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- The Erebus; codename "NDVA - 003b" - "Nihil De Victoria Aeternam"
- 800 ton hull, streamlined = 88 MCr
- -5% crystaliron armor = 40 tons = 16 MCr
- -self-sealing = 5 MCr
- -aerofins = 40 tons = 4 MCr
- 4 pts of armor; 16 hull/16 structure
- K-Class Jump Drive = 55 tons = Distance 3 = 100 MCr
- K-Class Maneuvrability Drive = 19 tons = Thrust Rating 3 = 40 MCr
- K-Class Power Plant = 31 tons = 80 MCr
- Fuel Storage = 160 tons
- Fuel Consumption:
- J1 => 40 tons + 10 tons
- J2 => 80 tons + 20 tons
- J3 => 120 tons + 30 tons
- Standard Operations = 8 weeks operation time
- Holographic Command T2 Bridge = 80 tons = +1 DM Naval Tactics, +2 Initiative = 6.125 MCr
- -Model 3 Computer = Rating 15 (Maneuver 1, Library 1, Auto-Repair 1)= 2 MCr
- -Advanced Electronics = 3 tons = Radar, Lidar, Densitometer, Jammers, +1 DM = 2 MCr
- -8 Staterooms = 32 tons = 4 MCr
- -16 Low Berths = 8 tons = .8 MCr
- -8 units of Luxury = 8 tons = .8 MCr
- Internals:
- -Briefing Room = 4 tons = .5 MCr
- -3x Labs (Life, Physical, Planetary) = 4 tons = 12 tons = 3 MCr
- -Library = 4 tons = 1 MCr
- -Vault (4 emergency low berths, 2 tons of solar panels (equivalent to type A power plant) = 12 tons = 6 MCr
- -Fuel Processors x2 = 2 tons = refine 40 tons of fuel/day = .1 MCr
- -Multi-Purpose Hangar = 28 tons = 5.6 MCr
- -2x Pinnace = 80 tons = see pg 132 Core = 40 MCr
- -1 ATV = 10 tons = see pg 103 Core = .05 MCr
- -1 Air-Raft = 4 tons = see pg 103 core = .275 MCr
- -2 Repair Drones = 14 tons = 2.8 MCr
- -10 Probe Drones = 2 tons = 1 MCr
- 2x Single Turret = 1 ton = 2 tons = .4 MCr
- -Missile Rack
- -Missile Storage = 4 tons = 48 smart missiles = .12 MCr
- 2x Double Turret = 1 ton = 1.5 per = 2 tons = 3 MCr
- -Beam Laser
- -Pulse Laser
- 2x Triple Turret = 1 ton = 4.75 per = 2 tons = 9.5 MCr
- -Pulse Laser
- -Sandcaster
- -Particle Beam
- -Sandcaster Storage = 4 tons = 80 barrels = .04 MCr
- 1x Fusion Gun Bay = 50 tons = 8 MCr
- Cargo: 88 tons on ship + 46 on both Pinnaces
- Total: 742 tons unladen; 364.35 MCr
- List of Issues:
- 1) Jump drive operates at J1 speeds and there's a 50% chance that activating it will disable the M-drive, which will require an Average Engineering check and 1 ton of spare parts. Requires 50 MCr to fix.
- 2) Stealth function currently disabled via computer. Easy Engineering check to detect, Average Engineering/Computer check to activate. 1 MCr to activate.
- 3) Pick a player every session. Every time the player does something, there's a 1d6 (1) chance that the fuel scoop will deploy. Easy Mechanic or Average Engineering check. 5 MCr to fix.
- 4) Fuel Processors cannot operate concurrently with Hangar, requires 8 hour "switching" period. No repair possible, can bypass time by Easy Mechanic or Physical Science check, reduce to 4 hours. 5 MCr fix.
- 5) Drone Racks broken, no drones available. 10 MCr fix.
- 6) Shuttle hangar auto-launcher broken, can be deployed manually with an Easy Vacc-Suit or Zero-G test, followed by an Engineering Test. Takes 2 hours. 20 MCr fix.
- 7) Psionic imprint of old crew in cargo bay. 1d6 (1 = Equine, 2 = Solomani, 3 = Vilani, 4 = Zhodani, 5 = Droyne, 6 = Hiver). 1d6 chance triggering per week per character. Can be fixed with psionics or with 25 MCr psionic "exorcism."
- 8) All weapons currently disabled. No missiles or sandcaster barrels on board. Easy Computer check to activate Single Turrets, Average to activate Double Turrets, Hard to activate Triple Turrets. Failing fucks the system permanently. 2 MCr to repair Single, 5 MCr to repair Double, 10 MCr to repair Triple. Twice as much after a failed Computer check.
- 9) Fusion Gun Bay currently completely fucking wasted, needs to be replaced. 8 MCr
- 10) Only 4 staterooms are functioning. Others are sealed. Can be opened with a Hard Computer, Hard Engineering (Life Support) check. Fix costs 4 MCr.
- 11) Internals are completely fucked. 10 Average Engineering, 10 Mechanic, 10 Computer, 3 Life Science, 3 Physical Science, 3 Planetary Science checks to reduce cost to 1 MCr. 6 MCr to repair.
- 12) Vault is missing. Plot hook! 6 MCr to replace.
- Total Cost on all fixes = 112 MCr to repair.
- List of Special Stuff:
- 1) Ship has an efficient jump drive. Consumes half fuel, already factored in. Passive, already activated. Easy Engineering/Astrogation check to notice.
- 2) Ship has a Super-Jump option. Burning 140 fuel, it can jump in a straight line for 2d6+exploding 6s with a 1d3+1d2 scatter (1 = straight line, 2 = one deviation, top/bottom, 3 = two deviations, top/bottom). Requires nuclear fuel which costs 2000 credits per rod. Ship can hold 8 rods, and each super-jump consumes 2 rods.
- 3) Has a built in nano-maintenance auto-repair system. During combat, it can use the Auto-Repair action with a +1 to DM (or give the ship's mechanic a +2 DM to repair a system). Out of combat, it can use fuel to serve as spare parts for Hull or Systems damage, on a basis of 2 tons fuel = 1 ton spare parts.
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