Additional Phase World Spacecraft

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Dark Lord
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Joined: Thu Feb 02, 2006 9:36 am
Location: DIMENSION MASTER: PHASE WORLD

Additional Phase World Spacecraft

Post by Dark Lord »

DL EDIT: This is the new holding thread for any new or customized spacecraft used in the game. GMs are encouraged to adapt these designs as needed.

The ships included early on in this thread come from the talented folks over at the Star Wars Design Alliance -- but before any of you start screaming 'infringement,' I do want to make absolutely clear that none of these designs will be of any official Star Wars ships. These are all original designs that the artists came up with on their own. I am also making every effort to ensure wherever possible that the original artists give their permission to use their artwork in this manner.

Eventually, I do intend to develop more ships from the ground up specifically for the Phase World setting. Who knows? Maybe one day PbP RPG can inspire its very own sourcebook... 8)
Cyber-Maestro

Post by Cyber-Maestro »

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KDB L-35 Light Transport
Original artwork by kenposan@scifideckplans.com
Original artwork can also be viewed by clicking here.


The L-35 is typical of many light transports that can be seen buzzing around starports throughout the Three Galaxies, ferrying light loads of cargo and/or passengers from place to place like so many technological worker bees. The ship’s relatively light cargo capacity and modest FTL speed limit its usefulness somewhat; it is best suited for use in the more heavily populated areas of known space and is therefore less common in the outlying frontiers.

Despite its shortcomings, the L-35 is a versatile little craft that can be adapted for a variety of roles in both civilian and military use. Some resource-strapped Planetary Defense Forces have even been known to add military-grade weapons/shields onto these little ships and press them into service as patrol gunships.

Model Type: L-35
Class: Shuttle
Crew: 1, and can accommodate one passenger
MDC by Location:
Weapon Turret – 100
Cockpit – 200
Escape Pods (2) – 200 ea.
Main Engines (2) – 250 ea.
Cargo Hatch – 150
Main Body – 900**
Variable Force Field – 150 per side (900 total)
**Depleting the MDC of the main body means the ship is in tatters, with the life support and contragravity systems knocked out, and unable to fight or move under its own power (the escape pods are still able to eject thanks to dedicated emergency reserves). Reducing the main body to -1,000 will cause the ship to explode, obliterating the ship and doing 1D6x500 MD to any target within 1,000 feet.

Speed:
Driving on the ground: Not possible.
Flying: Mach 7 in space, or Mach 3 in an atmosphere.
FTL: 2 light years per hour.
Range: Limited only by supplies and life support. The L-35 can usually support 2 people for one month, or 1 person for two months. Storing additional supplies as cargo can further extend these numbers accordingly.

Statistical Data:
Length: 66 feet 7 inches (20.3 m)
Width: 25 feet 11 inches (7.9 m)
Height: 11 feet 10 inches (3.6 m)
Weight: 416 tons, not counting cargo
Cargo: The L-35 features a cargo hold measuring approximately 18 feet x 18 feet, and is capable of carrying 50 tons.
Power System: Anti-matter; average energy life is 25 years.
Market Cost: 15 million credits for the stock base model. Variants with additional shields, armor, and weaponry can be found at higher costs.

Weapon Systems:
1.) HI-Laser Cannon: The only weapon that comes standard on the L-35 is a twin light laser cannon mounted on a turret with a 360 degree field of fire. The ship features a second hardpoint (and a power core capable of handling additional demand) allowing for a second weapon to be installed, however doing so will limit the turret’s ability to target enemies on that side.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 2D4x10 per double blast
Rate of Fire: Equal to the total number of hand to hand attacks of the pilot or gunner. Alternatively, the turret can be set to automatic firing (4 attacks per melee, no bonus to strike).
Effective Range: 2 miles in space, 1 mile in an atmosphere.
Payload: Effectively unlimited.
Cyber-Maestro

Post by Cyber-Maestro »

Click on an image for the full-sized version...

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Mohawk Industries
Medium/Medical Utility Tactical Transport (M-MUTT)

Original artwork by Curt Walden: fltops15p@yahoo.com
Original artwork can also be viewed by clicking here.


The M-MUTT (commonly called “The Mutt”) was created to address the need to quickly transport standard cargo containers between bases and/or capital ships among the various IDFs throughout the Three Galaxies. Originally designed as a humble cargo transport, planetary commanders realized its potential as a medevac ship and as a means of delivering portable medical units (and other types) to war zones or disaster areas.

The “Mutt” connects with a container pod by hovering above it and extending its loading arms, drawing it up to the ship and locking it in place (the process is not unlike watching a giant spider pounce upon its prey). The process is reversed when the ship releases a container. The ability to carry container pods with different internal configurations gives the ship a degree of versatility unmatched by other transports; it is especially popular with colonists needing to set up temporary shelters/outposts on frontier planets.

the M-MUTT was originally designed as an unarmed transport and as such is dependent upon an escort by fighters and/or power armor. Many IDFs (and quite a few pirates and/or adventurers) have worked around this by outfitting a cargo pod with weapons and additional power sources, thus transforming an angel of mercy into an angel of death. These armed variants are best utilized in groups where their relative lack of speed and maneuverability can be compensated for by numbers. They are also commonly used as escorts for their unarmed brethren in much the same fashion as Vietnam-era Huey helicopters.

The M-MUTT’s design has been so successful over the years that the manufacturer offers a civilian version for commercial use. These “C-Mutts,” as they are frequently called by spacers, offer reduced shielding and armor (reduce both by 10% to all areas) as well as civilian-grade sensors. Surplus/decommissioned military-grade M-MUTTs are also available, but are more expensive and are relatively uncommon.

Model Type: UT-12/A1
Class: Shuttle
Crew: Four: Pilot, copilot, crew chief and loadmaster. The M-MUTT can be operated by as little as one or two people however. The ship can also accommodate 5-20 passengers depending on the configuration of the cargo pod.
MDC by Location:
Bridge – 350
Container Pod Loading Arms ( 8 ) – 200 ea.
Container Pod (typical) – 500
Main Engines (2) – 500 ea.
Cargo Bay Door – 300
Main Body – 1,700**
Variable Force Field – 200 per side (1,200 total)
**Depleting the MDC of the main body means the ship is in tatters, with the life support and contragravity systems knocked out, and unable to fight or move under its own power (the crew are still able to escape the ship by donning EVA suits and exiting through either the dorsal docking hatch or through the main cargo bay door; passengers in the container pod are also able to eject from the main ship through the use of explosive bolts). Reducing the main body to -1,000 will cause the ship to explode, obliterating the ship and doing 1D6x500 MD to any target within 1,000 feet.

Speed:
Driving on the ground: Not possible.
Flying: Mach 6 in space, or Mach 2 in an atmosphere.
FTL: 2 light years per hour.
Range: Limited only by supplies and life support. The M-MUTT typically carries enough fuel and supplies to accommodate a 4-person crew for 2 months.

Statistical Data:
Length: 124 feet 9 inches (38.03 m)
Width: 48 feet 9 inches (14.85 m)
Height: 26 feet 7 inches (8.1 m), not including landing gear
Weight: Approximately 780 tons, not counting cargo
Cargo: The M-MUTT’s internal cargo bay is capable of carrying up to 10 tons, with another 40 tons in the cargo pod.
Power System: Anti-matter; average energy life is 40 years.
Market Cost: 20-25 million credits for the stock base model (commercially available models come with a standard container pod). Variants with additional shields, armor, and weaponry can be found on the Black Market and can cost up to 150% - 200% of the base price depending on the options.

Weapon Systems: None standard; armed variants are however available on the Black Market provided one is willing to pay extra for them.
Dark Angel

The Society of the Distinguished

Post by Dark Angel »

The Society of the Distinguished – a.k.a. “SotD”
NOTE: Based upon the “Venture” from the Future Armada series by Ryan Wolfe.

Vehicle Type: Light Freighter

Crew: 2 (pilot and co-pilot), but can be piloted by one if necessary. The SotD can also accommodate up to 6 passengers in its current configuration.

M.D.C. Per Location:
Airlocks/Entry Ramps (2) -- 400 each
Cargo Bay Doors (2) -- 300 each
Cargo Pods (2) -- 700
Command Pod Laser Cannon -- 120
Command Pod/Bridge -- 500*
Engines -- 600**
Laser Cannon Turrets (2) -- 250 each
Main Body -- 2,000***
Medium-Range Missile Launchers (2) -- 120 each
Shields -- 400 per side, 2,400 total

*Depleting the M.D.C. of the Command Pod will shut it down completely, making it useless. If connected to the main body at the time, then the ship loses all bonuses and most long-range sensors; the main body can still function on autopilot or by the engineering workstation. If flying independently in an atmosphere, the command pod will crash to the ground.

**Depleting the M.D.C. of the engines will leave the ship adrift in space. If in an atmosphere, the ship will crash.

***Depleting the M.D.C. of the main body will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. If reduced to -2,000 M.D.C., the ship will explode.

Speed: Maximum sublight speed is Mach 12. The SotD is also capable of FTL travel at a rate of 5 light years per hour.

Cargo Capacity: 300 tons, 150 per cargo pod.

Bonuses: +3 to strike, +3 to initiative

Dimensions:
Length -- 140 feet/42.7m
Height -- 26 feet/7.9m
Width -- 110 feet/33.5m
Weight -- 1,500 tons

Weapons Systems:

1.) Laser Turrets (2): the SotD features two high-power laser turrets as its main weapon systems, mounted on top and bottom turrets. Each turret has a 90 degree arc of fire and can swivel 360 degrees. They are designed to be manned for greatest efficiency; however the pilot can control all weapons from the cockpit if so desired.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 3D6x10 M.D. per blast.
Range: 20,000 feet/6.10 km
Rate of Fire: Equal to the number of melee attacks of the gunner, with a maximum of six. The turrets can also be set to automatic firing, but with only four attacks per melee round and with only the standard +3 to strike bonus.
Payload: Effectively unlimited.

