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Star Wars: Fantasmas

Astilleros

Cargando editor
03/10/2017, 19:23
Pabloj

Muy bien, aquí va mi propuesta: la Nova-Drive 3-Z

Esta nave aparce en varios manuales, incluido el Stock Ships. Toda la información complementaria y los planos son tomados de esta (fantástica) página. Es casi identica en sus características a un YT1300, pero mucho mas cool en su diseño. Abajo paso tod ala info en inglés, pero puedo traducirla si alguien lo solicita

Nova Drive 3-Z    
     
Craft: Nova-Drive 3-Z Crew: 2 Hyperdrive Multiplier: x2
Type: Light freighter Passengers: 8 Hyperdrive Backup: x15
Scale: Starfighter Cargo Capacity: 150 metric tons Nav Computer: Yes
Length: 28 meters Consumables: 2 months  
Skill: Space transports Cost: 60,000 credits (new), 20,000 credits (used)
     
Maneuverability: 1D Weapons: Modifications:
Space: 4      Two Laser Cannons  
Atmosphere: 280; 800 kmh           Fire Arc: Front, right, back  
Hull: 4D+2           Crew: 1(co-pilot)  
Shields: 1D           Skill: Starship gunnery  
Sensors:           Fire Control: 1D  
     Passive. 20/OD           Space Range: 1-3/12/25  
     Scan: 30/1D           Atmosphere Range: 100-300/1.2/2.5 kmh  
     Search: 40/1D+2           Damage: 3D  
     Focus: 2/2D    
     
http://deckplans.00sf.com/Nova-Drive/3-Z.html  

 

 

 

Capsule: Nova-Drive is a small Mid-Rim ship manufacturer that sells most of its small range of freighters in systems along the Rimma Trade Route. It does not design its own models, instead licensing or purchasing designs from other firms and manufacturing modified versions for niche markets.

Nova-Drive sub-licensed the manufacturing plans of Corellian Engineering Corporation's YT-1200 a few months after the latter company phased it out in favor of later production models. Though CEC deemed the line too dated for active production, Nova-Drive saw an opportunity to upgrade the design to make it competitive with current offerings in the independent spacer market.

 The hull was stretched and reinforced, allowing for more powerful engines, larger cargo bays, and more spacious living quarters. The 3-Z is as fast at sublight speeds as a stock YT-1300, and features some moderate improvements over the YT-1300--the central-dorsal mounted sensor dish provides an excellent scanning radius; the standard port-starboard mounted laser cannons provides excellent forward-above-below-rear firing arcs; and the forward-opening cargo bay allows easy access to the cargo bays. Additionally, the cockpit featured a more open cockpit canopy than the YT-1300, and the primary escape pod is in the primary crew area.

Because Nova-Drive did not have to include R&D costs in the price tag, the Nova-Drive 3-Z is priced very competitively. CEC has been surprised to discover that its cast-off design, revamped and upgraded, is giving its current YT offerings a run for their money.

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Interior Layout: The Nova-Drive 3-Z Light freighter is divided into three main areas: central, starboard, and port. The headroom throughout most of the main deck is up to 7'. Around the majority of the perimeter of the ship, lies a series of lateral repulsors like most Corellian YT transports. Under the main deck are the subdeck crawl spaces. Subdeck headroom is up to 3' in height, and is accessed from various grilles throughout the ship, and from the loading ramp. The subdeck houses the landing gear boxes, main repulsors, some of the ship's fuel supply, and some of the consumables.
 

Central Compartments:

