Ship Worksheet
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ABCDEFGHIJKLM
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TLSpacecraftdST/HPHnd/SRHTMoveLWt.LoadSMOccdDRRangeCost
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11^Zonama Sekotan Ship (q'Aleane Ren)300/4142g/-c1005.4-15.2+64-10AST17 (hardened)FTL-2$55.992M
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Notes: Air Performance Hnd/SR: 5/5; Move: 2g/3500mph; force screen 30
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Stats: IQ 8, DX 12, PER 15
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Traits: nonvolitional aI, 3d spatial sense, special rapport (zonama sekot), mindlink (q'aleane ren), telesend(universal, video),mind reading(universal), regeneration (1dHP / 10 hours), regrowth, internal hearing, internal sight, internal taste and smell (internal sensors have no signature)
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Skills: aerobatics - 12, astrogation - 12, spacer - 12, innate attack (beam [tractor]) - 10, piloting (aerospace, high-performance spacecraft) - 12
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Ship brain is not desinged to be a replacement for a normal pilot. It can follow instructions and take some initiative to follow instructions given but it is limited in its abilities and is does not have any unique bonuses to multitasking. Attempting to pilot itself in a combat situation would result in major multitasking penaltes applied to all tasks being performed (details spaceships p.50).
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Allowed Actions (spaceships p.50)
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Command Tasks
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none
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Engineering
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Allocate Power Task
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unable to perform: Increase Power, Emergency Power or Emergency Thrust tasks.
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Navigation Tasks
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FTL Navigation
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unable to perform: Tactical Navigation
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Sensor Tasks
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Sensor Detection Task (substituting PER for Electronic Operation (sensors) skill)
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unable to perform: Sensor Analysis
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Piloting Tasks
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Move Maneuvers
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Gunnery Tasks
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Wait (Point Defense)
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unable to perform: Aim and Attack, Wait (Aim and Attack)
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Communication Tasks
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Signal Enhancement Task (substituting PER for Electronic Operation (Comms))
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unable to perform: Supervise Damage Control and Signal Jamming Task, in addition has no verbal language so unabe to use basic communication tasks
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Damage Control Tasks
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Halt Catastrophe (substituting HT for repair skills)
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unable to perform: emergency repairs, rescue, structural repairs (comperable repairs are done via the slower recovery of regeneration or by a crew member)
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In addition to the above tasks, the ship can manage standard ship functions (opening and closing airlocks, etc - when needed using Spacer skill), standard piloting (using piloting skill or aerobatics skill as necessary) , astrogation and can operate the dovin basils in tractor mode outside of combat only against a non-resisting target.
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Other tasks can be performed normally by crew members. Ship controls and workstations are created to resemble and function like standard galactic control systems, however due to the underlying nature of the craft familiarity penalties are doubled and time to overcome familiarity is doubled. All repair tasks are performed using the skill Bioengineering (tissue engineering) at a -4 (can be bought back to standard using a technique, 'Yuuzhan Vong Biotech Familiarity', a hard technique based off of Bioengineering (tissue engineering) . More than two levels (so effective -2) of 'Yuuzhan Vong Biotech Familiarity' cannot normally be obtained except through direct tutlage by a Yuuzhan Vong shaper.
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The ship repairs damage at a rate of 1dHP / 10 hours including regenerating damaged or destroyed systems. If the engine room system is damaged or destroyed, this rate drops to 1dHP / day until the ship returns to full dHP. If the biofac system is damaged or destroyed, ship repairs drop to 1dHP / week and can no longer regenerate damaged or destroyed systems on its own without outside help. If ship damage is extensive (over half dHP), raw organic material (of any kind) is required at a rate of 1 ton per 10dHP over half). Some portions of the ship (control panels, workspaces, parts of the cosmetic interior, etc) if destroyed or damaged must be replaced through normal means since they are not organic.
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Due to the sympathetic bond between ship and bonded pilot, the bonded pilot gains an equipment bonus of +2 when utilizing ships systems or performing tasks related to the ship from the ship's assistance.
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The ship will continually maintain a Mind Read link with the bonded pilot unless prevented in some way either by range (must be within .1 AU) or some other form of interference. This link is used to read the bonded pilots intentions and needs as well as to enforce the vow given at the time of attunment to never reveal the location of Zonama Sekot. If this vow is willingly broken, all links to the bonded pilot are broken and the ship ejects all passengers and immediately returns to zonama sekot. This is the equivilent in game terms of willingly selling signature gear. If the pilot is being mentally coerced in some way to reveal the location, the ship will use its telepathic link to the pilot to attempt to break it (granting the pilot an additional will check if appropriate). If the ship is unsuccessful, it will give the pilot the chance to rectify the situation in the course of the adventure before cutting ties (per Signature Gear rules), but will put the saftey of Zonama Sekot above all else. The parameters of this rectification are situationally dependant and determined by the GM.
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SYSTEMS
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Front HullSystem
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[1]heavy organic outer skin (hardened)
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[2]yorik coral (hardened)
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[3-4]two bunkroom / cabin / steerage (reconfigurable)
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[5]multipurpose comm/sensor array
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[6]hangar (3x escape pod - UT232)
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Central HullSystem
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[1]heavy organic outer skin (hardened)
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[2]yorik coral (hardened)
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[3!-4!]two dovin basil (stardrive[standard reactionless], force screen, secondary battery - 10xtractor (each exerts 1G over a mass of .3 tons for a total used at full force of 1G over 3tons (six if utilizing both basils), STR is calculated if needed by taking the square root of tons affected at 1G and multiplying it by 100))
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[5]cargo (5t)
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[6-core]meditation room/cabin + control room (two stations) [reconfigurable]
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Rear HullSystem
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[1]heavy organic outer skin (hardened)
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[2]yorik coral (hardened)
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[3]hangar (captain's skiff)
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[4]engine room
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[5]sf reactor (four power points)
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[6!]repulsorlift (contragravity lifter)
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[core!]biofac (dedicated to ship use, tied to ship regeneration, waste reclamation / purification and production of life support / basic sustenance (a less noxious variant of Muur, basically nutritious space gruel and water). Cannot be used outside of these functions.
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Design Features
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streamlined hull
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artgrav + gravcomp
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automation (all)
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ship brain and attributes (Internal sensors et al)
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winged
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hull (stealth) (-10 to pick up on sensors)
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hull (chameleon) (does not effect sensors, only ordinary vision can be used to set ship color, etc, p 30 spaceshsips)
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Ship
Captain's Skiff