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| #1kronos182Jan 29, 2012 22:44:31 | Why not a thread for starships since there's one for weapons, mechs and droids. I'll be copying any starship equipment I've posted in weapons and Chuck's Emporium. To start off.. PL5 starship armour. Aircraft Grade Aluminum (PL5) Cheap and light aircraft grade aluminum was used to skin many societies' early space craft, saving on weight and costs. Ships equipped with Aircraft grade aluminum superstructures gain a bonus of +250 ft to its base speed due to the light weight. Hardness: 5 Speed Bonus: +250 ft Base Purchase Modifier: 10 + one-quarter base purchase DC of starship. Carbon Composite (PL5) Based on low-observability/stealth materials design carbon composite armour is an early form of stealth armour for PL5 ship designs. The material makes the ship difficult to detect at long range with conventional radar and MAD sensors. Opposing units trying to detect a ship with carbon composite superstructure take a -5 penalty on their computer use checks if they are using Class I or II sensor suites. Class III and higher are unaffected. Hardness: 2 Speed Bonus: +250 ft Base Purchase Modifier: 10 + one-half base purchase DC of the starship. Titanium Alloy (PL5) Titanium alloy is some of the strongest materials available to a PL5 military. It makes a great material for building starships but is rare and expensive, and used only on warships or important exploration ships in PL5. Hardness: 12 Base Purchase Modifier: 12 + one-half base purchase DC of the starship |
| #2kronos182Jan 29, 2012 23:25:46 | Just for simplicity sake, I'm not adding any pilot bonuses, as any GM can fill those in to vary the difficulty for their game. Here's a quick, simple little cheap fighter. Think TIE fighter only not a TIE. King Fisher ![]() The King Fisher is a small, fairly inexpensive defense fighter, meant to be used in large numbers launched from ships or stations. Its small size reduces the armaments it can carry, and the amount of armour it can support, but it does have enhanced speed and maneuverability and small size makes it a difficult target. The king fisher is pretty much a cockpit stuffed between two engines with a pair of lasers, with minimum sensors and other systems, including limited life support, requiring pilots to wear at least a rebreather as it only has about an hour of stored air. Use of rebreathers will extend this supply by 30 minutes, although an additional air supply, with a sealable flight suit is suggested in the event of needing to eject from the craft. The king fisher does have two external mounts on the bottom to allow it to carry two missiles to give it a little extra punch. The small size and low price allows more king fishers to be purchased and stored in hangers. About two, sometimes three king fishers will fit in the same space as other fighters, easily doubling the number of fighters available for defense, which in some cases, having more ships in the air is better, no matter how weak they are. King fishers are not atmospheric ships, and should avoid them. Although planets with not atmosphere, and especially those with lower gravity don't seem to affect them as much, which makes these small craft a favourite defense fighters on moon bases or small barren planetoids. King Fisher (PL6) Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 3250 Defense: 8 (10 base -2 size) Flat-Footed Defense: 8 (10 base -2 size) Autopilot Defense: none Hardness: 12 Hit Dice: 6d20 (120 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 23 ft Weight: 10,000 Targeting System Bonus: Crew: 1 Passenger Capacity: 0 Cargo Capacity: Grapple Modifier: Base PDC: 38 Restriction: Lic (+1) Attack: 2 fire linked lasers 9d8, 20, fire, 3000 ft, s/a Up to two missiles externally. Attack of Opportunity: none Bonuses: Due to the small size and design, the King fisher enjoys a +2 bonus to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Engines: Thrusters, ion engine, twin engine Armour: Titanium Alloy Defense Systems: none Sensors: Class II, Missile Lock Alert Communications: Radio transceiver Weapons: 2 fire-linked laser, 2 missile hard points (carry 2 missiles externally) Grappling Systems: none Improved Thrust engines Limited Fuel Simple Construction Limited Fuel The king fisher has a smaller than normal fuel tank, requiring it to refuel after every battle. Reduce the cost of refueling by half, and reduce base purchase DC of the ship by 3. Simple Construction The king fisher is designed to be as simple as possible, using many off the shelf components, and the most simplest construction methods. A king fisher can actually be assembled in many workshops that have enough space and average tools and all the components, with a 10 man crew in about 1 day. The king fisher has its repair costs lowered by 3. |
| #3kronos182Jan 29, 2012 23:37:23 | Copied from Chuck's Emporium Shields In d20 Future Tech, shields were introduced. Shields provide 20 hp per HD of starship with a maximum of one quarter of the ship's HD. Each shield except for the Deflector Shields at PL9 only protect against one type of weapon, kinetic weapons or energy. The same for fields only provide a penalty to attacking weapons of a specific type except for the Solid Defense Field. Enhanced Shields Enhanced shields provide some of the benefits of fields combined with shields. Although overall weaker than full shields or fields, enhanced shields are used on ships that have limited space for defensive systems. Enhanced Magnetic Shields (Late PL7) Enhanced magnetic shields provide 15 hp per HD of the ship (one quarter rounding down). Absorbs damage from missiles and ballistic weapons. Missiles and weapons that deal ballistic damage fired at the ship suffer a -2 to attack roll. Mines can be equipped with enhanced magnetic shield. Purchase DC: 17 + one half base purchase DC of the ship. Res: Res (+2) Enhanced Particle Shields (Late PL8) Enhanced particle shields provide 15 hp per HD of the ship (one quarter rounding down). Absorbs damage from weapons that deal concussion, electricity, fire, or nonspecific energy damage. Such weapons suffer a -2 to attack rolls. Mines can be equipped with enhanced magnetic shields. Purchase DC: 22 + one half base purchase DC of the ship. Res: Res (+2) Enhanced Deflector Shield (Late PL9) Enhanced deflector shields provide 15 hp per HD of the ship (one quarter rounding down). Absorbs damage from any type of weapon. Weapons suffer -2 to attack rolls. Purchase DC: 24 + one half base purchase DC of the ship. Res: Res (+2) Advanced Shields Advanced shields are just more powerful versions of the basic shields. These shields add bonus hp of half the HD of the ship, rounding down. So normal shields add 20 hp per HD for half the total HD of the ship. While advanced enhanced shields add 15 hp per HD for half the total HD of the ship. For example, a standard destroyer with 80 HD equipped with advanced version of standard shields (magnetic, particle or deflector) now gains an extra 20 hp for 40 HD instead of only 20 HD. Enhanced shields can receive the same benefit, providing 15 hp for half. In the same example of the destroyer using advanced versions of enhanced shields gain 15 hp for 40 HD instead of 20 HD. PDC: Shield type has PDC increased by +5. Res: Mil (+3) Redundant Shield Generator. A redundant shield generator is a backup shield generator that kicks in the round after the primary shields are depleted. Redundant generators take up a defense system slot just like any other system and must be of the same type as already installed. PDC: Cost of shield system to be installed +5. Res: Mil (+3) New Defensive System Shield Energy Sink System Shield energy sink system are designed with a special 'self-sacrifice' capacity in the event that shields should take too much damage and overload, acting like a circuit breaker. In the event the ship's shields take catastrophic damage and failing, the energy sink system absorbs the damage and burns out. The burnt out capacitor-fuse is ejected and allows the shield to continue as normal. Graviton Refractive Hull (PL 8)
Accuracy Enhancement