2.) Command Pod Laser Cannon: a secondary laser cannon is located above the cockpit and serves as the pod’s only means of defense when separated from the main ship. The cannon has a 60 degree arc of fire both horizontally and vertically.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 1D6x10 M.D. per blast.
Range: 4,000 feet/1.22 km
Rate of Fire: Equal to the number of melee attacks of the gunner, with a maximum of six. The cannon can also be set to automatic firing, but with only four attacks per melee round and with only the standard +3 to strike bonus.
Payload: Effectively unlimited.

3.) Concealed Medium-Range Missile Launchers (2): these launchers are “a little extra something” that a previous owner had installed after purchasing the ship. Located behind false panels in the front mandibles, the SotD’s true ferocity frequently comes as a nasty surprise to opponents.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Varies by missile type.
Range: 5 miles/8 km
Rate of Fire: Each launcher can fire a single missile or volleys of 2 or 4.
Payload: 16, 8 per launcher.

4.) Grapples: the SotD features grappling systems on both sides for salvage/docking applications. While technically not a weapon per se, they can be used to secure opponents’ ships for boarding actions.
Primary Purpose: Docking
Secondary Purpose: Salvage
Mega-Damage: 1D4 M.D. per grappler if used against a living target.
Range: 4,000 feet/1.22 km
Rate of Fire: Grapplers can fire once per melee round.
Payload: Effectively unlimited (grappling lines retract and are re-used)

5.) Chaff Launcher: the SotD features a chaff launcher that disperses minute particles simulating the ship’s sensor signature in order to throw off unfriendly missiles. When used creatively, they can also confuse enemy sensors and give the impression of multiple ships.
Primary Purpose: Anti-Missile
Rate of Fire: Equal to the combined melee attacks of the pilot.
Payload: 8 chaff packets. A chaff packet is effective against both single missiles and volleys.

DA NOTE: I'd like to thank our 5th PW GM, Cyber Myestro for the pics and stats on the Society of the distinguished. I did make one difference, due to the fact that we do have 8 members in the Society ATM, and that was the number of passengers (he had 4, I put 6) and the two largest rooms will have double bunking.

And here's the pics so that you can all see what type of fun you'll all have to live in.


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Cyber-Maestro

The Lonicera

Post by Cyber-Maestro »

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The Lonicera
Based upon the Future Armada ship "Exeter" by Ryan Wolfe. More information on this ship and others can be found by clicking here.

The Lonicera is a mixed freight transport ship (capable of carrying both passengers and cargo) that had been in service for many years with "Exeter Logistics," the Lomm family's shipping company. The aging ship was scheduled to be decommissioned and auctioned off when Kruxxis appropriated it for his own use and went to considerable expense refitting it. The result blends the outward appearance of an ordinary tramp freighter that's seen better days with the heart of a finely-tuned hot rod.

Model Type: FAE-RW42
Class: Light Transport
Crew: Originally five: pilot, co-pilot/navigator, sensor, communications, and weapons, although the ship can be efficiently flown with only three. The addition of turrets have added to the crew complement with gunners (the ship's computers can automatically fire the turrets, but at reduced efficiency). The ship can accommodate up to 18 people (5 crew + 13 passengers) if also carrying a craft in the hangar bay that can double as a lifeboat -- the ship itself only carries escape pods for up to 8 people.

MDC by Location:
Bridge – 600
Main Engines (2) – 900 ea.
Auxillary Engines (2) – 350 ea.
Hangar Deck Bay Door – 500
Main Cargo Bay Door – 500
Dorsal Turrets (2) – 250 ea.
Ventral Point Defense Turrets (2) – 125 ea.
Medium Range Missile Launcher – 150 ea.
Main Body – 3,200**
Variable Force Field – 200 per side (1,200 total)

**Depleting the MDC of the main body means the ship is in tatters, with the life support and contragravity systems knocked out, and unable to fight or move under its own power (the escape pods are still able to eject and the hangar bay doors to open thanks to dedicated emergency reserves). Reducing the main body to -1,000 will cause the ship to explode, obliterating the ship and doing 1D6x1,000 MD to any target within 1,000 feet.

Speed:
Driving on the ground: Not possible.
Flying: Mach 7 in space, or Mach 2 in an atmosphere.
FTL: 5 light years per hour.
Range: Limited only by supplies and life support. The Lonicera typically carries enough supplies to accommodate an 8-person crew for 3 months.

Statistical Data:
Length: 228 feet (69.5 m)
Width: 160 feet (48.8 m)
Height: 67 feet (20.4 m), not including landing gear
Weight: Approximately 4,070 tons, not counting cargo
Cargo: The Lonicera can carry up to 330 tons in the main cargo bay, 70 tons in the secondary cargo bay on Deck 2, and an additional 200 tons in the hangar bay.
Power System: Anti-matter; average energy life is 40 years.
Market Cost: Difficult to estimate given Kruxxis' refurbishments -- many of which were performed by Kruxxis himself in order to reduce labor costs.

Weapon Systems:
1.) Light HI-Laser Cannons (2): The Lonicera's primary weapons are a pair of turreted laser cannons, mounted on the top of the 'wings' to either side of the hangar bay doors.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 4D6x10 per blast
Rate of Fire: Equal to the total number of hand to hand attacks of the gunner. Alternatively, the turret can be set to automatic firing through the ship's computers (4 attacks per melee, no bonus to strike).
Effective Range: 3 miles in space, 1.5 miles in an atmosphere.
Payload: Effectively unlimited.

2.) Point Defense Light Lasers (4): A quartet of light laser mini-turrets are mounted on the underside of the ship (two just forward of the main cargo bay door and two underneath the FTL drive). These weapons do not have mannable turrets and are controlled from the bridge.
Primary Purpose: Defense
Secondary Purpose: Anti-missile
Mega-Damage: 1D4x10 per blast. Each pair of mini-turrets can be directed to fire at the same target simultaneously (2D4x10 dual blast) or can be spread out at two different targets.
Rate of Fire: Equal to the total number of hand to hand attacks of the gunner. Alternatively, the turret can be set to automatic firing through the ship's computers (4 attacks per melee, no bonus to strike).
Effective Range: About 1 mile in space, half that in an atmosphere.
Payload: Effectively unlimited.

3.) Medium Range Missile Launchers (s): These batteries are situated on either side and below the bridge.
Primary Purpose: Anti-ship
Secondary Purpose: Defense
Mega-Damage: Varies with missile type
Rate of Fire: One at a time or in volleys of four or eight.
Effective Range: About 40 miles (64 km)
Payload: 24 missiles.
Last edited by Cyber-Maestro on Tue Mar 04, 2008 8:03 am, edited 3 times in total.
Cyber-Maestro

Post by Cyber-Maestro »

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Click on image for full-sized version.

Lonicera Deckplan and Walkthrough

Deck One -- Hangar Bay:

1.) Utility Room. The equipment in this room maintains and controls the ship's life support systems. The stairs lead directly down to the crew lounge.

2.) Hangar. The hangar bay can accommodate most craft up to approximately 30 feet (9 m) in length and includes repair/resupply facilities. The bay doors are in the ceiling of the chamber, retracting to fore and aft for launch. A magnetic atmosphere seal prevents depressurization of the hangar when the bay doors are open (although the seal is non-operative in the event of a ship-wide power loss). A pair of storage rooms at the aft end of the hangar bay house maintenance equipment and EVA gear. Smaller lockers hold personal effects, flight suits, and miscellaneous items.

A small hatch at the forward end of the bay leads down to the other decks. The hatch is large enough to accommodate characters in EVA suits or power armor (although the deckplan does not seem to indicate that). This passage is also used to access the dorsal and ventral exterior hatches.

If no small craft is housed in the hangar bay, it can be used to haul an additional 200 tons of cargo. When this is done the craft is either left at dock or magnetically clamped to the exterior hull (usually over the closed bay doors).

Deck Two -- Main Deck:

3.) Engine Room. This room allows direct access to the power system and to the FTL drive. Supply closets on either side hold a variety of tools and small replacement parts. Panels in the walls, floor, and ceiling allow access to various systems. A secondary E-clip recharging facility can also be found here.

4.) Medical Bay. Although still a far cry from the advanced medical facilities throughout the CCW and on other civilized planets such as Center, the Lonicera has a relatively well-stocked medical bay. A partition separates the examination/operation area from the recovery area. Medicines and various medical gear are secured in a locked closet.

5.) Galley. The galley boasts a large walk-in refrigeration unit, autochef, rehydration unit, and stove/grill/oven in addition to other standard gallery features.

6.) Escape Pods. Four escape pods are accessible along either side of the crew lounge. A single person can survive up to 6 days inside one of these pods; two small people can fit inside, but there is only one grav-couch. The pods are designed for both extended stays in space and a single re-entry (they are not reuseable).

7.) Crew Lounge. Arguably the most comfortably-furnished part of the entire ship, this room features soft lighting, plants, rugs, and tasteful decor to soften the hard edges of the otherwise spartan surroundings. The starboard side holds a long dining table while the port side has a smaller gaming table. In between is a large couch facing a wall-mounted vidscreen.

