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Zuoken

First Post
I'm Dumbfounded (In a good way)

This is seriously brilliant stuff. The history part with the obelisk and the destroyed protohuman race is something that I have seriously never heard of before in a game.

Brilliant!
 

Peterson

First Post
Nice!

Looks good Ralts. Real good.

Thanks for tossing this up - glad to see the D20 Future book being used in such a sweet manner.

Eagerly awaiting more,

Peterson
 

Ralts Bloodthorne

First Post
Stramok%20Sector-Klaville%20Subsector.JPG


This can also be downloaded, in JPG form, here.

Thanks to Intrepid Heroes for hosting this.

The Stramok Sector is 200 LY coreward, 75 LY spinward, and 50 LY down. It
is on the edge of known space, and where many sightings of unknown ship
types have been occurring as of late.

Confederate Intelligence believes that there may be remnants of the G'Tak
Empire, which once spanned the entire galaxy, deeper coreward. There is
no confirmed ships have been engaged as of yet, nor any unknown
Xenoforms captured or sighted.

There has been unconfirmed encounters with a xenoform that the
Obelisk records identify as the Varmeck and while local planetary governments are requesting Terran Confederacy
Naval support, only local TCN and TCMC representitives seem concerned
about the threat. Many citizens of the sector feel that until a ship of the line
or a major corporation or an official Confederate vessel is attack, the possible
threat will not be taken seriously.

Solar System Maps: Still more to come. I *WILL* place system maps for each of the named systems on the map.
 
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Ralts Bloodthorne

First Post
THE HARTELL SYSTEM​
Hartell%20System.jpg


The map may be downloaded or viewed in a seperate browser here.

The Hartell System is the location of one of the few Class A spaceports in the
area, as well as the having the 17th Strike Force on planet to protect the
system. Recently, there has been 14 sightings of unknown vessels in the
system, but none have penetrated beyond the 8th orbit.

Hartell I
Too close to the systems yellow star to have any atmosphere beyond
vaporized mercury and iron, Hartell I is a small body, only 5,000 km in
diameter, but rich in heavy elements. There is no full sized spaceport here,
merely a hangar door on the surface that leads into a hangar for offloading
supplies/prisoners/workers and loading people whose contracts/sentences are
up, and raw ores. The mines are extensive, but most are over a mile below
ground and the termperatures range between 200 C aad 30C.
The planet does not rotate, lightside temperature is 2,000 C, while
night-side is -600 C. The hangar is on the equator. No sats are in orbit, as
solarspot or disturbances in the suns photosphere could easily knock them out
of orbit.
The mines are owned by the Syntek Corporation, and it is rumored that
somewhere in them is a Genejack facility dedicated to producing BAS's
capable of surface work, although this is denied, and thought to be nothing
more than rumor.

Hastell II
A small world with an E-Class spaceport, Hastell II is what is known as a
"Hellworld" where an exotic atmosphere allows certian alloys to "grow" as it
were. Syntek Industries maintains a facility here, where purchased criminals
serve thier sentences at a 10:1 rate for years. The conditions are so hostile,
no need has been found for extensive prisoner overwatch, as the atmosphere
kills some 5,000 inmates a year, and has been known to kill even the most
cautious workers.

Hastell produces crystallized mercury, limanium/beryllium crystal-matrixed
alloys, and other alloys that normally take huge space facilities to create. The
atmosphere is 12x Terran Normal, is extremely corrosive and lethal (Fort
Save, DC 50 each round, or take 10d6 Con damage, 10d6 damage to all
substances not specially coated with neostasis sealant) to everything. The
surface temperature is 500 C peak, 325 C low, and the planet rotates once
every 6 hours.

Asteriod Belt
The asteriod belt consists of debris from a planet that failed to form properly,
rather than a relic of the G'Tak/Protohuman war, as was originally thought.
Less than a half dozen relics have been found in the last 50 years, further
giving rise to the fact that it is a natural occurance, rather than an artificial
one.

Common elements are mined in the asteriod belt, and a research station
dedicated that reputedly handles zero-g production of alloys. The research
station is guarded by serious firepower (tractor beam held asteriods with
mounted guns, 62 ultralight class fighters, and a decommission frigate with
the best weapons, armor and shields that Syntek can provide) giving rise to
the rumors that it might be more than a simple research station.

