Characteristics | |||
Char | Total | Roll | Notes |
---|---|---|---|
SIZE | 12 | Length 16.00", Width 8.00", Area 128.00" Mass 409.6 ton KB -12 (DCV Effect: -8) | |
STR | 70 | 23- | Damage 14d6, Lift 409.6tons |
DEX | 14 | 12- | OCV 5 DCV -3 |
SPD | 3 | Phases: 4, 8, 12 | |
DEF | 17 | ||
BODY | 50 | 19- |
Movement | ||
0" | Running | |
0" | Swimming | |
0" | Leaping | 0" Horizontal, 0" Vertical |
30" | Flight | 240" Non-combat Flight |
5" | Teleportation | 10" Non-combat Teleportation |
Combat Information | ||
OCV: 5 | DCV: -3 | ECV: 0 |
---|---|---|
Combat Skill Levels:
• +6 with Ship's Weapons (30 Active Points); OIF Immobile (-1 ½), Costs END (-½) (uses END Reserve) |
This is a small scout-freighter, normally operating with a crew of three or four, though a single person can run it if need be and it is capable of accommodating up to eight. It came to K'pok when her mother and the other two crew members were killed when the ship was struck by a piece of space debris; K'pok managed to nurse it to a landing on the nearest planet, and spent the last of her currency in repairing the main fusion plant which had suffered considerable damage in the accident. She managed to swing a deal with an industrialist on Cordwainer for the deuterium required to refuel the main power plant so that she was capable of full hyperspace operation, but the ship's constant maintenance requirements will inevitably mean a significant drain on her wallet.
The ship is getting old, and needs constant nursing to keep it running. Once going, the systems generally keep going, but it takes a gentle and knowledgeable touch to nurse things into action. The maintenance costs associated with a spaceship are considerable, and so priority has been given to crucial systems like propulsion and life support -- inevitably, other systems have had to be neglected.
The ship's architecture is based on a standard Terran design, though it is somewhat old-fashioned now. The main body of the vessel, containing the bridge and crew quarters along with the medical and engineering bays plus the hyperdrive, perches above two longtitudinal booms which contain the reactionless drives. A cargo module can be mounted between the two drive booms if need be, but is not fitted to this particular craft. The crew quarters are cramped but adequate, and can accommodate up to eight individuals in four two-person units; these also act as emergency life-support pods in the event of a catastrophic failure of the main life support systems and are capable of sustaining two crew each for one month.
The basic ship design has been fitted by Vulcan shipbuilders with systems suited to its intended users. Being a Vulcan vessel, of course all of the control interfaces and labels are written in the Vulcan language and script. The ship's computer is a native Vulcan design; it does have full translational abilities, but is programmed with sucurity lock-outs to accept voice commands only in Vulcan.
Naturally, being a Vulcan vessel, the ship is somewhat spartan in its appointments. The accommodations provide sufficient comfort adequate to maintain one's bodily health, and the food dispensers will sustain life. The "entertainment" database is primarily composed of technical manuals and other educational material, plus a wide range of texts dealing with various facets of Vulcan philosophy, and of course is all in Vulcan.
The ship is armed with a single laser, designed for dealing with space debris rather than as a serious combat weapon. The hull is armoured, but primary defenses are provided by a pair of force fields -- the outer, stronger one is an ablative field.
It can accelerate at 4 G, reaching its top atmospheric speed of 432 km/h in just 3 Phases. Once in vacuum and out of a gravity well, the reactionless drive can be used for constant acceleration, and given enough time (3 days, 13 hours, 12 minutes and 29 seconds, to be precise) could eventually reach 0.04 C (43,200,000 km/h). Note that acceleration at this maximum rate will inflict 3d6 AVLD per Phase (SPD 3) damage on the occupants unless the inertial compensators are engaged (see Star Hero p.186). Note also that it takes just as long to slow down as it does to speed up, and at very high velocities turning in time to avoid obstacles becomes problematic.
In an emergency the Reactionless Drives can be overpowered for extra thrust, allowing the ship to accelerate or decelerate at its full non-combat rate every Phase (12G acceleration). This is not without its perils; for a start it will inflict 11d6 AVLD damage on the occupants every Phase (SPD 3), less the protection of the inertial damping field. Also, the additional strain may burn out the engines, requiring extensive repairs before they can be used again. Lastly the maneuverability of the ship is severely hampered while under emergency acceleration; it takes a full five minutes to turn through just 60°.
