Difference between revisions of "Firefly Ship"

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[[image:KobksonCutaway.jpg|thumb|250px]]
 +
==Kobkson==
 +
<b>Road Runner Class (Mostly)</b> d8<br>
 +
<i>These blockade runners were manufactured by Weyland-Yutani during the Unification War and were used primarily to break through Alliance blockades surrounding beseiged worlds. After the war, they were confiscated by the Alliance and decommissioned. Now, mechanics and salvagers can find these vessels in spaceship junkyards throughout the 'Verse.</i>
 +
<hr>
 +
===Attributes===
 +
<b>Engines</b> d10<br>
 +
<b>Hull</b> d6<br>
 +
<b>Systems</b> d8<br>
 +
===Distinctions===
 +
====Road Runner Class (Firefly p 213)====
 +
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br>
 +
O <i>Catch Me If You Can!</i>: Spend 1 PP to step up a Complication inflicted on another ship that is chasing you.<br>
 +
O <i>Quick Off the Ground</i>: Spend 1 PP to double Engines when launching from a planetary surface.
 +
====Built for Speed (Firefly p221)====
 +
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br>
 +
✔ <i>Focused Thrust</i>: When using <b>Engines</b> for raw speed, double <b>Engines</b>. Remove the highest rolling die and add three dice together for the result.<br>
 +
O <i>Full Burn</i>: Spend 1 PP to reroll a pool containing the <b>Engines</b> dice. On your subsequent roll, both 1s and 2s count for Complications.
 +
====Cobbled Together (Firefly p218)====
 +
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br>
 +
O <i>Frankenstein's Boat</i>: Spend 1 PP to switch the die ratings of <b>Engines</b> and <b>Systems</b> for the rest of the scene.<br>
 +
✔ <i>She's Got Class, Lots of Class</i>: Spend 1 PP to create an <b>Unknown Ship Class</b> d8 Asset when someone tries to identify your ship.
 +
===Signature Assets===
 +
* <b>Mighty Fine Quarters</b> d8: One of the rooms has been converted for use by the ship's Companion as an "office".<br>
 +
* <b>Reinforced Armor</b> d8: When the Kobkson was cobbled together the hull was reinforced to buy a few seconds extra escape time in a firefight.
 +
==Layout==
 +
===Deckplans===
 +
1. Cockpit<br>
 +
2. Lounge<br>
 +
3. Central Corridor<br>
 +
4. Crew Bunk<br>
 +
5. Crew Bunk<br>
 +
6. Crew Bunk<br>
 +
7. Captain's Bunk<br>
 +
8. Workshop<br>
 +
9. Medical Bay<br>
 +
10. Head<br>
 +
11. Shower<br>
 +
12. Cargo Deck, Upper Level<br>
 +
13. Cargo Deck, Lower Level<br>
 +
14. Companion's Lounge/Laboratory<br>
 +
15. Galley<br>
 +
16. Engine Room
 +
===Cutaway===
 +
1. Cockpit<br>
 +
2. Lounge<br>
 +
3. Central Corridor<br>
 +
4. Galley<br>
 +
5. Companion's Lounge/Laboratory<br>
 +
6. Engine Room<br>
 +
7. Cargo Bay
 +
===Interior Descriptions===
 +
====Cockpit====
 +
The cockpit of the Kobkson has seats for a pilot and co-pilot, though only one is really necessary to fly the ship. The large windows allow for an excellent field of view. Most of the equipment is functional but battered and more than a few years out of date.
 +
====Lounge====
 +
A multipurpose area which can be used for crew conferences or relaxation. It includes a small fridge, a pro level dart board, a weight bench, and a large, mostly functional cortex screen.
 +
====Central Corridor====
 +
The heart of the ship is traversed by a single hallway running bow to stern, with branching corridors running port to starboard. The well-worn grating in the floor allows access to various pipes and conduits and even more are exposed in the ceiling. Lighting is provided by overhead LEDs which occasionally flicker and buzz. Near the front end of this section are a pair of large storage lockers. Nearby hatches lead to the escape pods. In theory, each of these pods can accommodate four people for four days and survive a single planetfall but they haven't been tested. The middle part of this section holds the stairs and a small cargo lift which travel down to the Companion's Lounge and up to the galley. The rearmost corridor allows access to the head, shower, another storage area for cleaning supplies, and the cargo bay.
 +
====Head and Shower====
 +
The facilities are well worn and built following a military/industrial standard. They aren't pretty but they do work.
 +
====Workshop====
 +
A simple workshop with a collection of machining tools, used for creating parts for both the Kobkson and the Michi's custom hoverbike, the Mahha-Go.
 +
====Medical Bay====
 +
A single examination chair occupies the center of this room while the perimeter is crammed with old medical equipment and scratched up supply cabinets. Far from state-of-the-art, the room's only real advantage to a medical professional is how clean it is kept. The exam chair lays flat for surgical use but patients are usually moved to their own bunk for post-op recovery.
 +
====Crew Quarters====
 +
The crew quarters have been outfitted for living but are anything but fancy. The low ceiling has exposed pipes and ductwork, the floors are the same cold metal panels as the cargo hold, and the noise and vibration from the engine pods can get pretty intense at full burn. There are doors joining the forward rooms to the aft rooms, but these are generally kept locked, with the area between used more as common closet space rather than a passagway.
 +
====Companion's Lounge/Laboratory====
 +
<i>Leave this space for the Companion to fill.</i>
 +
====Galley====
 +
Situated atop the central section of the ship, the tall windows in this room provide a good view forward and to either side. A large stainless steel table occupies the forward part of the dining area while a small kitchenette fills the back section. Various lockers and cabinets hold food and cooking gear. The aft wall holds a walk-in refrigeration unit, a freezer, and pressure doors leading to the stairs and lift.
 +
====Cargo Bay====
 +
Access to the cargo bay is through a large ramp/door in the back of the ship. A large balcony is reachable from a ladder near the forward end of the room. Overhead is a crane and gantry system - used to move cargo to and from the balcony storage area. The controls for the crane and gantry are located on the edge of the balcony.
 +
====Engine Room====
 +
Accessible only by climbing a ladder from the cargo bay balcony, this cramped room has direct access to the power core and other vital systems via ducts but is usually hot and noisy.
 
