Lifeship Vivinne

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IFF Name: The Banded Manta

Character Stats:

  • DEX: 3D KNO: 4D MECH: 4D PER: 4D STR: 2D (capital) TECH: 4D
  • Control 9D Sense 9D Alter 9D
  • Force Points: 2
  • Age 800 years

Ship and Basic Systems

    • Craft: Aerithi LIfeship
    • Affiliation: Adel Freedom Fighter - Galactic Liberations Force
    • Type: LIving Ship
    • Scale: Capital
      • Length: 85 meters, 160 meters wide
    • Skill: Space transports: Aerithi Lifeship
  • Crew: 1 (ship is sentient)
    • Crew Skill: Varies widely
    • Passengers: 8
  • Cargo Capacity: 100 metric tons
    • Consumables: 18 months (Longer is parked in bright light)
  • Cost: Not For Sale
  • Structure
    • Hyperdrive Multiplier: x1
      • Hyperdrive Backup: x7
    • Nav Computer: Yes
    • Maneuverability: 2D
    • Space: 10
    • Atmosphere: 415;1,200 kmh
    • Hull: 3D
    • Shields: 2D
  • Sensors:
    • Passive: 120/1D
    • Scan: 125/2D
    • Search: 140/3D
    • Focus: 4/4D

Weapons

    • Laser Cannon
      • Location: Lower left wing and Lower right wing
      • Fire Arc: Turret
      • Skill: Starship gunnery
      • Fire Control: 2D
      • Space Range: 1-3/12/25
      • Atmosphere Range: 100-300/1.2/2.5 km
      • Damage: 4D
    • Laser Cannon
      • Location: Fixed Front left and right of central hull
      • Fire Arc: Fixed
      • Skill: Capital Ship gunnery
      • Fire Control: 2D
      • Space Range: 1-3/12/25
      • Atmosphere Range: 100-300/1.2/2.5 km
      • Damage: 4D
    • Self-Propelled Gauss
      • NOTE: Does not need ship power to fire
      • Location: Lower Central Body
      • Fire Arc: Front Fixed
      • Skill: Capital Ship Gunnery
      • Fire Control: 2D
      • Space Range: 20/50/250
      • Atmosphere Range: 10-50/250/ 750 km NOTE: Targeting at less than 10 km suffers a -2D penalty because the whole ship must turn to aim.
      • Damage: Payload Dependent
        • Standard Round: 3D
        • Experimental Coaxium Starfire MIRV Warhead: 4D to all targets in a 10 km Radius. Attempts to dodge are at a -3D penalty. Cost to fire once: 250000 credits


Droids

These droids are normally latched onto the ends of the ship's wings to look like basic guns, but they can detach from the shop and operate on their own. They are referred to as Wiley and Roadrunner.


  • Deployable Surface Droid Starfighters (based on Sepratist droid starfighter)
    • Custom Ringtail Design Mk 2
    • Type: Autonomous starfighter
    • Scale: Starfighter
    • Length: 3.5 meters
    • Skill: Starfighter piloting
    • Crew: 0 (droid brain)
    • Crew Skill: All skills 4D+1
    • Cargo Capacity: None
    • Consumables: None
    • Cost: 19,000 (new), 5000 (used)
    • Systems
      • Maneuverability: 3D
      • Space: 10
      • Atmosphere: 415; 1,200 kmh
      • Hull: 4D
    • Sensors:
      • Passive: 20/0D
      • Scan: 40/1D
      • Search: 60/2D
      • Focus: 3/3D
    • Weapons
      • 2 Blaster Cannons (fire-linked)
        • Fire Arc: Front
        • Skill: Starship gunnery
        • Fire Control: 0D
        • Space Range: 1-5/10/17
        • Atmosphere Range: 100-500/1/1.7 km
        • Damage: 5D
      • 2 Energy Torpedo Launchers (4 torpedoes each)
        • Fire Arc: Front
        • Skill: Starship gunnery
        • Space Range: 1/3/7
        • Atmosphere Range: 30-100/300/700
        • Damage: 9D

