Vehicles

Vehicles

Vaxian Ships and Vehicles

NOTE: This is not an exhaustive list of Vaxian ships and vehicle types, just a list of primary examples for standard models to help A/SHs calculating vehicle Stats on the fly, or to model custom craft off of.

Understanding Vehicle Stats

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It typically replaces the END might for passengers inside the vehicle for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the driver's stat, just like the fixed STR of a crossbow would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/sailing it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

Horses

Carriage/Wagon (350 build points, Cost: 700s)

  • LIF 100
  • END 100
  • STR 100
  • DEX 50

Paddleboat (125 build points, Cost: 250s)
Ex: Canoe, dinghy

  • LIF 50
  • END 25
  • STR 25
  • DEX 25

Speed boat (400 build points, Cost: 800s)
Ex: Caravel, sloop

  • LIF 200
  • END 50
  • STR 50
  • DEX 100

Merchant ship (700 build points, Cost: 1400s)
Ex: Carrack, junk

  • LIF 500
  • END 100
  • STR 50
  • DEX 50

Warship (1300 build points, Cost: 2600s)
Ex: Galley, man-oh-war

  • LIF 500
  • END 100
  • STR 50 (Ramming)
  • DEX 50
  • Galley Ballista (2x)
    • LIF 50
    • END 25
    • STR 150
    • DEX 75 (Aiming - Uses ship DEX to dodge incoming attacks)
Categories

Department: 

Realm: 

Type: 

Categories: 

Sirian Vehicle Numbers

NOTE: This is not an exhaustive list of Sirian vehicles, just a list of primary examples for standard models to help SHs calculating vehicle Stats on the fly, or to model custom craft off of.

Understanding Vehicle Stats

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It replaces the END might for passengers and pilot alike for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the pilot's stat, just like the fixed STR of a handheld gun would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/flying it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

Shuttle (750 build points, cost: 1500s)
A passenger vehicle capable of vertical takeoff and landing. Current shuttles are rigged for both atmospheric and low-orbit travel.

  • LIF 500
  • END 150
  • STR 50
  • DEX 50

Pipe Fighter (1050 build points, cost: 2100s)
Pipe fighters are one-man, combat-ready flying machines capable of both atmospheric and space travel.

  • LIF 300
  • END 75
  • STR 50 (Ramming)
  • DEX 125
  • Pulse Cannon (2x)
    • LIF 50
    • END 50
    • STR 150
    • DEX 0 (Uses fighter DEX for targeting)

Motorcycle (250 build points, cost: 500s)
A motorized two-wheeled vehicle with no cabin for passenger protection

  • LIF 70
  • END 50*
  • STR 50
  • DEX 80

APC (450 build points, cost: 900s)
An armored personnel carrier for transporting troops by land over any type of terrain

  • LIF 200
  • END 120
  • STR 60
  • DEX 70

Thruster pack (165 build points, cost: 330s)
A personal thruster backpack for advanced maneuverability in space by firing multidirectional vents of compressed gas

  • LIF 50
  • END 25*
  • STR 25
  • DEX 65

* Any open craft that doesn't surround its pilot, like motorcycles and thruster packs, does not grant its END stat to the driver/pilot. The stats are for when the vehicle is targeted directly or otherwise sustains and has to resist damage.

Categories

Department: 

Categories: 

Sirian starships

For numeric details for Sirian vehicles, visit the Sirian Vehicle Numbers page. RP descriptions are below.

Carriers and Colony Ships
Crew: 50-1000
Range: Galactic

Carriers are any military vessel capable of housing, launching and receiving fighter air and spacecraft. A colony ship is a civilian vessel of similar size designed for a one-way voyage to a new location to then be converted into a space station or planetary habitat upon arrival.

Known Carriers and Colony Ships

  • Kalvania (Zuxian)
  • Extravia (Zuxian)
  • Gunjir (Gargorian) [Destroyed]
  • Perun (Gargorian) [Destroyed]
  • Gjitocken (Juren) [Destroyed]

Pipe Fighter
Crew: 1-2
Range: Low orbit/Immediate space

Pipe Fighters are the primary military aircraft for Sirian Humans Built over a central cylindrical engine (hence the name), they are fast and agile, ready for both space flight and atmospheric journeys. They hold at most a pilot and navigator, seated one behind the other. Most of the vehicle is reserved for engine, fuel and weaponry.