Base Pts: 100, Characteristics: 113, Abilities: 551 Disads: 15, Vehicle Bonus: 549
DISADVANTAGES | |
---|---|
Cost | Disadvantage |
10 |
Phys. Lim.: Unreliable (Frequently, Slightly Impairing) Notes: The ship is getting old and creaky, and the systems have amassed an array of ad-hoc repairs and jury rigs over the years to the point where almost all of the systems need a lot of care and familiarity to be made to work properly. Once running, things generally keep running, but actually getting things going can be tricky (requiring appropriate Systems Operations rolls etc.)
|
5 |
Soc. Lim.: All user interfaces and labels in Vulcan (Occasionally, Major, Not Limiting In Some Cultures) Notes: All of the control labels and interfaces are in the Vulcan language and script. They are generally similar in operation to Terran types, but it will take a non-Vulcan speaker a while to get used to them.
|
15 | Total Disadvantages Cost |
ABILITIES | ||
---|---|---|
END | Ability | Cost |
POWERS | ||
Power Systems
Notes: These power plants can be run for approximately 10 standard years before requiring refueling. Deuterium fuel to restock the main plant has a base cost of $12,000 and the auxiliary plant will cost $4,000 to refuel (assuming a ready supply and adequate maintenance facilities).
|
||
1) Fusion Power Plant Endurance Reserve (100 END, 100 REC) Reserve: (110 Active Points); OIF Immobile (-1 ½), Only Powers Ship Systems (-¼) REC: (100 Active Points); OIF Immobile (-1 ½), Only Powers Electrical Devices (-¼) | 40 | |
2) Auxiliary Power Plant Endurance Reserve (30 END, 30 REC) Reserve: (33 Active Points); OIF Immobile (-1 ½), Only Powers Ship Systems (-¼) REC: (30 Active Points); OIF Immobile (-1 ½), Only Powers Electrical Devices (-¼) | 12 | |
Propulsion Systems | ||
35 |
1)
Class Epsilon Hyperdrive
Teleportation 5", Megascale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+¼) (52 Active Points); Extra Time (1 Week, 500 light years per week is roughly 2.97 light years per hour; -4 ½), Increased Endurance Cost (7x END; -3), Requires Gravitational Distortion-Free Field (Not within 1,000 diameters of a gravitational body; -½), Costs Endurance (-½) (uses END Reserve)
Notes: The hyperdrive must not be activated within significant gravitational distortion. That means that the ship must be run under reactionless drives out to at least 1000 diameters from any gravitational body.
|
5 |
16 |
2)
Reactionless Drive
Flight 30", x8 Noncombat - 240"/phase, 432km/h, rapid Noncombat movement (The ship can accelerate to its full non-combat velocity (240"/Phase) in 3 Phases (1 Turn); +¼), Increased Cumulative Inches (Maximum velocity in vacuum is 0.04C, or 43,200,000 km/h; +1) (157 Active Points); Costs Endurance (-½) (uses END Reserve)
Notes: May accelerate to its full non-combat velocity in 3 Phases (4 G acceleration). Once in vacuum and out of a gravity well, the reactionless drive can be used for constant acceleration, and given enough time (3 days, 13 hours, 12 minutes and 29 seconds, to be precise) could eventually reach 0.04 C, or 43,200,000 km/h. Note that acceleration at this maximum rate will inflict 3d6 AVLD per Phase damage on the occupants unless the inertial compensators are engaged (see Star Hero p.186). Note also that it takes just as long to slow down as it does to speed up.
|
105 |
6 |
3)
Emergency Thrust
Naked Modifier on Reactionless Drive, Noncombat acceleration/deceleration (+1) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (3d6 END Drain (from END Reserve); -1), Limited Maneuverability Only 1 turn per Minute at Combat speed; only 1 turn per 5 Minutes at Noncombat speed (-1), Activation Roll 13-, Burnout, Jammed (-1), Limited Power Only in vacuum (-½), Cannot Move Backwards (-¼) (uses END Reserve)
Notes: In an emergency the Reactionless Drives can be overpowered for extra thrust, allowing the ship to accelerate or decelerate at its full non-combat rate every Phase (12G acceleration). This is not without its perils; for a start it will inflict 11d6 AVLD damage on the occupants every Phase (SPD 3), less the protection of the inertial damping field. Also, the additional strain may burn out the engines, requiring extensive repairs before they can be used again. Lastly the maneuverability of the ship is severely hampered while under emergency acceleration; it takes a full five minutes to turn through just 60°.
