This is a beefed up version of the Cargo Hopper. The inspiration comes from KLM's suggestions in that thread. When I get around to it I'll do up some complete stats. For now here is the usual deck plans. For stats, I'm going to use the Runner ship as a base and beef it up from there. Enjoy
Great Zot! That's a honkin' amount of firepower for a little ship! Spaceborne B-17!
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Carl Gleba wrote:This is a beefed up version of the Cargo Hopper. The inspiration comes from KLM's suggestions in that thread. (...) Carl
Say it again, please
Anyway, a nice ship, not to mention, that it looks like something which is very usefull for light patrol duty as well as troop insertion and extraction.
Not to mention old fashioned bombing via those cargo doors.
And since it is "just another tramp freighter" it will sell quite well, IMO.
Adios KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
"Simple Tramp Freighter" Last words uttered by many an Imperial officer, border patrol official, and Periphery fighter pilot...
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
After getting up from the floor, I checked the plans and I think it is the brownish thing in the lounge (crew deck, Nr.15 room).
Also, I thought that you forgot the lifeboats, but as it looks like, the upper deck is a fully independent vehicle, and in the case of larger crew (or passengers or troops) the cargo bay can be used as a small hangar.
As a final note/suggestion: including a cargo-conveying system into the lower deck seems a valid extra to be included.
BtW, I guessimated the ship (if the "tipical runner ship" is 30*30*100 and 300 tons) to be a bit over 1300 tons (provided it is roughly 120*120*30). Is that close to Your values?
Adios KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
NE Cargo Runner Idea and deck plans by Carl gleba, stats by KLM
One of the first entries by Naruni into the spaceship market of the 3 Galaxies was the Cargo Runner, a couple of centuries ago. Since then, it became somewhat of a „class standard” for its size and role.
Type: NE-TF series (several variant, A01 to L14.5), stats for the most popular F3.4 „Tramp” version Class: Medium freighter Crew: Standard: 8, skeleton 3 (pilot, copilot, engineer), base variant has space for 24 people using hotbed system. MDC/Armor by Location: Main Body 3000 Pilots compartment/lifepod 1200 * Engines/”wingpods”(2) 1000 ** Forcefield: 6*350 ***
Laser batteries (2): 450 Particle turrets(5): 250 Medium range missile launchers (4): 400
*The upper command „saucer” can detach, having its own engines (atmosphere M1, space: M5, 1 ly/h) **Destroying an engine pod cuts sublight speed to 40%, FTL to 20% and maximum shield rating to 75%. It also knocks out a particle turret. Destroying both limits sublight to M2, no FTL, and atmospheric performance is (barely) enough for an emergency landing. *** Shield Refresh Rate is 5% per melee **** Small targets, ***** Tiny targets
Height: see link above Width: Length: Weight: 1300 tons Cargo: 350 tons Powerplant: Anti-matter, 5 years of fuel, 60 years of reactor life with refuelings. Life support is good for 500 man-days (ie. a bit over 2 months for a crew of 8 ).
Speed: (Atmosphere) Hover to Mach 3; transatmospheric. (Sublight) Mach 9 (FTL) 4 lys per hour (Underwater) 40 km/h, 50m deep
Performance: Can use fighter combat: basic, +1 to hit with turrets,
Market Cost: 80 million credits for a brand new, factory standard variant, 60 for an overhauled one and occasionally 40 for used ships, low on fuel, but otherwise good. Damaged ships are also aviable for 20 millions, but with missing or damaged systems. Also, one can spend even a cool BILLION credits on factory standard modifications, in fact, some smaller militaries use souped-up versions as light frigates.
Systems of Note: Standard Starship Systems, plus; - Can detect space-time disturbances up to 5 lys away (ie. FTL ships) - Limited stealth system, -20% to sensor rolls detecting the ship - Passive targeting system, +2 to initiative
1, Two laser batteries (forward) Fixed forward HI laser batteries, can engage targets in a frontal 30 degree cone. damage: 3d6*10 per single, d4*100 for dual range: 1 mile in atmosphere, 3 miles in space RoF: one per action
2, Five dual particle beam turrets All five can engage targets in front of the ship or above it, 3 on targets on sides or below, 4 can fire backwards damage: d6*10 per blast, 2d6*10 per double blast, 5d6 per „spray” range: blasts: 610 m in atmosphere, 2 km in space spray: 200 meter long, 30 m wide cone in atmosphere, 600 m / 100 m in space ROF: one per action
3, Four Medium-range Missile launchers, (two forward, two backward) Adding some longer reach to the arsenal, there are four MRM launchers in the „inner pods”. All four can engage targets, provided that the target in question is at least 3 km away from the ship. Rate of fire: in volleys of 1 to 8 per launcher, 1 volley per action Payload: 24 per launcher, another 48 can be loaded into the „quicloader” (which reloads the launchers with 6 missiles per melee), reloading the „quickloader” takes about 15 minutes (10 mins for an operator wearing PA or having a robotic PS of at least 20).
4, Other NE gladly sells and equips its vast range of extras, from point defense laser turrets to cruise missile launchers, not to mention hull and shield reinforcements, engine, stealth or sensor upgrades.
Last edited by KLM on Wed Nov 26, 2008 11:31 am, edited 1 time in total.
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
I have some ideas (slowly) sprouting, like pleasure yacht, medium bomber, dropship and EW/Command versions.
