The Spear of Akrulta (YT-2000 Light Freighter)

Nov 28, 2016 12:15 am
https://s-media-cache-ak0.pinimg.com/564x/f8/ca/64/f8ca64ae42928de682c740568082bcd7.jpg

18. GUNWELL CHAMBER Access ladders to dorsal and ventral turret gunner stations.

SCALE: One square = 1.33 meters (4 feet).






DECK PLAN KEY


1. Cockpit: 4 crew. Pilot (front row, left seat), Co-Pilot (front row, right seat), and two Systems operators (second row, two seats). Gunwell (18) turret weapons cannot be directly fired from here. Other weapon systems, depending on any upgrades you acquire, may be used from any of the four positions in the cockpit or Gunwell Turrets. Again, this depends on the upgrades and how/where they are installed.

Pilot: If not actively flying the ship (e.g., on cruise), the Pilot has access to all actions. Pilot control of ship flight may be granted to the Co-Pilot position via 3 separate toggle switches on the console between the Pilot and Co-Pilot positions (the three switches are meant to safeguard against accidental control authorization). Control can be returned to the Pilot position via the same set of toggles.

Co-Pilot: If not actively flying the ship, the Co-Pilot position has the exact same capabilities as the Pilot.

Systems Crew: Two multi-system consoles allow access to all actions except Piloting/Co-piloting.

2. Holo-terminal Chamber: BROKEN: REQUIRES intragalactic multi-phasic frequency modulator. Encrypted communication. Useful for holo calls, especially to your handler and immediate superiors in Sith command. Longer distances will delay communication, sending something more like 'holo messages' (imagine increasing lag between instant messages, getting worse as distance increases), whereas closer distances will allow for real-time communication. Other variables come into play as well (e.g., the route the message takes to get to it's intended recipient, as facilitated by networks across the galaxy). Similar to how ship's traveling through hyperspace takes time, despite the extraordinary speed, messages can take time as well, depending.

3. Crew Quarters. Comfortable 4x4 m (12x12 ft) quarters with bed, desk, and limited storage as standard issue.

4.Crew Lounge: A spacious and comfortable room for crew to relax. Conveniently located next to the Auto-Chef (aka Kitchen/Galley).

5. Auto-Chef: Even Sith need to eat.

6. Ceiling Hatch: Access to the dorsal (top) side of the ship via ladder hatch.

7. Airlock: Allows safe access to exterior of ship in space. No ramp, lift, or ladder. With a tractor beam, could be used to board other ships in space via skilled alignment of both vessels' airlocks.

8. Space Suit Storage: Useful if you're planning on surviving out in the void of space. Two space suits:Collapsible duraform outfitting allows for one size fits all. Electro-magnetic traction boots for exterior hull walking. Recycling air tank system enables approximately 3 hours of continued use (may vary by species and individual). Low power pulse jets allow for multi-directional 'flight'' (using any Piloting skill).

9. Escape Pods: Comfortably seat one individual; if necessary, two could fit in each pod. Each pod contains emergency rations/water for 7 days.

10. Fuel Injection: A separate system powering the escape pods; allows pods to work even when all other systems fail.

11. Sublight Engines: Allow travel outside of hyperspace.

12. Hyperdrive: Allows for hyperspace travel, which can take weeks depending on distance and other variables. Much slower back up hyperdrive on separate system nearby.

13. Storage Room: For your various storage needs.

14. Hygiene: Three sinks and a shower for all your personal needs. Hyperspace travel can take weeks. Be considerate.

15. Cargo Hold 1 ('Small Bay'): Tool Bench/Work Area included. Entire floor operates as a cargo lift. Depending on storage usage, allotted parking spaces allow up to 2 bike type or 1 multi-passenger vehicle to be parked, with maglocks to secure them in place. Bikes count as 20 encumbrance toward the ship's threshold of 180, multi-passenger vehicles as 40.

VEHICLES IN CARGO HOLD 1:

Expanded Capacity Utility Landspeeder (ECUL)

16. Boarding Ramp: The easy way to enter and exit the ship. If setting down in a 'hot' landing zone, training dictates that this side be furthest from the enemy, if possible, as the ramp will provide cover. This, of course, increases the distance to your target, which you may, or may not, prefer.