8.) Recreation Room. Originally two crew cabins, Kruxxis knocked out the partition wall to provide a more open space for exercise and training of the crew. The rec room features a punching bag, floor mat, and other exercise equipment (stored in lockers along the wall).

9.) Restrooms. Non-gender-specific restroom with sink and toilets.

10.) Laundry Unit. A small laundry room with stacked washer/dryer units is located just foreward of the crew lounge. Originally a small auxillary refresher unit for use by the ship's crew, the relatively cramped unit was rarely used and subsequently re-furbished after Kruxxis took over the ship.

11.) Weapons Lockers. One of the crew cabins was converted into five vault-like lockers containing shelves for storing a variety of weapons, armor, and ammunition/E-clips. Kruxxis has yet to stock these lockers, preferring to let the crew member select their own equipment (he has little use for hand weapons anyway).

12.) Science Lab. Yet another former crew cabin was converted by Kruxxis into a multi-purpose laboratory in which various research and experiments could be conducted on board. Kruxxis usually stores his research equipment in the lockers here.

13.) Workshop. This area is used as a general purpose workshop and contains a dense collection of electronics and mechanical equipment. The workstation and shop table can be used to perform any sort of small repair or construction project. Energy weapons can be recharged here thanks to an E-clip charging facility; specialty ammunition can be created here as well. The workshop is open to the hallway outside, though a heavy curtain can be pulled across the entrance to keep in the noise/mess when someone is working.

14.) Main Deck Cargo Bay. This secondary cargo bay is used to hold general ship's stores and other non-commercial freight (replacement parts, food stuffs, and even personal belongings). Maximum capacity is 70 tons.

15.) Air Locks. A large air lock is located on either side of the main deck. These are used primarily to load cargo into the Main Deck Cargo Bay. When on land there is no easy way up to these airlocks; the crew must rely on the docking facility to have a cargo ramp or other loading equipment.

16.) Hydroponics. A small workroom was converted into an indoor garden (one of the few modifications that were made before Kruxxis took over the ship). An assortment of metal bins and tubs has been filled with potting soil and supports a variety of vegetables and flowering plants. Sprayers and grow lights hang from the ceiling; water is often puddled on the floor.

17.) Kruxxis' Cabin. The original design of the ship placed the captain's cabin adjacent to the bridge. As owner of the Lonicera, Kruxxis has taken over this cabin. The room contains a bed, workstation, walk-in closet and private bathroom facilities. Various tropies and souveneirs from Kruxxis' exploits in the CAF -- as well as various images of beautiful females from several races -- line the walls and shelves.

18.) Conference Room. A large table surrounded by 8 chairs fills the side chamber. A large vidscreen (with controls built into the table) is mounted on the wall at one end. There is a computer station in the main part of the room, but it is otherwise kept clear as this is the primary entry into the bridge.

19.) Bridge. There are five dedicated crew station on the bridge -- pilot, co-pilot/navigator, sensors, communications, and weapons -- although the ship can be flown efficiently with just three personnel present if the communications and/or weapons consoles are not needed.

The front of the room has three large windows, presenting a good view of the field ahead. The ship's primary sensor and communcations systems are also in the bow of the ship and can be accessed through wall/ceiling panels in this room.

Deck Three -- Passenger Deck:

20.) Passenger Lounge. A larger companion to the Crew Lounge, this area is set up for dining on the starboard side and general relaxation/vid viewing on the port side. Lockers and cabinets hold an assortment of well-used books, games, and other diversions. The decor is similar to that of the Crew Lounge, softening the otherwise hard edges of the ship's architecture.

21.) Passenger Cabins. These cabins now house the crew after Kruxxis' modifications have re-purposed the crew cabins on Deck Two. The various cabins can hold up to 18 people. Each has a bed (single, double, or bunk), a locker or cabinet, and a wall-mounted video unit. The unit can double as a simple computer and communication terminal.
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22.) Forward Storage. This narrow storage room at the forward end of the deck also has engineering controls for some of the ship's power systems and back-up life support. This area was originally used mainly to hold passenger luggage and other miscellaneous items.

9.) Restrooms. Non-gender-specific restroom with sink and toilets.

10.) Shower/Refresher Unit. The units on this deck are much larger and preferred by passengers and crew alike. A small auxillary refresher unit is located just foreward of the Passenger Lounge.

15.) Air Locks. A pair of short hallways serve as air locks for this deck. Outside the ship, the doors are about 20 feet off the ground; a stairway is usually set up to allow easy access to the ground when these airlocks are used (a collapsible stair is kept in the main cargo bay for ports that cannot provide one). There are also swing-out ladders attached to the exterior hull for use when stairs are not feasible.

These locks were usually secured during flight so that they were inaccessible to passengers. Clearance from the bridge is needed to unlock the doors.

Deck Four -- Cargo Deck:

23.) Aft Hold. A step up from the main hold brings one into the aft cargo area. From here stairs lead up, through a pressure door, to the Passenger Lounge. There is room for up to 30 tons of cargo in this area.

There are small "vaults" (reinforced closets with electronic locks) along either wall -- 4 on each side -- with environmental controls built in. These were normally used to transport sensitive goods and passenger valuables; they now serve as crew members' personal private storage.

24.) Main Hold. The belly of the Lonicera is a single large cargo area 65 feet long and 50 feet across. The ceiling is only about 9-10 feet high, which seems claustrophobically low given the depth of the room.

Well packed, the main hold can carry 300 tons of cargo. even though they are reminiscent of a parking lot, the lines on the floor are just guides to help with inventory tracking.

At the forward end of the hold are a pair of heavy bay doors. These slide open to allow access to the air lock beyond (as with the Hangar Bay, a magnetic seal prevents loss of atmosphere when opened in space). The exterior door on the other side of the lock lowers to act as a ramp. There is also a personnel hatch (with standard couplings) that can be accessed from the lock area. It leads down out the bottom of the ship and up to the passenger deck. When grounded, the exterior hatch is not usable.

Special Feature: the Lonicera's main and aft holds are designed to enlarge in order to accommodate oversized cargo. If used as a secondary hangar bay, it can accommodate a ship as large as a Proctor-class interceptor (barely), albeit not without penalties:
  • The pilot of the ship housed in the main hold must pass a piloting skill roll whenever pulling into/out of the hold (with a -10% additional penalty under combat situations). A failed roll results in -4D6 MDC to both the ship and the Lonicera as it strikes the sides of the hold on its way in/out. Additionally, if the ship is leaving the Lonicera its pilot is -1 to strike/dodge for one melee round as he/she momentarily has to regain full control.
  • If a ship of the Proctor-class interceptor's size is stored in the main hold, no additional cargo may be stored.
  • The hold section when expanded alters the Lonicera's flight dynamics and makes the ship harder to control: -10% to piloting skill and -1 to dodge when the hold is expanded.
Cyber-Maestro

Post by Cyber-Maestro »

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Constable-class Patrol Ship
Based upon the Morgan-class civilian skiff from the Future Armada series by Ryan Wolfe. More information on this ship and others can be found by clicking here.

The Constable was developed as a smaller, cheaper alternative to the Proctor Long-Range Interceptor (Phase World, p. 158). The Constable boasts competitive firepower and speed, but lacks the durability and endurance. As a result it is more suited for short-range roles protecting starports and planetary systems.

A commercial version of the Constable, called the Journeyman, is widely available on the galactic market. The Journeyman typically features lighter armor/shields, civilian-grade sensors and is stripped of most of its weaponry; however as with the Proctor fully armed versions can be found if owners are willing to spend extra for them.

Model Type: FAE-CS01
Class: Shuttle
Crew: One; can accommodate 4 passengers in the standard configuration. It is not uncommon for base commanders to remove some of the passenger seats for increased cargo space.

MDC by Location:
Cockpit – 350
Engines (4) – 350 ea.
Access Hatches (4; top, bottom, and sides) – 350 ea.
Concealed Laser Cannons (4) – 220 ea.*
Main Body – 900**
Variable Force Field – 200 per side (1,200 total)

*Component is very small and hidden; attackers must make a 'called shot' to strike.

**Depleting the MDC of the main body means the ship is in tatters, with the life support and contragravity systems knocked out, and unable to fight or move under its own power. Reducing the main body to -500 will cause the ship to explode, obliterating the ship and doing 1D6x500 MD to any target within 1,000 feet.

Statistical Data:
Length: 27 feet (8.2 m)
Width: 16 feet (4.9 m)
Height: 10 feet (3.1 m)
Weight: 30 tons, not counting cargo
Cargo: A pair of small lockers for weapons and personal items. The ship can accommodate a maximum of 3,000 lbs. with passenger seats removed.
Power System: Anti-matter; average energy life is 25 years.
Market Cost: 70 million credits for the stock base model. A stock base Journeyman without most weapons and with civilian grade armor/shields/sensors costs roughly 30 million credits. Black Market fully-equipped ships can cost as much as 150 million credits each.


Speed:
Driving on the ground: Not possible.
Flying: Mach 10 in space, or Mach 3 in an atmosphere.
FTL: 2 light years per hour.
Range: Limited only by supplies and life support. The Constable typically carries enough supplies to accommodate a 2-person crew for 1 month.

Weapon Systems:
1.) Light HI-Laser Cannons (4): The Constable's primary weapons are a quartet of laser cannons, mounted in pairs underneath to either side of the 'nose' of the ship.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 4D6x10 per dual blast
Rate of Fire: Equal to the total number of hand to hand attacks of the gunner.
Effective Range: 3 miles in space, half that in an atmosphere.
Payload: Effectively unlimited.