Lift Room: Primary access into the ship is made via the main lift in the center of the bow. This lift has been designed with pivots on the pistons to allow the front end to be lowered independently of the rear end, thus allowing it to be used as a ramp for quick entry, exit, or lowered completely to function as a cargo lift.
Forward Airlock: Located forward of the lift room, this area is suitable for space walks and ship-to-ship docking. Outside the airlock is the docking equipment and couplers.
Central Cargo Hold: Located aft of the lift room, this area is the primary staging area for cargo being transferred into and out of the ship. This hold contains gratings for servicing access. There are two large doors to either side of this hold for cargo movement to the port and starboard holds respectively, the center of the front wall has double-pocket doors leading to the main/lift room, to either side of this door are two small doors which lead into the crew areas, and at the center of the aft wall is the door leading into the engine room. The central hold has full wall padding and a designated NO LOAD area that allows for emergency travel through the hold.
Crew Areas: These areas are separated into a starboard and port sections by the lift room and airlock. See starboard and port compartments below for more information.
Engine Room: Located aft of the central hold, this is the largest compartment on the ship. This room is accessed from one door in the central hold and two doors in the starboard and port holds respectively. At the center of this room sits the power core. In front of the core is a control panel and a series of access grates. It is flanked on either side by the four ion drive and thruster assemblies. The central thruster assemblies provide forward thrust through the primary filaments, while two outer thruster assemblies snake around to either side to feed into the port and starboard filaments; providing additional thrust as well as enhanced maneuvering. Mounted atop the side ion drives are the shield generators and controllers. In the forward corners of the engine room are a series of small fuel tanks and fuel management systems. The far forward corners are filled up with wire trunks. In the far port and starboard corners of the engine room are contoured fuel tanks. Trailing behind the engine room, in the hyperdrive compartments, are the primary and back-up hyperdrives, as well as their related management/control equipment. These compartments can be accessed from outside the ship by way of a hatch in the side of the compartment. There is enough room just inside this hatch for an average sized person or an astromech droid to fit with the hatch closed. Set into the external side walls of the hyperdrive compartments are a series of heat shields.

GAME NOTES: This ship is equipped with a decentralized hyperdrive system. If both units are in working order, the ship has a hyperdrive rating of X2. If only one of these units is working, the ship functions at its backup speed of X15.

Starboard Compartments:

Starboard Crew Areas: Entered from the central hold through the common room.
Common Room: This area serves as the primary socialization and recreation area, as well as the ship's galley (kitchen). It contains: a long table with seating for ten, a food processor, pantry, and sink.
Starboard Hallway: Located forward of the common room is a hallway leading to the starboard crew quarters and the access to the ship's life support equipment and consumables.
Crew Quarters: Each of the crew quarters has a padded, fully integrated double bunk, and two closets. This is mirrored on the port side as well.
Starboard Hold: This area is accessed from the central hold by way of a large cargo access door. This hold has wall padding on most surfaces. In the center of the hold are gratings for service access. Amidst this grating is the starboard hyperdrive pit. Along the wall are two doors leading into the engine room. On the far outer wall are two large access panels into the starboard gun/equipment compartment. Immediately below these access panels are two grates over the compartment's main power junction from the core.
Life Support room: Located at the front end of the hold, the compartment houses life support equipment and consumables. This compartment is accessed by way of a hallway in the starboard crew area. Adjacent to the life support room is the starboard hyperdrive fluid tank.

Port Compartments:

Port Crew Areas: Entered from the central hold through the port hallway. Immediately on your right as you enter the port crew area is a door leading into the restroom.
Port Hallway: Located forward of the central hold, this long hallway connecting the port crew quarters, the head (bathroom), escape pod access, and door into the port hold.
Head (Bathroom): This area features three toilets, three sinks, and a shower for two.
Escape Pod Access: This passage is an airlock between the port hallway of the port crew area and the escape pod tube.
Port Hold: Most of the areas in the port hold are directly mirrored from the starboard hold, save the following differences. At the front of the port hold is a designated NO LOAD area which serves as the cockpit escape route to the escape pod. It runs from the base of the cockpit access stairs to a door into the port hallway of the crew area. Just forward of this is the escape pod. To the left of the escape pod is an access panel leading under the cockpit, this area is largely empty except for some of primary control and management connections to the cockpit, and otherwise it is a perfect area for expansion and upgrades.
Escape Pod Tube: Mounted in this area is a standard Nova-Drive Z-series 10-seat lifeboat, in its launch tube. The escape pod is accessed through the port hallway of the crew area. When ejected, the cover over the escape pod breaks away (via explosive charges) from the ship allowing the pod to exit. Adjacent to the escape pod tube is the port hyperdrive fluid tank.
Cockpit: Accessed by way of a curving set of stairs. Once inside the cockpit, there are equipment bays to either side. There are two grates in the floor over the primary connections from the cockpit to the rest of the ship. The cockpit seats four, the pilot, co-pilot, and two others. The cockpit has an Corellian YT transport style full wrap-around console featuring multiple displays and monitors. Some of the sensor management systems are placed in the nose of the cockpit. Avionics systems (starboard), and circuit breakers (port), are located in rooms behind the cockpit.

