100%(4)100% encontró este documento útil (4 votos)
537 vistas12 páginas
This is a starship I designed for a Palladium campaign in a low-tech space setting. I used the shape of Star Trek's Klingon Bird Of Prey. This document also includes deck plans.
This is a starship I designed for a Palladium campaign in a low-tech space setting. I used the shape of Star Trek's Klingon Bird Of Prey. This document also includes deck plans.
Copyright:
Attribution Non-Commercial (BY-NC)
Formatos disponibles
Descargue como PDF, TXT o lea en línea desde Scribd
This is a starship I designed for a Palladium campaign in a low-tech space setting. I used the shape of Star Trek's Klingon Bird Of Prey. This document also includes deck plans.
Copyright:
Attribution Non-Commercial (BY-NC)
Formatos disponibles
Descargue como PDF, TXT o lea en línea desde Scribd
KS-22 Scout Range: 6000 mi. Damage: 2D6 x 10 MDC each Rate of Fire: 3 per melee “Bird Of Prey” Close combat bonus: +4 strike This design was originally bartered to the Terrains Partial Beam Cannon (Rear) through a deal with an unknown alien race (at the time) Firing Arc: 90˚ aft where they traded jump technology. The KS-22 is built to Range: 3600 mi. be a fast and versatile scout for a battle group. The ship is Damage: 4D6 x 10 MDC each small and hosts a small crew so the loss of one is not a Rate of Fire: 2 per melee great loss, but the ability to have a bunch of ships running Close combat bonus: +2 strike advanced screen for a battle group pays off in the long Photon Torpedo (Forward) run. Don’t mistake it’s size for weakness. The KS-22 is Range: 1243km (2000 mi.) packed with enough firepower to bite a chunk out of most Damage: 3D6 x 25 MDC each attackers before it uses it’s speed to hightail it back to the Rate of Fire: 2 per melee protection of the main battle group. This is just a back up Payload: 100 to the KS-22’s unique feature of a cloaking generator. Bonus: +3 strike This system when active and the ship is at all stop renders it completely invisible to both sensors and visual Sensors and Equipment: detection. To the Collation’s frustration this is one of the Shield Generators II: A unit that projects a field of ways that the original creators are able to continue energy around the ship to provide protection against reaping profit. They do not share the secret of the anything that would cause damage to the ship. cloaking generators makings, and despite all the attempts Reduces damage from any energy weapon by ½. The to reverse engineer the device they can never get it to shields regenerate any lost MDC at a rate of 1D6 x 25 work. So, every one is forced to buy and repair through at the end of each melee round. the original creators. However, the device and design Cloaking Shields: The greatest advantage the KS-22 has have paid off for the Collation. over any other ship is the ability for the ship to become practically invisible to all types of sensors KS-22 Scout; “Bird Of Prey” including visual detection. It’s only limitations is that Vehicle Type: Space and Atmospheric Scout ship it cannot be activated while the shields are up, it takes Crew: There is space for 19 crewmembers, and there is a melee action to turn the cloak off then another to the cargo space for any additional need. turn the shields on, and the cloak cannot be active MDC By location: while the ship is at any warp speed. Another draw Nose (command section): 300 back is that any type of propulsion still leaves a vapor * Main Body: 500 trail. Wings (2): 200 each Long Range Video and Communication system: Wing Weapons (2): 100 each Controlled from the bridge, it can send a clean ** Shields: 300 accurate audio/visual transmission up to 10,000 miles away. It may also pick up and monitor outside * Depleting the MDC of the Main body completely transmissions. The range is doubled in space and can destroys the vessel. be extended indefinitely by relaying it from one ship ** Depleting the MDC of the shields will short the unit to another or using satellites. out. Any damage above the shields MDC transfers to Combat Computer: Calculates, stores, and the data can the hull of the ship. be called up on any display in the ship. This system is Speed: Atmosphere (X2 in space) linked to the radar and targeting systems. Adds +2 to Hover – Max: 600 kps initiative roll, +1 to strike on all weapons systems, +1 Cruise: 400 kps to dodge. Warp (only available in space) Radio Interference Network: Controlled from the Max: Warp 3 (771840 kps) Communications Control station, this projects an Cruise: Warp 1.5 (385920 kps) intense net of radio interference. This net