2.) Light HI-Laser Cannon Turret (2): The shuttle's secondary weapon is a dorsal-mounted laser turret. The turret has a 360 degree field of fire and is usually controlled by a gunnery station behind the pilot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 2D6x10 per dual blast
Rate of Fire: Equal to the total number of hand to hand attacks of the gunner.
Effective Range: 3 miles in space, half that in an atmosphere.
Payload: Effectively unlimited.

3.) Missile Launcher:The very nose of the shuttle is in fact a medium range missile launcher.
Primary Purpose: Anti-spacecraft
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of 2 or 4.
Effective Range: About 40 miles (64 km)
Payload: 16 missiles.

4.) Chaff Launcher: this craft features a chaff launcher that disperses minute particles simulating the ship’s sensor signature in order to throw off unfriendly missiles. When used creatively, they can also confuse enemy sensors and give the impression of multiple ships.
Primary Purpose: Anti-Missile
Rate of Fire: Equal to the combined melee attacks of the pilot.
Payload: 8 chaff packets. A chaff packet is effective against both single missiles and volleys.
Note: With some effort, the chaff dispensers can be modified to become a rear-firing mini-missile launcher. Payload remains the same.
Dark Angel

Deck plan

Post by Dark Angel »

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This is the deckplan. Porthor's getting credit for doing all the hard work for me. And yes, it will be either in the form of XP or monetary gain. All depends on what HE wants.
Cyber-Maestro

The Serenity

Post by Cyber-Maestro »

As a couple new LC3 members have already been introduced as having survived the destruction of this ship, and I know at least one more will be as well, I figured I might as well go ahead and rough it out.

The Serenity

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The Serenity -- More Ship Pictures (thanks to MADMAMMIKE at the Pal boards)

The Serenity -- Typical Escape Pod

(please cheerfully disregard all Star Trek references)

The Serenity is a Baccarin-class passenger transport 600 feet in length (same basic stats as the 'Typical Merchantman' listed on p. 172 of the first Phase World book). Boasting large windows around the perimeter of the main passenger deck and an enormous skylight over the main recreation area, the ship is designed to alleviate the claustrophobia that strikes many passengers on long trips through space.

The Serenity was on its way to the planet Persephone (and just a few days away at FTL speeds) when it was attacked and destroyed by a TGE Smasher-class cruiser.

A handful of survivors from the attack managed to find their way to Odobon IV -- an out-of-the-way waterball of a planet four days away at the escape pods' maximum speed.
User avatar
Archive Account
Posts: 5332
Joined: Sat Aug 20, 2005 3:19 pm

Re: Additional Phase World Spacecraft

Post by Archive Account »

Stiletto Class Courier Vessel
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Art From
Ship Type: Courier
Origin of the Ship: Paid in Full
Age of the Ship: Prime Age
Sponsorship: Independent
Manufacturer: Bushi Federation
Sublight Drive: Courier Drive System
FTL Drive: CG-A Contra-Gravity Drive model A
Atmospheric Flight: None
Weapon Systems: Point Defense HI Laser Cannons
Shields: Heavy Commercial Shields
Armor: None
Sensor Systems: Premium SoroCom Sensor System
Stealth System: Oni Phantom Array
Miscellaneous Systems & Features: Advanced Targeting Computer
Combat Bonuses to Pilot: +1 to Initiative, +2 to Strike, +5 to Dodge
M.D.C. By Location
Main Body: 1000
Cockpit: 400
Engines: 900
Communications Array: 300
Heavy Commercial Shields: 1200 (non-variable)

Oni Phantom Array
Oni Sensor Shielding: opposing ship sensor range limited to 2,500 miles when trying to detect the Stiletto
Baffling Array: used to obscure the functions of close-range sensors & give false readings; misleading readings can be programmed into the Baffling Array
Phantom Bursters: ECM which confuses enemy sensor systems. 80% chance of creating 1d4 duplicates of the Stiletto on enemy radar, duplicates are REAL—to sensors/targeting systems. Duration: 1 melee (usable once every 2 minutes)
Star Glow: light-bending polymer that coats the hull making it a chameleon. 60% undetectable even at extremely close range. Human gunners targeting the Stiletto are -1 to Strike.

Statistical Data
Crew: 1 pilot, 2-3 passengers maximum
Atmospheric Speed: Flight in an atmosphere is not possible!
Sublight Speed: Mach 11 maximum
FTL Speed: 1 light year per hour maximum
Dimensions: 50' long, 30' wide, 10' high, 100 tons
Cargo: 2,000 lbs.

Systems & Features
SoroCom Sensor System: detects ships at 220,000 miles, short-range scanners provide details on capabilities and attributes of other ships & compares against known vessel types.
Advanced Targeting Computer: Cumulative bonuses already factored under weapon systems
Weapon Systems
GR Cannon (Single-Barreled, Fixed Forward)
Range: 6000' (3 miles in space)
Damage: 1D4x10 MD per 10-round burst
Payload: 1000 10-round bursts

Point Defense HI Laser Cannons (3, fully automated)
Range: 1 mile (2 miles in space)
Damage: 1D6x10 MD per shot
Payload: unlimited
Bonuses: 4 attacks per melee, +7 to Strike


Created using starship creation rules located in Rifter 34
Servo

Re: Additional Phase World Spacecraft

Post by Servo »

I've had these done for a while, but figured I'd go ahead and post 'em here for EU/OW personal use only.

Proctor-Class Long-Range Interceptor (Phase World, p. 158)

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CAF Assault Shuttle (Phase World, p. 165)
(yes, I know there is already an illustration for this ship... but while it's IMO a good illustration it just doesn't match the stats at all)

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Alaskia

The - Phoenix - Blowed up!!

Post by Alaskia »

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Greased Lightning
Carlisle ShipWorks JC-775 Medium-Duty Transport

Based upon the CEC YZ-775 from the Star Wars RPG, designed by Jeff Carlisle. Deckplan artwork by members of the Star Wars Design Alliance.

The JC-775 is a model that has been in service for several decades, and as a result is a common sight throughout much of the Three Galaxies. The ship's designers made speed a primary focus (the ship can outrun most capital ships and even many fighters) and is for all intents and purposes a "hot rod" in space. This emphasis on speed makes it popular with buyers on both sides of the law -- runners and adventurers wanting to stay one step ahead of hostile pursuit, and the various governments/law enforcement agencies doing the pursuing.

The Greased Lightning is an example of a JC-775 that has been modified and upgraded multiple times at the hands of previous owners. The result is a spaceship that has the performance of a typical runner ship, the armor of an assault shuttle, and the firepower of a patrol ship.


Model Type: Modified JC-775
Class: Heavy-Duty Shuttle/Medium-Duty Transport
Crew: 2 at the bare minimum (pilot and co-pilot). While passenger transport variants of the JC-775 do exist, the current configuration can accommodate up to 19 passengers/crew total.
M.D.C. by Location:
Laser Cannons (4) -- 150 each
Missile Launchers (2) -- 100 each
Underside Cargo Hatch -- 400
Variable Force Fields -- 150 per side, 900 total
*Long-Range Sensor Dish -- 150
**Cockpit -- 200
***Main Body -- 2,900
****Main Engines (3) -- 725 each

* Depleting the M.D.C. of the sensor dish knocks out the long-range sensors and negates the bonuses for military-grade sensors listed on p. 153 of the Phase World book. The ship is reduced to the normal sensors as listed on the same page.

** Depleting the M.D.C. of the cockpit completely destroys it, likely killing the crew inside as well. The ship can be controlled from the engine room, but all piloting skills are -30% and combat rolls are -2.

*** Depleting the M.D.C. of the main body shuts the ship down, causing it to drift in space. Emergency backup power supply can power minimal life support and one weapon for up to 12 hours. The missiles are also operational and can be used. If the ship is reduced to -1,000 M.D.C. it explodes, causing 3D6x1,000 M.D. to everything within a 300 foot (91.5 m) area. In an atmosphere, the ship will crash.

**** Depleting the M.D.C. of a single engine reduces the ship’s top speed by 25% The loss of a second reduces the top speed by 50% and the loss of a third means the ship is adrift in space (crashes in an atmosphere). Use of the booster system can only compensate up to 25% of the ship’s top speed, and if the third engine is destroyed it’s not available at all.

Speed:
Driving on the ground: Not possible; can hover at up to 20 feet (6.1m) off the ground at a speed of 20 mph maximum.
Flying: Mach 15 in space or Mach 5 in an atmosphere under normal thrust output. The ship also has a booster system that, when engaged, re-routes a percentage of the ship’s energy output to the engines and adds another 50% to both space and atmospheric speeds -- but other systems and maneuverability are significantly reduced.
FTL: Contra-grav drive allows it to travel at 6.5 light years per hour. A backup FTL drive can manage a meager 2 light year per hour.
Range: Limited only by supplies. Fully stocked, a JC-775 in this configuration has enough consumables to last a crew of 19 for up to a year under normal rationing.

Statistcal Data:
Height: 26 feet (7.95m); 30 feet 10 inches (9.4m) with landing gear extended.
Width: 69 feet 6 inches (21.2m).
Length: 208 feet (63.5m).
Weight: 1,800 tons fully loaded (not including cargo)
Cargo: 400 metric tons in stock configuration.
Power System: Anti-matter; average energy life of 40 years.
Market Cost: 150-175 million for a stock model with civilian-class sensors, only two weapon systems and much less robust M.D.C. 200 million credits to planetary governments and law-enforcement agencies for a stock military-grade JC-775. Black Market versions of the military-grade model usually cost 250-300 million credits and are likely to be missing one or more weapons systems and/or reduced MDC.