|
13 |
2 | 4) Inertial Compensation Field Force Field (22 PD) (22 Active Points); OIF Bulky (-1), Only To Protect Occupants From G-Force Damage (-1) (uses END Reserve) | 7 |
Tactical Systems | ||
3 | Targeting computer +6 with Ship's Weapons (30 Active Points); OIF Immobile (-1 ½), Costs END (-½) (uses END Reserve) | 10 |
Mark IV Starship Lasers Multipower, 150-point reserve, all slots 45 Charges (+½) (225 Active Points); all slots OIF Bulky (-1), Real Weapon (-¼), Costs END (Only Costs END to Activate; -¼) | 90 | |
9 | 1) Near-Target Beam Mode Killing Attack - Ranged 5d6 (vs. ED), Increased Maximum Range (1,875"; +¼) (94 Active Points) (uses END Reserve) | 4u |
15 | 2) Far-Target Beam Mode Killing Attack - Ranged 5d6 (vs. ED), Megascale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (150 Active Points) (uses END Reserve) | 6u |
9 | Type C Tractor Beam Telekinesis (60 STR) (90 Active Points); OIF Bulky (-1), Limited Arc of Fire (One hex row; -¾), Affects Whole Object (-¼), Real Weapon (-¼) (uses END Reserve) | 28 |
10 | Hull Force Field Force Field (4 PD/4 ED) (8 Active Points); Increased Endurance Cost (10x END; -4), OIF Bulky (-1) (uses END Reserve) | 1 |
Hull Armor +8 DEF (24 Active Points); Limited Coverage (hull only) (-¼) | 19 | |
9 | Outer Shields Force Wall (6 PD/12 ED; 16" long and 8" tall) (89 Active Points); OIF Immobile (-1 ½), Ablative BODY Only (-½), Restricted Shape (Line; -¼) (uses END Reserve) | 27 |
Operations Systems | ||
Sensor Package I
Variable Power Pool, 60 base + 8 control cost, (90 Active Points); all slots Only For Sensors And Communications (-1), OIF Bulky (-1), Costs Endurance (-½)
Notes: The sensors can be reconfigured to find specific elements or phenomena, requiring a Systems Operations skill roll to do so. The END usage for the sensor array will depend on what sensors are active -- in other words, the Active Point value of the Enhanced Senses currently being used.
|
68 | |
10 | Long-Range Sensors , Megascale (1" = 1 LY; +3 ¼), Can Be Scaled Down 1" = 1km (+¼) (105 Active Points); OIF Bulky (-1), Costs END (-½) (uses END Reserve) | 42 |
Long-Range Sensors +12 versus Range Modifier for Radio Group (18 Active Points); OIF Bulky (-1) | 9 | |
4 | Internal Monitors Clairsentience (Sight And Hearing Groups), Mobile Perception Point, Multiple Perception Points (x4), Perception Point Cannot Move Through Solid Objects (+0) (45 Active Points); OAF Immobile (-2) (uses END Reserve) | 15 |
Personnel Systems | ||
2 | Life Support Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-½) (uses END Reserve) | 12 |
Backup Life Support - Crew Quarters
Life Support (4 separate units, 2.5" x 1.25" each; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (28 Active Points); Only Within Affected Area (2.5" x 1.25") (-2)
Notes: Each of the crew berths has a self-contained emergency life support system, sufficient to keep two crew alive for a month.
|
9 | |
Food Supplies Life Support (Eating Character does not eat), 1 Continuing Charge Lasting 1 Year (+0) | 3 | |
2 | Thibault Gravity Plating Telekinesis (10 STR), Affects Porous (25 Active Points); OIF Bulky (-1), Only To Pull Straight Down To The Floor (-1) (uses END Reserve) | 8 |
Medical Bay | ||
Medical Facilities Paramedics 11- | 7 | |
Medical Facilities SS: Medicine 11- | 2 | |
3 |
Hibernation Bunks x 4
Life Support (Eating Character does not eat; Longevity Immortal; Self-Contained Breathing), Usable Simultaneously (up to 4 people at once; +¾) (31 Active Points); OIF Bulky (-1), Extra Time (5 Minutes, Only to Activate, -1), Costs Endurance (-½) (uses END Reserve)
Notes: These sealed capsules will each put a single crew member into suspended animation as long as power is available. The occupants do not age, breathe or eat, and an injured occupant will not deteriorate as long as they remain in hibernation.
|
9 |
END | EQUIPMENT | Weight |
---|---|---|
EVA Suit (ATRI 10)
Notes: The ship carries a complement of 6 of these suits. They are adjustable to a degree, but are really only designed for use by tailless humanoids of about 1.5 - 2m in height.