spans a 50 Maximum Range: 500,000 km on full tank mi. radius around the ship, and stops the transmission 8 years for the Warp Drive (per Crystal) of any signals including laser communication. Length: 288 ft 9 in (88 m) Unfortunately it also interferes with the Width: 426 ft 6 in (130 m) communication of the ship the net is being projected Height: 52 ft 6 in (16 m) from. Cargo: 250 mt (5500 cu) Radar Jamming: Controlled from the Com. Station, a ship can jam an enemy’s radar. Range is 10 mile diameter bubble of an area up to 400 miles away. Weapons: Internal Sensors: Controlled from the Operations station, Particle Beam Laser (2 one on each wing) sensors monitor temperature, radiation, motion, and Firing Arc: 90˚ f/p, 90˚ f/s chemical make-up of the ship’s air. The system can also detect intruders and disturbances or anomalies plutonium rods have a life of 25 years before they on board the vessel. need to be replaced. It takes only moments to shut it Stasis Chambers (13): A coffin sized chamber that down, but once shut down it takes an hour to bring it induces a comatose state and slows down the body’s back on line to the point where it starts producing th metabolic rate (Ageing speed) by 1/10 its normal energy. Then every thing will only be at half power rate. This can be maintained for as long as there is a for another hour. It cannot, however, power the Warp power source, and the power connections are made Drive. Nice try. simplistic for the purpose of easily hooking up power Air Recycling System: Allows for unlimited time in to the unit. The individual in stasis can be awaken by space or underwater or in impure air (gas, pollution, opening the lid manually or by setting the timer on etc.). The unit will recycle the vehicle atmosphere so the device. Any loss of power will automatically long as power remains. This feature includes making open the lid. 30 minutes is required to awaken a the vessel airtight. The vessel is effective under water person from stasis. During that 30 minutes the up to a depth of 1100 feet (335 m). character is groggy and stiff; -10 on initiative, -6 to strike, parry, and dodge, -25% on all skills. Combat: Targeting System: A special system that allows the ship ¾ One attack per melee plus those of the Captain. to lock on one specific target, and, either, guides the ¾ +3 to strike lasers where to shoot to hit a moving target, or guides ¾ +2 on initiative the photon torpedoes to the target. Adds a +5 to strike ¾ +4 to dodge to all weapons systems. Range is equal to the ships radar system. Radar System: A sophisticated radar system, suitable for ground, air, and space surveillance. Can identify up to 82 targets and simultaneously track 48. Range: 3500 mi. Radar Detector: Registers radar waves to indicate radar surveillance. Can track the source of radar emissions with 80% accuracy. Range 5000 miles. Wings: The wing mechanisms of this vessel are ingenious and practical, the most interesting feature of the design. When the vessel is cruising, the wings are extended horizontally, which distributes the stress evenly throughout the vessel. When in combat, the wings are down, which gives a broader field of fire and protects a week area on the lower central hull. When performing atmospheric operations, the wings are up, which gives more lift. When the “feather” plates located along the wings, (and most often thought to be merely decorative), are individually adjusted to compensate for air turbulence. External Video and Audio Surveillance System: Multiple high resolution video cameras relays images to any display, including the large screen at the front of the bridge. Range: 1600 mi, 50 ft image area, 10x magnification. Ion Drive: This is the system that provides the non-warp propulsion for the vessel. Ion drive uses electrical power to convert its hydrogen fuel into a stream of ions which propel the space craft. Warp Drive: This is a faster than light propulsion system that uses a type of crystal that when vibrated at a certain frequency it produces anti-matter. Then they mix the anti-matter with a stream of matter and it produces massive amounts of energy and phenomenal propulsion velocity. This system is also the main power for the ship. Nuclear Fusion Generator: In the event that the Warp Drive is out of commission this system provides power to the ship and all it’s components. It uses nuclear fusion to generate an electrical charge. The drawbacks of course are that the crew has to be ever vigilant for radiation leaks from the reactor. The DECK PLANS: rooms are just like the medical beds in the rest of the Level 1: sick