Despite being a military craft, Pipe Fighters are remarkably susceptible to damage and rely heavily on speed to avoid being hit, rather than armor to sump the damage.

Hopper (Shuttle)
Crew: 2-24
Range: Interplanetary

Shuttles are meant primarily for transport from the planet to the ship, or as an emergency escape vessel. It has two main sections: the cockpit and the crew section. The cockpit is two seats side by side, with one meant as the pilot and the other for navigator or technician.

The crew section is two aisles with twelve jumpseats on each side facing each other. Toward the front of the crew section is a small hallway to the cockpit. At the back is a single door leading into the engine room and primary engineering section. There are also pressurization/decontamination exit chambers on either side just before the engine room. Storage is above in the ceiling, as well as a few marked locations under the floor.

Shuttles are outfitted with impressive sensor relays to be used as long-range scout vessels. They are largely unimpressive in combat due to small weapon rollout and poor maneuverability.

Rescue Boat (Shuttle)
Crew: 5-100
Range: Low-orbit/Immediate space

Rescue Boats are much larger shuttles built to aid in mass evacuation efforts. They are rated for both atmospheric and space flight, with emphasis given to life support and medical systems. This leaves them defenseless in combat without fighter escort.

Categories

Starship Combat

On fighting at FTL speeds: space battles at FTL speeds are impossible. Your best bet, maybe, is to anticipate where your opponent is going and either ambush them on arrival or put something there to cause an impact on arrival.

On fighting in space at sub-light speeds: Once there though, things can get interesting while moving at sublight speeds. Space is no-atmo combat. That means maneuverability is high. A fighter only has to counter personal momentum and I-forces to handle rotation. It is very possible to simply rotate the ship around a central point - flip over - and keep going using thrusters as both brake and thrust. This maneuver would tear a ship apart in atmosphere due to friction resistance, and the gravitational forces could knock out the pilot instantly. This isn't to say this maneuver comes without risk - weight = mass * acceleration. "For a free body (one that is free to move in space) g-forces arise as the "inertial" path that is the natural effect of the inertia of mass, is modified."

On sensing the opponent: Space is extremely cold, well under -250C. This means that no matter what your ship is your ship is going to be warmer than the background. If it is using any technology at all, a lot warmer. The only way to get rid of that heat is to radiate it. Because space is a vacuum you cannot rely on air to shed that heat - you're dumping it off as light/heat radiation. Photons. With no air to release energy into, it's radiate or boil. So your ship will show up as a heat source under infrared sensors. If you want to hide, you find a way to bend light based (all radiation sensors and the like) sensors around yourself so that the looker sees what is behind you instead of you. Just watch out for that radiation. Or your better bet, hide behind something else.

On missiles: Missiles are slower than lasers, so lasers will beat them every time. Fire more missiles than laser banks on the ship, or fire them so close that the laser does not have time to superheat the missile hull before it impacts. If the laser can heat the hull to melting point the structure will give letting vacuum in and materials out. Note - lasers focus better the closer you get to them.

On armor: And then there's armor. Having a thick skin is useful. It takes longer to heat up with a laser, and it handles impact of physical object better. Having the ability to throw up controlled amount of debris to absorb laser energy or impact damage is also handy. Missiles that don't blow up on impact because they have been electronically disabled or disarmed, also good.

Categories

Department: 

Realm: 

Type: 

Categories: 

Cloaking

Encounters with the Mutaren revealed a combat countermeasure initially labeled as a form of Cloaking technology, allowing Mutaren ships to pass undetected into monitored space and surprise enemies with brutal attacks behind blockades.

Further study since the Southern Coalition Fleet returned has revealed that that the 'cloaking' effect is actually a type of sensor system chaff, masking the exact location of approaching mutaren vessels in a spray of 'noise' designed to distract and overload starship sensors, specifically those of Zuxian design (meaning the Southern Coalition Fleet and the Juren Empire).

The sensor chaff is enough to signal a watchful system that something is present and in roughly what direction, but makes pinpointing, identifying or targeting vehicles difficulty without visual input, typically meaning sending out fighters or shuttles for a 'fly by,' leaving them vulnerable to the larger mutaren cruisers hiding within the chaff.

Rumors of the mutaren ships' ability to run blockades and attack by stealth is more due to impressive combat tactics, as well as the Juren Empire wishing to excuse how a less technologically advanced species has fought them to a standstill for centuries.

