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Stary 15-04-2016, 20:07   #1
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Materiały - "The Good, the Bad and the Alien" (+18)

Fenix




Fenix to była korwetta wojskowa o długości około 100 metrów i wadze 3000 ton. Jak pani kapitan weszła w jego posiadanie, pozostaje jej tajemnicą, statek jednak jest legalnie zarejestrowany jako "transportowiec". Jego prawa burta, na wysokości głównej ładowni, posiadała kiedyś najprawdopodobniej dużych rozmiarów dziurę, która została załatana, lecz nadal widać ślady po owych naprawach.

W pełni obsadzony statek posiada załogę w liczbie 16. Minimalna ilość osób, aby w pełni funkcjonował to 4. Oprócz załogi, na pokład można zabrać 32 pasażerów, oraz 130 ton ładunku.

Mapy pokładów:

Górny pokład + mostek


1. Mostek: Jest na nim 5 stanowisk: pilot, 2-gi pilot, kapitan, systemy obronne, nawigacja

2. Maszynownia (dostęp do niej tylko z górnego pokładu)

3. + 4. Pomieszczenia kontrolne maszynowni

5. + 6. Kajuty pasażerskie (po 5 osób)

7. Kajuta 1-szego oficera (+ łazienka) - Becka Ryder

8. Biuro 1-szego oficera (dawniej, teraz puste?)

9. Zbrojownia (dawniej, teraz puste)

10. Kajuta kapitańska (+ łazienka) - Leena Hezal

11. Stołówka/Pomieszczenie wspólne (znajduje się tu np. stół do bilarda z czerwonym suknem, który to zawdzięczamy Becky)

12. Kuchnia(z małą windą towarową) + stołówka

13. + 14. + 15. Kajuty pasażerskie (po 2 osoby) - nr 13 Fenn, nr 15 Rose

16. + 17. WC + Prysznice

18. Warsztat

19. Labolatorium medyczne (a-WC, b-Prysznice, c-sala operacyjna, d-izolatka)

20. Kajuta inżyniera (+ WC) - Uchu Chis

21. Kajuta medyka (+WC) - Dave "Doc" Bullit

22. + 23. Kajuty (po 2 osoby) + łazienki - nr 23 Nightfall, nr 22 Bix

24. Główny komputer

25. Tajna ładownia (przeróbka własnej roboty) + C (ukryte drzwi)

26. Systemy podtrzymywania życia/sztucznej grawitacji

27. Systemy tractor beam

A - Kapsuły ratunkowe (każda na 3 osoby)

B - śluzy personalne

C - tajne drzwi


Dolny pokład


2. Maszynownia (część "dolna", schodzimy po schodkach, ale tylko z górnej części maszynowni dostęp)

28. Magazyny

29. Ładownia

30. Rampa towarowa (opuszczana w dół, efekt mostu zwodzonego, wiecie o co biega?)

31. śluza towarowa

32. mała winda towarowa (do kuchni)

33. Pralnia

34. Siłownia

35. + 36. + 37. + 38 Kajuty pasażerskie (po 4 osoby)

39. + 40. + 41. + 42. Kajuty (po 2 osoby) nr 39 - Xiuxiu

43. + 44. Prysznice + WC

45. + 46. Prysznice + WC

47. + 48. małe składziki (obecnie puste)

49. Wyrzutnie rakiet

50. Radary, sonary, czujniki, itd.

A - Kapsuły ratunkowe (każda na 3 osoby)

B - śluzy personalne





Dane techniczne:

Type: Light
Size: Colossal (–8 size)
Subtype: Corvette
Tactical Speed: 4000ft. (8 sq.)
Defense: 7
Length: 300 feet
Flat-footed Defense: 5
Weight: 3000 tons
Autopilot Defense: 5
Targeting System Bonus: +5
Hardness: 40
Crew: 16
Hit Dice: 40d20(800hp)
Passenger Capacity: 32
Initiative Modifier: +4
Cargo Capacity: 130 tons
Pilot’s Class Bonus: +5
Tractor beam : +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 60
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
"]Type: Light
Size: Colossal (–8 size)
Subtype: Corvette
Tactical Speed: 4000ft. (8 sq.)
Defense: 7
Length: 300 feet
Flat-footed Defense: 5
Weight: 3000 tons
Autopilot Defense: 5
Targeting System Bonus: +5
Hardness: 40
Crew: 16
Hit Dice: 40d20(800hp)
Passenger Capacity: 32
Initiative Modifier: +4
Cargo Capacity: 130 tons
Pilot’s Class Bonus: +5
Tractor beam : +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 60
Gunner’s Attack Bonus: +4
Restriction: Military (+3)






Attack: 2 fire-linked quantum cannons –3 ranged (24d8 damage) and 2 fire-linked plasma missiles –8 ranged (27d8/19–20);

or 2 fire-linked plasma missiles –3 ranged (27d8/19–20) and 2 fire-linked quantum cannons–8 ranged (24d8 damage)

Attack of Opportunity: Point-defense system +3 ranged (2d12×10)

Quantum cannon 16d8 (72) 20 Energy 6,000 ft. Single Gargantuan 41 Res (+2)

plasma missiles 18d8 (81) 19–20 Ballistic — Single Gargantuan 25 Mil (+3)




Engines: Particle impulse engine, thrusters (tactical speed +1,000 feet).
Armor: Neutronite (hardness 40, tactical speed –500 feet).
Defense Systems: Autopilot system,
improved damage control (3d10),
magnetic field, point-defense system,
radiation shielding,
Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).