Weapons Systems

Laser Turrets (4): the ship features four high-powered laser turrets as its main weapon systems, mounted in turrets located . Each turret has a 90 degree arc of fire and can swivel 360 degrees. They can be manned from gunnery consoles within the cockpit or set to fire automatically.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 4D6x10 M.D. per double blast.
Range: 3 miles/4.8 km in space; roughly half that in an atmosphere.
Rate of Fire: Equal to the number of melee attacks of the gunner, with a maximum of six. The turrets can also be set to automatic firing, but with only four attacks per melee round and with only the standard +3 to strike bonus.
Payload: Effectively unlimited.
Medium-Range Missile Launchers (2): One of the more obvious upgrades this ship has received, these launchers are snugly nestled within the angular hull panels on either side behind the cockpit.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Varies by missile type.
Range: 5 miles/8 km
Rate of Fire: Each launcher can fire a single missile or volleys of 2, 4, or 6 missiles
Payload: 48, 24 missiles per launcher. Extra loads can be kept in the cargo bay (1 ton per 48 missiles), but cannot be loaded while in flight.


Special Features

Grapples: the ship features grappling systems on both sides for salvage/docking applications. While technically not a weapon per se, they can be used to secure opponents’ ships for boarding actions.
Primary Purpose: Docking
Secondary Purpose: Salvage
Mega-Damage: 1D4 M.D. per grappler if used against a living target.
Range: 4,000 feet/1.22 km
Rate of Fire: Grapplers can fire once per melee round.
Payload: Effectively unlimited (grappling lines retract and are re-used)
Chaff Launcher: this feature disperses minute particles simulating the ship’s sensor signature in order to throw off unfriendly missiles. When used creatively, they can also confuse enemy sensors and give the impression of multiple ships.
Primary Purpose: Anti-Missile
Rate of Fire: Equal to the combined melee attacks of the pilot.
Payload: 8 chaff packets. A chaff packet is effective against both single missiles and volleys.
External Magnetic Clamps: the two circular raised areas on the hull are magnetic clamps originally designed to allow the JC-775 to carry additional cargo containers. With the proper modification, these clamps can allow the ship to carry a pair of light spacecraft such as fighters. The starboard personnel lift allows access to the corresponding clamp and doubles as a dorsal hatch/airlock
Long-range Sensors: the large dorsal-mounted steerable sensor dish improves the ship’s sensor capabilities to military grade (+10% range/sensor operation rolls) as listed on p. 153 of the Phase World book.
Stealth System: The ship is equipped with an emissions-suppression system that conceals it from both active and passive scans from 5,000 miles (8,000 km) or more while travelling at sublight speeds. Use of the boost system or flying at FTL speeds eliminates the stealth benefits, however.
Alaskia

Re: New ship - Note will be named later and fromatted when I can

Post by Alaskia »

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Greased Lightning Cargo Deck Walkthrough
(starting aft)

Cargo Lift: This is the primary means of loading materials and personnel into the cargo bay. The lift itself is not a sealed environment, however, and as a result its use is automatically locked out when the ship is outside of a viable atmosphere in order to avoid explosive decompression.

Cargo Bay: The largest single space on board the ship, the cargo bay can accommodate up to 400 metric tons of bulk cargo. Assorted clamping equipment and tie-down loops allow the crew to secure containers that might otherwise shift during flight. Stairs on either end of the cargo bay extend one half deck up to the docking and entry vestibules. Other JC-775 variants have this space converted to such purposes as passenger/troop transport, liquid storage, medical facilities, etc. Additionally, it is not uncommon for wealthy individuals to convert this area into luxury accommodations and use this ship as a private yacht.

Entry Vestibule: The first stop for personnel entering through the front entrance ramp, and a central crossroads for passengers/crew under normal conditions. Access to the ship’s two 10-person escape pods is found here as well as stairs to the cargo deck, main deck, and cockpit areas.

Escape Pods: The ship is equipped with a pair of 10-seat escape pods, located in the Entry Vestibule between the cockpit and main habitation areas. Each is stocked with emergency medical supplies, rations, water, and other essentials; the life-support systems can keep the full complement of 10 beings alive for a standard week (even longer if occupied by fewer than 10 passengers). The pods are set to an automatic sequence to achieve a minimum safe distance upon launch. From there it can be set to home in on the nearest habitable planet, remain in the area, or can even be controlled by anyone with a spacecraft piloting skill. The two pods can also dock with each other (via either manual control or automatically) to form an extra-large lifeboat. If the threat to the host ship has passed, the pods can re-dock and be refurbished for future use provided it can do so while still in space; the pod is considered unable to re-use if it makes a crash landing on a planetary surface.

NOTE: Direct access to the docking arms/airlocks is not possible from this deck.
Alaskia

Re: New ship - Note will be named later and fromatted when I can

Post by Alaskia »

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Greased Lightning Main Deck Walkthrough
(starting aft)

Engine Room: This somewhat crowded area of the ship is not for the claustrophobic as various pipes, panels, consoles and assorted machinery take up most of the available space. A central console allows the crew to monitor/adjust the ships functions, reroute power, and bypass damaged systems. The ship can also be controlled from this console in the event of an emergency, but at significantly reduced efficiency.

Docking Arms/Airlocks: On either side of the ship is a standardized telescoping docking arm that allows the ship to dock with ships both smaller and larger than itself. Each arm can extend out past the ship’s maximum width to clear the engines/weapons and retracts to within the recesses of the hull’s design for maximum protection. The arms can be used by boarding passengers at spaceports much the same way that jetways are used in modern-day airport terminals. The docking arms also act as fully functional airlocks, allowing extravehicular activity by the ship’s crew when the need arises.

Docking Vestibule: The vestibule is the first stop for personnel entering through the docking arms/airlocks. To either side of the door to the Engine Room is a spacesuit locker containing two standard spacesuits each. On the port side are the stairs leading down to the cargo bay. On the starboard side is a secure storage room containing various shelves and lockers. Nestled behind the storage room, facing out into the common area, is the personnel lift up to the starboard docking clamp.

Workshop (port): Although a bit on the small side, there are complete tools and facilities available for doing mechanical or electrical crafting and repair work. Cabinets underneath the equipment and above the workdesk are full of spare parts and a micro-fusion forge keeps the room a bit on the warm side.

Medbay (starboard): Originally a secondary crew/passenger cabin (as was also the case with the workshop), this room was converted to a medbay. The medical bay holds both a rejuvenation chamber and a small operating theater (which doubles as an examination area). There are a wide assortment of testing and treatment devices crowded in here and the usual array of pharmaceuticals on the shelves.

Galley (center): The galley is well-equipped to handle the ship’s culinary needs, from the late-night attack of the munchies to the full-blown meal for the entire crew. An autochef is available for creating a quick meal for those with nondiscriminatory palettes. More traditional appliances and facilities are also included for occasions that require greater amounts of food to be prepared at once. The Galley also includes a separate pantry with a refrigerated storage compartment.

4-Berth Cabins (red beds; port and starboard): The two aft-most passenger cabins on each side feature a pair of 2-berth bunk beds for maximum occupancy. Each bunk contains individual communications, vidplayer, air conditioning/ventilation controls, a privacy screen and a storage cabinet beneath for personal storage. The top bunks are generally not filled however (the occupants of the lower bunks usually use the top ones for additional storage when not in use) unless the ship has a full complement of crew and/or passengers. Each cabin also features a computer desk, storage lockers, and a small bathroom.

2-Berth Cabins (brown beds; port and starboard): The middle passenger cabins on each side feature two single beds. Each bed contains individual communications, vidplayer, air conditioning/ventilation controls, a privacy screen and a storage cabinet beneath for personal storage. Each cabin also features a computer desk, storage lockers, and a small bathroom.

2-Berth Cabins (green beds; port and starboard): The remaining passenger cabins on each side feature a single 2-berth bunk bed. Each bunk contains individual communications, vidplayer, air conditioning/ventilation controls, a privacy screen and a storage cabinet beneath for personal storage (the occupant of the lower bunk usually uses the top one for additional storage when not in use). Each cabin also features a computer desk, storage lockers, and a small bathroom.

Captain’s Cabin (blue bed; center): The only single-berth cabin on the ship is naturally reserved for the ship’s captain. The sole bed in the cabin features all the same amenities as the bunk beds (except for the privacy screen). The cabin also features a computer desk, storage lockers, and a small private bathroom. The cabin’s location also allows the captain to have quick and easy access to most critical parts of the ship (cockpit, escape pods, munitions locker, cargo bay).

Entry Vestibule: The first stop for personnel entering through the front entrance ramp, and a central crossroads for passengers/crew under normal conditions. Access to the ship’s two 10-person escape pods is found here as well as stairs to the cargo deck, main deck, and cockpit areas.

Escape Pods: The ship is equipped with a pair of 10-seat escape pods, located in the Entry Vestibule between the cockpit and main habitation areas. Each is stocked with emergency medical supplies, rations, water, and other essentials; the life-support systems can keep the full complement of 10 beings alive for a standard week (even longer if occupied by fewer than 10 passengers). The pods are set to an automatic sequence to achieve a minimum safe distance upon launch. From there it can be set to home in on the nearest habitable planet, remain in the area, or can even be controlled by anyone with a spacecraft piloting skill. The two pods can also dock with each other (via either manual control or automatically) to form an extra-large lifeboat. If the threat to the host ship has passed, the pods can re-dock and be refurbished for future use provided it can do so while still in space; the pod is considered unable to re-use if it makes a crash landing on a planetary surface.