bay. 1. Bridge: This is the command hub of the ship where all 8. Sick Bay: This is where all of the medical needs of the system and sensors can be monitored and most can be crew are taken care of from regular check ups to controlled. This is the only area that the vessel can be major illnesses. Each bed is equipped with bio- piloted from, and that would be at the helm station in sensors and a readout display to aid the medical the forward left hand corner. The Captain’s chair is personnel in diagnosing and treating the patient. Each the seat in the middle, and the two chairs rear right is bed has a set of drawers under the head to store weapon systems, communications, and sensor medical equipment. controls. The forward wall is dominated by a viewing 9. Storage Room: This room is equipped to store most screen that gives a view from forward, aft, port, anything from weapons to janitorial equipment. It is starboard, top, and bottom of the vessel in a 180º arc up to the commanding officer of the vessel. (see External Video and Audio Surveillance 10. Medical office: This is where the medicinal personnel System description). Visual communication and conduct their business. The computer in here is where sensor data can also be displayed on this main screen. the medical information of each crew person is stored 2. Ready Room: This is essentially the office for whoever for access. The computer also contains medical the Officer In Charge (OIC) is. This office is used to information about any known species, study material receive secure communications, give command and tests for those learning the medical field, and a briefings, or enter data into the command log. Most database on all known chemicals and their medicinal OIC’s are also know for leaving the bridge in a junior purposes. officer’s hands during a long boring shift and use the 11. Main Corridor: this is the main hallway that goes the office to relax. length of this part of the ship. Each hall way has 3. Turbo Lift: Basically an elevator. In emergency intercom-stations placed every 20 or so feet as situations where the lift has no power there is a panel mentioned before. in the ceiling and floor of the lift and a ladder that 12. Rec-Room: This is a room for the crew to lounge or goes the length of the lift shaft. The door to each exercise. The rear right hand corner of the room is level from the shaft has emergency hydraulic releases dominated by a large exercise mat for sparing or to open them. This is a way to get from deck to deck working out. There is also a large video monitor on in such emergencies. the right hand wall to view movies stored in the ships 4. Main Airlock: This area is involved in ship to ship, or computer for crew gatherings and entertainment. ship to station docking. The large airlock door in the 13. Upper Engine Components: This area is dominated by ceiling is adjustable to mate with almost any docking upper engine mechanisms, and the life support clamp and is equipped with a short extendable systems like waste, air, and water recyclers. Also docking tunnel, about 10 ft, and clamps for times that gravity, shield, and cloak generators are in this area. this vessel has to do all the work. The forward wall is dominated by 12 lockers each with an environmental Level 2: suit for a crewperson to wear in either the vacuum of 1. Air Lock: This is where the vessel docks with other space or in environmentally hostile situations. (See ships or stations. This area is blocked off on both description for environmental suit for more). The sides so that when someone is moving from the ladder in the north-west corner of the room is an vessel to the vacuum of space they go into this room emergency ladder that can be used to get from floor and safely remove the air so that they don’t have to to floor. A sealed hatch can be opened in the floor to try and survive the explosive decompression. gain access to the next level. 