Hartell Prime
The capitol planet of the Hartell system, this is planet hosts not only a Class
A starport, it also boasts a complete spacedock with a Confederate Naval
repair base capable of handling ships of the line up to Capitol class.

The planet has a .95 G gravity, and is temperate, despite being a desert
planet. Terraforming began 15 years ago, via biological methods rather than
mechanical, but for the most part, life only exists in the 5 huge dome-cities,
that are connected via mag-lev tube.

The magnetic field of the planet is unstable to the point that it prevents
matter-transmission on disk or dedicated platforms, so even cargo must be
transported via shuttlecraft, suborbital, or mag-lev.

Gravpine City has a space elevator that connects to the orbital colony
"Ulmechta" that was purchased from the Digital Artificial Systems, which has
been in orbit for over 60 years.

Hartell Prime produces little except for Hillyer Fungus, used in life support systems.

Hartell V
This planet is a dead rock, but 10 years ago, the Flayine Corporation
established a factory here that was supposed to be producing
density-enhanced ruby for armors. Last year, however, a blast destroyed the
facility, and rescue operations have discovered that there must have been
some type of geothermal tap, as lava filled the crater.

The planetiod has .6 G gravity, no atmosphere, and does not rotate.

Hartell VI
The gas giant, Hartell VI, is mostly composed of hydrogen and helium, and
masses about 1/20th Hartell-Sol. There is a gas-mining station extracting
high-pressure fused helium atoms, as well as other combinations found only
under immense pressures (the mining stems extend roughly 500 miles into the
atmosphere of Hartell VI, to where pressure is roughly 300 TN (Terran
Normal). The spaceport does not offer any refit facilities, although fuel may
be bought at roughly .75 normal cost. There is also no medical facilities, and
the entire mining outfit is owned by the Bluetooth Servo Corporation of the
Digital Artificial Systems, and no facilities for biologicals exist on the station.

There is also an FTL transmission base, long abandoned by the Confederacy,
that used the old quark compression wave theories. The base is powered
down and marked as Confederacy property. There has been no ships docked,
power readings, etc, in over 25 years.

Hartell VII
A dead world, mainly a small, 500 km diameter rock surrounded by 600 km of
methane ice, there is a destoyed base where a group of pirates once
operated from. It has been gone over several times by wild-catters, scavs,
and bounty hunters. Nobody has visited it in over 60 years.

Hartell VII has .75 G gravity, no atmosphere except a thin (0.2m) layer of
methane gas that rapidly boils off into space. Hartell VII loses 0.01m of
diameter every 100 years from bleed-off.

Hartell VIII
Another gas mining facility orbits this gas giant. This facility also produces
high-pressure alloys and materials, such as density collapsed iron and
diamond. The facility is owned by Hiakado Metals, but maintained by
Bluetooth Servo Corporation. BSC keeps an old decommissioned Carribean
Class Frigate on station to guard the mining facility.

Hartell IX
This gas giant features the Terran Marine Corps variable gravity training
center, as well as a Confederate Navy refueling center. Currently, both bases
are only staffed by security and maintenance personell, as both bases crews
have been shifted to other places, and recruitment is low in the Hastell
System. The spaceport, when at full operation, is a Class B facility, but at the
current time, it is only Class H, offering refueling, basic preventive
maintenance, and some hullwork.

The Naval Base is the only facility in the Hartell System that contains a
Gargantuan NCE, although it does take special permissions from the facility
commander to utilize it.

Askon
This is the Hartell System's TCMC training facility, where basic combat
training, surgery, advanced combat training, ship boarding and other training
takes place. It is a "No Travel" zone, and rumor has it that there is also a fully
equipped cyborg creation medical facility on the site.

The planet is heavily guarded by the TCN, the TCMC, a ring of orbital defense
sats, and 4 ships of the line. The heavy security makes many wonder what
exactly the TCMC is doing on such a frozen and forbidden ball of rock.


How's that? More systems as we go.
 
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Ralts Bloodthorne

First Post
MAP IS HERE!
Cremek%20System.jpg

The map may also be downloaded here from Intrepid Heroes! Thanks guys!​
Cremek System

The Cremek system was found quite easily, since the transit lines from
Almoz-227 we found by the intial scoutship exploring the sector. This was
also the last system surveyed by the Confederate Scout Corps Vessel 227,
which jumped over the "border zone" and contact was lost with it.