Adios KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
NE Desant Runner Idea and deck plans by Carl gleba, stats by KLM
One of the first entries by Naruni into the spaceship market of the 3 Galaxies was the Cargo Runner, a couple of centuries ago. Since then, it became somewhat of a „class standard” for its size and role. From the myriad variants, this particular one is geared toward - covert - troop insertion and extraction. The NE does not sell these to private costumers, since the inclusion of military grade firepower, stealth and sensor technology. The Naruni Enterprise also denies any relations to those firms, who convert the commercially available F "Tramp" versions to the military-only D "Desant" (or other) versions.
Type: NE-TF series (several variant, A01 to L14.5), stats for the D10A „Desant Runner” version Class: FTL stealth troop carrier and landing craft Crew: Standard: 8, skeleton 3 (pilot, copilot, engineer), has space for additonal 100 human sized troops or 48 PA troops. Comfort level: military MDC/Armor by Location: Main Body 3500 Pilots compartment/lifepod 1400 * Engines/”wingpods”(2) 1200 ** Forcefield: 6*200/450 ***
Laser batteries (2): 450 Particle turrets(5): 250 Medium range missile launchers (4): 400
*The upper command „saucer” can detach, having its own engines (atmosphere M1, space: M5, 1 ly/h) **Destroying an engine pod cuts sublight speed to 40%, FTL to 20% and maximum shield rating to 75%. It also knocks out a particle turret. Destroying both limits sublight to M2, no FTL, and atmospheric performance is (barely) enough for an emergency landing. *** See Starship systems **** Small targets, ***** Tiny targets
Height: see link above Width: Length: Weight: 1400 tons Cargo: 250 tons if no troops are carried Powerplant: Anti-matter, 5 years of fuel, 60 years of reactor life with refuelings. Life support is good for 6000 man-days (ie. a bit under 2 months for full troop load. ).
Speed: (Atmosphere) Hover to Mach 5; transatmospheric (Sublight) Mach 11 (FTL) 5 lys per hour (Underwater) 40 km/h, 50m deep
Performance: Can use fighter combat: basic, +2 to hit with turrets, +2 dodge
Market Cost: 180 million credits for a brand new, factory standard variant, 120 for an overhauled one and occasionally 140 for used ships, low on fuel, but otherwise good, for goverments or similar "legal" purchasers. "Illegal" conversions cost 220 million as new.
Systems of Note: Standard Starship Systems, plus; - Can detect space-time disturbances up to 10 lys away (ie. FTL ships) - Limited stealth system, -40% to sensor rolls detecting the ship. If stealth is engaged, shields drop to 200 MDC per side (as they are configured to create a lower signature) and cannot be "varied". This also limits atmosperic speed to M2, sublight speed to M8 and FTL speed to 3 lys per hour. Exceeding these limits or resetting shields to "resist" mode drops stealth bonus to -10%. - Passive targeting system, +2 to initiative
1, Two laser batteries (forward) Fixed forward HI laser batteries, can engage targets in a frontal 30 degree cone. damage: 4d6*10 per single, d4*100+100 for dual range: 3 mile in atmosphere, 10 miles in space RoF: 3 per melee per battery
2, Four dual particle beam turrets All four can engage targets in front of the ship or above it, 2 on targets on sides or below, 4 can fire backwards damage: d6*10 per blast, 2d6*10 per double blast, 5d6 per „spray” range: blasts: 610 m in atmosphere, 2 km in space spray: 200 meter long, 30 m wide cone in atmosphere, 600 m / 100 m in space ROF: one per action
3, Four Medium-range Missile launchers, (two forward, two backward) Adding some longer reach to the arsenal, there are four MRM launchers in the „inner pods”. All four can engage targets, provided that the target in question is at least 3 km away from the ship. Rate of fire: in volleys of 1 to 8 per launcher, 1 volley per action Payload: 24 per launcher, another 96 can be loaded into the „quicloader” (which reloads the launchers with 6 missiles per melee), reloading the „quickloader” takes about 15 minutes (10 mins for an operator wearing PA or having a robotic PS of at least 20).
to be continued...
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
4, Nose CG railgun array A dual twin barreled gun emplacement in the nose (ie. 4 barrels total), with selective ammo feed option, using solid AP slugs, flechette, chaff, flare, tracer bug, smoke rounds or anything one can cram into a half pound shell. It is most frequently used however for moving down anyone and anything in the LZ.
Damage: For "solid slugs" a single round does d4*10 MD, a burst of 4 does 3d6*10 and a burst of 10 rounds do d6*50 MD. If both twin guns are fired, this is goes up for d6*100. For flechette rounds the twin full burst is used most frequently, with variable patterns. Since one flechette round does d4*10 MD to an area of a two square meters, a full dual "saturation" burst does 2d4*10 MD to an area of 20 sq. meters - this is usually enough to "clean" an averare street. Anyone unlucky enough to get caught in such a storm of flechettes must use two actions (one action in case of characters with auto-dodge) with a penalty of -2. Range: 4 miles in atmosphere, 12 miles in space Rate of fire: single shots and short bursts take one, long bursts take 2 actions from the gunner Payload: 4 preloaded magazines, each with 1000 rounds. Additional ammo can be stored in the cargo hold, a crate of 400 rounds weights a ton. Loading the magazines is possible only one by one, about 5 per melee (two operators can work simultanously).
5, Bomb bay: The cargo airlocks can be filled up with LRM bombs (range 200 miles). Each airlock can be loaded with 28 bombs. For further details see DMB2, page 168.
Other systems of note: True military versions usually come equipped with an infirmary and 10 biostasis capsules for wounded, a small workshop for PA (can repair up to 50% of MDC usually) and a small prefabricated base (well, at least tools and some materials to create some tunnels and MD foxholes).
Adios KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
Think of it as an unholy bastard child of a Mi-24 Hind and a B-2 Spirit...
Adios KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.