2. Air lock prep room: The north wall of this room is 5. Brig: This area is used as jail to hold those who have lined with 8 lockers each with an environmental suit. broken rules aboard the ship, hold hostile guests, This is also where one of the ED-190’s is stored to transport criminals (if a scout ship would ever be exit the air lock here or for an emergency where the used for that), and generally to hold anyone the command section has to separate from the main body. captain deems a danger to the ship. Each room 3. Turbo Lift: Basically an elevator. In emergency includes a bed, sink, and toilet. The front wall is a situations where the lift has no power there is a panel force field that is activated or deactivated by a small in the ceiling and floor of the lift and a ladder that key pad on the wall outside each cell. goes the length of the lift shaft. The door to each 6. Toilet: This is where a person relives any bodily level from the shaft has emergency hydraulic releases functions that may be pressing. to open them. This is a way to get from deck to deck 7. Medical Quarantine Bays: In case anyone onboard the in such emergencies. vessel has a communicable disease the doctor can 4. Main Hall Way: A long narrow passage from one end place the person in one of these rooms. They are like of a section to another. Duh! Each hall way has the brig cells in that the entrances are sealed by a intercom-stations placed every 20 or so feet as force field. These rooms also have their own air mentioned before. recycling system. The wall in between the rooms is 5. Captain’s Quarters: This is a plush 1 man room that fitted with a supply of emergency rations and an also differs from other crew quarters in that it has a incinerator to destroy any waste. The beds in these viewing screen that is also patched into the ship’s Audio/Video system so he can receive secured communications in this room. The furnishings they can receive communications in their rooms and include a full sized bed, a personal locker, a desk other such benefits. with computer, and a personal stasis chamber. 15. Dinning Hall: This room serves as a eating room for 6. Computer Core & Interface: This is where the core the crew and officers alike. It is also used as a components for the ship’s computer are housed along meeting room when the whole crew needs to be with a back up generator. The interface room has a involved with the discussion. Snack foods are usually coded lock that will set off an alarm after only one kept out on the far table for crew just looking for wrong entry. From this room a person has access to something to snack on. the controls for all ship systems, and this is the only 16. Crew Quarters: These 4 or 6 man rooms are to house room where any of the codes can be changed. the crew during their stay on this ship. The rooms 7. Environmental controls (Nose Section): this room is include two, or three, sets of bunks each, two foot where the air, liquids, and solids recycling systems lockers for each set of bunks, a desk in each room, are housed and can be accessed. and two chairs in each room. Each desk has a 8. Weapons Locker: This small closet sized room is used computer not hooked to the main computer. to store and secure the personnel weapons for the 17. Private Hall: This hall way serves the two gust rooms crew. The locker is locked and can only be accessed on this level. Each hall way has intercom-stations by a entering the correct code on a key pad. The placed every 20 or so feet as mentioned before. locker holds 15 laser rifles and 20 laser pistols. 18. Private Latrine: This is a bathroom that serves the Laser Rifle people residing in the guest quarters. It has only one Range: 1000 ft toilette. Damage: 5D6 19. Guest Rooms: These plush rooms serve to house any Payload: 40 shots per E-Clip visitors to the ship like dignitaries or ambassadors. Laser Pistol They include one full sized bed each, a walk in Range: 600 ft closet, a desk with a secured computer linked to the Damage: 2D6 main network, a love seat, and two chairs each. Each Payload: 20 shots per E-Clip room also includes a private shower. 9. Hallway: This passage connects the Bow section with 20. Public Bathroom & Showers: This room includes 4 the stern section. Both sides of the hall are lined with toilets in small cubicles, three sinks along the rear stasis chambers. In total there are 11 chambers here. wall with a mirror above each, and an open shower The ship is designed so that if there is some sort of room with 9 shower heads. emergency that warrants it; the Bow section can 21. Engineering: This is where the engine crew works on separate from rest of the ship at the end of this and maintains the engine components. hallway that has double doors. The Bow section only 22. Engineering Controls: This is where a person can has a chemical drive, (doing 200 kps max, for a closely monitor the engine and control it’s 700,000 km range), a fusion Generator good for three components. years of power, and the photon torpedo launcher with 23. Engineering Storage: This is where tools and what ever torpedoes are left. For a more detailed equipment, maybe some spare parts, for maintaining description of the Stasis Chambers see the equipment the engine are stored. list. 24. Engine Components: This is where the main 10. Main Hallway: The passage passes the length of the components of the engine are housed, including the Stern section of this level stopping at the main dylithium Crystal chamber, the Ion Drive, and any engineering doors. The ladder in the north-west backup power sources. This area also includes the corner of the hall is an emergency ladder that is used main Environmental controls to include the air, to get from floor to floor. A sealed hatch is opened in liquids, and solids recycling systems. the floor and ceiling to gain access to the next level. Each hall way has intercom-stations placed every 20 Level 3: or so feet as mentioned before. 