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| #4kronos182Jan 29, 2012 23:41:05 | HSSSM-12 (PL 6) Class IIISR Sensor (PL 6) As per the Class III sensor array, but can see through a decoy drone’s false electromagnetic (but not thermal) signature. This sensor package is highly classified and thus is restricted to military purchases. The system itself is removed from the fighter after each mission and kept under tight security. Purchase DC: 35 Restriction: (Mil +3) Mantis Strike Particle Beam (PL 7) The Mantis strike particle beam is experimental particle beam weapons that were taken from a top secret civilian research station first installed on the test ship Black Mantis. Christened the “Mantis Strike” by the Black Mantis’ crew, these beams feature an advanced charging system that allows the beams to be recharged more quickly and thus to be fired in semiautomatic mode, a fact taken full advantage of by the Black Mantis’ crew. Name: Mantis Strike (experimental particle beam) Weapon Damage: 12d8 (54) Critical: 20 Damage Type: Energy Range Increment: 4,000 ft. Rate of Fire: Semi-Automatic Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Illegal (+4) Cobra Air-to-Air Missile (PL 5) A light air-to-air missile similar to sidewinders and ARAAMs produced in late PL5. Name: Cobra (air-to-air missile) Weapon Damage: 4d12 (26) Critical: 19-20 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 21 Restriction: Mil (+3) |
| #5kronos182Jan 29, 2012 23:42:43 | Copied from 101 Weapon's Thread Nuclear Pumped X-Ray Laser Missile (NPXL Missile) The idea of nuclear pumped lasers is an old idea, and quickly fell out of use once more reliable power sources and laser technology was available, as such weapons were expensive, and needed constant replacement, similar to a missile. The NPXL missile uses more advanced methods, and cheaper materials to create a disposable x-ray laser of starship scale for fighters to carry, giving them great anti-ship capabilities. The NPXL uses a nuclear detonation to power an x-ray laser emitter, but the explosion also powers a short lived force field which contains the explosion for a short while. The x-ray laser punches a whole in the hull of a ship with its great penetration capabilities, then the force field starts to break down at the front where the laser emitter is, destroying it, and forcing the explosion forward like a shaped charge into the breached hull before the rest of the force field collapses. This further damages the ship, and also has the side effect of hitting the ship's crew with high levels of radiation. This does make the weapon some what illegal in many areas, but critics can not deny its effectiveness. Nuclear Pumped X-Ray Laser Missile Damage: 10d8 ignoring 50 points of DR/hardness (x-ray laser) + 14d8 (nuclear explosion) ignores hardness Critical: 19-20x3 Damage Type: Fire (laser) + energy (nuclear explosion) Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 34 Restriction: Military (+3) to Illegal (+5) Note: The critical is only for the x-ray laser, the nuclear explosion ignores hardness as it is being directed right into the breach the x-ray laser just made milliseconds before. Also 30% of the crew will be severely irradiated with an exposure time of 1 round, see page 80-81 d20 Future. Most fighters will carry only one or two of these missiles on an external weapon mount. A bit on Point Defense Systems (page 135 d20 Future) While doing the Anti-Aircraft platforms I posted earlier, I looked back on the Point Defense Systems for starships. I noticed it only deals ballistic damage. Now.. why couldn't you have a system that uses lasers instead to save on cargo space needed to feed this defensive systems? or Plasma? what about particle beam weapons, ion or electrical based weapons? And ships can only make one attack of opportunity, does that mean it can only stop missiles once a round, but can't make an attack against any ship getting close? or attack a ship getting close but not any missiles? So I was thinking.. Allow the system to make as many as the pilot's Dex modifier? or maybe, since they can't be controlled by anyone and are automatic, give them certain amount of attacks per round as if they were a person? So, first changes I'd make is damage type. The Point Defense System will use the main weapon type of the PL that the ship was made in, or what the designer thought was most efficient, or cost effective. So now the system isn't PL6, but more PL dependent for damage type. So PL5 would be ballistic, while PL6 could be ballistic or fire, or a combination of the two, so half the batteries are ballistic weapons and half lasers, so the damage dealt would be half and half ballistic and fire. While PL7 could be lasers or plasma, or maybe ballistic for rail/gravity guns if you so desire. PL8 can add in electricity based weapons, or 'energy'. Or it can have any of the previous damage types. Or, if the race that built the ship favours electrical based or particle beam weapons at an earlier PL, can put it on those ships as well, but only on that race's ships. This option allows the ships to have a little more flavour, which can make some unique. Like if Race A is PL5 and uses the basic ballistic weapons, while Race B uses lasers, and race A has armour designed to fight ballistic weapons, they are at a disadvantage against race B's laser point defense weapons. PDC won't be changed using this rule, it's more for flavour and some diversity amongst different races and ship designs for the point defense systems. Let's also say the basic system has one attack of opportunity. More attacks can be made with upgrades. Here's a few possible upgrades or enhancements to the point defense system. Heavy Point Defense System This is a heavier version of the point defense system uses larger caliber or greater powered weapons. Increase the damage by 1 die, as if the ship size was larger than it is. Increase PDC of the system by +2 Light Point Defense System This is a lighter point defense system, using smaller weapons or a few less emplacements. Decrease damage by 1 die, as if the ship was one size smaller. In the case of an ultralight, which normally has 1d12x10 damage for the point defense system, reduce the multiplier to only x6, so it becomes 1d12x6. Use the PDC of the next size smaller ship, or reduce it by 1 in the case of Ultralight. Enhanced Point Defensive System This version has more weapon emplacements to allow greater coverage to bring more weapons to bare. This version has the multiplier increased to x12 from the normal x10. Increased PDC by +2 Extended Range The point defense system has greater range than previous versions. This is done by longer barrels, more powerful propellant, extra focusing chambers, etc. The range that the system works at is now 1000 feet, or two 500 foot squares around the ship. Enhanced Computer Control The control system has better computer control and programming, even up to powerful AIs to direct the point defense systems. Mk1 has 2 attacks per opportunity PDC +3; Mk2 has 2 attacks, but has a 30% chance to destroy a missile and also gets a +1 to attack rolls for attacks of opportunities PDC +4; Mk3 has 3 attacks of opportunities, 30% to destroy missiles, and +2 to attack rolls PDC +5; Mk4 has 4 attacks of opportunities, 40% chance to destroy missiles and +3 to attack rolls PDC +6. Missile Interceptors (PL6) Missile interceptors is similar to point defense systems, but uses smaller caliber weapons, and targets missiles only. This allows point defense systems to only be dedicated to just attacking ships within range. This system takes up a Defensive System slot. The system can be used against any missile attacks in a round. A barrage of missiles from a single attack requires a roll against the number of missiles to determine how many missiles the system can target. So if a barrage contains 6 missiles, roll a d6 and the result is how many missiles the system can attempt to hit. If the barrage contains an odd number of a missiles, use only the closest round number that is below the number of missiles, except in the case of 3 missiles, then use a d4 and a result of 4 would just allow the system to try against all three missiles. Mk1 has a 30% chance to destroy missiles PDC 29, Mk2 has a 40% chance to destroy missiles PDC 31, Mk3 has a 50% chance to destroy missiles PDC 34, Mk4 has a 60% chance to destroy missiles PDC 36, Mk5 has a 70% chance to destroy missiles PDC 38. |
| #6kronos182Jan 29, 2012 23:53:23 | X-Ray Laser After much research in laser weapons, and pulse/beam weapons, weapon designers discovered the x-ray variant laser. These types of lasers are slow to fire, and require a large amount of power, and only somewhat more powerful than other lasers, while being quite a bit larger than normal lasers. The main advantage of x-ray lasers is their armour penetrating capabilities, and normal laser defeating means are only half effective. X-Ray Laser (PL7) |
| #7kronos182Feb 25, 2012 23:48:01 | A few starship gadgets/systems TARGETING SYSTEM, ADVANCED (PL 8) A starship equipped with an advanced targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +5, Gargantuan +6, Colossal +7. This system replaces the PL 7 improved targeting system.
