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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Fri Sep 05, 2014 8:35 am Post subject: The Swindler's Pride... |
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So I had a smuggler in my most recent game and with him going off back to college out of state, I didn't feel comfortable playing his character, so I had him go off to do other smuggler type stuff and the party, after collecting the bounty on another smuggler, stole her ship and fled the system...A few forged documents and a 'changed transponder code' later and I present, the Swindler's Pride, complete with some game notes...If I knew how to post a pic online I'd post the deckplan I did, but since I cut and pasted it from someone elses art (Colonial Chrome...) maybe it's just better to leave it to the imagination,
The Swindler’s Pride
Craft: Barsoom and Burroughs JC-1912 Transport
Type: Light freighter
Scale: Starfighter
Length: 54.3 meters
Skill: Space transports: Barsoom and Burroughs JC-1912 Transport
Crew: 2, gunners: 2, skeleton: 2/+5
Crew Skill: Varies widely
Passengers: 10
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: 300,000 (used)
Hyperdrive Multiplier: x3
Hyperdrive Backup: x15
Nav Computer: Yes
Space: 3
Atmosphere: 260; 750 kmh
Hull: 4D
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
2 Twin Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D
History:
The Swindler’s Pride is a discontinued Barsoom and Burroughs JC-1912 Transport freighter that has been converted and rebuilt almost as many times as the Falcon or the Hawk. Originally built as a smaller passenger transport, the ship has been gutted and reconfigured at least four times before it fell into the hands of the smuggler Rosh, who gutted and reconfigured it for a fifth time. B&B never caught on like the YT series and unfortunately went out of business just prior to the Clone Wars, as a result parts can be somewhat scarce and harder to find (repair and modification rolls are +5 to difficulty)
Breakdown of the map and modifications made to the ship.
Boarding ramps: One major design flaw of the Barsoom and Burroughs JC-1912 Transport was that the boarding ramp/airlock configuration is three quarters of the way back on the vessel which means the crew has to run almost the entire length of the ship to reach the flight deck. The upside is that there are two entry ramps with either being able to be configured as an airlock should the need arise. Furthermore this is the area the escape pods jettison from, with jump seats folded into the interior walls that can be popped out in the event of an emergency evacuation. Thrusters arrayed around the circular entrance port at the aft of each pod are used to launch them safely out of the sockets and away from the doomed transport. These pods also contain one week of military style rations and a water canteen with a purifier for each passenger; it should be noted that the rations are of a ‘dubious nature’.
Main Corridor: This long tubular passageway runs through the central core of the ship and provides convenient access to the systems and the compartments arrayed around it. A terminal governing the power core is recessed into one wall of the corridor and protected from unauthorized access by a locked panel. Recessed into the floor of this corridor, near the cockpit access area are two secret storage compartments capable of holding 1 ton of cargo each. Both are hidden and scanner resistant (Difficult sensors roll to find.)
Turret entry-observational deck / Gunnery access. This area has a vertical recessed ladder running through the core of the ship contains a link to small chambers featuring transparisteel viewports for passengers who wish to peer outside. The defensive laser turret is mounted on top-most chamber and can be rotated 360 degrees like most turrets. The artificial gravity in these compartments is set up to create the best viewing angle for observers or gunners. There are further gunnery controls mid-ship, unfortunately the guns were stripped out of the ship and sold with the intention of upgrading to bigger guns, the deal fell through and while there are gunnery controls mid-ship there are no guns to use.
Cockpit: The floor of this area angels up slightly to meet the cockpit floor, which is situated a few feet higher than the main deck. There are two steps up into this area and the cockpit can be cut off from the rest of the ship by security access doorways. The control deck of the ship has been modified from the standard configuration of just two seats. There are four seats in the cockpit; just like in the freighter model (one for the pilot and the co-pilot) the other seats give whoever else is in the cockpit access to the navigation equipment and the communications / sensory array equipment. Also in this area are two droid ports that allow for recharging and access to the ship computers.
