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k2009:ebon_hawk

Ebon hawk

  • 1. control room
  • 2. cabin
  • 3. naisten hytti
  • 4. miesten hytti
  • 5. keittiö
  • 6. ruokasali (rahti)
  • 7. sisäänajoramppi
  • 8. Sick bay
  • 9. rahtiruuma
  • 10. rahtiruuma
  • 11. konehuone

Miehitys

Hyper väijyt

  1. Carth
  2. Revanchist
  3. Mission
  4. Bastilla
  5. Ordo
  6. Juhani
  7. Zaalbar

Omistajat

Nykyään ryhmä virallisesti omistaa aluksen, eli roistot eivät jahtaa sitä.

Hull

Stat Value
SM +7 / 300 ton class light freighter(modified)
Length 24 meters
Width 22 meters
Hull streamlined, Advanced Metallic Laminate Armor
DR 50
Basics 500 HP / -1 handing
HT 13
Acceleration
bonus
+0 (close)/+2 (Distant)
Space
acceleration
2g
Hyperspace
speed
*3 (300pc/day)
Lifesupport 18, 1 luxury cabin, 2 six person bunkrooms. 25 ton cargo+20 tons vehicles/cargo
Typical crew Pilot, Sensor operator, Navigator/Shields operator, Engineer, Technician, 2 Gunners/Security, Steward.
Normal crew
for Dawik
Pilot, Sensor operator, Navigator/Shields operator, Engineer, 2 Gunners/Security, Cook, steward, 4 slaves.
Price 401600cr (Standard models: 64000cr(cheap:no shield, weapons,thin hull)/138000(normal))
Main
modifications
Military shield(instead of civilian)
experimental hyperdrive(triple hyperdrive speed)
turbolaser turrents(instead of normal dual laser turrets)
strifing lasers
concealed antipersonnel gatling blaster
luxury dining room and cabin
second quarters
vehicle bay
three times the normal armor
1/2 to 1/4 normal cargo capacity for this size ships
lock for engine starting (+0 to open)
Bacta tank (weight 5000)

(Spaces: 3 left, 3 right, 6 rear, 6 mainhull 2 spread(armor) 1 spread: weapons)

Weapons:

require 1 powerpoint when firing
1-4: Dorsal and ventral turrets, each: 2 turbo laser: 5d*8 rof/turret: 5 1 ventral weapon, 2 ventral crewstation 3 dorsal weapon, 4 dorsal crewstation
5:2 forward firing strafing quickfire laser batteries in wingtips:each 2 lasers 4d rof:17 total cotrolled from bridge.
6:1 concealed antipersonnel 6 barrel Gatling blaster in ventral turret: 2d(2) rof: 6 50/250 range. Controlled from the main ventral turret.

Modules

Front

Roll Location Sub roll Sub Location
1 Control room 1-3 3 workstations(pilot front , sensor operator front, navigator behind them)
4 Cpx 8 computer
5 Sensor: 6
6 Comm: 6 #1
2-4 Main hold: 45 tons #6.
Curretly set up as dining room with large table and lavish chairs for 6 people.
5 Habitat 1-2 Sickbay #8
3-4 Cabin #2
5-6 Kitchen #5
6 (weapon hit)

Middle

Roll Location Sub roll Sub Location
1 Left Habitat: 6 places #3 1 Shower stall
2 Toilet
3-5 3 bunk beds (2 high) divided by partial walls. Apparently has been used by crew/security
6 Special
2-3 Crago hold: 30 tons #9
4 Right Habitat: 6 places #4 1 Shower stall
2 Toilet
3-5 3 bunk beds (2 high) divided by partial walls. Apparently has been used by housekeeping/pleasure staff
6 Special
5-6 Garage: 20 tons vehicles. Max 10 tons each. Launch through main ramp at 10 tons/minute.
Minifab(50 cr/hr production, needs parts) #10.