The system has no planetary jump/transit points, and wormhole mechanisms
do not work within the system due to the intense radiation, but d-foam strata
layers show that at one point, there was a wormhole between the three suns,
and the suns orbited it. Now, only string-drives, shunt drives, and slowships
can enter the system, with the string-point and shunt point being where the
wormhole once existed. A shunt-drive pilot must succeed at a Pilot check
(DC: 30) and a string-runner must succeed at a Pilot Check (DC: 28) or thier
ship will take 2d4x1,000 points of damage upon exit, due to the gravitational
tangling of the shunt-lines and strings at the exit point.

The only other entrance/exit is via hyperspace or jumpspace, one half light
year outside of the system. Radiation from the trinary system is intense
enough the FTL and insystem communications do not work, and
message-torps must be used.

Strangely enough, Cremek was one of the first systems with Terran influence,
since CSCV-227 reported extensive ruins on three of the planetiods in the
system, plus there were certian anomolies that interested certian people. For
example, all three suns apparently collapsed into white dwarfs at the same
time, and the interior three orbital wings were empty. There was also no
evidence of gas giants, which should have occurred in the system, nor was
there comets or any other debris in the system, which should have occured.

The three remaining planets had moons, and all of them had extensive ruins
on thier dark sides. Added into the mystery, was the fact that the three
remaining planets were in close orbits, and showed evidence of missing
oceans, despite the fact that they had no atmospheres.

The first object in the system was a solar observation and analysis station,
which took readings on the stars and tried to determine what occurred.

According to both Obelisk records, and evidence gathered, there was G'Tak
shipyards, creche facilities, breeding farms, and "cattle" cities. The
proto-humans managed to breach the G'Tak's defenses and launch three
altered Novacrackers, exploding the suns and causing heavy damage to the
system.

Cremek Alpha
A white dwarf, this is the largest of the stars shows the most signs of
instability. Scientific monitoring by a now abandoned station shows that the
three stars transfer from standard green stars to white dwarfs was artificially
induced, and Cremek Alpha shows this must have been catastrophic to the
system. Plasma flares are quite frequent, and the solar winds are very heavy
off of Cremek Alpha, basically destroying any kind of FTL communications that
could take place.

Cremek Beta
This star has the small research station put in place by the CSCV in order to
examine the obvious anomlies that the initial scouting report contained. The
base has been mothballed, on non-sentient programs keeping the base on
station. The base also monitors the transit lines into the system, which all
three suns orbit around.

Cremek Epsilon
Cremek Epsilon is the smallest of the three, and evidence shows that in
several thousand years, it will collapse into a brown dwarf, cooling off rapidly.

C-221a
The largest planet of the system, as well as the closest, at 1.25 the size of
Terra, C-221a is in the 4th orbiting line around Cremek. Vast canyons and
mesas show where once there were oceans that covered 60% of the planet.
Scattered ruins at the bottom of the oceans show where there were once
sub-oceanic facilities, but these have, for the most part, been investigated
and are now ignored.

The planet has 0.95 G.

C-221a has no atmosphere, and the surface temperature is 1,100 C. The
planet rotates once every 19 TS hours (Terran Standard) and has one moon
that rotates the planet once every 12 hours.

The prison facility on C-221a is one of the harshest in the Confederacy, with
no escapes ever successful. The radiation interferes with SoulChip usage, and
the surviving few life forms, descended from crude cephlapods and
invertibates that survived the devestation, are very predatory and tough
enough to withstand the harsh temperatures and vacuum.

Grossenfuer
Grossenfuer contains a DAS prison facility, which consists of merely a landing
pad. DAS prisoners are dropped on the moon, and left to thier own devices
among the vacuum, solar winds, solar radiation, and ruins of the G'Tak
shipyards that cover the entire moon. The moon is only 250 km wide, and
possesses .25 G

C-221b
Existing between the 4th and 5th orbital ring, this planet appears to have
been pushed outward by the blast wave from the triple explosion. C-221b has
vast resiviors of alloys coating the "mesas" that loom in between the
canyons. The resiviors are the remainders of the vast cities that were
destroyed when the energy wave passed over the planet. Strangely enough,
one side of the planet shows damage from a heavy orbital bombardment, as if
the proto-humans showed up and made sure the job was finished.