Refresher: This is the ship’s public refreshing facility. Though larger and more accommodating than those on most ships of this size, there are two chambers with the extra amenities to service the ship’s crew and all of its passengers. There is a spare medkit stored in these areas as well as towels and cleaning supplies.
Circuit Bay: These cramped chambers situated in the main cargo hold allows for maintenance and diagnostic access to the transport’s twin Hyperdrives, and a small floor hatch can be removed for limited access to the vessel’s power core. A locked hatch typically seals the compartment.
Passenger cabins: These five modular sections provide recessed sleeping accommodations for a total of ten passengers. Each contains a storage compartment for luggage and personal effects. There are spare pillows and blankets stored in the compartments when those areas are not in use. The bunks in the passenger cabins fold up into the wall when not in use. Originally there were 9 cabins (with 4 being located mid-ship) but those mid-ship cabins were converted to stowage with the bunks being removed during one of the reconfigurations done by a previous owner.
Passenger Lounge and Galley: Passengers and crew use this space to socialize, relax and eat meals. Simple terminals built into the walls offer any number of passive entertainments to distract bored travelers, while a semicircular lounge seat surrounds a large dining table that’s perfect for games like Sabacc. The terminals are configured for both holomovies and databooks as there is a small selection of both aboard the ship. In this area is refrigeration unit that can be latched shut while the ship is in flight and the galley cabinets are racked so that the cans or other items load from the rear and are replaced as taken from the cabinets. There is also a small oven range / microwave unit for food preparation. Nearby, a removable floor section allows maintenance access to key ship systems.
Equipment bay: This area was once two different mid-ship cargo areas separated by a long, narrow hallway. This area has been completely gutted with a small lift and workshop installed for working on any repulsor vehicles that might be used by ship personal. The problem became that as times got harder, the equipment was sold off to make ends meet, and as a result there are no repulsors vehicles or tools in the area presently. This area could, in a pinch, be used for cargo storage. Doing so decreases the maneuverability and fire control of the ship by 1D. There is no security netting in this area.
Freight loading area / Cargo Hold: Freight of any significant mass can be loaded into the only cargo hold by means of this receiving area. Freight can be loaded from two different places, either from the pressurized doors of the airlock, or through a small freight elevator that allows large cargo to be directly lifted into the hull. This large chamber is used to store any items of noteworthy size that the passengers wish to take with them, as well as food stores and other freight. Recessed into the floor of this area, are two secret storage compartments capable of holding 1 ton of cargo each. Both are hidden and scanner resistant (Difficult sensors roll to find.) Due to modifications done to the ship this area is slightly larger than normal and typically empty unless the ship is doing a cargo run of some kind.
Engineering Bay: This area of the ship has actually seen the most modifications as ordinarily there is a freight elevator and 5 individual crew escape pods in this area, but these were removed by a previous captain to gain more cargo capacity. Computers in this compartment regulate the engine systems, access to the engine can be gained from this access hatch. _________________ No matter where you go, there you are... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14166 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Sep 05, 2014 2:51 pm Post subject: |
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What book is the base ship from? I don't remember seeing a JC-1912 in any established book..
But looks good. _________________ Confucious sayeth, don't wash cat while drunk! |
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vulture811 Ensign
Joined: 19 Feb 2013 Posts: 35
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Posted: Fri Sep 05, 2014 3:08 pm Post subject: |
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love the company name dont know many people who actualy read those books. |
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Fri Sep 05, 2014 4:26 pm Post subject: |
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Garkhal, the ship is based on the yz-900
Freighter, the ship company name comes from borroughs john carter books, barsoom is the name for mars in the books...jc-1912, is a refference to john carter, published in 1912... _________________ No matter where you go, there you are... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14166 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 06, 2014 12:52 am Post subject: |
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Ah... So effectively home made. Got it. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sat Sep 06, 2014 5:45 am Post subject: |
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Very much so...yeah. _________________ No matter where you go, there you are... |
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