Categories

Starship Shields

There are two primary forms of shielding technology: Chaff based, and EM deflection based.

Chaff shields- are based on the idea of putting a physical object between your ship and whatever it is that is incoming. The simplest way to think of this is using iron filings on a magnetic field. The bubble of iron filings line up along the magnetic field protecting everything within the bubble. In order for a laser or a missile to get through the field it has to go through the chaff first. With enough impact knocking chaff out of the way, or enough energy burning it away or melting it - eventually the shield will run out of chaff. This is what is meant when a shield is listed at '60%' or some other measure of effectiveness - chaff has been lost and needs to be replaced - an action normally only able to be handled after the battle.

Electromagnetic shields - are based on controlling and dispersing incoming radiation. Photons are by nature electromagnetic waves. Unfortunately this takes energy! And if you are also fending off missiles with lasers and need to control your shields to deflect one laser while letting another through - then you need a lot of energy to manipulate the field on that small a level. This energy is normally stored in the form of capacitor banks. In that case - the '60%' is a measurement of both effective cover and how many capacitors are still available to power the field.

The two types have equivalent performance in battle, though maintenance and emergency repair take different forms.

Categories

Department: 

Realm: 

Type: 

Categories: 

Starship Engines

There are many approaches to handling FTL and almost all of them break the principles of conservation of mass and energy. Unfortunately, without them things can get very boring in a solar system without some very clever GM handling. So we have FTL. That doesn't mean we're allowed to do it wrong. Some things to consider with FTL - how fast is faster than light, and can you look out the window and see much of space. We have explored multiple forms of FTL already in our setting:

Transdimensional FTL - the "fastest" way to get where you need to go, this is a strain on the engines, and extremely costly in energy. But it gets you where you're aiming for almost instantly. This form of FTL relies on a space-pinching principle - for a moment the dimensions of space are overlapped and the ship transits from one set of points to another. Little to no time passes between, but you better have your math right or you'll land in the wrong place - or worst inside of something else. Planets win this fight every time. Momentum is conserved on the other side, which is to say: Speedy thing goes in speedy thing comes out. The distance you can pinch is directly related to the power available in the engines - there is a range.

Compression FTL - the "slowest" of the FTL methods, this relies on the same principles as electrons jumping from one state of excitation to another. In essence while the compression drive is running, space is wrinkled up in microscopic - electron sized - amounts allowing the ship itself to make the same sort of instantaneous jump that an electron does. It is definitely slower than Transdimentional hops as there is a briefest of resting point between the jumps, but the movement is easier on the engines and easier on the fuel. Unfortunately, it does require a direct transit - so make sure the course plotted accounts for the movement of galaxy and rotation of planets before you arrive. Running into something at high speed is less dangerous than appearing in the middle of it - but still distinctly unpleasant.

Jump drive FTL - This is a Gargorian technology - middle of the road system. While operating under the same space-pinching techniques as transdimensional FTL the biggest difference is the concentration and focus of power source. Jump drive relies on relatively close proximity of a gravity well to assist in the space-pinching. The range of the pinch is related to the strength and focus of the gravity well. A well formed singularity is your best source, but has it's own risks on approach. This is also true for suns, planets and the like. Leaping away from a gravity well is relatively safe. Leaping into one runs it's own risks.

Note: The crystals within the Trans-Dimensional Light Drive and Compression Drive are cooled and recharged by high alkaline sea water.

In general: At FTL speeds you are literally going faster than light. It is impossible to be shot at by lasers as you will outpace them, and certainly you are immune to more ballistic weapons such as torpedoes. Looking outside the window there will be absolute darkness - as there are no light particles able to keep up in order to illuminate a view. Thankfully, while pinching you are, in essence skipping the space between so the 'personal time' spent in transition is so miniscule as to be imperceptible. While under the effects of a compression drive - all of the above apply save for the effects of well - running into something while transitioning from jump to jump. There is a certain high degree of acceleration your ship much already be under before the compression can occur, and at each 'jump', your ship's momentum is maintained. Speedy things hitting still things tend to hurt one or the other or both.