Munitions Locker: A small compartment just forward of the entrance ramp, the munitions locker is a secure area for storage of the crew’s weapons, armor, and other instruments of violence. Access is restricted to members of the crew only and can be ‘locked down’ from the cockpit in the event of a boarding party or mutiny.

Head: Not everything in space is glamorous or exciting… and a minor glitch in the autochef on ‘chili night’ can leave the entire crew moaning in misery for several hours afterwards. This small sanitation facility – a combination toilet and sink – is provided as a service to the ship’s visitors and for the convenience of crew members who would otherwise have to go all the way back to their cabin when nature calls.

Auxillary Berths: Located in the ‘neck’ section of the ship are a pair of spare berths. Although not furnished with sheets or linens, they do feature the same other amenities as the berths in the cabins. These berths are mainly used for crew members splitting late-night watches in the cockpit or for additional ship passengers when the cabins are full. They can also be used for storage of personal items.

Avionics/Computer Systems: Just aft of the cockpit lie a pair of small system compartments. These compartments contain avionics, fire control, navigation computer, communications equipment and other various systems that control shipboard functions. Access restricted to authorized personnel only (usually members of the ship’s crew, but sometimes restricted to captain and senior officers).

Cockpit: The very nerve center of the ship contains no less than 7 duty stations. As variants of this design are intended to be flown with a minimum crew, the two stations in the very front (typically the pilot on the left and co-pilot on the right) are capable of performing all ship functions. The other duty stations can handle all ship functions aside from piloting (shields, communications, weapons, life support, sensors, navigation, etc). Ship functions are typically divided among crew members (one for sensors, one for communications, etc.) but a single ship function can be divided among all crew members if so desired (particularly command of a single weapon system per duty station). All duty stations are also capable of accessing the ship’s computer system.
Branko

The Discordant Saint (Presumed Destroyed)

Post by Branko »

((OOC - Special thanks to Jack for making all the pictures and the legend))

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Legend:
1. Primary Flight Avionics
2. Main Guns
3. Crew Living Area. 7 Bedrooms, Stacked 2 long and 3 wide. Each Bedroom is about 10x12 feet. The seventh bedroom lies to the front of 6. It's length is perpendicular to every other bedroom on that floor. 2 Bathroom and shower areas. The 7th bedroom is extra long and wide to accommodate larger people. It has it's own climate control as well as it's own bathroom.
4. Captains Quarters. One larger set of quarters. One bathroom.
5. Laser Battery Stations. There are two laser stations where the main floor of bedrooms reside. On the fin there are two per fore and aft. On the underside of the secondary cargo bay there are 4 such stations. On the underside of the main cargo bay there are 2 more. Each station occupies about 4 by 5 feet.
6. Mini Missile Battery Stations. 2 of these per front and aft of upper fin. 4 on the underside of the main cargo bay and 4 more on the underside of the secondary cargo bay.
7. Holding cells. Two of them, 8 by 6 feet
8. Engineering. The one to the aft of the ship is the main engine and the FTL stuff. The one to the bottom of the ship stores climate control, water, sewage etc etc.
9. Cargo Spaces.
10. Walk in Storage Closet
11. Bridge
12. Mess
13. Secondary Crew Living Area. 4 bedrooms, 2 shared bathrooms with showers.
14. Medical Bay - 4 beds with straps, 6 cots. There are shelves full of the medical supplies, as well as the Phase med kits are only mobile inside the med bay. The rest of the equipment is bolted down. The drawers and shelves are closed magnetically so that it doesn’t get thrown around when the pilot is maneuvering.

There are two series of elevators. One is located at the corner of 2 and stops at all three floors. It will open both sides on the 1st and 3rd floor, but only on the bedroom side on the 2nd. The other elevator will go from the bottom of 8 to 7. Service stairs will run along the freight elevators as well.

The cargo bay on 9th opens to the sides of the ship. The Discordant Saint has a 20 foot high, 80 feet wide, 100 feet long cargo area. On the back is has a 30 feet high, 40 feet long and 80 foot wide space as well. That space opens to the back. Airlocks are located in 10, 13. When it is docked with stations people can get out at 10. 13 is more of an access portal to make delivering things to engineering and the med bay easier.

Crew: 6-10
-- Break down: Pilot, Co-pilot, Four gunners are the usual compliment

(The following is Credit to Savrain Terross)

Crew Quarters - #3

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Bedroom #1:
Bedroom #2:
Bedroom #3:
Bedroom #4:
Bedroom #5:
Bedroom #6:
Bedroom #7: Savrain Terross

Secondary Crew Quarters - #13

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Bedroom #1:
Bedroom #2:
Bedroom #3:
Bedroom #4:

Bridge
(Original Image courtesy of Star Trek and this artist. We are not claiming it in anyway and are not receiving compensation for it)
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Sickbay
(Original Image unknown - Image has been changed, and no claims are being made for it in any way)
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Engineering
(Original Image unknown - Image has been changed, and no claims are being made for it in any way)
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Brig
(Original Image unknown - Image has been changed, and no claims are being made for it in any way)
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Last edited by Branko on Fri Apr 08, 2011 5:36 am, edited 8 times in total.
Branko

Re: The Discordant Saint

Post by Branko »

Statistical Data

Transgalactic Empire "Rain of Fire" Troop Transport
Model type TIV-TT1
Class: Assault Shuttle
Captain: Branko

Modifications
Lower missile and bomb bays have been replaced with a Contra-Gravity FTL system capable of travelling 5.15 LY/hr (Garrett Calais added 3% to the base of 5 LY/hr). Due to the redesign, all maneuverability defaults are streamlined. Speed in any atmosphere is 200 MPH due to the redesign Due to modifications all negative performance factors in combat have been negated as well.

There have been further modifications after returning to Center from the Machine. The Sublight engines have been upgraded to mach 8 in space. The targeting computer has been upgraded to an advanced military model, the security system has been upgraded and the computer itself has been upgraded to the equivalent of a Virtual Intelligence.

Speed
Driving on ground, not possible, can hover 20 feet above ground
Flying mach 8 in space, or 200 mph in atmosphere, due to modifications
Range: Effectively unlimited

Size
Height 80 feet
Width 80 feet
Length 200 feet
Weight 2,000 tons
Power system (anti-matter) average life span 40 years

MDC by location
Laser Batteries: (12)- 80 each
Mini-missile Batteries:(12)- 60 each
Grav Turret 1: 150/150 MDC - 20,000/20,000 rnds
Grav Turret 2: 150/150 MDC - 20,000/20,000 rnds
Grav Turret 3: 150/150 MDC - 20,000/20,000 rnds
Grav Turret 4: 150/150 MDC - 20,000/20,000 rnds
FTL drive hold: 740/740 MDC
Reinforced pilots compartment: 200/200 MDC
Conventional Force-field: 1200/1200 MDC
Interior Airlock 4 Hatch: 370/370 MDC
Exterior Airlock 4: 370/370 MDC
Corridor 4: 185/185 MDC
Corridor 4 hatch: 200/200 MDC
Corridor 2 Hatch: 200/200 MDC
Main body: 3700/3700 MDC **

**: Depleting the MDC of the main body causes the shuttle to drift in space or if in an atmosphere crash. If destroyed while approaching a planet the shuttles passengers and crew will be destroyed when they enter the atmosphere.

Weapons systems

Gravity cannon batteries (4)
Placement: one on each side of the ship
Primary purpose: Anti-aircraft
Secondary purpose: Defense
Damage capacity: 4d6x10 MDC per burst (can only fire burst)
Rate of fire: Equal to gunners skills ( hand to hand actions)
Payload 1,000 bursts
Note: +4 to strike for gunners due to advanced targeting computer. Advanced Targeting Computer allows the VI to control the Gravity Cannon, no bonus to strike.

Laser Batteries (12)
Placement: Scattered around the out side of the ship can be manned or controlled via the ships computer +2 to strike due to the Advanced Targeting Computer or left on automatic. .
Primary purpose: Anti-aircraft
Secondary Purpose: Defense
Damage capacity: 2d4x10
Rate of fire: Equal to gunners skills ( hand to hand actions)
Payload: unlimited
Note: +4 to strike for gunners due to the Advanced Targeting Computer - no change to auto fire.

Mini-Missile batteries (12)
Placement: Same as laser batteries
Primary purpose: Anti-aircraft
Secondary Purpose: defense
Damage: Varies depends on missile type
Types: High Explosive: 5d6 MD in a 5 ft. radius. Armor Piercing: 1d6x10 MD in a 3 ft. radius
Rate of fire: one at a time or in volleys of two, four, six
Payload: 32 missile per launcher or 384 per ship
Range: 2 miles
Note: +3 to strike for gunners due to the advanced targeting computer.
Last edited by Branko on Fri Apr 15, 2011 7:09 am, edited 4 times in total.
Branko

Re: The Discordant Saint

Post by Branko »

Supplies

Surplus Armaments

3x NE-3
4x NE-8SL
4x NE-295
200 Light Clips
4x Ripper Vibro Bayonet
1x Ripper Vibro Sword
4x Ripper Vibro Knife
3x PH-21 Phase Beamer
4x PH-100 Heavy Phase Beamer
8x KHEX Fragmentation grenades
10x KHEX HE Grenades
6x Spacer Hard Suit

Armor Piercing Mini Missiles - 768 total missiles
High Explosive Mini Missiles - 768 total missiles

Medical Supplies

2 full phase-tech med kits installed in the medical bay of the DS
Includes the equivalent of RMK and IRMSS med systems with a full drug dispenser with a variety of medicines and a phase-tech kit.

