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Thread: Nebula Class Modules...

  1. #1
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    Nebula Class Modules...

    The write-ups I've seen for the Nebula class are all the "Sensor Pod" modules. Has anyone created anything new for the Nebula (ie: Tactical Pod, Terraforming Systems Pod, etc etc), and if not, any ideas for how much of an affect the pod should have overall?

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  2. #2
    Somewhere around here is a thread on that subject, but I cannot remember where. You might just try a search "nebula" or "Sensor pods".

    However, it's been a while sence I last read that thread, it might have been tossed during annual-ish cleaning of house.

    Phoenix...
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  3. #3
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    I still have it rattling around in my hard-drive somewhere in Microsoft Word format. If you want it just send me an e-mail and I'll forward it to you.

    If I'm violating someone's copyright I'm sorry but its been over a year since you sent it to me and I forgot who you are. If you don't want me distributing your stuff tell me now...
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  4. #4
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    Since you asked this question here and not in the 'Spacedock' section I assume you are talking about the basic rules?

    While I can't provide you with any details on Nebula-pods in rule terms I think its easy to make something up as you go along, if using the basic rules.
    We have done the same in our game and never had any problems with it. If you want to see the results just look the threat on the Ulysses-class here in this forum. Might give you some ideas to start from.


    Ghosty:
    If you still have that file, I would be interested as well. Could you e-mail it to me, please?

  5. #5
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    Lancer you'll need to e-mail me at ghosty@pacific.net.sg so that I can send it to you.
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  6. #6
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    Y'all are great!

    Thanks for the insights so far, and I am talking about basic rules, yeah, not spacedock (Spacedock hurt my head, though I love it for making ships - I then convert them back to basic for fighting purposes and the like)...

    I look forward to the word file (I've emailed you my request), and if anyone would be interested, I'd be happy to repost the basics here if it's not too huge...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  7. #7
    Originally posted by Michael Barratt
    ...I then convert them back to basic for fighting purposes and the like...
    Here, here to that, Love to build, Hard to play


    Originally posted by Michael Barratt
    ...and if anyone would be interested, I'd be happy to repost the basics here if it's not too huge...
    Actually, I'd love to see them again...did a search and came up empty. Not to mention I lost the hard drive it was on a while back. I'd vote for a post, but the choise is yours.

    Phoenix...
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  8. #8
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    Here's the information I was emailed (And thank you!) It's all pretty damned good, and is heading right into my campaign!

    NEBULA CLASS PODS

    Standard Pod Characteristics
    The following game stats are considered somewhat universal for the various pods. If a situation should arise where a pod is separated, these stats might be useful.

    Size 3 (142m long 23.4m light (6 decks))
    Resistance: 3
    Structural Points: 60


    Sensor Pod (circa 2357)
    This is an advanced sensor module designed to improve the quality and range of sensor readings.

    Long-range Sensors: +2/17 Light Years
    Lateral Sensors: +2/1 Light Years
    Navigational Sensors: +2

    Note: This is the standard pod listed in the DS9 and TNG Core Rules. A Nebula class cruiser's sensors are reduced to the Following without this pod.

    Long-range Sensors: +1/15 Light Years
    Lateral Sensors: +1/1 Light Years
    Navigational Sensors: +2

    Tactical Weapons Pod Mk I (circa 2357)
    This pod is designed to increase the firepower available to the Nebula-class starship. It contains a collimator-ring phaser and two photon torpedo launchers. An additional 150 photon torpedoes are stored in the pod, both for the pod and for the ships others launchers.


    Type X Phaser
    Range: 10/30,000/100,000/300,000
    Arc: Full Dorsal (360 degree collimator ring)
    Accuracy: 4/5//7/10
    Damage: 20
    Power: [20]

    Type II Photon Torpedoes
    Number: 150
    Launchers: 1 fd, 1 ad
    Spread: 10
    Arc: Forward or aft, but are self-guided
    Range: 15/300,000/1,000,000/3,500,000
    Damage: 20
    Power: [5]

    Tactical Weapons Pod Mk II (circa 2370)
    This pod is an improved version of the tactical weapons pod. In an effort to provide additional firepower, a Type XI phaser array replaced the Type X collimator phaser. This resulted in a more powerful phaser, but with a greatly restricted firing arc. The pod's photon torpedo launchers and stores are identical to the type I pod.

    Type XI Phaser Cannon
    Range: 10/30,000/100,000/300,000
    Arc: fd
    Accuracy: 4/5//7/10
    Damage: 22
    Power: [22]

    Type II Photon Torpedoes
    Number: 150
    Launchers: 1 fd, 1 ad
    Spread: 10
    Arc: Forward or aft, but are self-guided
    Range: 15/300,000/1,000,000/3,500,000
    Damage: 20
    Power: [5]


    Tactical Weapons Pod Mk III (circa 2373)
    This pod was designed in response to the threats presented by the Borg and the Dominion. The latest technology available to Starfleet was used to allow the existence Nebula-class starships to hold their own against these new menaces. Pulse Phaser cannons are installed. The photon torpedoes have been replaced with the more powerful Quantum torpedoes, requiring some modifications to the launcher systems. In addition, improved fire control systems were installed for greater accuracy.