17. Cargo Hold 2 ('Large Bay'): Tool Bench/Work Area included. Entire floor operates as a cargo lift. Depending on storage usage, allotted parking spaces allow up to 2 bike type or 1 multi-passenger vehicle to be parked, with maglocks to secure them in place. Bikes count as 20 encumbrance toward the ship's threshold of 180, multi-passenger vehicles as 40.

18. Gunwell Turret Access: This chamber has ladders leading to dorsal (upper) and ventral (lower) turrets. Each turret has room for one Gunner and a 360 degree fire radius. Gunners do not have access to Systems type consoles, and as such, do not have access to those actions. They can, however, perform Damage Control by allowing guns to cool down or the like, reducing/relieving stress on the ship by doing so.



TERMINOLOGY:

Fore: Front of the ship.
Aft: Rear of the ship.
Port: Left side of the ship.
Starboard: right side of the ship.
Dorsal: Top, upper.
Ventral: Bottom, lower.



A NOTE ON ACTIONS IN STARSHIP AND VEHICULAR COMBAT

This supercedes any information describing possible actions at various ship stations.

Damage Control is an action used primarily to reduce system strain. From your station on the ship, you are essentially relieving strain from the ship by putting less stress on the systems. Instead of performing another action, which increases the ship's workload, you are actively taking steps to mitigate stress to the ship, optimizing power, allowing system to cool, etc. Everyone can perform a Damage Control action on their turn from any station on the ship, using Computers or Mechanics to do so. The Engine Bay enhances attempts to do so via Mechanics checks, allowing greater access to the ship's guts, so to speak. Add one boost die to Damage Control checks made via Mechanics in the Engine Bay.

Repairing Hull Trauma: The once per combat hull trauma repairs that can be performed as part of a Damage Control action can only be accomplished from the Engine Bay. I don't imagine you guys going for space walks during combat. As such, this 'hull' repair will be viewed as making mechanical adjustments or something similar of a more critical nature than system strain. I don't want to take away the 'hull trauma' repair, but at the same time, repairing the hull during combat is not realistic.

Plot Course: If multiple crew members in the cockpit are working together to plot a course, only the best result will be used, rather than pooling collective results. This is to reflect the realism of one individual coming up with the best solution given the terrain and pertinent factors.


SHIP CAPABILITIES

Intercom systems are available in every room/chamber, allowing closed communication to individual intercoms in other rooms/chambers, with options to address multiple rooms as desired, or the entire ship via public address.


Slice Enemy Systems action is unavailable as the ship lacks the 'powerful computers' needed for electronic warfare to that degree.



COCKPIT
http://3.bp.blogspot.com/-eXKeSm60iQk/UdK4MJndWLI/AAAAAAAAMIE/nn6GrglwV3g/s1000/cockpit1.jpg




HOLOTERMINAL CHAMBER (ACCESS TO COCKPIT OFF TO THE RIGHT SIDE OF THE IMAGE)
https://www.cgstud.io/imgd/l/541dab901e43f6d40e4a14d5/7462.jpg



CREW QUARTERS CORRIDOR (FACING DOOR TO HOLOTERMINAL CHAMBER)
http://wallpoper.com/images/00/25/95/44/outer-space_00259544.jpg




GUNWELL CHAMBER (VIEW FROM HALL OUTSIDE CREW QUARTERS CORRIDOR)
http://www.3dtotal.com/admin/new_cropper/gallery_originals/2014-10-13(154495)_conceptInterior.jpg





ENGINEERING (WORKSHOP WITH TOOLS, SUB LIGHT ENGINES, HYPERDRIVE, AND FUEL INJECTION)
https://ross3dart.files.wordpress.com/2008/06/ship_scene_for_web01.jpg





CARGO HOLD
http://th09.deviantart.net/fs70/PRE/f/2013/174/d/5/sci_fi_interior_of_space_ship_by_siddhupol-d6a95uf.jpg