Micro-Mass Spectrometer
CT Scanner
X-Ray
MRI
DNA Sequencer
Chromatic Spectrometer

Basic Chemical Set
Basic optical Microscope
All of the basics (Gloves, Syringes, vials, slides, the works) - organized in the shelves, drawers, beds and such.


Other
Radio Telescope Equipment
Specialized equipment to study radio waves given off by celestial objects. Large system is integrated into a spaceship's sensors.

Cosmic Radiation Antennae
Specialized equipment to study the radiation given off by celestial objects. Integrated to the sensor system.

Entertainment
VR Goggles x6
Holo-display x1 (flat, 64"x36" panel projects holographic images)
Portable HD LCD monitors/media players x8 (roughly 24" display each)
Assorted Digital Music and Film
Na'dal

Discordant Saint Status

Post by Na'dal »

For the time being, I'll take over accounting for ship status. If anyone want's to volunteer to take the job, XP will be awarded.

For those who don't know nautical terms: Bow is the nose of the ship, Aft is the rear of the ship, Port is the Left side of the ship, Starboard is the right side of the ship.

MDC by location
FTL drive hold: 740/740 MDC
Reinforced pilots compartment: 200/200 MDC
Conventional Force-field: 0/1200 MDC
Interior Airlock 4 Hatch: 370/370 MDC
Exterior Airlock 4: 370/370 MDC
Corridor 4: 185/185 MDC
Corridor 4 hatch: 200/200 MDC
Corridor 2 Hatch: 200/200 MDC
Main body: 3350/3700 MDC (Devourer, 04/26/11)

Grav Turret 1 - Facing Bow: 150/150 MDC
Grav Turret 2 - Facing Starboard: 150/150 MDC
Grav Turret 3 - Facing Port: 150/150 MDC
Grav Turret 4 - Facing Aft: 150/150 MDC

Laser Battery 1 - Upper Fin, Facing Bow, Port: 80/80 MDC
Laser Battery 2 - Upper Fin, Facing Bow, Starboard: 80/80 MDC
Laser Battery 3 - Upper Fin, Facing Aft, Port: 80/80 MDC
Laser Battery 4 - Upper Fin, Facing Aft, Starboard: 80/80 MDC
Laser Battery 5 - Underside Main Cargo Bay, Port: 80/80 MDC
Laser Battery 6 - Underside Main Cargo Bay, Starboard: 80/80 MDC
Laser Battery 7 - Underside Rear Cargo Bay, Furthest Bow, Port: 80/80 MDC
Laser Battery 8 - Underside Rear Cargo Bay, Furthest Bow, Starboard: 80/80 MDC
Laser Battery 9 - Underside Rear Cargo Bay, Furthest Aft, Port: 80/80 MDC
Laser Battery 10 - Underside Rear Cargo Bay, Furthest Aft, Starboard: 80/80 MDC
Laser Battery 11 - Main Bedrooms, Port: 80/80 MDC
Laser Battery 12 - Main Bedrooms, Starboard: 80/80 MDC

Mini Missile Launcher 1 - Upper Fin, Facing Bow, Port: 60/60 MDC
Mini Missile Launcher 2 - Upper Fin, Facing Bow, Starboard: 60/60 MDC
Mini Missile Launcher 3 - Upper Fin, Facing Aft, Port: 60/60 MDC
Mini Missile Launcher 4 - Upper Fin, Facing Aft, Starboard: 60/60 MDC
Mini Missile Launcher 5 - Underside Main Cargo Bay, Facing Bow, Port: 60/60 MDC
Mini Missile Launcher 6 - Underside Main Cargo Bay, Facing Bow, Starboard: 60/60 MDC
Mini Missile Launcher 7 - Underside Main Cargo Bay, Facing Aft, Port: 60/60 MDC
Mini Missile Launcher 8 - Underside Main Cargo Bay, Facing Aft, Starboard: 60/60 MDC
Mini Missile Launcher 9 - Underside Rear Cargo Bay, Furthest Bow, Port: 60/60 MDC
Mini Missile Launcher 10 - Underside Rear Cargo Bay, Furthest Bow, Starboard: 60/60 MDC
Mini Missile Launcher 11 - Underside Rear Cargo Bay, Furthest Aft, Port: 60/60 MDC
Mini Missile Launcher 12 - Underside Rear Cargo Bay, Furthest Aft, Starboard: 60/60 MDC

Grav Turret Ammo
Grav Turret 1 - Facing Bow: 20,000/20,000 rnds
Grav Turret 2 - Facing Starboard: 20,000/20,000 rnds
Grav Turret 3 - Facing Port: 20,000/20,000 rnds
Grav Turret 4 - Facing Aft: 20,000/20,000 rnds

Mini Missile Launcher Ammo
Mini Missile Launcher 1 - Upper Fin, Facing Bow, Port: 14/32 - Type: HE (Branko, 04/22/11)
Mini Missile Launcher 2 - Upper Fin, Facing Bow, Starboard: 14/32 - Type: HE (Branko, 04/22/11)
Mini Missile Launcher 3 - Upper Fin, Facing Aft, Port: 2/32 - Type: HE (Mara, 04/23/11)
Mini Missile Launcher 4 - Upper Fin, Facing Aft, Starboard: 32/32 - Type: HE
Mini Missile Launcher 5 - Underside Main Cargo Bay, Facing Bow, Port: 32/32 - Type: HE
Mini Missile Launcher 6 - Underside Main Cargo Bay, Facing Bow, Starboard: 32/32 - Type: HE
Mini Missile Launcher 7 - Underside Main Cargo Bay, Facing Aft, Port: 32/32 - Type: HE
Mini Missile Launcher 8 - Underside Main Cargo Bay, Facing Aft, Starboard: 32/32 - Type: HE
Mini Missile Launcher 9 - Underside Rear Cargo Bay, Furthest Bow, Port: 32/32 - Type: HE
Mini Missile Launcher 10 - Underside Rear Cargo Bay, Furthest Bow, Starboard: 32/32 - Type: HE
Mini Missile Launcher 11 - Underside Rear Cargo Bay, Furthest Aft, Port: 26/32 - Type: HE (DL, 05/20/11)
Mini Missile Launcher 12 - Underside Rear Cargo Bay, Furthest Aft, Starboard: 26/32 - Type: HE (DL, 05/20/11)
Morgan Antar

Pondor-class Transport

Post by Morgan Antar »

Pondor -class Medium Transport
Class: Transport/Freighter
Crew: Minimum operation is 3; typical compliment is 9 (3 shifts of 8 hours each). Merchants and Runners often run with 6 (2 shifts of 12 hours each) to cut costs. Minimum crew for combat effectiveness is 5-6. See Deck Plan Key for further information.

MDC by Location
Reinforced Bridge Module - 750 MD
Main Body - 2900 MD
Laser Batteries (5) - 350 each
Atmosphere Maneuver Thrust-Pods (4) - 400 each
C-G Interplanetary drive thrusters (3) - 500 each
Escape Pods (3) - 350 each

Speed
Drive on Ground is impossible, but can hover and fly as low as 15 feet above the ground
Fly in Atmosphere is mach 4, with poor maneuverability. Atmospheric flight is normally reserved for landings or short direct hops.
Fly in Space is up to Mach 10, with much better maneuverability
FTL Speed is approximately 5 light years per hour
Range: Effectively unlimited.
Life Support: Indefinite under normal circumstances; recycling system managed oxygen and water supplies. Typical storage includes food for up to a month of travel, but additional food can be carried in the main cargo bay.

Statistical Data
Length: 210 feet
Width: 125 feet
Height: 80 feet
Weight: Approx 1130 tons fully loaded, plus whatever cargo is carried.
Cargo Capacity: Single large bay 135 feet long, 75 feet wide and 30 feet tall, roughly 304 thousand cubic feet, but can be compartmentalized for different types of cargo. Maximum mass capacity is 800 tons.
Passenger Capacity: Up to 8 additional passengers in comfortable quarters, or 16 in double-quarters.

Power Source: Fusion, with a life-span of roughly 120 years with proper maintenance.

Market Cost: Retail about 75million credits. Stripped down versions on the black market can go as low as 20 million.

Weapon Systems
1> Laser Batteries (5)
There are 5 single-barrel HI-Laser batteries to be found on the Pondor; one just aft and above the bridge, one each top port and starboard, and 2 ventral. All 5 are retractable. The ventral, port and starboard batteries are offset, allowing all 5 to be fired in broadsides, fore and aft, with three able to fire 90 degrees up and 2 able to fire 90 degrees down.
Primary Purpose: Anti-ship
Secondary Purpose: Defense
Mega Damage: 1d6x10 MD per blast.
Effective Range: 12000 feet, or approximately 2 miles.
Payload: Effectively unlimited, tied to main power core.
Fire Control: All five turrets are compact and retractable, and as such all five are controlled from the Tactical stations on the Bridge. A single Tactical crew member can control all five but at a slight penalty for each battery in use. With a crew member at both tactical stations, there is no penalty. The weapon control can also be done from the Ops station, albeit at a penalty. For purposes of fire-linking, the ventral batteries can be tied together to fire simultaneously, and the dorsal and bridge-located batteries linked to fire simultaneously.
Morgan Antar

Sable Tiger

Post by Morgan Antar »

The Sable Tiger
Model: Modified Pondor-class Transport
Class: Transport/Freighter/Smuggling Ship
Crew: 6, including the Captain. See Deck Plan Key for further information.
Passengers: Up to 8 additional passengers in comfortable quarters, or 16 in double-quarters.