Rear

Roll Location Sub roll Sub Location
1 Engine room #11
2 Force screen Military: DR 375/750 (ablative) 1/2 powerpoints.
3-4 Hot Reactionless Engine 2g acceleration total. Produce 2 power points.
5-6 Stardrive Total 300pc/day

Maintenance

3.5 hr/day. (doubled from 1.75hr due to nonstandard, not fully integrated systems)

repair skills weekly(5 days):

  • Armoury(heavy weapons):1.5
  • Computer Programming: 0.5
  • Electrician: 0.5
  • Electronics Repair (Computers): 0.5
  • Electronics repair(Force screens): 3
  • Electronics repair (Medical):0.5
  • Electronics Repair (Sensors): 0.5
  • Housekeeping:1.5
  • Mechanic(Hot reactionless thrusters): 2
  • Mechanic(hyperdrive): 4.5
  • Mechanic(lifesupport):1.5
  • Mechanic(spaceship): 1

Repairing

All except armor: 1% parts/-1 penalty(must have*5 as normal if the fab is not working, if working *1)
Armor: 12 000 cr(120/penetration), Armoury (Vehicle Armor) 1 roll/penetrating hit, 1%/penetrating hit.
Control Room: 6 000 cr(60/%), Electronics Repair (Computers), Computer Programming, and Electrician
Main hull habitat: 4 500 cr(45/%), Mechanic (Life Support), Electronics repair(Medical), Carpentry
Dining room(main hold): 1 500cr(15/%): Carpentry
Side hull habitatas:3 000cr each(30/%), Mechanic (Life Support)
Minifab: 5 000cr(50/%), Mechanic (Robotics)
Engine room: 1 000cr(10/%), Mechanic (Starship)
Force screen: 150 000cr(1500/%) Armoury (Force Shields)
Reactionless Engines: 10 000cr(100/%) each Mechanic (Hot Reactionless Drive)
Hyperdrive: 60 000cr(600/%) each Mechanic (Hyperdrive)
Weapons: 15 000(120/%) Armoury (Heavy Weapons) (turbo lasers 4 500 each, strifing lasers:500 each, blaster 2 000)

reduce damage by the DR(50) and 1 system gets the remaining damage.
Full system: -1 to use/5hp. At 50 HP damage they are damaged and stop working. At 250 hp destroyed.
3 subsystem systems: -1 to use/3hp. At 30 HP damage they are damaged and stop working. At 150 hp destroyed.
6 subsystem systems: -1 to use/2hp. At 20 HP damage they are damaged and stop working. At 100 hp destroyed.

Crew

If you multi task you get -2 to all tasks/extra

Takeoff/landing

Normally: pilot+navigator+sensor op regardless of need

pilot: piloting(space)
if landing beacons+orbital control nothing else needed(+2 to piloting each).
Else: Electronics operate(sensors): success +2 to pilot, fail -2 to pilot if no landing beacon. Navigation(space), success +2 to pilot, fail -2, if no Orbital control.
If takeoff: +2 for known start location, +2 for orbital control. Else: Navigation(space), success +2 to pilot, fail -2, if no Orbital control.

Normal flight

Normally: pilot+sensor op regardless of need.
Pilot (no rolls needed if piloting 10+, else roll at +4/hour of maneuvers)
Sensor Operator(no rolls needed if electronics operate(sensors) 10+, else roll at +4/hour of maneuvers) But if there is an encounter, the detection is rolled by the sensor operator.

Hyperspace entry

Normally: pilot+navigator+sensor op regardless of need
Navigation(hyperspace) : critical fail → wrong place andpilot at -2, Fail → need to recalculate, success → normal pilot. Critical success: -5% travel time, +1 piloting. Hyper calculation takes 1 hour normally.
Pilot(Hyperspace): critical fail: hit something. Fail: no entry. Success: entry. Critical success: -5% travel time.

In hyperspace

Normally 1 on watch.
Need someone on watch. (no rolls needed if electronic operation(sensors) or piloting(hyperspace) 10+, else roll at +4/24 hours), if noone on watch roll at the default skill of 6+4=10..
Ship also needs the maintenance

k2009/ebon_hawk.txt · Last modified: 2010-12-10 19:24 by ahponen