RANGE EXTENSION SOFTWARE (PL 6) This “system” is, in fact, a software upgrade that must be installed in conjunction with a standard targeting system (see the future SRD). A starship equipped with the two systems gains a +1,000 ft. bonus to each of its weapons’ range increments. An advanced version, available during the Gravity Age, extends the range increment an additional 1,000 ft. Miniaturized By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is counted as one-half a weapon of its type for purposes of the starship’s weapon limits. |
| #8kronos182Feb 26, 2012 14:22:59 | CW4 Sonic Missile (PL6/7)
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| #9taradusisMar 16, 2012 3:37:30 | In the Traveller universe shipyards were 100 times the size of the ship they were designed to repair. They came in two types, A + B. Type B could repair/build only those ships without a jump drive while Type A could repair/build any ship. |
| #10ShesheyanMar 17, 2012 6:52:21 | NY_NY-01 The starship «New York/New York-01» is the personal property of the Fraal leader code name Sinatra. Although Fraal civilization has reached PL 9, Sinatra loves to tinker around the antic PL7 ship during his time off. The crew quarters, galley and lounge area have been remodeled in a tribute to New York's 1950 architectural and design styles : Dinner style for the galley, Cabaret style for the lounge, Art Deco/Frank LLoyd Wright inspirations for the captain and crew quarters. When not in use the intercom system doubles has a sound system that plays crooner music classics... When he retires from active service Sinatra plans to transform the two cargo holds of the ship into deluxe passenger cabins and accommodations. STATISTICS * Type : Ultralight * Subtype : Civil Freighter * Constructor : MindHive Engineering * Galactic Concord Model Code : FRL_MHE_124b * Size : Colossal * Length : 160 feet * Weight : 4000 tons * Cargo Capacity : 2000 (2x1000) * Crew : 4 minimum * Passenger Capacity : 4 SYSTEMS * Power Core : Antimatter Reactor * Engines : Induction Engine + Thrusters * Armor : Cerametal * Defense Systems : Light Fortification + Particle Shields * Sensors : Class IV Sensor Array, Improved Targeting * Communications : Drivesat Comm Array * Weapons : 2 Mass Cannons (Firelinked), 1 Rail Cannon * Grappling System : Grapplers ![]() Credits (Atanakar - AKA Shesheyan) |
| #11ShesheyanMar 17, 2012 6:57:06 | About the Fraal Automated Factory Platform (AFP) Function The AFPs are the backbone of Fraal military strategy. Operated by a skeleton crew of 25 Fraals these superheavy FTL starships are literally mobile factories. Whenever the Fraal become involved in a major conflicts they dispatch fully stocked AFPs to «quickly» build ships to replace the destroyed ones. Soon the enemy is winded and the conflict comes to an abrupt end. Then, Fraal diplomats come into play to sign a non-aggression treaty. The AFPs can produce different ships at the same time because they have multiple production lines. Sequence of Production (order in which assets are built by the AFP) Phase 1- Gunships (Escort_Ultra light) x04 • Production : 5 days Phase 2- Corvette (Light) x02 • Production : 5 days Phase 3- Cruiser (Mediumweight) x01 • Production : 15 days Phase 4- Fleet carrier (Heavy) x01 + Assault fighters (Ultralight) x16 • Production : 30 days Phase 5- Courier (Ultralight) x02 + Fast Freighter (Ultralight) x02 • Production : 5 days Number Crunching Ultra light ships (x4) : One line per ship = 5 days Light ships (x2) : Two lines per ship. One for the frame the other for components = 5 days Medium ship (x1) : Lines 1, 2 and 3 are used for the frame and line 4 is used for the components. (which slow production considerably: 10 days for one size above light + 5 days for having one line for components = 15 days) Heavy ships (x1) are built in 3 phases. Phase 1 : All components and fighters are built and stored. In phase 2 all 4 lines are used to build the frame. Phase 3 : Components are added. (very slow production : 20 days for two sizes above light + 10 days for components = 30 days) Credits (Atanakar - AKA Shesheyan) |
| #12ShesheyanMar 17, 2012 6:59:00 | Fraal Colony Ships Since the destruction of their homeworld the Fraal have developed and perfected Colony Starships. These superstructures are home to an average of 25 000 Fraals. The PL8 design of colony starships is completely modular. Concord Transport Tube This gigantic cylindrical tube is used for «very fast» transport around the colony. Freight and passenger shuttles constantly travel in this weightless environment. All shuttle movement is automated and is controlled by the colony AI. One only need board a shuttle and enter the destination. Travel in this tube take one round per tube segment. The Concord Transport Tube doubles has superstructural support that houses six independent Colony Nodes. In the event of a major catastrophe each Colony Node is self sufficient and has FTL capability. In its center the CTT also supports the Central Command Node, the Colony Powercore and the main FTL engine. Transport Tubes Similar in nature to the CTT these smaller structures have gravity and atmosphere. Opentop gliders are used to move from one platform to another. Movement in these tubes is not governed by the colony AI. One can either pilot the glider or let the autopilot take over. Maximum speed is limited to 100feet per round. Colony Nodes Acting as main support of Fraal communities, Colony Nodes are a group of six one kilometer long platforms. Each platform supports 7 towers that house an average of 100 Fraals. Platforms have 5 levels used for the production of goods and food for the colony node. The 4 main floors of the towers are used for administrative, leisure and scientific activities. The 10 top levels of the towers are used for housing. The central tower of the central platform of each CN houses the Colony Node Council. The towers extend below the platform. These four levels are used for storage and have docking facilities. They also house the CN power core and FTL drive. Each CN has its own attack/defense AI system. This AI becomes slave to the CCN's AI when in Colony Starship configuration. One in three Colony Nodes are modified to serve as spacedocks for heavy freighters and military starships. Refitting and restocking of military vessels take place in these facilities. Central Command Node Housing the powercore, central AI and FTL engine of the Colony Starship this node also doubles has Central Command Center. The administrative, military and political bodies of the colony hold court in these small structures. It is also self sufficient for short periods of time. Attack/Defense capabilities of Fraal Colony Starships Attacking a Fraals Starship Colony would be equivalent of attacking : * 7 Superheavy PL8 colony ships AND currently docked : * (1d2+1) Superheavy military PL9 starships * (1d3+2) Heavy military PL9 starships * (1d4+2) Medium military PL9 starship Fraal Colony Ship • Conceptual Plans i244.photobucket.com/albums/gg28/atanaka... Credits (Atanakar - AKA Shesheyan) |
| #13AnimeSniperMar 17, 2012 23:31:28 | I Can't remember the book or where its from but imagine having access to a mobile fortress ship capable of arming, armoring, maintaining, repairing, salvaging enemy ships, and outfitting the attached fleet with all the needed means without having to traverse back to neutral or friendly territory for such things... of cours to handle a Gargantuan class starship it would have to be larger and include heavily roboticized means |
| #14ShesheyanMar 18, 2012 16:13:23 | I Can't remember the book or where its from but imagine having access to a mobile fortress ship capable of arming, armoring, maintaining, repairing, salvaging enemy ships, and outfitting the attached fleet with all the needed means without having to traverse back to neutral or friendly territory for such things... of cours to handle a Gargantuan class starship it would have to be larger and include heavily roboticized means Its a crazy and megalomaniac idea I came up with a few years back. I originaly posted it under my former user name Atankar. It was part of The Rise of the Kinori novelette-campaign I posted on the old forum. To my surprise in the last Ian M. Banks book «Surface Details» he mentions great factory disks capable of building hundreds of ships in very short time. Great minds think alike ! The ship would indeed need to be extremely large and have robotized means. But I was also thinking further. PL9 nanotechnology that auto builds itself when given the proper initiating codes. |