MDC by Location
Reinforced Bridge Module: 750
Main Body: 3000/3,000
Laser Batteries (3): 350 each
Mass Driver Battery: 520
Point Defense Batteries (4): 220 each
Short Range Missile Launchers (2): 350 each
Atmosphere Maneuver Thrust-Pods (4): 500 each
C-G Interplanetary drive thrusters (3): 500 each
Escape Pods (3): 350 each
Force Field: 1500 MD

Speed
:arrow: Drive on Ground is impossible, but can hover and fly as low as 15 feet above the ground
:arrow: Flight in Atmosphere is mach 4, with poor maneuverability. Atmospheric flight is normally reserved for landings or short direct hops.
:arrow: Fly in Space is up to Mach 12, with much better maneuverability
:arrow: FTL Speed is approximately 6 light years per hour, or by Phase Transceiver (Instantaneous transportation to Center).
:arrow: Range: Effectively unlimited.
:arrow: Life Support: Oxygen and water recycling and stores generally good for up to 3 months, can be stretched a little further (about a week) but can cause dangerous build up of CO2 in the body. Food stores generally about 2 months, but room for more for extended trips.

Statistical Data
Length: 210 feet
Width: 125 feet
Height: 80 feet
Weight: Approx 1300 tons fully loaded, plus whatever cargo is carried.
Cargo Capacity: Single large bay 135 feet long, 75 feet wide and 30 feet tall, roughly 304 thousand cubic feet, but can be compartmentalized for different types of cargo. Maximum mass capacity is 700 tons.
Power Source: Fusion, with a life-span of roughly 120 years with proper maintenance.

Added Hardware: Ancient Kimarxi Scout Ship Computer.
Phase Transceiver.


Weapon Systems
Laser Batteries (3)
There are 3 double-barrel HI-Laser batteries to be found on the Pondor; one each top port and starboard, and 1 ventral. All 3 are retractable. The ventral, port and starboard batteries are offset, allowing all 5 to be fired in broadsides, fore and aft, with three able to fire 90 degrees up and 2 able to fire 90 degrees down.
Primary Purpose: Anti-ship
Secondary Purpose: Defense
Damage: 2D6x10 MD per blast.
Range: 15000 feet, or approximately 3 miles.
Payload: Effectively unlimited, tied to main power core.
Fire Control: All three turrets are compact and retractable, and as such all three are controlled from the Tactical stations on the Bridge. A single Tactical crew member can control all three but at a slight penalty (-3)for each battery in use. With a crew member at both tactical stations, there is no penalty.

Mass-driver
A single double-barrel mass-driver weapon replaces the laser-turret located above and after from tbe bridge. Due to the location and the presence of the passenger bay, this weapon has a limited arc of fire: up to 180 degrees from port to bow to starboard, and up to 90 degrees straight up. Unlike a rail gun, this mass-driver fires short bursts of 2-4 heavy-mass KEPs (Kinetic-energy penetrators), vaguely javelin-shaped projectiles launched at an extremely high speed. Like a rail gun the weapon relies on hitting the target with a high speed solid mass, but the KEPs are design to penetrate deeply into armor over a smaller area, to either hole the hull or cause internal damage from the pressure wave of impact and the ricochet of spalling against electronics or soft-targets. The KEPs travel approximately 36000 fps, making them more effective at close-range targets. Unlike the other turrets, this battery is non-retractable, but has had its armor shaped to make it less threatening in appearance.
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-fighter
Mega Damage: 4D6x10+10 for a normal burst (2 KEPs), or 8D6x10+20 for a double burst (4 KEPs). Damage is halved against force fields of any sort.
Range: 90,000 feet (Approximately 17 miles)
Payload: The self-contained battery contains 200 KEPs, enough for 100 bursts or 50 double-bursts. Reloading requires EVA procedures. The ship typically carries up to 200 more KEPs for reloading purposes, but this usually requires about 6-10 hours of time.

Point Defense Systems: Retractable Light GR Cannons. (4)
One is located each ventral and dorsal (the latter just aft of the passenger-deck escape pod), with the other two situated on the forward section of the hull port and starboard, effectively above the atmospheric maneuver thrusters.
Primary Purpose: Anti Missile.
Secondary Purpose: Anti-Fighter.
Damage: 1D4x10 MD per 10 round Burst.
Range: 2 miles in space, 6,000 feet in atmosphere.
Payload: 2,000 rounds per cannon. (200 Bursts each)
Notes: Virtual Intelligence Targeting System. (Attacks per Melee: 3, +2 to Strike)

Short Range Missile Batteries
Located in retracting turrets on the port and starboard sides, below where the storage areas are on the deck-plan key.
Primary Purpose: Anti-Ship
Secondary Purpose: Defense
Damage: Per missile
Range: Per missile
Rate of Fire: Can fire in volleys of 1, 2, 4, 6, or 8 missiles each.
Payload: Each launcher carries 24 missiles. Extra reloads are generally stored in the cargo bay. Due to the retracting nature of the turrets, the can be loaded from within the ship, but generally takes 3-5 minutes to do so as it requires transporting the missile reloads up the cargo lift, then removing some deck plating to access the launchers.
Morgan Antar

Re: Sable Tiger

Post by Morgan Antar »

Approximate deck plans for Pondor-class transport. Does not include modifications for Sable Tiger as yet.
Morgan Antar

Re: Sable Tiger

Post by Morgan Antar »

Pondor-Class Transport Deck Plan Key - Main/"Command" Deck

<1> Bridge
Contains 5 work stations: Helm 1, Helm 2/Ops, Comm/Navigation, Tactical 1/Security, Tactical 2. Does not contain any plexi-glass or other transparent portholes, instead uses multiple monitors per station as well as a large holographic "view screen" located at the front. (Similar to Enterprise-E from First Contact, if you need an example!). The Officer-on-Duty (this includes Captain) typically mans the Comm/Navigation or Helm 2/Ops stations. In a combat situation, the Comm/Navigation station acts as a tertiary gunner station, usually manning the missile launchers. Tactical 1 generally mans the Mass Driver and the dorsal laser battery, while Tactical 2 mans the 'wing' ventral laser cannons.

<2> Sick Bay/Medical Center
A small but fairly well stocked sick bay with 4 beds. Not capable of extensive surgery, but has auto-doc capable of minor surgeries. Beds include all manner of diagnostic equipment. Doors can be sealed for quarantine purposes. Sealable inserts can be used to cordon off each bed area, if need be.

<3> Crew Lounge
A comfortable lounge for off-duty crew. Includes several plush chairs and a couch, several monitors for viewing video-chips or to play games of various sorts. A table can be unfolded from the floor for eating group meals.

<4> Engineering
The primary area for maintaining the various systems of the ship: power core, FTL contra-grav and interplanetary contra-grav drives, life support, power systems, and so forth. In a pinch the Engineering can be sealed off from the rest of the ship, and Bridge functions re-routed but this requires a password from the Captain or Chief Engineer. Additionally, the ship recycling systems are operated and maintained from here: water, air, liquid waste. A newly installed Phase Transceiver is mounted in a unobstructed corner.

<5> Port Storage
Climate-controlled chamber typically used to store foodstuffs, including fresh-water stores and recycled-water stores.

<6> Starboard Storage
Climate-controlled chamber typically used to store spare parts for ship and equipment maintenance, linen supplies, spare equipment and such for the Lounge, etc and etc.

<7> Escape Pod(s)
Standard escape pods; each can hold up to 6 in relative comfort or double that squeezed. Has food and water for up to a 7 days, and a limited oxygen recycling system will keep the air clean for double that; having more than 6 reduces this, of course.

<8> Port-Side cargo lift/ Starboard-Side Stair-Case to Passenger Deck
The cargo lift is between the main deck and the cargo deck, while t he stair-case is between the main deck and t he passenger deck.

<9> Crewman Berths
Each crewman berth has a comfortable twin-bed with an 'intelli-foam' mattress, a chest of drawers and a chair, along with several shelving units and a table that folds in and out of the wall. Additional decorations up to the crewman

<10> Captain's Ready Room
An office attached to the lounge area, in which the Captain of the ship can m eet with crewmen or passengers in private. Includes a computer linked to t he Comm/Nav and Ops bridge stations. Other decorations at the Captain's discretion.

<11> Spare Office
Similar to the Captain's Ready Room, above, but lacking the computer system.

<12> Head (Unisex)
Two zero-gravity bathrooms, unisex. Each includes a small zero-gravity shower stall.

<13> Galley
A kitchen suitable for use in zero-gravity; primarily microwave-style cookers, infra-red toaster-oven style ovens and induction ranges. Typically includes a small dishwasher, z-g sink, refrigerator and freezer, as well as storage for dishes and utensils, pots and pans and so forth. Crewmembers typically eat at their leisure, as there are no specific meal times except under special circumstances.

<14> EVA Storage/Change Rooms
Located outside of the Airlock system, in an area that is reinforced and vacuum sealed for safety, these two chambers typically contain the storage for EVA suits and related materials: oxygen tanks, EVA tools, maneuver-jet packs, etc. Also includes storage lockers for holding clothing and personal items for crewmembers using the EVA suits.

<15> Captain's Stateroom
A much larger quarters for the Captain; includes a double-size bed (queen-size option!), desk with computer system (linked to Bridge Nav/Com system), several comfortable chairs; large chest of drawers and shelving units (built into walls). Other decorations or furniture at the Captains discretion.


<16> Armory
A small, well-protected armory located adjacent to the Captain's Quarters. Typically contains 4-6 lockable weapon lockers capable of holding various sizes of weapons as well as e-clips and ammunition. The outer door is also lockable, usually password protected.

<17> Airlock
<18> Ladder-tube between all three decks

Note: Does not include Sable Tiger modifications as yet.
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