Navigating in FTL - You have to have a map, or have mapped it out the 'slow way'. After all, one of three things will happen if you're pinching blind: 95% of the time you'll find yourself in empty space and nothing is there and it's boring and quite likely too far away from any fuel source for you to recharge your battery and make it home before you stave. 4% of the time you'll find yourself inside or merged with something unpleasant: planet, sun, galactic core, asteroid, other ship... 1% of the time you'll find something interesting *and* not be so close to it as to injure yourself. So while you *could* do a blind jump randomly to the limits of your pinch - but I wouldn't recommend it unless you were in that dire a situation. Note: mapping out the next target can be done with a good telescope and time to read an analyze your next star location. The same need for a good map applies to compression drives as well. At FTL speeds you're effectively charging blindly ahead - and running into something at high speed is still unpleasant.

Sub-light Engines
All other engines operate under standard Newtonian physics.

Solar Drive - Regular Travel within Solar Systems. Most ships have a Primary and two secondary Solar Drives.

Thrusters - Normally combat thrusters, that allow quick maneuverability within combat. Or minor adjustments of the ship while in a higher drive form.

Jack Rabbit Thrusters - A Kalvania modification that allows the ship extreme combat maneuverability.

Categories

Department: 

Realm: 

Type: 

Categories: 

Sirian Items and Equipment

Basic Principles

We are aiming for a hard science fiction feel for this setting. Too hard and the setting gets a little boring, but when in doubt - lean on the hard SF side of things.

Conservation of mass and energy - We observe, with very specific exceptions, the principles of conservation of energy. This means for the most part, we can't create something from nothing. Replicators require resources to feed them, batteries require energy to be stored in them, and the like. For the most part standard Newtonian physics applies. This includes principles of momentum, inertia, rotational force and gravity.

Inertia! In order to move you must have a force. Once moving, you will continue to move until stopped by a force. Without the resistance of air- this could be *forever*. You effectively have far more inertia in space than atmosphere.

Good science fiction isn't about the technology. It's about the affects of that technology on the society. All of these points have been written down to provide a clear, coherent and consistent underpinning to technologies presented in this setting. What people do with that technology is where the story is.

Items

Other IC Technology

Categories

Barrel of Monkeys

Barrel of Monkeys

The Barrel of Monkeys is the world's second pressurized submarine, built by the Royal Labs coincidentally a few months after One-Eyed Magnus's Amazing Party Boat

The original prototype is a teardrop-shaped vessel, with the pointy end at the back. The exterior of the pointy end has a screw, which propels it through the water. The round end contains the pilot's seat, and the front of the vessel is a sort of sideways dome of metal and thick reinforced glass, giving the pilot view of everything in front of the vessel. At the very front of the boat is a metal spar, so that the ship can ram with something other than the glass viewport. In the cockpit, there are a myriad of dials, controls, and gauges, mounted between the glass panels, to control and monitor everything that can be controlled or monitored. Behind the pilot's area is a wall and a small door, which can be sealed in the event of disaster. Behind this is a ladder, leading up to the entry hatch on the top of the vessel, which is the only way in or out (barring massive hull ruptures). Behind this is another sealable-in-the-event-of-emergency door which leads to a small passenger area, with benches on either side and storage areas below and above the benches. The small back wall of the passenger area has a number of panels which can be removed to access the delicate and complex machinery which runs the ship. At the heart of this machinery are several of the mysterious large glowing red jewels which can be seen inside the helmets of all the Automatons and on the head of Ben Branlyn.

There are currently four Barrel Of Monkeys-class ships. They are kept and maintained by the Royal Labs, which loans the ships and their pilots out to the Iron Navy whenever they need them. The original and another just like it are small, with only room for maybe half a dozen people in the passenger area, but they can ram. Another prototype is larger but slower and without a ram. A third has no passenger space at all, only experimental doodads.

Categories

Department: 

Realm: 

Type: 

Categories: 

Party Boat

Party Boat

One-Eyed Magnus's Amazing Party Boat was the Vaxian world's first pressurized submarine vessel. Previous submarine vessels had been built by the Lom Gunji but they were essentially barrels, and operated on the principle that the Lom Gunji don't need to breathe. The Royal Labs completed the second pressurised submarine, the Barrel of Monkeys a few months afterwards.

The Party Boat was partially destroyed by a Followers of Light bomb in Volnar 3007, and was in dry-dock at the Hideout of One-Eyed Magnus in Iskrania when the Followers of Light attacked there in Volnar 3008, destroying the Party Boat again.

Categories

Department: 

Realm: 

Type: 

Categories: 

Subscribe to RSS - Vehicles