| #15kronos182Mar 18, 2012 16:38:07 | The idea behind mobile shipyards I've seen many times before in other sci-fi stories and such. Usually ships with vast storage capacity, robotic/automated repair/assembly systems, expandable scaffolding to encase ships for assembly and repair. The game Homeworld had repair corvettes that use a 'repair' beam to gradually repair damage done to ships. The more repair corvettes, the faster. I assumed it did this through a sort of nanite technology combined with tractor beams to move any stored materials into place. I've actually got an idea for a vessel that'll be in fleets, basically a large freighter with expandable scaffolding and robotic arms and such that can conduct repairs from stored material in the freighter's hold. Within the hold will also be a factory and smelter. Factory to assemble equipment, hull plating, etc, and the smelter for melting down battle salvage or even rare materials brought to it. I would also imagine deep space exploration ships would have similar capacity on a much smaller scale, mostly for manufacturing parts for itself, or for any ships that might be part of the exploration fleet. So such ships could range in size from mid-to large freighters to even dwarf battleships. |
| #16AnimeSniperMar 20, 2012 18:04:14 | Working on an aptly titled MCSY or Mobile Construction Starship Yard starting at the appropriate PL, late PL 5, allowing for any of the aforementioned tasks of arming, armoring, maintaining, repairing, salvaging enemy ships, and outfitting the attached fleet before said squishy NPC's begin the menial task of fixing up those damaged ships and systems |
| #17kronos182Mar 20, 2012 20:28:40 | Working on an aptly titled MCSY or Mobile Construction Starship Yard starting at the appropriate PL, late PL 5, allowing for any of the aforementioned tasks of arming, armoring, maintaining, repairing, salvaging enemy ships, and outfitting the attached fleet before said squishy NPC's begin the menial task of fixing up those damaged ships and systems I'd imagine a PL5 one would be pretty big, like something the size of the ship from Alien (the refinery unit), with large expanding scaffolding with robotic arms for doing large repairs. Probably a hanger for fighters to land for repairs. Definitely would be slow to launch the ships in an emergency. I don't think it would do too much processing raw materials except for common armour plating, ballistic ammunition and fuel. If it does a salvage or mining, going to need large drills. But salvaging ships, that should be much easier to gain materials for it. This kind of thing would be a hell of a catch for pirates to attack and raid. Sure, they may not take the ship, but raiding the cargo holds of fuel and raw materials or even finished components of military gear. One could make a series of adventures around escorting such a ship that is moving to a debris field in 'safe' territory to collect and process the debris before moving off to meet up with a fleet that'll finish maneuvers (probably engaged in a series of combat situations) before meeting at a rendezvous point with reinforcements/replacements and the mcsy for repairs, refueling and supplies. |
| #18AnimeSniperMar 21, 2012 3:51:37 | what would come after Colossal... so far the Mk I version, late PL 5 travel together in small fleet that connect together to form an interlaced network of scaffoldings with access hatches near the pivot point just near the actual factory levels that make the needed supplies.... the attached repair crews then traverse the scaffoldings via EVA suits, zip lines, and thruster carts and packs to the damaged sections |
| #19Kira_HowlerMar 21, 2012 11:13:46 | I'd use mOdified stats to the fortress ship or space dock, I'd just alter the size and write a note that colossal ships have to use the exterior scaffolding for refits. Also I'd give it extra superb defense systems but no offensive weapons seeing as it usally has a fleet around it. Also I finished stats on the pelican. The magna-lock will prove to be very useful in almost any future setting imagine it deploying mecha on the Feild. |
| #20AnimeSniperMar 21, 2012 21:36:21 | I have to find my binder with the printouts of the WARSHIP and both Blood & Space pdf's to compare a few things but I may have something statted soon |
| #21kronos182Mar 27, 2012 13:30:35 | ATLANTIS Class Cruiser The shovel shaped Atlantis cruisers were a mass produced, fairly simple military cruiser designed for export sales to as many space navies as possible. No one remembers who originally came up with the design, but many ship manufacturers have licenced the design to be able to produce a reliable design quickly, and efficiently. Internally, the Atlantis is fairly spartan, but efficient, including most facilities found on military ships, including an armoury, security station, mess halls, rec/exercise room, 2 small labs (used for electronic and mechanical repairs, computer maintenance and small parts fabrication), a staging and temporary storage room close to the primary airlock under the shovel prow, a data buoy with ship's blackbox that can be jettisoned, sick bay that can accommodate up to 10 patients at once, several cargo areas, including a cold storage room (approx 30 x 30 ft). |
| #22kronos182Mar 27, 2012 14:48:59 | Shrike Class Fighters The Shrike family of small single pilot fighters was originally born out of the need for an airframe designed around the Lockdyne HSSSM (High Speed Ship to Ship Missile) project. The specifications for the Lockdyne missile required a specialized single pilot ship be constructed for use during the test phase of the missile. The missile was a failure and the contract was awarded to Argonaut Industries. The fighter prototype proved extremely capable and further testing was requested by the military along with funding for three additional prototypes, followed shortly by full scale production. The shrike has a triangular build, with a flattened top, wings angled down slightly. The wings can swing up for storage, but can not hold any missiles (Mk IV only) while in stored position. After years of successful service, newer models were released. The Mk. II was a straight ship-to-ship dogfighter and had a weapons upgrade to lasers. The Mk. III was a two-seat modification to allow for the inclusion of a second crew member to operate the newly developed class IIISR sensor system. The Mk. IV is a slightly modified version of the Mk. II, but carries a larger missile payload. |
| #23AnimeSniperMar 30, 2012 10:34:58 | Still working on my MCSY or Mobile Construction Starship Yard along with a Fleet Tender, aka a mobile munitions starship plant, and some Pirate related tech and equipment Really like the new ships Also, have you ever watched the anime Crest/Banner of the Stars because in Banner of the Stars the Abh fleet eventually show these huge sections of latticework like structures where each Abh ship is docked and maintained usually near a gaseous nebula |
| #24kronos182Mar 30, 2012 17:06:32 | I haven't seen Crest/Banner of the Stars, and tried looking up some info on it, not much out there for it that shows the shipyards (from a quick search) An idea of some shipyards, a multislip shipyard, although it appears to be of the Stargate tech, Atlantian judging from the two ships visible. This is a two capital ship slip dry dock of star wars make. It also has 8 smaller ship docks (I think these are also ship building/repair slips, but might also be spots to just dock to transfer cargo). Oh.. If I remember correctly.. there was an episode of DS9 that showed a really good Cardassian/Dominion shipyard near a sun. EDIT: Found the shipyard I was thinking of, here, but you can see several large ships being made, and smaller ones, almost the docks/slips are connected by the spines |