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Revision as of 14:16, 7 November 2016

Kobkson.jpg
KobksonCutaway.jpg

Kobkson

Road Runner Class (Mostly) d8
These blockade runners were manufactured by Weyland-Yutani during the Unification War and were used primarily to break through Alliance blockades surrounding beseiged worlds. After the war, they were confiscated by the Alliance and decommissioned. Now, mechanics and salvagers can find these vessels in spaceship junkyards throughout the 'Verse.


Attributes

Engines d10
Hull d6
Systems d8

Distinctions

Road Runner Class (Firefly p 213)

✔ Gain 1 Plot Point when you roll a d4 instead of a d8.
O Catch Me If You Can!: Spend 1 PP to step up a Complication inflicted on another ship that is chasing you.
O Quick Off the Ground: Spend 1 PP to double Engines when launching from a planetary surface.

Built for Speed (Firefly p221)

✔ Gain 1 Plot Point when you roll a d4 instead of a d8.
Focused Thrust: When using Engines for raw speed, double Engines. Remove the highest rolling die and add three dice together for the result.
O Full Burn: Spend 1 PP to reroll a pool containing the Engines dice. On your subsequent roll, both 1s and 2s count for Complications.

Cobbled Together (Firefly p218)

✔ Gain 1 Plot Point when you roll a d4 instead of a d8.
O Frankenstein's Boat: Spend 1 PP to switch the die ratings of Engines and Systems for the rest of the scene.
She's Got Class, Lots of Class: Spend 1 PP to create an Unknown Ship Class d8 Asset when someone tries to identify your ship.

Signature Assets

  • Mighty Fine Quarters d8: One of the rooms has been converted for use by the ship's Companion as an "office".
  • Reinforced Armor d8: When the Kobkson was cobbled together the hull was reinforced to buy a few seconds extra escape time in a firefight.

Layout

Deckplans

1. Cockpit
2. Lounge
3. Central Corridor
4. Crew Bunk
5. Crew Bunk
6. Crew Bunk
7. Captain's Bunk
8. Workshop
9. Medical Bay
10. Head
11. Shower
12. Cargo Deck, Upper Level
13. Cargo Deck, Lower Level
14. Companion's Lounge/Laboratory
15. Galley
16. Engine Room

Cutaway

1. Cockpit
2. Lounge
3. Central Corridor
4. Galley
5. Companion's Lounge/Laboratory
6. Engine Room
7. Cargo Bay

Interior Descriptions

Cockpit

The cockpit of the Kobkson has seats for a pilot and co-pilot, though only one is really necessary to fly the ship. The large windows allow for an excellent field of view. Most of the equipment is functional but battered and more than a few years out of date.

Lounge

A multipurpose area which can be used for crew conferences or relaxation. It includes a small fridge, a pro level dart board, a weight bench, and a large, mostly functional cortex screen.

Central Corridor

The heart of the ship is traversed by a single hallway running bow to stern, with branching corridors running port to starboard. The well-worn grating in the floor allows access to various pipes and conduits and even more are exposed in the ceiling. Lighting is provided by overhead LEDs which occasionally flicker and buzz. Near the front end of this section are a pair of large storage lockers. Nearby hatches lead to the escape pods. In theory, each of these pods can accommodate four people for four days and survive a single planetfall but they haven't been tested. The middle part of this section holds the stairs and a small cargo lift which travel down to the Companion's Lounge and up to the galley. The rearmost corridor allows access to the head, shower, another storage area for cleaning supplies, and the cargo bay.

Head and Shower

The facilities are well worn and built following a military/industrial standard. They aren't pretty but they do work.

Workshop

A simple workshop with a collection of machining tools, used for creating parts for both the Kobkson and the Michi's custom hoverbike, the Mahha-Go.

Medical Bay

A single examination chair occupies the center of this room while the perimeter is crammed with old medical equipment and scratched up supply cabinets. Far from state-of-the-art, the room's only real advantage to a medical professional is how clean it is kept. The exam chair lays flat for surgical use but patients are usually moved to their own bunk for post-op recovery.

Crew Quarters

The crew quarters have been outfitted for living but are anything but fancy. The low ceiling has exposed pipes and ductwork, the floors are the same cold metal panels as the cargo hold, and the noise and vibration from the engine pods can get pretty intense at full burn. There are doors joining the forward rooms to the aft rooms, but these are generally kept locked, with the area between used more as common closet space rather than a passagway.

Companion's Lounge/Laboratory

Leave this space for the Companion to fill.

Galley

Situated atop the central section of the ship, the tall windows in this room provide a good view forward and to either side. A large stainless steel table occupies the forward part of the dining area while a small kitchenette fills the back section. Various lockers and cabinets hold food and cooking gear. The aft wall holds a walk-in refrigeration unit, a freezer, and pressure doors leading to the stairs and lift.

Cargo Bay

Access to the cargo bay is through a large ramp/door in the back of the ship. A large balcony is reachable from a ladder near the forward end of the room. Overhead is a crane and gantry system - used to move cargo to and from the balcony storage area. The controls for the crane and gantry are located on the edge of the balcony.

Engine Room

Accessible only by climbing a ladder from the cargo bay balcony, this cramped room has direct access to the power core and other vital systems via ducts but is usually hot and noisy.

 
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