Showing posts with label Starships. Show all posts
Showing posts with label Starships. Show all posts

Friday, March 8, 2013

FOX 2, FOX 2!

Hardpoints, missiles & bombs.
This is a part of the space chapter. A hardpoint, or weapon station, is any part of an airframe designed to carry an external load. This includes a point on the wing or fuselage of a starfighter where external ordnance like missile and bomb racks, countermeasures, gun pods, or drop tanks can be mounted. One rack can be fitted with one type of missile or bombs and every hardpoint on a starfighter can be fitted with one rack. A missile rack can carry 4 MSL, 2 GUM, 1 UDP, 2 XLM or 2 QMM.  The bomb rack can be fitted with 8UGB, 4 PLB, 2 PAEB, 1 CLB or 1 GPB. All missiles and bombs ignore all Kinetic Barriers.
 
Missiles
 
Missile (MSL)
The basic missile it can be fired at a ground or flying target, it travels in a straight line.
Skill: starship gunnery   Space Range: 24   Atmosphere Range: 5km   Damage: 15+8D
Cost: Unknown   Availability: Unavailable 
 
Guided Missile (GUM)
GUM is a type of missile that has to be guided by the pilot or co-pilot, that’s why it’s mostly used by turians as it requires attention of the operator. The main advantage of this weapon is that it is immune to most of the counter measures as it is guided and not homed.
Skill: starship gunnery   Space Range: 48   Atmosphere Range: 10km   Damage: 15+10D
Cost: Unknown   Availability: Unavailable 
 
Unguided Disrupt Torpedo (UDP)
Torpedoes are mostly used in fights with the capital ships because of their short range and destructive power.
Skill: starship gunnery   Space Range: 12   Atmosphere Range: 5km   Damage: 50+10D
Special: Due to lack of maneuverability UDP’s can’t be fired at starfighters.
Cost: Unknown   Availability: Unavailable 
 
Advanced Long-ranged Missile (XLM)
This type of missile locks onto up to four targets within a long range, but it doesn’t have a homing system.
Skill: sensors   Space Range: 36   Atmosphere Range: 15km   Damage: 15+8D
Cost: Unknown   Availability: Unavailable 
 
Quick Maneuver Missile (QMM)
QMM remains on a target's 6 o'clock until it impacts or the target evades it.
Skill: sensors   Space Range: 36   Atmosphere Range: 15km    Damage: 15+10D
Cost: Unknown   Availability: Unavailable 

Bombs
 
Unguided Bomb (UGB)
This bomb impacts on a medium radius
Skill: starship gunnery Radius: 30 meters Damage: 10D
Cost: Unknown   Availability: Unavailable 
 
Plasma Bomb (PLB)
This bomb impacts on a small radius and has straight line flame blast.
Skill: starship gunnery Radius: 15 meters (in line of 150 meters) Damage: 10D
Cost: Unknown   Availability: Unavailable 
 
Plasma Air-Explosive Bomb (PAEB)
PAEB dispenses a cloud of aerosolized plasma in an airburst just above ground level prior to detonating it, causing a large blast radius and massive explosion damage.  PAEB are mainly used against large infantry formations.
Skill: starship gunnery Radius: 120 meters Damage: 8D
Special: PAEB sucks the air out of an area so everyone inside the blast radius has to pass a moderate stamina check or suffocate.
Cost: Unknown   Availability: Unavailable 
 
Cluster Bomb (CLB)
Drops multiple little projectiles for area-of-effect damage, it main purpose is destruction of support units, light APC or infantry formations.
Skill: starship gunnery Radius: 100 meters Damage: 30+10D
Cost: Unknown   Availability: Unavailable 
 
Guided Penetration Bomb (GPB)
Bunker Buster is used against heavy enemy units, tanks or bunkers. It has to be guided for precision and dealing the highest amount of damage.
Skill: starship gunnery Radius: 10 meters Damage: 50+10D
Cost: Unknown   Availability: Unavailable 