| #25Kira_HowlerMar 31, 2012 9:28:43 | Here soon I'll post DictatorTek ships the raven, and the last stand, both of which will be scary and nasty, and boast AI control systems, minimizing crew requirements. |
| #26Kira_HowlerMar 31, 2012 9:33:29 | So like cargo bays make repair bays, also make it so u can place them on smaller ships for even smaller ships, and deployable external ones. |
| #27kronos182Mar 31, 2012 10:23:52 | Basically, a ship that can perform repairs would have +2 to +4 bonus to Repairs and reduce ship repair time by say 1/4 especially if it has spare parts in storage. While a ship that can BUILD other ships, could reduct repair time by 1/3rd to half, and maybe gain +6 to repair checks. Higher PL ships might get a +1 to repair per PL higher than the ship being repaired. |
| #28AnimeSniperApr 01, 2012 6:24:46 | A 100,000 ft in length ship, bow to stern, is just shy of 19 miles well 18.9 miles.... and in the Future book I think that there is nothing over 3,000 feet in length.... of course you could dock several 10 mile {52,800 ft} starships in it cradles or internal bays. I am thinking of keeping the ships at even x-miles now 4.5 miles Also, does anyone have any Pirate based tech.... like a Nullifier Web field that when activated and a starship enters it either the ship is shut down or a computer virus ala Cowboy Bebop |
| #29kronos182Apr 01, 2012 8:12:04 | A 100,000 ft in length ship, bow to stern, is just shy of 19 miles well 18.9 miles.... and in the Future book I think that there is nothing over 3,000 feet in length.... of course you could dock several 10 mile {52,800 ft} starships in it cradles or internal bays. I am thinking of keeping the ships at even x-miles now 4.5 miles I wouldn't make too many ships over the 2 to 4 mile range, unless it's something like a large refinery ship which goes off on a long term mission for a decade before returning, or colony ships. Space stations and ship yards, I've got no problems making 5 or more. Babylon 5 was just over 5 miles long. Actually.. ships of that size or larger I would make as plot devices or something for the PCs to explore, but definitely not keep. The logistics alone would be insane. As for pirate stuff, I'm sure I can make up something. Most military ships are protected against EMP, or resistant, but then there isn't a lot of rules for EMPs. There's mention a few times, but that's it. Urban Arcana has the EMP spell, and Future Tech has the Ion weapon that deals electricity damage.. so.. yeah.. RAW kind of skips over EMPs. I think I can probably whip a few pirate based things up when I get back home. Maybe even a light pirate carrier or something. |
| #30AnimeSniperApr 01, 2012 8:47:03 | A 100,000 ft in length ship, bow to stern, is just shy of 19 miles well 18.9 miles.... and in the Future book I think that there is nothing over 3,000 feet in length.... of course you could dock several 10 mile {52,800 ft} starships in it cradles or internal bays. I am thinking of keeping the ships at even x-miles now 4.5 miles Initially, the 100,000 feet starship is one that I have been working to act as an independent Marine FIST or First Initial Strike Team complete with needed battalions of aircraft both planetary and space, mecha, artillery, and armor with approximately 5-7 battalions of Infantry to lay siege to the Big Bad Uber Star Empire once the Party found information on who he is... Thsi also includes the needed infrastructure to supply them, factories and whatnot, and their attached fleet For my Fleet Tenders which so far I have Factory {Ammunition, Armor, Tech},Foundry, Tanker Refinery, Tanker Refueler whic I can agree on being at max 5 miles in length What size do you feel is appropriate for say a Missile/Gun Boat... |
| #31kronos182Apr 01, 2012 9:52:18 | A missile or gun boat? Depends on it's target I guess. most gun boats as we see them today are smaller or up to corvette size (sea versions), or air units are larger than fighters, about on par to bomber or bigger, depending on mission profile (bigger than bombers are usually also troop transports, think hind with all the rockets you can load on those as a possible missile boat). The C-130 Galaxy Spook is a gun boat technically, with the big gun sticking out the side plus a bunch of gatling guns as well, meant to blast tanks and bunkers with the big gun and infantry with the smaller guns. So basically size would range from large bomber to shuttle/small transport. You could have missile boats the size of frigates or cruisers, but then they would technically be missile frigates or missile cruisers. |
| #32AnimeSniperApr 02, 2012 0:46:37 | First thanks for your input Kronos 182 as its been a help Second I have been doing some thinking earlier today.... dangerous thing that can be and here is what hit me so tell me does my reasoning sound off or not 1: At a higher PL such a ship that breaches the 10 to 20+ miles in length or say diameter could be classified as city ship like in Stargate Atlantis thus granting pre-established infrastructure when said group reaches their destination for researching/colonizing the ecosphere of planet P7Y-117 2: Or how about the refurbished Macross with a city built inside and say the half mile to a mile from the exterior hull houses the armor plating and relevant weapons including the munitions stores nearby for easy access while also supporting the smaller attached ships when needed with parts, muntions, or supplies while figuring in the civilian support infrastructure 3a: I mean according to wikipedia the Imperial Super Star Destroyer is 12 miles in length and an Imperial Star Destroyer in just shy of a mile and over a half mile in width... so logically you could have a ship that big with the extra space being allocated to crew housing, barracks, vehicle hangers for At-At/St and still take in an Imperial Star Destroyer in say a dedicated repair hanger with the needed infrastructure to make said repairs while having the dedicated hangers for fighter craft 3b: In Farscape the Peacekeepers supposedly had ships large enough that the housed entire levels that simulated the enviroments of worlds where the troops housed within could train combat simulations to future Peacekeepers... 4:And with advances in tech level or PL Kinetic weapons give way to energy thus no longer needing to carry thousand plus rounds around whereever they go and missile/torpedo explosives yield should increase in destructiveness with smaller warheads thus no longer needing to lug around a soviet cold war era nuclear silo sized missile strapped in a pair along the lower half of your ship... And then say replicators or whatnot ala Star Trek come into play so there goes having to lug around foodstuffs/storage for said foodstuffs or hydroponic gardnes/fields while no longer needing a foundry/machine shop level to handle the logistics of new armor plating, replacemnet parts throughout the ship, and etcetera. Sorry if I rambled here |