|
||
1) Power Pack: Endurance Reserve (10 END, 10 REC) Reserve: , 1 Recoverable Continuing Charge lasting 1 Week (Recovers when recharged in ships engineering bay; +0) (11 Active Points); OAF (-1) REC: (10 Active Points); OAF (-1) | ||
2 | 2) Enviromental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½), Costs Endurance (-½) (uses END Reserve) | |
3) Protection: Armour (4 PD/4 ED) (12 Active Points); OIF (-½) | ||
2 | 4) Type 2 Force Field Belt: Force Field (8 PD/8 ED) (16 Active Points); OIF (-½), Side Effects, Side Effect occurs automatically whenever Power is used (-½) (uses END Reserve) | |
1 | 5) Magnetic Boots: Clinging - 15 STR (normal STR) (10 Active Points); OIF (-½), Costs Endurance (-½), Only On Metal Surfaces (-¼) (uses END Reserve) | |
6) Anti-Glare Visor: Sight Group Flash Defense (10 points), Hardened (+¼) (12 Active Points); OIF (-½) | ||
1 |
7)
CommTab:
(Total: 17 Active Cost, 7 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); IAF (-½), Costs END (-½), Affected As Hearing Group As Well As Radio Group (-¼) (uses END Reserve) (Real Cost: 4) plus Megascale (1,000 km per Active Point) (7 Active Points); IAF (-½), Requires Access To Planetary Communications Grid (-½) (Real Cost: 3) |
|
1 | 8) Thrusters: Flight 5" (10 Active Points); Only Works In A Vacuum (-1), OIF (-½), Costs END (-½) (uses END Reserve) | |
1 | 9) Personal Antigrav Pack: Flight 6" (12 Active Points); Only Within 1" Of Surface (-¾), OIF (-½), Costs END (-½) (uses END Reserve) |
Characteristics | |||
Char | Total | Roll | Notes |
---|---|---|---|
INT | 23 | 14- | PER Roll 14- |
DEX | 20 | 13- | OCV 7 DCV 7 |
SPD | 4 | Phases: 3, 6, 9, 12 |
Combat Information | ||
OCV: 7 | DCV: 7 | ECV: 0 |
---|---|---|
DEFENSES | Mental Def: 0 | |
Power Def: 0 |
Disadvantages | |
Cost | Disadvantage |
---|---|
5 | Psych. Lim.: Old and cranky (Uncommon, Moderate) Notes: Like the rest of the ship's systems, the computer is becoming quirky as it ages. It is unlikely to do anything lethal (fingers crossed), but it is sometimes seems uncooperative, as if it were deliberately misunderstanding instructions. |
20 | Phys. Lim.: Will only accept system control instructions in Vulcan (Frequently, Fully Impairing) Notes: Although the computer has full translation abilities, it will only accept voice commands relating to core ship controls if they are delivered in Vulcan. This is a safety feature, and cannot be overidden without a substantial rewrite of the lockout protocols. |
25 | Total Disadvantages Cost |
Total Points: 165Base Pts: 100, Characteristics: 53, Abilities: 112
|
3 Combat Piloting 13-
3 Computer Programming 14-
3 Cryptography 14-
3 Electronics 14-
7 AK: The Milky Way Galaxy (INT-based) 18-
3 KS: Archived Recent News (INT-based) 14-
3 KS: Current News (INT-based) 14-
4 KS: Contact Information (INT-based) 15-
7 KS: Known Sentient Species (INT-based) 18-
3 KS: Literature Database (INT-based) 14-
3 KS: Movies Database (INT-based) 14-
3 KS: Music Database (INT-based) 14-
3 Mechanics 14-
3 Navigation (Hyperspace, Space) 14-
3 PS: Personal Assistant (INT-based) 14-
8 Systems Operation: Communication Systems, Enviromental Systems, Medical Systems, Sensor Systems 14-
1 WF: Ship's Weapons
Programs
1 1) Program: Diagnose Malfunction
1 2) Program: Monitor Internal Monitor System, Report Anomalies
1 3) Program: Monitor Communications System, Report Anomalies
1 4) Program: Monitor Vehicle Functions, Report Anomalies
1 5) Program: Open/Lock Accessways
1 6) Program: Operate Sensors To Scan For Designated Phenomena/Objects
1 7) Program: Pilot Vehicle From Location A To Location B
1 8) Program: Scan And Enter Data
1 9) Program: Schedule Vehicle Events/Use Of Vehicle Resources
1 10) Program: Reference Material For Information On A Topic
1 11) Program: Send Emergency Call If Operator Incapacitated/Killed
1 12) Program: Send Emergency Call If Specified Protocols Are Not Met
3 Clock: Absolute Time Sense
3 Galactic Navigation Data: Bump Of Direction
5 Memory: Eidetic Memory
3 Calculator: Lightning Calculator
3 Instant-On Feature: Lightsleep
20 Translator: Universal Translator 14-