    Four Pulse Phasers
    Range: 10/30,000/100,000/300,000
    Arc: 360 degrees forward
    Accuracy: 3/4/6/9
    Damage: 25
    Power: [25]
    Note: The damage listed is for all four phaser banks firing at once; reduce damage by 4 points for each bank that does not (or cannot) fire.

    Type II Quantum Torpedoes
    Number: 150
    Launchers: 1 fd, 1 ad
    Spread: 10
    Arc: Forward or aft, but are self-guided
    Range: 15/300,000/1,000,000/3,500,000
    Damage: 30
    Power: [5]

    Electronics Intelligence Pod
    The electronics Intelligence (ELINT) pod is use to gather sensitive data. In addition to an improved, more powerful sensor suite, the ELINT pod comes equipped with a complement of Class VIII and IX long-range probes. These probes allow the Nebula class starship to receive data while as far away as 76 light years from a target.
    ELINT pods can


    Long-range Sensors: +3/17 Light Years
    Lateral Sensors: +2/1 Light Years
    Navigational Sensors: +2

    Probe Launcher
    Number: 75 each of Class VIII and Class IX Probe Sensors
    Launchers: 1 fd
    Spread:
    Arc: Forward, but self-guided
    Range: see pages 243-244 of the TNG Core Rules or pages 246-247 of the DS9 Core Rules.
    Damage: None (if loaded with standard probes, can be loaded with torpedoes if warranted)
    Power: [5}




    Electronics Warfare Pod
    The Electronics Warfare (EW) Pod is designed for use during warfare. The Pod generates a great deal of interference across several bands normally scanned used by starship sensors. When activated this interference can disrupt with the operation of sensor systems, making it more difficult for threat vessels to acquire weapons locks.

    EW Rating: +2

    GAME MECHANICS
    Add the EW rating to the difficulty of any use of sensors (including lock-ons) made while active. This penalty does not normally apply to Starfleet vessels due to adjustments made that allow for "windows" that can be used to scan safely.
    Note: Due to the power involved, the ELINT Pod wreaks havoc on personal scanning devices such as tricorders. Any use of such equipment is increased by one difficulty level (3 points) per point of EW.

    NOTE: By 2370, advances in technology allowed for an uprated version of this pod, with an EW rating of 3 instead of 2.

    Medical Pod
    The Medical Pod is literally a small hospital in space. The pod allows the Nebula class starship to engage in a wide variety of humanitarian relief operations normally reserved for medical ships such as the Olympic class hospital ships. While not nearly as complex or capable as an Olympic class ship, the pods can be manufactured more easily and kept in storage until needed, allow for a faster response time. Medical Pods proved instrumental in evacuating wounded personnel from the front lines during the recent conflict with the Dominion. The medical pod has sufficient facilities for up to 400 patients, although as many as 1,000 can be placed aboard for evacuation purposes.

    Holo-simulations Pod
    The holo-simulations Pod is in essence a giant holodeck. It is useful for training exercises and recreational activities on a larger scale than possible within a standard sized holodeck.

    Cargo Pod
    The Cargo Pod allows a Nebula-class starship to carry a quantity of goods rivaling that of a transport vessel. Cargo pods are capable of transporting such diverse products as grains, synthetic concrete, livestock, valuable minerals, electronic components, gases and liquids. It can even be used as a transport for aquatic or even exotic life forms. The internal arrangement of the Pod can be adjusted in a variety of configurations for maximum efficiency.

    Landing Craft Pod
    The Landing Craft Pod (LCP)is effectively a larch launch similar to, but larger than a shuttlecraft or Captain's Yacht. The Landing-Craft Pod was designed to allow for rapid transport from the starship to the surface of a planet. The LCP is useful for the transporting of personnel and material to colonies, outpost, and other such installations in locations where the use of the transporter is not possible or recommended. Typically this is due to interference caused by environmental conditions, such as the magnetic fields of ore deposits, or atmospheric storms.