The prison consists of a space elevator that connects to an orbiting base,
and a prefab dome shelter that can only hold 1,400 personell. What the inside
of the dome looks like is unknown, nor does anyone care. Those that go
down the elevator are never seen again, and the only things that come back
up are refined metals. The space elevators terminal on C-221b is manned by
mercenaries, who have been ordered to only allow prisoners to exit, and
whatever mined or salvaged materials that are scanned several times as they
move down a conveyer.

Since an attempting escape that the mercenaries put down, killing over
50,000 convicts, there has been no other attempts to sabotage the terminal
dome, the space elevator, or take control of the base.


The orbiting station is roboticized with unintelligent computers, and
unmanned. Goods are brought up the space elevator, exposed to vacuum,
crated, and fired via mass-driver to intercept with Tamstex Station. There is
a single docking ring, with an unpressurized hallway that leads to a personell
elevator that goes one way.

Down.

Sisyphus
Surprisingly, this small moon possesses a gravity of 4G's, and is used as a
prison for heavy worlders. All ruins on the moon have been destroyed by the
gravity, and scientific analysis has shown that 1/10th of the interior of the
planet has been destroyed by what is causing the gravity: A micro-singularity.

C-221c
The smallest of the surviving planet, this one has a smooth surface, one side
having a slick, glassy look, with two rings in the center of the smooth
surface. This was cuased by the three leading waves of the photosphere
explosions hitting at a few moments apart.

The planet has been seeded with life forms that seek out the gems formed by
the blast wave striking the planet, and the metals left over from where the
cities were destroyed when the methane/oxygen atmosphere incandesced.

These life form appear as giant worms, with huge maws. The worms have a
purplish color from high conctrates of radium within thier system, give off
radiation (Highly radioactive), and excrete gems and metals. They have dug
vast systems of tunnels.

Convicts scour the tunnels for any of the excretions, gathering them up and
running them back to the prison. Once a year, a robot craft from the
Confederacy lands, the prisoners load it, and once there are no life forms
aboard, it takes off. The craft remains unpressurized and then proceeds to
Tamstex Station, where it remains several thousand kilometers from the
station, waiting for boarding and eventually unloading by the crew at the
station.

Kaltenares
The largest of C-221c's moon, this airless rock has a single feautre. A vast
storage area where the materials gained from the prison planets are kept.
There are no shelters and no facilities on the planet, only a single landing field
with an unshielded beacon.

Tamstex
A staging base for the Confederate military, this is considered the worst
posting in the sector, despite the fact that the Confederacy spends more on
entertainment and luxuries at this base than any other base in five sections.

The Confederate Navy has a Class I repair and refit yard, and the
Confederate Marines keep over a division on the planet, complete with
vehicles and varying cybernetic chassis. While on the budget as "prison
security forces" these troops have lately been rotated out with crack units,
and rumor has it that a the weapon manufacturing facilities on this moon are
producing planet-busters.

Tamstex Station
A small sized space station, Confederate Navy or Marine forces do not visit
the station, nor do they make any contact with the station, other than to
requisition raw materials.

This station is where the raw materials gathered from the prison are sorted,
and then sent to Kaltenares to await pickup. The staff is highly paid, and has
some of the best luxuries the Confederacy has to offer, but the murder rate is
quite high. The most notorius was 6 years ago, when the crew of the station
attacked one another with knives and axes manufactured from the Medium
NCE onboard. There were no apparent factions, and the last remaining person
attacked the primary V-Deck with an axe, electrocuting herself.

Those who have been there, and survived, claim that the place is cursed and
that they have seen various ships move by, despite any evidence in the
stations scanning records.
 
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Emiricol

Registered User
If I can arrange the time, I'm so going to have to make another campaign, using this stuff. *fistshakes* Curse you, Warlord! As if I had enough free time before this came along! :D
 

Ralts Bloodthorne

First Post
Airhart Class Scout Vessel
One of the toughest little ships around, the Airhart Class Scout Vessels have been authorized a Service Life Extension Program, and because of this, they are once again being used by the Terran Confederate Scout Corps. Thousands of these have been sold to civilians, corporations, militaries, and lost during extended missions.