Tuesday, March 5, 2013

Normandy SR-2

The Normandy SR-2 is a starship that appears in 2185, serving as the "successor" to the SR-1. The ship is very similar to the Systems Alliance's SSV Normandy SR-1, having been based on the design layout of the original. The Normandy SR-2 has several key differences, the most significant being that it is almost twice the mass of the original. Cerberus also designed the ship with more crew-oriented comforts by including civilian-grade accommodations. The ship still retains the SSV Normandy SR-1's stealth characteristics. However, unlike the SR-1, the SR-2 cannot land on every planet—due to its increased mass—requiring shore parties to use a shuttle to get to a planet's surface. The new Normandy has four decks. The topmost deck of the ship is entirely comprised of the captain's quarters. It is located directly under the exterior pressure hull, earning the nickname "the loft" from the fitting yard workers. The second deck called “the command deck” is comprised of the ship's bridge, Combat Information Center (CIC), Research and Tech Labs, Armory (both standard weapons and unique prototypes are stored here), Briefing/Communications Room and main airlock. As with the layout of the entire ship, the SR-2's bridge and CIC mirror that of the SR-1 except wider and longer in scale. The third deck “crew deck” of the ship is where the crew spends most of their downtime. It includes Executive Officer's Offices, crew quarters, bathrooms, life support control, a mess-hall and the AI core. EDI's Core is located at the rear of the medical bay. The SR-2, unlike the SR-1, is also designed with a Main Battery room located forward of the Cryogenic Pods. The lowest deck is the hangar, where the Kodiak shuttle is stored, as well as a space for the M-44 Hammerhead tank. EDI, which stands for Enhanced Defense Intelligence, is the AI of the Normandy SR-2. EDI functions as the electronic warfare defense for the Normandy and because of the potential danger of a rogue AI, she has been given behavioral blocks and can't interface with the ship's systems.

Skill: Capital Ship Piloting
Length: 216 meters   Crew: 13-54 and AI(EDI) Passengers: Unknown   Cargo Capacity: 500 metric tons    Altitude: Space
Consumables: 5 Years
Cost: Unknown   Availability: Unavailable 
Move: 400(1,150 km/h)
DR: 60(70 against Energy Weapons – Silaris Armor) KB: 40 Cyclonic Barrier Technology(CBT)  HP: 300 
Speed: 9 (Antiproton Thrusters)
FTL Charge Saturation Time: 400h (Tantalus Drive Core)
FTL Discharge Time: 4h
Sensors: Active: 240 / Passive: 500
Weapons:
GARDIAN System
Skill: Sensors (active)   Fire Arc: All   Space Range: 5   Atmosphere Range: 2km   
Damage: 10D (ignore KB)
2 Mass Accelerator Turrets
Skill: Capital Ship Weapons   Fire Arc: All   Space Range: 24   Atmosphere Range: 10km  
Damage: 10D (ignore DR for starships)
Javelin Dual Disruptor Torpedoes
Skill: Capital Ship Weapons   Fire Arc: Front   Space Range: 12   Atmosphere Range: 5km  
Damage: 70+10D (ignore KB)
Special:
IES (internal emission sink) - The Normandy can go to 'silent running' for around up to 3 hours, or drift passively through a system for days before having to vent and give away her position. When trying to detect the Normandy on a passive or active scan when she is on silent run add +20 to difficulty.
Fusion Plant Power for the Normandy's drive core and electrical systems is provided by a nuclear fusion plant. H-fuel cells provide auxiliary power in case the main reactor is shut down. If the ship is hit and about to lose its power the backup kicks in.