Sensors: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).
Communications: Drivesat comm array, mass transceiver
Weapons: 2 fire-linked quantum cannons; 2 firelinked plasma missile launchers (8 missiles each)
Grappling Systems: Tractor beam emitter





THRUSTERS (PL 5)
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.



PARTICLE IMPULSE ENGINE (PL 7)
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.



NEUTRONITE (PL 7)
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.
Hardness: 40.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-quarter the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).



AUTOPILOT SYSTEM (PL 5)
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.



DAMAGE CONTROL SYSTEM (PL 5)
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.
Purchase DC: Varies by starship type (see Table: Damage Control Systems).
Restriction: None.



DAMAGE CONTROL SYSTEM (PL 5)
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.

Ship Type
Hit Points Restored
Light
2d10+1d10




DAMAGE CONTROL, IMPROVED (PL 6)
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).
Purchase DC: 5 + the purchase DC of a standard damage control system.
Restriction: Licensed (+1).



MAGNETIC FIELD (PL 6)
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.
A mine can be equipped with a magnetic field.
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.
Restriction: Military (+3).



POINT-DEFENSE SYSTEM (PL 6)
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).
Restriction: Licensed (+1).


Starship Type
Point-Defense Damage
Light
2d12×10



RADIATION SHIELDING (PL 6)
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.
Purchase DC: 5 + one-half the base purchase DC of the starship.
Restriction: None.



LIGHT FORTIFICATION (PL 7)
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).



CLASS IV SENSOR ARRAY (PL 7)
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).
• Identify the type of engines a ship has.
• Determine the number of life forms aboard a specific ship.
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).
Purchase DC: 33.
Restriction: None.

CLASS V SENSOR ARRAY (PL 7)
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.
Purchase DC: 36.
Restriction: None.



DRIVESAT COMM ARRAY (PL 7)
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.
Purchase DC: 53.



MASS TRANSCEIVER (PL 7)
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.
Purchase DC: 25.



TRACTOR BEAM EMITTER (PL 7)
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).



MISSILE, PLASMA (PL 7)
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.
Purchase DC: 46
Restriction: Res (+2).



QUANTUM CANNON (PL 7)
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.
Purchase DC: 41
Restriction: Res (+2).








Kapitan Leena Hezal



Była wojskowa(?)Najemnik/Przemytniczka/Kapitan statku pirackiego. Z wyglądu około… 35 lat. Szczupła, o niebiesko-szarawych włosach, posiada również sporo tatuaży. Dużo pali(nie tylko papierosy), pije jak smok, czasem i weźmie “coś kolorowego”. Z reguły jest spokojna, optymistyczna i wesoła, czasem potrafi być jednak bardzo, bardzo nieprzyjemna, i gdy zajdzie potrzeba, potrafi zrobić użytek ze swojego pistoletu laserowego i wibroostrza(miecza).

“Piraci” Fenixem już od około 3 lat, i wciąż pozostaje wielką tajemnicą, skąd posiada statek, i dlaczego nikt jej jeszcze nie aresztował. Stosuje swoje 3 reguły: nie podejmujemy się porwań, nie krzywdzimy dzieci, i nie każda informacja jest na sprzedaż. Odnośnie załogi jest na pełnym luzie, i nie obowiązują żadne twarde reguły na pokładzie, póki nie ma chlewu i kompletnej anarchii wszystko jest zajefajnie… a co za tym idzie, na porządku dziennym jest jej ulubiony zwrot: “Zrób co możesz!”, którego używa dosyć często, niemal na równi z wymyślaniem coraz to nowych, dowcipnych przezwisk dla załogantów, oczywiście wszystko z umiarem, bez obrażania…

Załogę darzy naprawdę dużym zaufaniem, a traktuje ich wszystkich jako naprawdę dobrych kumpli, i jak drugą rodzinę.











PS: Wybaczcie, nie chciało mi się tłumaczyć tego wszystkiego z angielskiego odnośnie technicznego blabla statku...

PPS: Oczywiście nie piszemy tu żadnych komentarzy, a zamieszczamy jakiekolwiek informacje sesyjne tylko po uzgodnieniu ze mną...
 
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Ostatnio edytowane przez Buka : 15-10-2017 o 15:24.
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