    Hull Characteristics
    Size: 3
    Resistance: 3
    Structure Points: 60
    Operation Characteristics
    Crew/Passengers/Evac: 2/80/120 [ pwr/round]
    Computers: 2 [2 pwr/round]
    Transporters: 1 personnel, 1 emergency [1 pwr/round]
    Tractor Beams: 1 fd [2 pwr/rating/round]
    Propulsion and Power Characteristics
    Warp System: 4.0/6.0/8.0 (6 hours) [2/warp factor]
    Impulse System: .5 c/.75 c [5/7 pwr/round]
    Power: 100
    Sensor Systems
    Lateral Sensors: +1/1 light-year [4 pwr/round]
    Navigational Sensors: +1 [5 pwr/round]
    Defensive Systems
    Starfleet Deflector Shields
    Protection: 30 (45)
    Power: [30]



    NOTE: In 2274 Starfleet began modifying some LC pods for use as an assault craft against the Dominion. These craft had their space frames and structural integrity fields augmented, stronger deflector shields installed, and ablative/thermal armor applied. A ventral collimator phaser array and photorp-launcher were installed to provide fire support during assault operations against Dominion held territory. Additional transporters were installed for rapid troop deployment and emergency evacuations. The craft were undergoing flied tests at the Antares Shipyards when the war came to an end in 2275. Since then, these pods have been given a relatively low priority by Starfleet.

    Hull Characteristics
    Size: 3
    Resistance: 5+ 5 point ablative/thermal armor
    Structure Points: 60
    Operation Characteristics
    Crew/Passengers/Evac: 4/80/120 [pwr/round]
    Computers: 2 [2 pwr/round]
    Transporters: 1 personnel, 4 emergency [2.5 pwr/round]
    Tractor Beams: 1 fd, 1 av [2 pwr/rating/round]
    Propulsion and Power Characteristics
    Impulse System: .5 c/.75 c [5/7 pwr/round]
    Power: 115
    Sensor Systems
    Lateral Sensors: +1/1 light-year [4 pwr/round]
    Navigational Sensors: +1 [5 pwr/round]
    Weapons Systems
    Type VI Phasers
    Range: 10/30,000/100,000/300,000
    Arc: 360 degrees (360 degree ventral collimator ring)
    Accuracy: 34/5/7/10
    Damage: 12
    Power: [12]
    Defensive Systems
    Starfleet Deflector Shields
    Protection: 35 (50)
    Power: [35]

    The Doc
    (And Kudos to whoever originated this...)
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  9. #9
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    Chocolate Chip Kudo for me, thanks.

    I didn't come up with any of the stats, but the original Nebula pod thread and some of the concepts were my ideas. Glad to know people found it helpful.
    + &lt;&lt;&lt;&lt;<

    Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight. Psalm 144:1

  10. #10
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    One of my players came with the idea of a pod EXACTLY like Michael described for the Advanced Tactical variant: two pulse-phaser cannons and a torpedo launcher. It provided a substancial advantage during the Dominion War.

    The neat thing was that he himself designed it as an operations officer on the ship. I gave him a promotion to Chief Operations Officer after that. It was his pet project... he rebuilt the sensors pod day after day (in the game, of course!) during his free time (he was a Vulcan... ). I couldn't see other way to reward his effort.
    Insurance is like marriage. You pay and pay but you never get anything back. - Al Bundy

  11. #11
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    Thats a whole lot of pods, excellent work people.

    But before I convert to spacedock, anyone already have SD variations?
    ST: Star Charts Guru
    aka: The MapMaker


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  12. #12
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    Question Landing Craft Pod

    Wow! Cool stuff!

    But I do have a question. . .would this pod, once it has landed on the planet be able to lift off again and achieve space flight?

    I assume, even though it is listed, these pods would not have warp drive. (Don't want to make them too independent of the Nebula -class ships.) So if I were to use this (w/out warp) would it be able to get back into space once it had landed?

    Tanks
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  13. #13
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    Re: Landing Craft pod

    When you mentioned that I thought you meant craft could land in the pod.

    Thus a mini-carrier, would this work?
    ST: Star Charts Guru
    aka: The MapMaker


    <A HREF="http://users.tpg.com.au/dmsigley/sirsig"><IMG SRC=http://users.tpg.com.au/dmsigley/sirsig/images/Southern_Cross.jpg width="100" height="120"></A>

  14. #14
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    We used a 'hangar pod' for our Ulysses-class and it worked just fine. Gave us an additional runabout, a few workbees and some spares for the auxiliary craft.

    Without checking Spacedock I would guesstimate 30 SU for auxiliary craft in a Nebula-sized pod as a realistic figure, plus some cargo bays for spares that could be used as aux craft storage in a pinch.


    Landing a pod on a planet and taking of again should be possible but slow, using anti-grav for the lift-off. In that case make sure you have enough power to run a really strong structural integrity field.
    OTOH if you are using only basic rules you might just decide you can/can't do it as fits your game and go with that.


    That's just my 0.02$ anyway.

  15. #15
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    I can definitely see where a Hangar Pod would be a great idea - or even a "planetary survey pod," which was mostly sensoriffic, but also had a small hangar area for a few small ships to speed things up.

    Heck, during the war, I'm sure Nebula Class module capabilities had Utopia Planetia creating fighter-pods - hangers for those cool little fighter ships.

    Just want to re-thank everyone for their input on this threat... has been great for my campaign.

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

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