Monday, March 4, 2013

SSV Normandy SR-1

The SSV Normandy SR-1 (Systems Alliance Space Vehicle Stealth Reconnaissance 1) was a Systems Alliance starship. She is a prototype "deep scout" frigate, first of the eponymous Normandy class, co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. She is optimized for solo reconnaissance missions deep within unstable regions, using
state-of-the-art stealth technology powered by an experimental drive core. Commissioned in 2183, the Normandy was initially captained by David Anderson, however, she was handed over to Commander Shepard when the commander became the first human Spectre, serving as Shepard's main source of transportation and base of operations. The Normandy is named after the Battle of Normandy in 1944, a pivotal battle of the Second World War. The Normandy is built on three main decks. Command Deck contains the bridge in the bow, the airlock, the CIC containing the galaxy map, and the comm-room towards the stern. The comm room also serves as a conference room for debriefing after missions. The Combat Information Center (CIC) of the Normandy is unusual. Alliance ships usually place commanding officers in the middle of the room, to facilitate communication with subordinates, but the CO's station in the Normandy's CIC is at the back. This is because the Normandy has a turian design and their commanders prefer to look over their subordinates rather than be in the midst of them; the engineers wanted to observe how well it functioned within the human command structure. When necessary, the Normandy's officers can utilize unique suit radios to communicate with the ship's operators. The cockpit area is equipped with an internal kinetic barrier, designed to protect the pilot from exposure to vacuum if air pressure is lost in the CIC.
The second deck, composed primarily of living quarters, may be reached by descending one of the two stairwells located on either side of the CIC. This is the location of Normandy's habitation deck containing the mess, crew sleeper pods, the captain's private cabin and office, escape pod hatches, and the medical room. Lab and storage room at the back.
Engineering and Storage is on the third deck. An elevator located in the quarters can be used to descend to the engineering and storage sections of the Normandy. The M35 Mako is stored on this level. Opposite the garage, a door leads to the engineering section proper containing the Normandy's drive core.

Skill: Capital Ship Piloting
Length: 176 meters   Crew: 28-54   Passengers: Unknown   Cargo Capacity: 500 metric tons    Altitude: Space
Consumables: 5 Years
Cost: Unknown   Availability: Unavailable 

Move: 350(1,000 km/h)
DR: 50 KB: 30 HP: 300
Speed: 7
FTL Charge Saturation Time: 300h (Tantalus Drive Core)
FTL Discharge Time: 4h
Sensors: Active: 180 / Passive: 300
Weapons:
GARDIAN System
Skill: Sensors (active)   Fire Arc: All   Space Range: 5   Atmosphere Range: 2km
Damage: 10D  (ignore KB)
2 Mass Accelerator Turrets
Skill: Capital Ship Weapons   Fire Arc: All   Space Range: 24 Atmosphere Range: 10km
Damage: 10D  (ignore DR for starships)
Javelin Dual Disruptor Torpedoes
Skill: Capital Ship Weapons   Fire Arc: Front   Space Range: 12 Atmosphere Range: 5km
Damage: 70+10D (ignore all KB)

Special:
IES (internal emission sink) - The Normandy can go to 'silent running' for around up to 3 hours, or drift passively through a system for days before having to vent and give away her position. When trying to detect the Normandy on a passive or active scan when she is on silent run add +20 to difficulty.         

Monday, February 25, 2013

breaker 1-9 this here is the Rubber Duck

Kowloon Class Freighter
Kowloon Class vessels are basic freighter starships originally designed (and mostly used) by humans. Each ship is built on
a standard design, likely for easy mass production. They generally carry a large cargo bay with smaller compartments for additional passenger haulage, but their design means these compartments can be swapped or exchanged to customize the ship. Kowloon-class ships are hardy but carry no armaments and only a standard engine core. Unfortunately this makes them easy prey for privateers or mercenary bands looking for a quick score.