Notas de juego

Mirad que belleza de nave... o por lo menos para mi lo es. Me encanta como esta diseñada, la forma exterior, las escotillas de acceso, la cabina...

Cargando editor
03/10/2017, 21:52
Pabloj

La cápsula de escape: 

Nova-Drive Z Series Escape Pod

Nova-Drive Z-series Escape Pod

Craft: Nova-Drive Z-series Escape Pod
Type: Escape Pod
Scale: Speeder
Length: 4.8 meters
Skill: Space transports: Nova-Drive Z-series Escape Pod
Crew: 1
Passengers: 9 seated + 1 on floor or 1 droid
Cargo Capacity: 100 kilograms
Consumables: 1 week
Cost: 1125 cr (new)
Weight: 5 metric tons
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D
Sensors:
     Passive: 6/0D

Capsule: In order to comply with imperial law, (see Galaxy Guide 6 "Tramp Freighters" page 43 "Escape Equipment") Nova-Drive developed the Z-series Escape Pod for all its Z craft lines. Once activated, the cover over the escape pod breaks away (via explosive charges) from the host ship allowing the pod to exit under it's own power. The Z-series is capable of limited automatic control which activates the emergency transponder and navigates the pod towards the closest habitable planet. It then enters orbit or lands depending on operator selection. If no planets are available, the lifeboat moves to a preset minimum safe distance from its host ship. Due to the the high probability of severe reentry damages caused to the pod and the fragile nature of the landing struts, this pod is not reuseable. 

Cargando editor
03/10/2017, 21:53
Pabloj

 

Otras imágenes de la 3-Z que google devuelve:

 

 

 

 

Por más que esta es una 3-Z muy modificada, miren el speeder en el rampa:

 

 

 

 

Cargando editor
03/10/2017, 22:08
Erkon

Parece una imagen deformada. La verdad, no está mal, pero no me gusta una nave tan... ancha XDD. Pero bueno, eso es cosa vuestra. Y sí, en esa parece que sí podría ponerse un speeder.

Cargando editor
03/10/2017, 22:58
candymanba

La nave la que queráis, aunque pabloj parece muy ilusionado, por el halcón de los chinos xD

Cargando editor
03/10/2017, 23:21
Pabloj

Bueno, le he puesto un poco de mktg a la cuestión, jejeje. Si prefieren otra nave, pues lo mismo.

Ekron, piensas pemitirnos hacer modificaciones iniciales según el manual (por el bono del template) o la nave empieza "de fabrica"?

Cargando editor
03/10/2017, 23:48
Erkon

Depende del tipo de modificaciones, cuáles sean y de dónde salgan. Todo es hablarlo.

Cargando editor
03/10/2017, 23:57
Pabloj

Ok. Definamos la nave y luego vemos las mods.

Notas de juego

Cargando editor
04/10/2017, 08:47
Bruky

A mí también me parece un poco "huevo", pero vamos vosotros sois los pilotos. Como veáis.

No me gusta mucho que las armas estén en los costados, me parece la zona más vulnerable.

Por dentro tiene buena pinta.

Por cierto, algunas imágenes se han deformado, dale al candadito de mantener proporciones o algo así para que se vean bien.

Pero como digo, seré poco más que una pasajera así que...

Cargando editor
04/10/2017, 18:59
Pabloj

Ya arreglé los tamaños y cerré el candado.

Cargando editor
05/10/2017, 03:02
Pabloj

Burky, creo que has dado en el clavo con lo que dijiste: por dentro tiene buena pinta. Más allá de la estética exterior (debo decir que me agrada más un ovalo bastante regular que las protuberancias de otras naves) es que el plano interior realmente despierta la imaginación. Miren los planos de otras naves de la pagina o en google, dudo que encuentren algo así de interesante. Si vamos a "vivir" en una nave, mejor que nos sintamos cómodos en ella. Podemos saber cuales son nuestras habitaciones, dónde estamos cuando las cosas pasan. Si en una aventura el narrador dice que se rompe un sistema, sabemos dónde tienen que ir los personajes a repararlo. Eso creo da verosimilitud y coherencia interna.