| #33kronos182Apr 02, 2012 8:29:36 | Rambling is perfectly ok, I've done it myself a few times here. As to your thoughts.. 1) Reasonable, as that could be classified as a colony ship, with enough defenses and offensive capabilities to protect civilians (not quite dedicated warship, but definitely better than colonial milia). 2) The Macross I think was a deep space exploration/warship designed to protect itself against almost any conceivable threat. But good idea. 3) The Super Star Destroyer is basically a small fleet rolled into one ship, used as a terror tactic (Emperor seemed to get off on big intimidating designs), so it's got the power of several Imperial class destroyers, plus ground crews, troops, fighters. ISDs also had a prefebricated garrison to deploy on worlds, the SSD had a couple, so they were all designed for planetary subjugation and pacification, plus blow ships out of the sky. I think the SSD could dock a ISD, maybe.. but couldn't perform extensive repairs, probably more useful for doing minor repairs, or for towing if the engines were damaged, or for quick transfers of cargo to/from the SSD and ISD. 3B) those ships I don't think would be dedicates warships, but yeah, I can understand them being quite large to simulate the environments of other worlds, as they don't have holodecks. 4) makes perfect sense. A PL6 high explosive missile should be smaller than a PL5 HE for the same yield (RAW doesn't take this into account really). As to star trek's replicators, they still have to store raw material for the replicators as they don't create matter out of nothing (they take a raw material block, usually biomass of some sort, re-arrange the molecules into patterns for something else, then transport it to the unit that is requesting something), so they do need some storage, but probably not as much volume-wise as say trying to store food packs of say beef for a crew of 150 people for 6 months. But in a nutshell, your reasoning is all sound, with good examples, just as we've seen, except for a few exceptions (super star destroyer), they serve another purpose besides war.. the macross.. remove the inner city, and it'll probably be a fair bit smaller. Atlantis was built as a home that can travel with all their stuff in it, so labs, food, entertainment, plus protection (which was mainly their shield and not much armour. Hell, if they didn't have the shield, no one could breathe as it'll all just escape through a window sill. |
| #34kronos182Apr 06, 2012 14:12:47 | Loggerhead Hauler (High PL5/Low PL6) This vessel is an old Loggerhead-class hauler designed to pull long trains of unmanned cargo pods. It requires only a single crew and operates exclusively in space – sporting a powerful set of ion engines but no atmospheric thrusters. The Loggerhead has an octagonal sphere shaped bridge, with a wide but low profile main haul, from which four powerful ion engines stick out on two sets of short wings, one above the other. At the rear of the ship is the hookups for connecting to cargo modules, usually the CM01 cube type. The cockpit is fairly spacious and simple, and the door between the cockpit and main cabin has atmospheric seals so the cockpit or cabin can be independently depressurized. There is an access hatch in the floor of the cockpit behind the pilot's seat to facilitate extra-vehicular access. The main area of the haul contains a single cabin for the pilot's off-hour use, which has a computer/media terminal in one corner and a food station built into the back wall. A combination toilet/shower in a small chamber on the starboard side, a storage closet is on the port side opposite. There are exit hatches down a few stairs on either side, but no dedicated airlock. A table is available that can fold into the floor for more room, and a set of two beds fold from the wall in a double bunk style. The small engine room is farther back, with a ladder that leads up to a crawlspace tube which allows access to any cargo modules that are attached. The loggerhead can haul up to 14 cargo pods, however it does get slower with large quantity of pods. Loggerhead Hauler (PL Hi 5/Lo 6) Type: Ultralight Subtype: Hauler Size: Gargantuan (-4), Colossal (-8) with pods Tactical Speed: 2,500 ft, -500 ft per three pods Defense: 9, 5 with pods Flat-Footed Defense: 8, 4 with pods Autopilot Defense: 8, 5 with pods Hardness: 20 Hit Dice: 8d20 (160 hp) +1d20 (20 hp) per pod Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 53 ft +35 ft per pod Weight: 245000 lbs +25000 lbs per pod Targeting System Bonus: +0 Crew: 1 Passenger Capacity: 1 Cargo Capacity: 1 ton + 100 tons per pod Grapple Modifier: +12 or +16 with pods Base PDC: 47 Restriction: Licensed (+2) Attack: None Attack of Opportunity: None Standard PL() Design Spec: Engines: Ion Engins only Armour: Alloy Plating Defense Systems: Autopilot, damage control (1d10) Sensors: Class I Communications: Radio Transceiver Weapons: None Grappling Systems: Grapplers Cargo Pod CM01 A standardized type of cargo pod that is a cube roughly 25 ft on a side. It has small maneuvering thrusters, linkages to attach to other pods, and a rudimentary computer system to monitor and report status. The top of the container also sports an access crawlway running from bow to stern. When linked up, it is possible to traverse the entire train, and access any cargo pod, via this crawlway. These pods hold 100 tons of cargo. Defense Pod DM02 This is a modified cargo pod with a turreted fusion beam cannon, advanced sensors and point defense system. These pods are used to provide some protection to haulers in areas where pirate attacks are uncommon, but could happen. The systems can be controlled from the hauler's cockpit, although a person can crawl out to the module and control them manually. For the sake of deterrence, all of this extra gear is concealed until brought into play, so a pirate never knows if a train is packing. A defense module will add the following to the ship stats: Class III sensors, increases Initiative by 2. Targeting system, grants +3 to hit for a colossal ship. Point Defense system. Fusion Beam (10d8, range increment 3000 ft). Defense Pod DM03 This is a modified cargo pod with a CHE missile launcher instead of turreted fusion beam. It has the same advanced sensors and defensive systems as the DM02. This pod adds the following to the stats of the hauler: Class III sensors, increases initiative by 2. Targeting system, grants +3 to hit for a colossal ship. Point defense system. 1 CHE missile launcher, 8 missiles (6d12, 19-20, - ft). Game mechanics: It is easiest to treat an entire train (hauler plus 1 to 14 cargo pods) as a single vessel. To do this, start with base stats for the hauler. For each cargo or defense pod, add one hit die and 20 hit points. For every three pods (round down), reduce speed by 500 feet. The ship as a whole is now colossal sized, which modifies various statistics. |
| #35AnimeSniperApr 06, 2012 22:14:13 | A few things from older boards here or the gleemax era... can't remember which Seeker-Class Template (PL7) The Seeker-class template can be applied to any PL6 Ultralight or light starship of Gargantuan or Colossal size. The Seeker-class template represents the creation of a fast, agile scout or exploration ship. The starships design specs should be adjusted as follows: Warhammer-Class Template (PL7) The Warhammer-class template can be applied to any PL6 light or larger starship of Colossal size. The Warhammer-class template represents the creation of a long range, dedicated warship. The starships design specs should be adjusted as follows: *Variable Weapon Configuration System- This unique system was developed for long-range missions, where an assortment of weaponry may be necessary. The system allows a starship to carry a much larger assortment of weapons for a reduced cargo capacity. The system has a few minor drawbacks. It can only be placed on an Ultra light ship, it can only fire four different beam or projectile weapons at a time and only two missiles. To change which weapons are being fired is a move action and requires that the ship have positive hit points. The weapons take up space in the cargo hold depending on their type. The system cannot support any heavy weaponry. Beam weapons take up 100 lbs., projectiles take up 250 lbs., and missiles 500 lbs. These amounts account for a full complement of weapons for the amount of Hit Dice you have. For example a ship with 18 Hit Dice can have 6 weapons so if it up to four fusion beams they take up 400 lbs. |
| #36AnimeSniperApr 06, 2012 22:55:43 | Nice little link with some Macross stuff here www.steelfalcon.com/macrossmecha.html |
| #37kronos182Apr 06, 2012 23:16:54 | Nice little link with some Macross stuff here www.steelfalcon.com/macrossmecha.html Ah, I remember visiting that site.. Although it hasn't really been updated in awhile, and a few links (rpg network ones) are dead. mahq.com is still running, and seen a nice site redesign in the last few years, and yes although it's more mecha related, it does have some ship related stuff for the series it lists. I remember seeing some pictures of ships for a tabletop strategy game (well a couple of such games actually) that had some neat looking ships, but I can't remember the names of the games. Also trying to find info on the ships at the time wasn't easy (this was a few years back). |