1. Photon Launcher: This is the unit that launches the high 11. Dry Storage: This is a room set aside to store powered Photon torpedoes. nonperishable foods for the galley. 2. Photon Control & Storage: This room gives anyone 12. Cold Storage: This room is temperature controlled to direct access to the Photon Launcher, the automated store perishable foods like meats or frozen deserts. loading system, and this is where the Torpedoes are This is also for the galley. stored. The room can hold up to 100 torpedoes. 13. Galley: This is the kitchen where the meals for the 3. Turbo Lift: Basically an elevator. In emergency crew are cooked. This is a small kitchen, but includes situations where the lift has no power there is a panel most of the implements and tools that a kitchen in the ceiling and floor of the lift and a ladder that would need. goes the length of the lift shaft. The door to each 14. Officer’s quarters: These two man rooms are meant to level from the shaft has emergency hydraulic releases house the ships upper ranking officers like the XO to open them. This is a way to get from deck to deck and chief engineer. These rooms are equipped with 1 in such emergencies. set of bunks, a desk, two chairs, two full length 4. Security room: This room serves as a security buffer lockers, and two foot lockers. Each room also room between the Turbo Lift and the Photon Control includes a computer tied into the main network so & storage room. The room also includes a wall locker storing 10 laser rifles, and it also includes three stasis chambers. The double doors that access the Control room requires a code to open. This room also has an intercom-station so that announcements can be heard or crew can communicate from station to station. This station is also equipped with a small monitor so that it can receive video communications or can display data sent from a computer anywhere on the vessel. (From this point on the ceiling is 15 ft high.) 5. Access Hall: This small hall way gives access to the turbo lift, the Storage room, and the cargo bay. The ladder in the north-west corner of the hall is an emergency ladder that can be used to get from floor to floor. A sealed hatch can be opened in the ceiling to gain access to the next level. Each hall way has intercom-stations placed every 20 or so feet as mentioned before. 6. Storage room: This room is an extra storage room for the ships use. Examples of stuff stored here are spare engine parts, extra bunks, cleaning supplies and equipment, and/or extra medical supplies. 7. Latrine: This is where a person relives any bodily functions that may be pressing. 8. Cargo Bay Storage: This is where any tools or equipment that may be needed for the cargo bay, like straps to secure cargo, is stored. 9. Access Hall: This small hallway gives access to the Cargo Bay Control room, Cargo Bay Storage room, and the Latrine. This also provides and extra layer of protection from any vacuum issues or environmental issues. Each hall way has intercom-stations placed every 20 or so feet as mentioned before. 10. Cargo Bay Control room: This room allows crew members to monitor the Cargo Bay from a safe place. This room also has two environmental space suits incase there is any reason that the environment in the cargo bay is not friendly to life forms. 11. Cargo Bay: This is where any cargo the ship is caring is held. The ceiling is equipped with a crane on a track that goes the length of the room, and it can extend 20 feet out the back when the cargo bay doors are open, all to make loading and offloading easier. Also included are two of the ED-190 exoskeletons to aid in moving cargo or for external space reasons. 12. Cargo Bay door: This large rear door lowers and becomes a 15 foot long ramp to allow access to the Cargo bay. In the center of the door is located a normal sized hatch for another point of access where other ship can attach, or this ship can dock with another.