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Post by Admin on Nov 26, 2013 19:52:33 GMT
The FedGrav 77A4 Heavy Freighter is one of the most common cargo haulers in the Solar System, a rugged workhorse that can log billions of kilometers with only cursory maintenance. Popular with both Earther corporations and Mavericks (who steal them from the Earther corporations), the 77A4 features a modular design that makes upgrading the ship a simple task. The cargo bays are easily converted into fighter hangars, the GRAV drive can be enhanced to a 2.5 and the weapons mounts can be made to accept almost anything currently produced by any of the human factions. This is the ship of choice for smugglers throughout the system.
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Post by Admin on Nov 27, 2013 2:29:08 GMT
The Mavericks will have a Merit called: Spaceship since they own it. These traits are from the NWOD Mirrors: Infinite Macabre sci-fi PDF. Spaceship Size: (•••) A mid-size vessel, probably carrying a dozen crew members and the same again as paying passengers. The ship is capable of carrying a few hundred tons of cargo. This ship has 80 points of Structure.
Spaceship Speed: (••••) A ship this fast is almost certainly a military, police or pirate vessel (cargo ships this fast are probably smuggling illegal goods past blockades or security perimeters). Grav 2.5 Drive. The ship can travel one A.U. in 30 hours.
Spaceship Weapons: (••) Most military fighters have this Weapon rating, as do most police and security vessels. (+2 attack)
Spaceship Armor: (•••) This indicates how well-defended the ship is from attack, both in defensive systems (chaff, misdirection, hacking opponent’s weapons systems) and in terms of actual armor. Each dot adds up to one point of Durability (one dot is Durability 1, three dots is Durability 3, and so forth). While Durability technically only measures physical resistance, here it also represents the ship’s countermeasures. Any attack successes must exceed a ship’s Durability to actually do damage: the rest meet the hull, force fields, or are otherwise countermanded by defensive systems.
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Post by Admin on Nov 27, 2013 2:36:06 GMT
Starship Combat In terms of starship combat, the vehicle rules in the World of Darkness Rulebook (p. 141) still roughly apply.
A ship’s Structure is defined by Size, above.
A ship’s Acceleration is five times the Speed rating.
This is measured in miles-per-turn (which, if you care, means that a ship with Speed five moves at about twenty-five miles per turn or eight miles per second, and the speed of light is about fifty miles per second).
Commanding a ship’s weapons systems necessitates a Dexterity + Firearms roll with a Specialty in Heavy Weapons. Without this Specialty, the roll is subject to a -3 penalty. A character cannot pilot and use weapons systems at the same time (which is why most starships have multiple crew members). The ship’s Weapons rating allows the character to add a number of dice to the attack.
Piloting the ship requires a Dexterity + Pilot roll. Add in the Handling as a modifier (Handling is equal to dots in the Speed rating).
As with traditional vehicular combat, when accumulated Structure damage exceeds Durability, a -1 penalty is imposed upon all Pilot rolls. Likewise a -1 penalty is applied to all other ship’s system rolls (Weaponry, Engineering, etc). However, when the Structure is reduced to the last three points available, this penalty increases to -3 to any skill checks using ship systems. Moreover, the ship’s Speed is reduced by half. When only one point of Structure is left, this indicates that the ship is losing life support: characters only have enough oxygen equal to twice the ship’s Size rating in minutes. Unless the crew has spacesuits, they are going to suffocate.
Pilots can take evasive maneuvers during combat. Such a maneuver costs one Willpower point on the pilot’s behalf. No characters may make any ship attacks during that turn. The evasive maneuvers roll is the same as the Pilot roll (Dexterity + Pilot + Handling). Successes on that roll subtract from any attack rolls made subsequently in that turn.
Repairing damage necessitates an Engineering roll. Each check represents one hour’s worth of work and each success repairs one point of Structure damage. A character can attempt to repair a ship in the middle of combat using an emergency repair maneuver, but doing so necessitates expending a Willpower point and accepting a -5 penalty to the roll. However, this significantly moves up the time frame: the down-and-dirty repairs take only one minute to execute. Only five points of Structure damage can be repaired in this way (such brutal repair only gets the mechanic so far), but it might be the line between life inside the ship and death in the unforgiving vacuum of space. Repairs can be the result of a teamwork roll (p. 134, World of Darkness Rulebook). In the case of emergency repairs, only the primary actor must spend the Willpower point, but all actors suffer the -5 penalty.
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Post by Admin on Jan 6, 2014 12:45:13 GMT
Front half of the ship. 5. Lounge 6. Kitchen 7. Air Lock 8. Crew Quarters 13. Cargo Bay Attachments:
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Post by Admin on Jan 6, 2014 21:51:52 GMT
Back half of the ship. 1. The Bridge 2. Armory 3. Dorsal Bay 4. Captain's Cabin 9. Science / Med Lab 10. Balcony (overlooking the lower level) 11. General Purpose Area 12. Engineering 14. Vehicle Bay 15. Utility Room 16. Cybernetic Workshop Attachments:
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Post by Admin on Jan 10, 2014 11:19:09 GMT
Upper Deck
1. Bridge The flight deck of the ship has stations for two crew, though a single pilot can operate the craft if needed. The pilot’s seat has an excellent view through the wrap-around windows and a full suite of control surfaces. The co-pilot station doesn’t share the view but has configurable control surfaces to handle sensors, communications, navigation, and various other support functions.