| #38kronos182Apr 08, 2012 15:11:44 | Energy Dampening Weapon (PL7/8) |
| #39kronos182Apr 08, 2012 20:23:26 | Loot Net Mag Pulse Missile |
| #40kronos182Apr 10, 2012 21:49:25 | Khonsu Anti-Fighter Escort Ship![]() This ship was built as an escort vessel for larger ships to serve as an anti-fighter screen for larger ships or stations. Being about the size of a shuttle, many ships can carry the khonsu in place of shuttles or even a couple of fighters. Usually used in flights of four or more, they would fly around a particular area of a ship or station to provide covering fire for the larger ship, attacking missiles or fighters that attempt to get close. Sometimes flights or squardrons of khonsu's are sent ahead of they're assigned ships and act as a fire wall through which attacking fighters, or missiles are weakened, or destroyed before reaching the main ships. When using this tactic, the khonsu will quickly turn around and pursue the weakened fighters, or remain between their assigned ships and enemy capital ships that might attempt to launch more missiles. Fire Control System: The unique fire control system of the khonsu grants it a further +2 bonus to attack small ships or missiles. Any attack against missiles or ships of the ultralight type gain a further +2 to attack rolls. |
| #41AnimeSniperApr 18, 2012 10:27:48 | First let me say thanks for the EDW, Loot Net, and Mag Pulse Missile and those I have added to my Pirate Tech doc.... Second I've started a hopefully small doc on space based construction |
| #42kronos182Jul 02, 2012 22:12:00 | Hobart Class Destroyer The Hobart destroyers, at the time of their creation, were well built craft, quite fast for their size, and could take quite a pounding due to many redundancies and solid construction, but not very maneuverable. Being part of the first and second generation space combat craft, the Hobarts used rotating sections to simulate gravity, which contained the living quarters, primary systems including life support, small hydroponics and secondary bridge. The narrow profile made it a difficult target from the fore or aft, although the spinning second did make it a little easier to spot. The hobarts were also one of the first light warships to be fitted with interstellar faster than light systems, allowing it to follow larger ships under its own power, or be used to investigate systems on its own. Although today, the Hobart is considered obsolete, the solid construction, easy of repairs, and low crew requirements has allowed them to remain in service, usually converted into light freighters or runners, or as colonial defense units. Hobarts do not take many newer systems well, without a lot of extensive work of its systems, but the owners of these modified Hobarts think it was well worth the effort as the tough hulls have saved them many times over. The original armament of a Hobart included three double barrel railguns, several pulse laser emitters used in a more point defense system, and a large gauss cannon spinal mount. The only complaint people have of the Hobart is the lack of missile weapons, and that the only energy weapons are the point defense system, but at the time, energy weapons were power intensive, and railguns were far more reliable and ammunition easy to acquire. Updated versions might replace the railguns with lasers, but many, except retired models, retain the gauss cannon for a strong anti-capital ship weapon, and add at least one or two missile pods. Hobarts are unable to enter a planetary atmosphere, remaining in space only their entire service life. *Note: All stats such as Defense and attacks do NOT include crew bonus, these are the stats for an uncrewed version. Hobarts used at the time of their deployment would use trained for colonial defense fleets or expert for frontline units. Hobart Destroyer (PL6) Type: Light Subtype: Destroyer Size: Colossal (-8 Size) Tactical Speed: 5250 ft (if engines suffer critical hit, speed lowers to 3500 ft) Defense: 2 (-8 size) Flat-Footed Defense: 2 (-8 size) Autopilot Defense: -4 (+4 autopilot -8 size) Hardness: 20 Hit Dice: 70d20 (1400) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: -5 (+3 targeting system -8 size) Length: 420 ft Weight: 7850 tons Targeting System Bonus: +3 Crew: 50 Passenger Capacity: 10 Cargo Capacity: 350 tons Grapple Modifier: +16 Base PDC: 61 Restriction: Military (+3) Attack: 3 twin fire-linked railguns -5 ranged (9d12) at up to 3 separate targets, or at most 2 at a single target but separate attack rolls; or 1 spinal mount gauss gun -7 ranged (12d12, ignore 20 hardness/DR) and 2 twin fire-linked railguns -12 ranged (9d12 at the same target as gauss gun) and 1 twin fire-linked railgun -13 ranged (9d12) at a separate target. Attack of Opportunity: Point-defense system +3 ranged (2d12x10 fire) Standard PL(6) Design Spec: Engines: thusters, twin improved thrust Helium-3 Plasma drive Armour: Polymeric Defense Systems: autopilot, damage control (2d10), chaff launcher (20 bundles), point-defense system (2d12x10 fire), radiation shielding, medium fortification*, Sensors: Class III sensor array, Targeting system Communications: radio transceiver, laser transceiver Weapons: 3 twin fire-linked railguns, spinal mount gauss gun Grappling Systems: none Notes: The way the weapons are laid out, generally only two of the railgun turrets can target the same target, and each has their own gunner, so up to separate targets can be attacked at once. Only two of the railgun turrets can attack the same target as the spinal mount gauss gun if within range, which has to be in front of the Hobart. Spinal Mount Gauss Gun 12d12, 20, ballistic, 8000 ft, once every two turns, 50 rounds. Gauss gun ammunition PDC 16 for 10 rounds Military restriction (+3). *Medium fortification: Although this feature is a PL8 feature, the way the Hobart is designed and built, with its redundancies allow it to shrug off many (75%) critical strikes. Solid Frame: The solid construction of the Hobart, which gives it its ability to shrug off critical damage, gives it several other advantages, it takes half damage from performing a ram attack (target of the ram still suffers normal full damage), the Hobart isn't considered disabled until it reaches -40 hp and doesn't start to break up until -60 hp. This has allowed many Hobarts to continue fighting past the point of many other ships. Hobarts are also easier to repair and jury-rig, reducing repair and jury-rig DCs by 2 and time by one-quarter. Broadside: Due to the narrow design of the Hobart, only two of the railgun turrets can strike the same target, or attack in the front or rear arcs. However, in the side arcs, the gunners can opt to link the guns in a battery if they all attack the same target, granting a +2 bonus to attack. Flying Brick: Hobarts are fast, but not very maneuverable, suffering a -4 to Pilot checks to perform maneuvers such as jinking, or avoiding navigational hazards. Most pilots and sensor operators of Hobarts learn to err on the side of caution, preparing for maneuvers early or plotting courses that will have the least amount of hazards as possible. Designer Note: Even though I mentioned in the description one of the first to use a FTL system, you can ignore that if you wish, but I left the type of FTL up to the individual GM for the type of FTL systems used in their games, from hyperspace, hyperdrive, some form of warp or jump drives, wormhole or fold systems. |
| (Reply to #81)AnimeSniper |
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| #83kronos182Jan 19, 2014 9:19:27 |
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| #84AnimeSniperJan 19, 2014 10:12:56 | Well I do have an idea for a NAP or Nuclear Armor Penetration warhead, warhead penetrates the hull and explodes within, using your megaton rules listed here and a MIRV variant which basically take x-megaton warhead and divide by the desired number and the i.e. rolled damage... |
| #85AnimeSniperJan 19, 2014 10:26:12 | Here is the fluff that I have so far written...