Hace unos años jugue una partida de todos contrabandistas, con varias naves. No encontré otro carguero ligero con estas características "dentro del sistema de juego". Las rampas y las bahías de  carga son las más amplias que haya visto en otros planos, y 150 tons de espacio es muchisimo lugar para modificaciones. Carga 8 pasajeros más 2 tripulantes, es como el doble de los otros cargueros livianos.

A nivel de atributos y habilidades, la 3-Z está más que bien para el precio que tiene, y el precio determina los costos de reparaciones y las modificaciones (y ni te cuento el seguro, jejeje).

Hablando de modificaciones...

El template Tramp Freighter Captain te permite empezar con un carguero liviano con hasta 10.000 créditos de modificaciones (y una deuda a un prestamista de 40.000, es lo que es). No es mucho dinero para modificaciones. La mayoría de ellas son % del costo de la nave (acá es donde importa que la 3-Z sea económica). 

Les paso una lista de modificaciones posibles, tomando el costo base de la 3-Z. Todas son tomadas del libro Tramp Freighters.

Modificaciones posibles del manual  Costo 
Laser pesado - Control 2D - Daño 5D        3.000  
Mañobrabilidad +1D extra        9.000  
Casco +1 pip extra        6.000  
Casco +1D extra      12.000  
Escudos a 2D      10.000  
Compartimento carga secreto (per ton)        1.000  
Convertidor de combustible solido        8.000  
Rayo tractor        8.000  

A nivel de mejoras de stats, creo que el +1pip extra a escudo puede ser una gran inversión en mantenernos vivos a todos, y me parece más costo/eficiente que los escudos, dejaría la nave con 5D en casco. Las armas más grandes siempre son divertidas, pero terminan llamando la atención. Maniobrabilidad es una mejora genial, pero la 3-Z ya es bastante maniobrable.

Otras modificaciones interesantes, que no mejoran stats, pero dan personalidad y funcionalidades, son el convertidor de combustible solido (la recargas de casi cualquier cosa, piensen en el DeLorean de volver a futuro cuando ya vuela, que Doc le carga combustible con la basura); el otro es un rayo tractor, que simplemente da más opciones de hacer cosas con la nave. Finalmente, los compartimentos de carga secretos (esos son los precios para los mejores) son  un clásico que no peuden faltar.

El narrador naturalmente habrá de dotarle de pequeñas (o no tanto) fallas temperamentales que se generen de manipular las cosas como vienen de fabrica (el manual tiene todo para ello).

¿Qué opinan?

Cargando editor
05/10/2017, 07:59
candymanba

Voto por escudos y compartimento oculto.

Cargando editor
05/10/2017, 09:03
Bruky

Escudos ya serian los 10.000 que podemos gastarnos no? 

Esa es mi primera opción. 

Pero me gusta también maniobrabilidad +compartimiento oculto, mejor que no te den a que aguantes muchos golpes.

Lo del casco, no lo veo. Aunque el casco aguante, luego hay que reparar.   Por eso veo mejor maniobrabilidad (que no nos den, metete en el campo de asteroides chewy) o escudos, que mientras no se los carguen solo habría que recargar los. 

Cargando editor
05/10/2017, 12:38
Pabloj

Habría que ver cuantos créditos nos da el narrador para empezar.
A mi me gusta el rayo tractor pues la nave gana una funcionalidad que no tiene, y que podemos darle varios usos.

Notas de juego

Cargando editor
05/10/2017, 13:14
Bruky

Yo es que al rayo tractor no le veo utilidad para una nave tan pequeña... como no sea recoger chatarra espacial o algún caza.

Cargando editor
05/10/2017, 13:21
Pabloj

O una capsula de escape, o un humanoide extraviado, o el speeder del grupo, o una carga peligrosa que no querramos poner a bordo....

Escudos nuevos también es una opción (los escudos no pueden mejorarse, solo reemplazarse)

Notas de juego

Cargando editor
05/10/2017, 13:49
candymanba

Creo qué deberíamos priorizar supervivencia, el rayo tractor lo podemos poner más adelante.

Notas de juego

Pablo si borras el espacio de aquí abajo no te sale desde el móvil

Cargando editor
05/10/2017, 13:58
Pabloj

Gracias por el dato

Cargando editor
05/10/2017, 20:13
Erkon

Que Jenssar haga una tirada de Negociar o Bajos Fondos.