A sturdy little craft first put out by Luna Shipyards in 2200, it is still manufactured by LunaCorps.

All Progress Level Ships share the same characteristics.
Length: 180
Wingspan: 160
Width: 60
Hieght: 50
Gear:
  • Underslung deployable ramscoop.
  • Landing gear.
  • Class II life Support with Hillyer Fungus O2 generation system.
  • Antitheft device
  • molecular "tagging" for identification
  • Queriable IFF Beacon
  • Running Lights
  • Power couplings connecting powerplant to cables if necessary
  • EVA suits (In personel quarters)


Civilian Frame
Type: Light (Colossal -8)
  • Subtype: Exploration:
Defense: 11
  • Flat Footed Defense: 7
  • Autopilot Defense: 7
Hardness: 30
Hit Dice: 20d20 (400)
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Size: Colassol
FTL Speed: 75C
Cruising Speed: .5C
Tactical Speed: 3,500 ft (7 squares)
Targeting System Bonus: +3
Crew: 6 (Expert)
Passenger Capacity: 4
Cargo Capacity: 200 tons
Grapple Modifier: +16
Base Purchase DC:
Restriction: Liscensed (+1)

Statistics
FTL Engine: Hyperdrive
Sublight Engine: Ion Drive
Armor: Vanadium
Frame: Titanium
Defense Systems (6): Probe Launcher, Radiation Shielding, Improved Autopilot System, Decoy Drone Launcher, Point Defense System, Magnetic Field
Sensors (2): Class II Sensor System, Targeting System
Communications (2): Laser Tranciever (Replaced by Drivesat Comm Array in PL 7+), Internal Comm System
Weapon (6): 2 Gauss Guns, 2 firelinked missile launchers (x2)
Grappling Systems: Grappler System
Life Support: Class II, Hillyer Fungus backup
CNE Size: Tiny

Attack:
Guass Gun (2) +7, 8d12
Missile Launchers +7, as missile

Attack of Opportunity:
Point Defense System +3, 1d12x10

Standard PL 6 Design Specs
Type: Light (Colossal -8)
  • Subtype: Exploration
Defense: 11
  • Flat Footed Defense: 7
  • Autopilot Defense: 7
Hardness: 30
Hit Dice: 20d20 (400)
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Size: Colassol
FTL Speed: 75C
Cruising Speed: .75C
Tactical Speed: 3,500 ft (7 squares)
Targeting System Bonus: +3
Crew: 6 (Expert)
Passenger Capacity: 10
Cargo Capacity: 200 tons
Grapple Modifier: +16
Base Purchase DC:
Restriction: Liscensed (+1)

Statistics
FTL Engine: Hyperdrive
Sublight Engine: Ion Drive
Armor: Vanadium
Frame: Titanium
Defense Systems (6): Radiation Shielding, Point Defense System, Magnetic Field, Improved Autopilot System, Improved Damage Control, Probe Launcher
Sensors (2): Class II Sensor Array, Targeting System
Communications (2): Laser Transceiver, Internal Comm System
Weapon (6): 2 Guass Guns, 2 firelinked Missile Launchers (x2)
Grappling Systems: Grapplers
Life Support: Class II, Hillyer Fungus backup
CNE Size: Small

Attacks
Guass Guns (x2) +7, 8d12
Missile Launchers +7, as missiles x 1.5

Attack of Opportunity
Point Defense System +3, 1d12x10

Standard PL 7 Design Specs
Type: Light (Colossal -8)
  • Subtype: Exploration:
Defense: 11
  • Flat Footed Defense: 7
  • Autopilot Defense: 7
Hardness: 40
Hit Dice: 25d20 (500
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Size: Colassol
FTL Speed: 75C
Cruising Speed: .99C
Tactical Speed: 3,500 ft (7 squares)
Targeting System Bonus: +3
Crew: 6 (Expert)
Passenger Capacity: 10
Cargo Capacity: 200 tons
Grapple Modifier: +16
Base Purchase DC:
Restriction: Liscensed (+1)