SHIP LOUNGE FROM TABLE FACING DOOR TO ROOM #6, AUTO CHEF AREA TO RIGHT
https://s-media-cache-ak0.pinimg.com/736x/2e/e3/ec/2ee3ecd1ebc1df728b8d208bcc541839.jpg






SPEAR OF AKRULTA, LEAVING THE VEIL, 8 ABY (FRONT VIEW, LOOKING AT COCKPIT)
http://fc07.deviantart.net/fs50/f/2009/306/b/9/b9964b9e4d85e6aee64f7b3f678cfdde.jpg






SPEAR OF AKRULTA MULTI-ANGLE VIEW
http://th04.deviantart.net/fs71/PRE/f/2013/327/6/3/yt_2000_freighter_ortho_by_unusualsuspex-d6v3nrs.jpg
Nov 30, 2016 11:53 pm
NOTES:

The Spear of Akrulta has the legitimate transponder code of one of the derelict Graveyard ships from inside the Veil. It's make and model also match the ship the code was taken from.


OTHER SHIP CAPABILITIES AND AMENITIES

Intercom systems are available in every room/chamber, allowing closed communication to individual intercoms in other rooms/chambers, with options to address multiple rooms as desired, or the entire ship via public address.



ASSETS STORED ON BOARD:

15: Cargo Hold 1 (Small Bay)_____________________________________________

Expanded Capacity Utility Landspeeder (ECUL)


http://tse1.mm.bing.net/th?&id=OIP.M9614f32071d7880dba4776e1579dbb44o0&w=300&h=225&c=0&pid=1.9&rs=0&p=0&r=0


Silhouette: 2
Speed: 2
Handling: +/- 0
Shields: None
Armor: None
Hull Trauma Threshold: 6
System Strain Threshold: 6

Vehicle Type/Model: Expanded Capacity Utility Landspeeder (ECUL)
Manufacturer: Various Sith Corporations
Sensor Range: Close
Maximum Altitude: 3 meters (9 feet)
Crew: One Pilot
Encumbrance capacity: 15 (most of the vehicle's size is to allow more room for passengers)
Passenger Capacity: 7 (8 altogether, including the pilot)
Price/Rarity: 5000 credits/5
Customization Hard Points: 5 (+1 more than Passenger Landspeeder)
Upgrades
Weapons: None
Specials: Retractable Windshield with passenger and driver side doors, hatch in top middle, internal access to rear cargo area, rear cargo door that doubles as an exit.

Seating
Front: Driver (left) and passenger (right) in front.
Rear: 2 'bench' style sets of 3 seats in back, one each on the driver and passenger side, facing each other.




17: Cargo Hold 2 (Large Bay)_____________________________________________

None



13: Storage___________________________________________________________

None
Dec 1, 2016 12:08 am
CREW ASSIGNMENTS AND TACTICAL ORIENTATION FOR THE SPEAR OF AKRULTA


Orientation on Being an Effective Crew Member:

To see what actions are possible on the ship, look in your CRB's and check out the Library (some core rule books may vary, the Library has the latest). Slice Enemy’s Systems is not an option yet; you’d need the ‘powerful computers’ required.

Also, you'll have designated crew positions for action situations, whether combat or enhanced risk flight, as dictated by military command as a means of ensuring mission success. Your unit has been analyzed and evaluated to place members in optimal positions. However, those assignments are for optimal situations, and command understands that optimal will not always be the case.

Orientation on Avoiding Planetary Sensors and Detection Systems:

When avoiding radar during planetary flight, low levels of altitude are required to avoid detection. The lower the better, as terrain features (the higher the better) can interfere with the signal, making you harder to detect.


Orientation on Damage Control and Non-Astrogational Course Plotting

This supercedes any information describing possible actions at various ship stations.

Damage Control is an action used primarily to reduce system strain. From your station on the ship, you are essentially relieving strain from the ship by putting less stress on the systems. Instead of performing another action, which increases the ship's workload, you are actively taking steps to mitigate stress to the ship, optimizing power, allowing system to cool, etc. Everyone can perform a Damage Control action on their turn from any station on the ship, using Computers or Mechanics to do so. The Engine Bay enhances attempts to do so via Mechanics checks, allowing greater access to the ship's guts, so to speak. Add one boost die to Damage Control checks made via Mechanics in the Engine Bay.