Torpedo Mk III (III-a)
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| #87AnimeSniperFeb 12, 2014 5:59:22 |
NAP Kit or Nuclear Armor Penetration Kit is an add-on addition kit that outfits nuclear warhead ordnance with a hardened depleted uranium tritanium tungtsen armor piercing fin-stabilized discarding sabot penetrator cone to the warhead that upon impact with the opposing vessels armor pierces through before detonating the nuclear payload within. PDC: ?
MIRV or Multiple Individual Targetable Reentry Vehicle Warhead takes the set nuclear warhead charge and divides the payload amongst several smaller individual warheads contained within a single delivery vehicle. PDC: ? |
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| #92AnimeSniperFeb 13, 2014 14:31:22 | Mk II-M Warhead Guidance & Avoidance System The Mk II Warhead Gudiance & Avoidance System developed by Saturn Deep Space Survey was intially developed for their deep space survey probes. Upon the success of the prototype launch the Earth Terrestrial Defense Force, Interstellar Navy, and Star Forces adopted the system for their launched weapons platforms which became the Mk II-M, M for military, to their current and successor platforms.
The unit processor logistics computer core software is updated to allow the missile, probe, torpedo, or other installed vehicle to detect and plot counter-evasive course to their designated target.
PDC: ? |
| #93kronos182Feb 23, 2014 6:00:01 | Here's a basic MIRV conversion for any missile or torpedoes you want to throw them on. |
| #94kronos182Apr 18, 2014 10:43:08 | Interlaced Armour |
| #95kronos182Apr 18, 2014 11:02:04 | Piranha Missile (PL6) Piranha Missile (PL6) Damage: 4d12 Critical: 20x2 Damage Type: Ballistic Range Increment: - Rate of Fire: Single Minimum Ship Size: Gargantuan Purchase DC: 27 Restriction: Military (+3) |
| #96AnimeSniperApr 21, 2014 2:52:41 | Starship Hulls
Industrial Starship Mk I Built to tender to the needs of a colony ship or armed military fleet the Industrial Starship is capable via its outfitted factory modules of processing raw materials harvested from a targeted systems resources into the much needed items be it tools, parts, housing, items, or vehicles for its colonists or military personnel.
Industrial Starship Mk II Updated version of the standad Industrial Starship hull exchanging the interchangable factory modules for a Nano-Forge that breaks raw materials and constructs them into new itemas via nanotechnology. |
| #97AnimeSniperApr 26, 2014 6:21:17 | Got to thinking about Magnetic Acceleration Cannons and a round that acts like a flechette APFSDS releashing x-APFSDS rounds at the target rolling a secondary say a d20 since 20 flechettes were released to see how many hit the starship... |
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| #101kronos182Mar 28, 2015 13:59:19 | Upon request from Marco.. the Eagle Transport from Space 1999. Eagle Transporter Limited Fuel - The Eagle Transport has enough fuel to travel to a single planet and back within a solar system, or make 2 complete trips from a planet's moon and back to the planet before requiring refueling.
Easy to Fix - The design of the Eagle Transport is modular, and many of its systems are very simple, allowing for quick and easy repairs. Repair and Craft checks to repair or modify an Eagle Transport are reduced by -2 each, repair times are reduced by 25%.
Winch & Claw |
| #102marcoasalazarm2Mar 08, 2015 19:55:56 | Little notation: the retractable laser cannon (guess it's the turret on top) is there, but the lasers that are more commonly seen on "laser-equipped" Eagles are this pair of coaxial lasers that shoot out from someplace on the lower front end of the ship. Guess the Combat Module would turn an Eagle into a more Hawk-like vehicle. |
| #103kronos182Mar 08, 2015 21:41:02 |
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| #104marcoasalazarm2Mar 09, 2015 17:58:26 | Well, appears to be that a normal Eagle is completely unarmed but there were some Eagles with combat capabilities (the fixed lasers) on Alpha by the time of "War Games" (about several months post-Breakaway and several alien menaces, so guess it was just a regular upgrade), and post-"War Games" it appears that the lasers are added to more ships to the point it could be considered standard. The turret appears on the second season episodes, a season which was retooled to have more action and about 1000-plus days after Breakaway, so I guess that the turret was an additional upgrade in case of ground combat (because on all two episodes where the turret appears, the Eagle is on the ground).
Still, this is just a nit-pick, and I apologize. The stats (with the whole bunch of Modules and everything) kick rear end pretty well. The arrangement of a laser cannon doesn't detracts from it a bit (and I guess discussing it just makes me sound like an idiot). |
| #105kronos182Mar 09, 2015 20:29:21 |
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| #108marcoasalazarm2Mar 12, 2015 15:19:04 | Oh, ok. |
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| #110marcoasalazarm2Mar 13, 2015 18:53:30 | Heavy Lift Module and Winch are pretty good. |
| #111marcoasalazarm2Mar 24, 2015 22:52:27 | Was thinking of maybe adding an additional value to the Eagle Transporter (to reflect a bit how many are wrecked through the show and still are fresh with them by next episode):
-Easy To Fix: Its design provides it with a +2 bonus to Repair checks and Craft checks for modifications. |
| (Reply to #111)kronos182 |
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| #113marcoasalazarm2Mar 28, 2015 16:06:34 | OK, it's pretty awesome.
I was thinking whether or not that attribute would work for other Andersonverse vehicles-they get thrashed a lot and modified a lot, after all (only show I can sincerely think this doesn't happens (the thrashing, that is) is "Thunderbirds" and the titular vehicles). Some so much that it makes you think whether they are easy to *replace*, let alone repair.
The Eagle write-up also gave me inspiration to modify the write-up for the SHADO Mobile that I had done some time ago. Still working on it, hope to post soon.
Also was going to ask for permission to add the Eagle to the Line. |
| (Reply to #113)kronos182 |
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| #115marcoasalazarm2Mar 28, 2015 17:59:25 | Yeah, repairs (minor ones) happened occasionally (except, yeah, for the small ones), but I was talking about total devastation of the vehicle proper (which happened on all the other shows).
Anycase, thanks. And don't recall the "A.S.S.K.I.C.R.", although I will be honest in that there are days when I can barely recall where my house is. |
| (Reply to #115)kronos182 |
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| #117marcoasalazarm2Mar 28, 2015 22:09:59 | Thanks. |
| #118kronos182Aug 03, 2015 14:11:14 | A light weapon that can give stealth ships a headache when struck.
Stormfire Gun Name (PL6) Damage: 4d12, ignores 5 points of hardness. Critical: 19-20 Damage Type: Ballistic Range Increment: 5000 ft Rate of Fire: S, A Minimum Ship Size: Huge Purchase DC: 30 Restriction: Military (+3) |