Length: 150 meters  Skill: Starship Piloting   Crew: 2-4  Passengers: 24
Cargo Capacity: 3000 metric tons Altitude: Space
Consumables: 1 Year  Cost: 10000000   Availability: Common
Move: 350(1,000 km/h)
Speed: 4
FTL Charge Saturation: 120h
FTL Discharge: 24 h
DR: 34 KB: 16 HP: 220
Sensors: Active 80 / Passive 300

Athabasca Class Freighter
Externally, this freighter class's configuration may be mistaken for the smaller Kowloon Class freighters. However, the Athabasca Class freighter is a multi-level starship. It is lightly armored and lacks armaments, and can be attacked and boarded very quickly. The internal arrangement of Athabasca Class freighters differs from ship to ship. The freighter's bridge is located on the upper level and is positioned forward of the engine core and cargo holds. This engine core is a two level room housing four reactors and an engineering console. Access into the ship isthrough airlocks and an emergency airlock located in the main cargo hold.

Length: 170 meters  Skill: Starship Piloting   Crew: 4-6  Passengers: 36
Cargo Capacity: 6000 metric tons Altitude: Space
Consumables: 2 Years  Cost: 15000000   Availability: Common
Move: 350(1,000 km/h)
Speed: 4
FTL Charge Saturation: 100h
FTL Discharge: 24 h
DR: 36 KB: 16 HP: 300
Sensors: Active 80 / Passive 300

Thursday, February 21, 2013

Bogies six o'clock! (Fixed Again!)

To answer a demand, here are some more starship stats for fighters. They are single-pilot combat craft, light enough that they can be economically fitted with powerful eezo cores, making them capable of greater acceleration and sharper maneuvers than the larger vessels. Thanks to those small ships the dynamic of space battlefields has changed immensely. The small fighters can outmaneuver the big mass accelerator cannons and with the use of disrupt torpedos punch holes in the kinetic barriers of dreadnoughts. They are the reason behind the invention of the GARDIAN system. Mostly used on escort and scout missions, they also are a crucial tool in every space battle.
SX3 Alliance Fighter
The SX3 is the third generation space fighter. It’s primary design was based on turain blueprints, but over the time the alliance engineers tailored it more for humans. It has a dual helios thruster module which in case of an emergency gives the fighter a speed advantage. The armor and durability were sacrificed for weight and maneuverability, but thanks to that the fighter handles well in space as in atmosphere. SX3 has four hardpoints under the wings and two fixed mass accelerator cannons. The hardpoints are universal and can be fitted with various types of torpedoes or rockets, the most popular being the disrupt torpedo as it is common that the fighters fly mainly as support for bigger vessels. As most small craft the SX3 has a very limited sensor array adapted mostly for target search purposes, due to its size it lacks the identify option.

Length: 10 meters
Skill: Starship Piloting
Crew: 1
Passengers: 0
Cargo Capacity: 150 kilograms
Altitude: Space
Cost: 3000000
Availability: Restricted
Move: 670(2,000 km/h) Speed: 9
DR: 24 KB: 30 HP: 120
Sensors: Active 60
Weapons:
Dual Mass Accelerator Cannon
Fire Arc: front arc Skill: Starship Gunnery Range: 400 meters Damage: 9D (Ignores DR of beings)
4 Hardpoints

Turian Fighter
Turian fighters are of older design than their alliance counterparts. They differ in many ways, first of all they can be staffed with a gunner, which gives the pilot great advantage as he no longer has to concentrate on weapons and shield systems. Secondly the turians have an older engine system with only one thruster so the fighter lacks the maneuver capacity of the human design. The wings of the their fighter have no external hardpoints and are used as landing gear, thus all weapon systems but the mass accelerator cannon are hidden in a weapon bay in the lower middle part of the vessel. The turian made fighter is more resilient then the SX3 and has superior armor, can carry more additional weapons (6 hardpoints) and has better sensors.

Length: 9 meters
Skill: Starship Piloting
Crew: 1-2
Passengers: 0
Cargo Capacity: 200 kilograms
Altitude: Space
Cost: 2500000
Availability: Restricted
Move: 580(1,700km/h) Speed:7
DR: 30 KB: 30 HP: 150
Sensors: Active 80 Passive 160
Weapons:
Mass Accelerator Cannon
Fire Arc: front arc Skill: Starship Gunnery Range: 400 meters Damage: 9D (Ignores DR of beings)
6 Hardpoints