The door in the aft wall of the cabin leads to the dorsal vehicle bay. Since this area may sometimes be exposed to the elements (or hard vacuum), there is a secondary means of egress. This is in the form of a ladder which leads down to the balcony area of the middle deck. The same ladder also leads up to a pressure hatch in the ceiling. This hatch opens to the exterior of the ship and is fitted with a standard docking collar and umbilical to allow coupling with other vessels in the void.
2. Armory On less martial ships of this class this chamber is used as an office or small conference room. The original design, however, designates the room as a secure storage area for small arms and combat armor. Lockers and gun racks are provided. Because the lift from the lower decks opens into this area, the room itself is usually not locked. Instead the individual cabinets and racks require passcodes to access. There is also a closet/vault with a reinforced door which is secured at all times.
3. Dorsal Bay At roughly 20x25 feet, this vehicle bay is large enough for most air cars and personal shuttles. The entire ceiling opens up to allow such craft to enter or exit and anti-grav or VTOL is required. A refueling, diagnostic, and maintenance station is built into the wall of the chamber. Exits lead to the armory and captain’s cabin on either side and the bridge towards the front of the ship. A second door on the starboard side allows access to the stairs which lead down to the middle deck. The chamber is equipped for efficient atmospheric cycling since it is built to function as a vehicle sized air lock.
4. Captain’s Cabin Due to the open nature of the crew quarters on the middle deck, an individual cabin is provided for the ship’s captain. A private restroom and closet are included. It should be noted that because of the odd deck layout, this room is inaccessible when the dorsal vehicle bay is open to (or has been cycled to) vacuum. This peculiarity of architecture was once used to stage a mutiny (with the captain being effectively confined to quarters because the dorsal bay doors were locked open). Since then, an emergency vacuum suit is kept in the cabin’s closet. It is also possible, with the proper tools, to remove the wall panels in the closet and so gain access to the stairwell on the other side.
Middle Deck
5. Lounge The nose of the ship is dedicated to a combination lounge and dining area. The chamber is spacious though the ceiling along the outer edges of the room (particularly near the front) curves down, limiting headroom. There are no windows in the walls but the ceiling has four wide bands of transparent hull plating (what is used for glass on modern starships) overhead.
The forward half of the lounge holds a large dining table with seating for eight. A counter along the aft wall opens into the kitchen and also supports a drink station and small sink. The carpeted back half has an additional, smaller, table and a conversation area with a pair of small couches and a padded chair. There is a video screen available for entertainment, but it is mounted near the dining table and is small given the size of the room. This area is usually quiet and more dimly lit than the duty areas of the vessel.
6. Kitchen While this kitchen is fully equipped for proper cooking, there is not a great deal of room for the storage of fresh food and cooking implements. Given this and the small crew size (which precludes a dedicated chef), the automated meal preparation equipment sees a lot of use.
Typically, prepackaged food trays are rehydrated and heated in the kitchen and then passed over the counter to the waiting crew in the lounge area. Diners typically handle their own beverages and pass the dirty trays back into the kitchen for recycling. A small lift allows easy access to the cargo hold below. This is where the extra crates of meal trays and barrels of drink mix are stored. This same lift can open into either the kitchen or the outside hall as it also used to move general supplies from the cargo hold to the rest of the ship.
7. Air Lock / Meditation Chamber The ship has a large air lock for personnel use. Sliding doors allow access to a storage closet containing vacuum suits. A ladder leads through a hatch in the floor to the cargo bay beneath. Aside from the small lift in the kitchen, this is the only way to access the hold without going outside of the ship. The air lock doors are extra wide in order to accommodate small cargo crates as well as vacc-suited personnel.
This area is also used as a Meditation Chamber and various small carpets and rugs are stored in a compartment along the wall with other implements to aid in relaxation and contemplation.
*Meditation* (Composure + Wits + Kizen + Equipment) is an extended action that is 30 minutes per roll. Each success is a point of Kizen that is regenerated on top of the normal 25% regeneration rate. If your character uses the Meditation Chamber they get a +5 equipment bonus.
8. Crew Quarters The crew cabins employ an open design. There are four distinct areas, each with a pair of bunk beds and restroom. A sliding partition can close off each area, but during “daytime” these are usually kept retracted to create a large common area shared by the occupants.
Because the ship can be operated with a small crew, these same cabin spaces can be used for hauling passengers. In this case the partitions are typically kept shut – effectively creating four individual cabins, each with their own restroom.