Repairing Hull Trauma: The once per combat hull trauma repairs that can be performed as part of a Damage Control action can only be accomplished from the Engine Bay. I don't imagine you guys going for space walks during combat. As such, this 'hull' repair will be viewed as making mechanical adjustments or something similar of a more critical nature than system strain. I don't want to take away the 'hull trauma' repair, but at the same time, repairing the hull during combat is not realistic.

Plot Course: If multiple crew members in the cockpit are working together to plot a course, only the best result will be used, rather than pooling collective results. This is to reflect the realism of one individual coming up with the best solution given the terrain and pertinent factors.


Slice Enemy Systems action is unavailable as the ship lacks the 'powerful computers' needed for electronic warfare to that degree.




CREW ASSIGNMENTS (AS DICTATED BY SITH MILITARY COMMAND)

Lexi

Primary Role: Pilot (cockpit, front row left.). This is a no-brainer. She is one of the best pilots in the entire Sith military. Story wise, this is an indicator of what command expects from your unit, as Lexi’s skill would be used for precious cargo (meaning you). Lexi, with a 5 Agility, is expected to get this ship to go places and do things that other pilots simply can't do. Also, she has Enhance: Piloting Space and Agility, which she can use as she deems necessary to help get the job done.

Secondary Role: None, on paper. If Lexi is conscious and doing something else besides flying, that means you're on cruise in a non-combat situation, in hyperspace, or things are really, really bad (e.g., everyone else is dead or knocked out, the fight’s over, but things went so poorly that the ship is falling apart while she tries somehow to fix things in engineering).


Tajanna

Primary Role: Co-Pilot (cockpit, front row right). Her 3 Agility is as good as anyone else after Lexi on the ship (tied with Lissewa), allowing her to cover for Lexi in a crunch. She can perform the Co-Pilot action at an above average level via Agility. The deciding factors in assigning Tejanna to co-pilot are that she has a 5 Cunning, enabling her to very effectively perform ship actions such as Plot Course (very useful for rough terrain, risky flying), and Scan the Enemy. Furthermore, her 3 Intellect adds more value to her role, which can also be used for Jamming enemy communications, Boosting Shields, and Spoofing Missiles. Above average Agility, Perception, and versatility make her the ideal choice for the Co-Pilot position.

Secondary Role: Pilot.


Hawke

Primary Role: Engineer (Engineering Bay). Hawke is one of the better products of the Sith Engineering Corps with an Intellect of 4 and 3 Ranks in Mechanics. The talent Mental Tools means that he’ll always have the tools he needs for the job, unless the situation calls for something unique or rare (meaning it’s part of a plot thread). The engineering bay has a much more limited systems console regarding offensive actions. However, with his skill set in this position, Hawke can effectively Boost Shields and perform the Damage Control action from engineering, which allows the ship to recover system strain; once system strain reaches zero, the ship is essentially powered off and you’re a sitting duck.

Secondary Role: Systems (Cockpit, 2nd row). Note: Hawke would start in this position. and move to the Engineering Bay as necessary for Strain and Hull Repairs. From a Systems position, his 4 Intellect, as part of various skills, can be used for Jamming enemy communications, Boosting Shields, and Spoofing Missiles.


Lissewa

Primary Role: Dorsal Gunner (Gunwell ladder to upper turret). Liwessea’s 3 agility makes her the best available gunner on the crew after Pilot and Co-Pilot assignments.

Secondary Role: Pilot. If the Pilot and Co-Pilot are out, she’s the go to here with her 3 Agility.


Krosus

Primary Role: Ventral Gunner (Gunwell ladder to lower turret). He has an average Agility so isn’t a weakness or strength in this role.

Secondary Role: Systems. In a Systems role, Krosus would be effective at Spoofing Missiles or Fire Discipline (coordinating fire) due to his 4 Willpower.

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