Statistics
FTL Engine: Hyperdrive
Sublight Engines: Inertial Flux Drive
Armor: Neutronite
Frame: Cerametal
Defense Systems (8): Improved Autopilot, Improved Damage Control, Decoy Drone Launcher, Magnetic Shielding, Point Defense System, Radiation Shielding, Light Fortification, Repair Drones
Sensors (2): Class IV Sensor Array, Targeting System
Communications (2): Drivesat Comm Array, Internal Comm System
Weapon (8): Rail Cannon (x2), 2 firelinked Missile Launchers (x2)
Grappling Systems: Grappling System, Tractor Beam
Life Support: Class III, Hillyer Fungus backup
CNE Size: Small

Attack
Rail Cannon (x2) +7, 6d12
Missile Launchers +7, as missiles x 1.5

Attack of Opportunity
Point Defense System +3, 1d12x10

Standard PL 8 Design Specs
Type: Light (Colossal -8)
  • Subtype: Exploration
Defense: +2
  • Flat Footed Defense: 2
  • Autopilot Defense: 9
Hardness: 50
Hit Dice: 30d20 (600 HP)
Initiative Modifier: +4
Pilot's Class Bonus: +5
Pilot's Dex Modifier: +4
Gunner's Attack Bonus: +4
Size: Colossal
FTL Speed: 250C
Cruising Speed: 0.99C
Tactical Speed: 3,500 ft (7 squares)
Targeting System Bonus: +3
Crew: 6 (Expert)
Passenger Capacity: 10
Cargo Capacity: 200 tons
Grapple Modifier: +16
Base Purchase DC:
Restriction: Liscensed (+1)

Statistics
FTL Engine: String Drive
Sublight Engines: Inertial Flux Drive
Armor: Class VI Armor
Frame: Neutronite
Defense Systems (10): Medium Fortification, Advanced Damage Control, Repair Drones, Particle Field, Point Defense System, Advanced Autopilot, Decoy Drone Launcher, Probe Launcher,
Sensors (2): Class VI Sensor Array, Targeting System
Communications (2): Drivesat Comm Array, Internal Comm System
Weapon (10): 2 rail cannons, 4 firelinked missile launcher system (x2)
Grappling Systems: Grapplers, Tractor Beam
Life Support: Class IV, Hillyer Fungus backup
CNE Size: Medium

Attack
Rail Cannon (x2) +7, 6d12
Missile Launchers +7, as missiles x 1.5

Attack of Opportunity
Point Defense System +3, 1d12x10

Map Key:
  • Outer Hull: The outer hull contains proximity and contact sensors, as well as having solar absorbtion gridding within it to allow it gather and store solar energy.
  • Engines, wing: Sublight Drives
  • Engine, rear: FTL-drive. The microcomponents and locations general difficulty in getting at it for repairs adds a +4 circumstance penalty for on the fly repairs, and a +2 Purchase DC penalty for repairs.
  • Dishes, Wings: Class II sensor array dishes
  • Dish, rear: Targeting system
  • Flight Deck: This is the primary living/working quarters for the crew. There is an internal communications system throughout the ship, each room being connected into the net. There are also cameras that can be accessed from any console in each room but the living quarters. Those cameras must be accessed from the pilot's console.
  • Cockpit: This contains both astrogration and piloting stations, as well as the manual controls for the port and starboard guns. The targeting computers for the missile launchers (Built into the wings) are linked to the controls of the weapons, allowing anyone utilizing the guns to fire missiles if they get a missile lock (A gunner may not fire missiles and the weapon at the same time. The weapon can be set on automatic, and only has a +3 to strike).
  • Right panel: Pilots chair. This also contains pilot's hypersleep and nueraljack equipment, allowing the pilot to fly the ship in hyperspace while in hypersleep.
  • Left Panel: Astrogation and scanning.
  • Weapons: This has both cybernetic interlocks and standard screens and controls.
  • Work Area: Combination kitchen, dining area, scientific station, communications relay point, this is where the crew spends the majority of thier time when not in hypersleep. To the left, from top to bottom are: Scientific Station (Acts as a laboratory and gives Knowledge checks a +2 equipment bonus) complete with probe programming and scan analysis. Communications station/Computer Access, CNE access, including the ability to design material.
  • Central Hallway: Well lit.
  • Personal Quarters: Each quarter has: A personal fresher, a locker, and a "Sleeper" which acts as a combination of a bed, reclining chair, hypersleep station and medical station. There is also a wallscreen for holo's, VR immersion, or communications.
  • Engineering: This is where the inertial compensators, gravity generators, power plants and the hyperdrive engines are located, as well as the computer core and sensor hardware.
  • Cargo Deck: The cargo deck is completely monitored via camera (infrared, night vision and thermovision), motion sensors
  • Main Hold: Port side is the docking ring, starboard is the airlock. The lift up to the Flight deck is here also.
  • Cryostations: There are 3 cryostations here, each of the stations can handle 6 people in seperate cryoberths. These are used only in case of an emergency, and as a last resort, the safety interlocks can be undone, and the explosive bolts will breach the hull, blowing the cryostations (still attatched to one another via the bulkhead) into space and activating an emergency beacon.
  • Secure Hold: Carries the landing drones, and the weapons rack, as well as the environmental equipment.
  • Secondary Engineer/Control: The ship can be flown from here, as wel as damage control handled. Redundant systems are also located/ran here in case of severe damage.