9. Science / Med Lab The science lab on the ship is a multipurpose area designed to support research and development in several fields as well as medical diagnosis and treatment. A holographic display table with multi-configuration control surfaces is the centerpiece of the lab. Additional work stations line the walls and a small operating theater with an examination table is provided. A pair of liquid suspension tanks occupy an alcove in the forward wall. These state-of-the-art medical chambers are designed to hold an unconscious individual for treatments. They can also be modified and refilled for use in interrogation or long term hibernation.
10. Balcony The core area of the ship is an open space which connects the other sections. A steel mesh catwalk runs around the perimeter of the room, creating a balcony looking down on the vehicle bay below. Forward are the crew cabins. Aft is engineering. To port and starboard are the science lab and general purpose area respectively. Stairs lead up and down to the other decks.
Three small closets hold various supplies and tools. Where the fourth closet would be a ladder leads directly up to the cockpit (for use when the dorsal bay is inaccessible). There are also two secret closets hidden behind removable wall panels. On the map the regular closets are shown with thin, but normal looking, doors. The two secret storage areas (on either side of the forward wall) are shown with thin wall sections where their doors would otherwise be. These are the removable wall panels.
Sliding partitions, similar to those found in the crew cabin area, can be used to close off the rooms to either side of the balcony. As with those in the crew area, these are typically kept retracted unless there is a good reason to close them. This increases the sense of open space in the ship which, combined with the drop to the lower vehicle bay and perforated flooring, give this area a spacious feel rare on a vessel this small.
11. General Purpose Area Though the room is dominated by the large cell and wall of steel bars, this isn’t necessarily a detention center. In fact, the “cell” is designed to serve as a storage area as easily as a prisoner containment environment. The sink and toilet can be retracted into the bulkhead. The bunk beds fold up into the wall. These design features are included so that the ship can serve as bounty hunter or prisoner transport, but without unduly limiting other mission types.
Aside from the cell, the room is largely open space with lockers and cabinets along the walls. A sizable closet provides even more storage space. The chamber can be used as a rec room, a workshop, or even for live animal transport – with the cabinets and closet holding whatever additional materials are needed to support the chosen function.
12. Engineering A narrow mechanical corridor leads from the central balcony area to the engineering section of the ship. This section lies between and beneath the main GRAV 2.5 Drive engines and holds the ship’s fusion core as well as a number of diagnostic and control stations. Nearly all of the primary power and propulsion systems can be accessed from this location – though some parts require the removal of wall or deck plating in order to gain full access. For difficult and extensive repairs it may be necessary to fix things from the outside of the ship.
Lower Deck
13. Cargo Bay The forward half of the lower deck is a single, large cargo area. Because of the shape of the outer hull, the floor slopes up gently towards the front of the room and more sharply along either side. A pair of magnetic tracks run down the center of the area. This somewhat outdated technology can be employed to move and secure vehicles or large cargo containers. Off of the tracks, normal tie downs and clamps must be employed.
The bay is partially divided by a thick wall containing various ship systems and structural support. A lift plate attached to this wall can carry cargo or people up to the galley on the middle deck. Across from this a ladder leads up to the middle deck air lock and down through a pressure hatch to the exterior of the ship. Next to the ladder are a few lockers packed with miscellaneous odds and ends.
Since the hold is isolated architecturally from the rest of the ship, only small cargo items (those which can fit onto the 4x4 lift) can be moved to and from this chamber while the ship is in flight. Larger containers are typically only added or removed when the ship is on the ground.
14. Vehicle Bay Because it opens to ground level and houses a wheeled vehicle, the floor of this garage is typically dirty and oil stained. The ceiling is quite high as the chamber goes up through the middle deck with a catwalk balcony running along each wall. The floor is set with magnetic and mechanical clamps to hold a wheeled vehicle securely. A refueling and maintenance station is set into the starboard wall. This, along with the adjoining machine shop, provide just about everything needed for the long term care of a variety of small craft.
As with the cargo bay, the large exterior door of this chamber lowers to become a shallow ramp to ground level. The cargo bay entrance is directly in front of the vehicle bay exit and the whole area is somewhat sheltered by the engine pods on either side. Because the personnel air lock in up on the middle deck, unless the ship is at a starport these bays are the easiest way into or out of the landed ship.
15. Utility Room A large, cylindrical textile processing unit (that is, a washing machine/dryer combo) and water recycler fill one corner of this room. The shelves and cabinet are filled with folded clothing, bedding, and other laundry items. A row of small cupboards over the counter contain a variety of cleaning chemicals and miscellaneous supplies.
16. Workshop This room is a cluttered workshop used primarily for servicing the vehicles carried on board. There are basic diagnostic and fabrication units here as well as shelves and cabinets crammed full of tools and spare parts.
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Post by Admin on Jan 10, 2014 15:08:34 GMT
Fancy ship Attachments:
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Post by Admin on Jan 28, 2014 18:41:21 GMT
Here is the ship from the side. Attachments:
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