gunnery upgrade (24 eu, 21,600 cr); brig (8 tons, 1.6 eu, 2,000 cr); 24 bunks (240 tons, 48 eu, 21,600 cr); hydroponics (10 tons, 2 eu, 2,000 cr); infirmary (54 tons, 10.8 eu, 9,000 cr) with +2D medicine upgrade (2 eu, 1,800 cr); leisure room (120 tons, 24 eu, 12,000 cr); mess lounge (120 tons, 24 eu, 12,000 cr) with 5 food processor upgrades (125 cr); 4 oneperson rooms (20 tons, 4 eu, 2,000 cr); 9 two-person rooms (63 tons, 12.6 eu, 6,300 cr); 2 workrooms (laundry and kitchen, 8 tons, 1.6 eu, 6,000 cr); hallways (corridors, access tubes, and lifts, 159 tons, 31.8 eu, 7,950 cr)

Cargo Modules
bulk (50 tons, 5 eu, 1,250 cr); hangars (1 for 36 fighters, 1 for 4 shuttles, 4,752 tons, 475.2 eu, 704,000 cr) with +1D flight systems repair, gunnery repair, and armor repair upgrades (3 eu, 2,700 cr); launch bay (launch 6 ships or 3 shuttles, 288 tons, 57.6 eu, 84,000 cr); 118 escape pod bays (236 tons, 47.2 eu, 129,800 cr)

Life-Support Supplies: food storage (35.5 tons, 35.5 eu, 710 cr); standard food (118 people/3 months, 35.4 tons, 335,400 cr); atmosphere (1,454 person-areas/3 months, 436,200 cr)

Weapons
6 laser cannons (18 tons, 72 eu, 96,000 cr, one each arc, range 5/16/33, damage 6D each)
6 point-defense guns (12 tons, 12 eu, 24,000 cr, 3 port arc,
3 starboard arc, range 1/2/3, damage 5D each) with 2 sets of 3 guns fire-linked (+22 damage bonus each set, 600 cr)
2 sensor probe launchers (6 tons, 4 eu, 20,000 cr, 1 port arc,
1 starboard arc, ammo 1 each, range 2/3/7, damage 9D each) with 20 replacement sensor probes (200,000 cr) in 20 ammo bays (40 tons, 4 eu, 2,000 cr)
2 torpedo launchers (6 tons, 4 eu, 10,000 cr, 1 port arc, 1 starboard arc, ammo 1 each, range 2/3/7, damage 9D each) with 20 replacement torpedoes (20,000 cr) in 20 ammo bays (40 tons, 4 eu, 2,000 cr)

In-System Drive (9 tons, 21 eu, 7,500 cr)
Move: 7 (space)
Maneuverability: 0
Interstellar Drive: 1.0 (36 tons, 100 eu,
51,000 cr); backup: 0.1 (9 tons, 10 eu, 6,000 cr)

Total Energy Requirements: 1,061
Power Plant: 1105 energy units generated
(147 tons, 148,500 cr)

Hull Toughness: 4D+1 (3,927 tons, 1,963,500 cr)
Atmosphere Capability: None
Armor: 0
Shields: +3D (338 tons, 9 eu, 3,375,000 cr)
Total Tonnage: 10,825
Scale: 46 (Space Yacht)
Total Area Units: 5,413
Length: 600-900 meters
Total Cost (new): 7,339,985 credits/Price Difficulty: 240
__________________________________________________________________________________________________________

Blockade Runner

A sturdy warship that sees a lot of combat, the blockade runner is the place to be for those who want to get plenty of action.

Crew: 565 (pilots, navigation, gunners, sensors, communication, repair, administration, and support staff )
Passengers: 100
Cargo: 3,000 cubic meters, including equipment, storage, supplies, and escape pods
Life-Support Supplies: 1 year

Weapons
6 laser cannons (3 forward arc, 1 starboard arc, 1 port arc, 1 rear arc, gunnery bonus +3D, range 15/36/73, damage 4D)
1 sensor probe launchers (1 forward arc, range 2/16/14)

In-System Drive
Move: 6 (space); 300 (atmosphere, 850 kph)
Maneuverability: +2D
Interstellar Drive Rating: 2.0; backup: 0.1
Hull Toughness: 4D
Atmosphere Capability: Yes

Armor: +1D
Shields: +1D

Scale: 50 (Star Freighter)
Length (approximate): 150 meters (can be of any shape except spheroid)
Total Cost (new): 3,000,000/Price Difficulty: 320


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PostSubject: Galaxy's Wings   Wed Dec 12, 2012 7:55 pm

Galaxy’s Wings

An interstellar cruise ship and transport vessel, the Galaxy’s Wings offers a means of getting around the universe without
purchasing an entire ship. The vessel is one of many in its corporation’s fleet. It offers numerous amenities, such as exercise and sports rooms, theaters, shopping, restaurants, and more. It has a strict schedule and visits only the most popular planets. This is partly for safety (it has minimal armaments and thus sticks to patrolled space) and partly for economic reasons.

Crew: 17,100 (pilots, navigation, gunners, sensors, communication, repair, administration, support staff, and guest service staff )
Passengers: 1,000
Cargo: 11,000 cubic meters, including equipment, storage, supplies, and escape pods
Life-Support Supplies: 1 year

Weapons
25 laser cannons (5 forward arc, 5 starboard arc, 5 port arc, 5 upper arc, 5 lower arc, gunnery bonus +1D, range 15/36/73, damage 5D)

In-System Drive
Move: 4 (space)
Maneuverability: 0
Interstellar Drive Rating: 1.2; backup: 0.1

Hull Toughness: 4D
Atmosphere Capability: None
Armor: +1D
Shields: +1D
Scale: 50 (Star Freighter)
Length (approximate): 600 meters (can be of any shape desired, but includes many decks)
Total Cost (new): 80,000,000 credits/Price Difficulty: 8020


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PostSubject: Re: Terran Space Ships   Wed Dec 12, 2012 8:03 pm

Zeus Machina

This warship is intended to serve as a background feature or plot device. It has one or two weaknesses, which the gamemaster selects and reveals at the appropriate time.

Crew: 36,000 (pilots, navigation, gunners, sensors, communication, repair, administration, and support staff )
Passengers: 10,000 (8K troops, 2,000 small fighters)

Cargo: 175,000 cubic meters, including equipment, storage, supplies, ground assault craft, shuttles, gunboats, and five squadrons of light fighters
Life-Support Supplies: 5 years

Weapons:
55 laser cannons (10 forward arc, 15 starboard arc, 15 port arc, 5 rear arc, 5 upper arc, 5 lower arc, gunnery bonus +4D, range 15/36/73, damage 5D)
15 sensor probe launchers (5 forward arc, 5 starboard arc, 5 port arc, gunnery bonus +2D, range 2/16/14)
8 tractor beams (4 forward arc, 2 starboard arc, 2 port arc, gunnery bonus +2D, range 5/15/30, damage 6D)

In-System Drive
Move: 6 (space)
Maneuverability: +1D
Interstellar Drive Rating: 2.0; backup: 0.2

Hull Toughness: 6D
Atmosphere Capability: None
Armor: +1D
Shields: +3D

Scale: 75 (Heavy Imperial Star Freighter)
Length (approximate): 1,500 meters (can be of any shape desired, but includes many decks)
Total Cost (new): 500,000,000//Price Difficulty: 50020
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