Countermeasures

  • Comm Jammer
    • Model: IntelStar Silencer Comm Jammer
    • Type: Communications jammer
    • Skill: Communications
    • Cost: 5,000 plus installation costs
    • Availability: 2, R
    • Game Notes: While any ship use their com munications array to jam, this communications jammer uses a ship’s transmitters to flood communications frequencies with static. However, comm. jammers have extremely high power demands and can only be used for short duration; basic jammers can operate for 10 combat rounds before requiring recharging (which takes an additional 10 rounds). In addition, for each fire arc that is being jammed, subtract one round from the operating time (focused jamming subtracts 5 rounds from the overall operating time). A ship being jammed must make an opposed communications roll against the jamming ship’s communications operator. The jamming ship gains bonus dice to jam, based on how many firing arcs are being jammed:

Fire Arcs Jammed (Communications Bonus)

      • All arcs
      • Three arcs (+1D)
      • Two arcs (+2D)
      • One arc (+3D)
      • Focused jamming +4D
  • Sensor Jammer
    • Model: IntelStar BlindSide Sensor Jammer
    • Type: Sensor jammer
    • Skill: Sensors
    • Cost: 5,000 plus installation costs
    • Availability: 2, X
  • Game Notes: Any ship can use their sensor array to jam, this jammer uses a ship’s transmitters to flood sensors frequencies with static. A ship being jammed must make an opposed sensors roll against the jamming ship’s sensor operator. The jamming ship adds its sensor dice to thejamming roll, using the standard sensor arcs, in active modes only.
  • Sensor Mask
    • Model: Fabritech Vanish 2 Military Sensor Masking System
    • Type: Sensor countermeasure masking system
    • Scale: Starfighter or capital
    • Cost: 150,000 per Hull die; 300,000 per capital Hull die
    • Availability: 4, X
    • Game Notes: When activated, the sensor mask adds 2D to enemy sensor operator’s difficulty to detect and identify. Current masking technologies offer a maximum of 3D of sensor protection. Such items are practically impossible to locate, and are often considerably more expensive than the market norm. Source: Pirates & Privateers (pages 38-39)
  • Sensor Baffling
    • Model: Arakyd Nightshadow anti-sensor treatment
    • Type: Sensor countermeasure coating
    • Scale: Starfighter or capital
    • Cost: 20,000 per starfighter scale Hull die (ignore pips); 50,000 per capital scale Hull die (ignore pips)
    • Availability: 4, X
    • Game Notes: A ship treated with this material adds to a sensor operator’s difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be “stealthed” – blunt, angular ships, 500 meters or more in length, or more than 5D Hull (either capital or starfighter scale) can only be “baffled” up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels foe example) are easier to baffle, due to their natural design. Source: Pirates & Privateers (page 38)
  • “Mimic” Decoy
    • Model: MerenData Mimic Sensor Decoy
    • Type: Military sensor countermeasure decoy system
    • Cost: 13,000 (for two launch tubes and three decoys), 1,000 per decoy
    • Availability: 2, X
    • Game Notes: Adds 2D to sensor operator’s difficulty to discriminate between the decoy and the real ship. The decoys move up to speed 10, have simple droid brains, and can be issued new movement instructions via comlink or programmed with several patterns. A “false image option” allows the decoy to impersonate any of five preloaded profiles, including the ship of origin, a TIE/ln, a YT-1300 freighter, a Lambda-class shuttle or a Corellian corvette. New profiles can be created with a Moderate droid programming roll and the appropriate signal profile. Source: Pirates & Privateers (page 39)129
  • “Trickster” Sensor Decoys
    • Model: Corellian Engineering Trickster Drone
    • Type: Sensor countermeasure system
    • Cost: 7,500 (for launch tube and five drones), 500 per additional drone
    • Weight: 2 metric tons
    • Availability: 2, F
    • Game Notes: Trickster Drones add +2D to difficulty to determine which sensor reading is the ship and which is the decoy. System includes 5 drones. Drones move in a preprogrammed pattern, up to speed 5. Possession of this type of countermeasure requires Imperial certification. Source: Pirates & Privateers (page 39), Galaxy Guide 6: Tramp Freighters (page 41)

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