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Thread: Merchant ship

  1. #1
    Join Date
    Sep 2002
    Location
    Argentina
    Posts
    2

    Question Merchant ship

    Hi every one!
    Im new in this forum

    and I got some troubles making a ship
    this ship is not a battle one
    this is a ship that give cover to the activities of a mercenarie/assassine (coda system).
    I cannot found any ship in the Spacedock and the SRM

    I ask to Steve Long for asistance
    and he recomendme to modify a Deneva class or look for an old ship in the fourth volume of the SMR and upgrade it to the present

    someone has other recomendation?

    thanks

    PS: sorry about my english, is not so well , Im from Argentina.

  2. #2
    Join Date
    Oct 1999
    Location
    Buenos Aires, Argentina
    Posts
    665
    Er, hello fellow Argentinian.

    (he's one of my players... I guess I shouldn't spoil about my next eps on the Narrator's forum from now on )

    One of his intentions is to modify a Deneva-class vessel to make something similar (but from another power/design lineage), as the great Steve recommended.

    The main points you should address are: sleekness, speed, cover capacity (sensor reflection, cloaking capacity). Everything depends on his wealth... and my evilness as a GM.

    Any other suggestions?
    Insurance is like marriage. You pay and pay but you never get anything back. - Al Bundy

  3. #3
    Join Date
    Apr 2001
    Location
    Hainburg, Germany
    Posts
    1,389
    If this is for a Coda game I would suggest building something based on the Herbert-class, as shown in the NG:
    You could increase the shield threshold from 2 to 3 without changing the deflector class and convert some cargo space to a shuttlebay and add some more weapons and/or better sensors.
    Plus with a crew complement of only 6 she would be a good ship for a small group of PCs to handle on their own.

    One thing I certainly wouldn't recommend is modifying any existing design too much. If you absolutly insist on sleekness and speed and cloaks and so on you should rather convert a ship that allready has some of those attributes (e.g. a small, fast courier).
    But if you want to stay undercover and pretend you are nothing more than a fat dumb merchie better keep the modifications to something that will escape even a closer inspection or a sweep from Starfleet-grade sensors.

    OTOH, that's just me...

  4. #4
    Join Date
    Jun 2001
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    Parked within 10 feet of 29 degrees, 57' N, 90 degrees, 8' W. Did I mention my new phone has GPS?
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    I'd recomend that weapon masking system from "Among The Clans". Did anyone ever come up w/ Spacedock stats for that thing?
    "If it ain't the Devil's music, you ain't doin' it right" -- Chris Thomas King

    "C makes for an awfully long lever." - H. Beam Piper

  5. #5
    Join Date
    Oct 1999
    Location
    Buenos Aires, Argentina
    Posts
    665
    Quick and dirty rules:

    Weapon Signature Damping Field

    A system designed and perfected by the Andorian Defense Force scientists around mid-23rd Century, it alters the weapons' emmissions to make it resemble an ordinary piece of equipment. Usually, nadion and anti-proton accelerators are the components in phasers and disruptors that give out the biggest evidence of weapon presence to enemies. The damping field diverts energy to weapon banks with variable, distinctive signatures, so they look like an entirely different thing, like drilling equipment, sensor banks, tractor beams, etc.

    It kept being updated by the ADF until these days. Parallel, 'inspired' designs from other races (some suspect of a traitor high-level ADF officer) emulate this damping field, giving pirate and courier ships an advantage against the authorities.

    Space taken (in SUs): 3 x size
    Power consumption: 200/round

    Inspired from "Among the Clans: The Andorians" page 70.
    Insurance is like marriage. You pay and pay but you never get anything back. - Al Bundy

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