NEW EQUIPMENT​


Advanced Autopilot [PL 8]
Advanced in dog-brain AI's coupled with tetra-layered doped diamond wafers have enabled the autopilot system to go beyond the capabilities of the older models. Complete with self astrogation programs (Posseses a +10 to make Astrogation checks, and adds a +4 bonus to crewmembers using the program to plot a course) that allow it to make sublight jumps, the Advanced Autopilot is still incapable of entering jumpspace.
The advanced autopilot provides the following bonuses to defense: Huge +5, Gargantuan +6, Colossal +7.
  • Purchase DC: 10+ 1/2 the purchase DC of the starship
  • Restrictions: Military (+3)

Improved Point Defense System [PL 7]
Advances in targeting software, sensor suites, and mechanical structures allow the IPDS to lock on target with greater speed and strike harder against incoming targets, while the package remains the same size. The IPDS is available to liscensed corporations and mercenary/bounty hunter/privateers, but only a Class B starports or better can repair them.
Starship Type == Attack Bonus == Point Defense Damage == Purchase DC
Ultralight == +2 == 2d12x10 == 36
Light == +3 ==3d12 x10 ==38
Mediumweight == +5 == 4d12x10 == 40
Heavy == +7/+2 == 5d12x10/19-20 == 42
Superheavy == +9/+4 == 6d12x10/19-20 == 44
Restrictions: Liscensed (+1)

Advanced Point Defense System [PL 8]
With quantum tunnelling packet software, faster aquisition times, better lock on speeds, this represents the PL 8 pinnacle of point defense systems. Normally reserved for military/scout vessels, some are sold to liscensed individuals on a case by case basis.
Starship Type == Attack Bonus == Point Defense Damage == Purchase DC
Ultralight == +3 == 3d12x10 /19-20== 44
Light == +5 ==4d12 x10 /19-20==46
Mediumweight == +7/+2/19-20 == 5d12x10 == 48
Heavy == +9/+4 == 6d12x10/18-20 == 50
Superheavy == +11/+6/+1/18-20 == 7d12x10 == 52
Restrictions: Military (+3)

Probe Launcher [PL 6]
A retrofitted torpedoe launcher, the probe it fires carries a sensor package. The launcher fires the probe at .1C and cannot target objects (This means you can't use it as a weapon) as it has no targeting sensors. The probe must be programmed seperately.
  • Purchase DC: 20
  • Restriction: None

Class VI Armor
This armor is desnity collapsed Carbonite sandwiched between neovulcanium, at the core of it is a 2" thick layer of limanium/beryllium crystal-matrixed alloy. The armor is very strong, and the sandwich build keeps it able to flex under impact stress, and the crystal matrix allow and carbonite allow it to quickly shed heat and energy.
  • Hardness: 50
  • Tactical speed penalty: 0 ft
  • Weight: 1/20th the weight of the starship.
  • Purchase DC: 15 + one half the base purchase DC of the starship.
  • Restrictions: Military (+3)
  • Engine, rear: FTL-drive. The microcomponents and locations general difficulty in getting at it for repairs adds a +4 circumstance penalty for on the fly repairs, and a +2 Purchase DC penalty for repairs.
  • Dishes, Wings: Class II sensor array dishes
  • Dish, rear: Targeting system
 
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