Prospect

Sentinel-class Landing Craft

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The Prospect is a Sentinel-class landing craft stolen borrowed from a now-defunct coterie of pirates. Additional information on the basic Sentinel-class is available on Wookiepedia.

The Prospect is one of the older Sentinel-class craft; records indicate it was manufactured by licensee Cygnus Spaceworks and was only the 10th ship off their fledgeling manufacturing line. As a result, she is slightly heavier than the standard model, and her engines run a little hotter than normal. This does not affect her game stats, but her engines require more frequent maintenance than they would if she were a later model.

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Ship Specifications

Type: Troop Transport/Landing Craft
Scale: Space Transport
Dimensions: 38 meters long
Crew: 2/1 skeleton; 3 gunners
Passengers: 75 troops
Cargo Capacity: 180 metric tons (total capacity, troops or cargo)
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 5
Atmosphere: 1,000 kph
Hull: 5D
Shields: 2D

Sensors

Mode Range ("units") Dice
Passive 15 1D
Scan 30 2D
Search 50 3D
Focus 2 4D

Weapons

Name Fire Arc Crew Skill Fire Control Rate of Fire Space Range Atmo Range Damage
Laser cannons 4 right, 4 left1 1 per group Starship gunnery 1D 3/Round 1-3/12/25 100-300m/1.2km/2.5km 4D each; fire link for 7D per side
Concussion missiles 2 forward 1 Starship gunnery 2D 1/Round (per launcher tube (2)) 1/3/7 50-100m/300m/700m 8D
(4 missiles)
Dual Heavy Ion Cannon turret 1 Starship gunnery 2D 2/Round 1-3/7/36 100-300m/700/3.6km 6D
Double blaster turret 1 Vehicle gunnery 1D 10/Round N/A 50-400m/900m/3km 5D

Note: All weapons can be fire-linked to pilot's station, co-pilot's station, or primary gunnery station.

Gremlins

  • Shield Flicker: on any shields glitch, shields immediately fall in all quadrants.
    • Requires complete shield projector replacement
    • Parts cost: 20,000 credits
    • Base repair duration: 2 days
  • I Need More Power!: On any astrogation glitch, hyperdrive power dips to x1.5 max speed until recalibrated (requiring drop to normal space and 1 hour of tinkering).
    • Hyperdrive motivator repairs required to fix fully
    • Parts cost: 10,000 credits
    • Base repair duration: 4 days
  • She Ain't Heavy, She's My Shuttle: As an early model, her engines run hot. She requires full hyperdrive maintenance after every 5th hyperspace jump, and any combat operations require a subsequent half-hour of downtime per minute of battle maneuvers for engine repairs. Skipping these maintenance requirements does not immediately penalize the crew, but doing so drastically increases the chance of a breakdown that will reduce maneuverability, top speed, and/or hyperspace navigation.
    • Essentially unfixable without massive stripdown and refit
ProspectDeckPlans.jpg

(The boarding ramp actually opens to the rear of the ship. Locations 2 and 13 are just reversed. The door is now located in the hallway.)

Deck Plan

  1. Bridge
    • clockwise from lower left to lower right
      1. Gunnery Station 1 (has override authority and control over weapons systems, and has control over other systems, except for ship piloting and navigation)
      2. Pilot's Station (has override authority and control over all ship's systems)
      3. Co-Pilot's Station (has control over all ship's systems)
      4. Gunner Station 2 (has control over all ship's weapons, and has control over other systems, except for ship piloting and navigation)
      5. Gunner Station 3 (has control over all ship's weapons, and has control over other systems, except for ship piloting and navigation)
  2. Crew Loading Ramp
    • (The boarding ramp actually opens to the rear of the ship. Locations 2 and 13 are just reversed. The door is now located in the hallway.)
  3. Forward Quad Lasers
  4. Ion Engines
  5. Hyperdrive Core
  6. Smuggling Compartments: When sealed, detection of the closets requires a Very Difficult Search check. The closets are pressurized, and extend floor to ceiling (except for bridge compartment).
    1. Bridge - can hold one or two people if crammed; will likely be used to store spare blasters or to stash items from surprise inspection
    2. Forward Refresher - twice the size of bridge hold - slightly bigger than refrigerator
    3. Orden's Quarters - known only to Venn and Orden - used to store intel, codes, etc.
    4. General Storage Hold (25) - used to store items that must be accessed quickly, such as weapons that do not have proper licenses.
    5. Common Room/Storage Bay - used to store the bulk of illicit cargo
  7. Spacesuit/Environmental Gear Storage
    • Bench to sit and dress
    • Racks/storage for suits/gear (12 suits)
    • Currently 10 suits with 2 weeks survivability
  8. Forward Communal Refresher
    • Three full-feature refresher pods (waste, shower, and standard hygeine facilities)
  9. Kane's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  10. Venn's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  11. Tam's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  12. Armory
    • Keypad lock (Strength 21); crew knows combination
    • Blaster rifle/carbine racks (capacity: 12 rifles)
      • 4 blaster carbines
    • Handgun lockers (capacity: 20 handguns)
      • 3 droid disruptors
    • Explosives locker (capacity: 60 grenades)
      • 3 EMP grenades
      • 1 EMP mine
    • Ammunition storage (capacity: 60 standard clips; recharges clips)
      • 3 spare clips for droid disruptors
  13. Crew Loading Ramp Door (airlocked)
    • (The boarding ramp actually opens to the rear of the ship. Locations 2 and 13 are just reversed. The door is now located in the hallway.)
  14. Common Room
    • Circular conference table
      • Built-in holoprojector
      • 8 seats
    • Digital books, holovids, hologames, and music (975 credits worth)
    • Repulsor lounge floater
    • Blaster training system (spherical blaster drone)
  15. Medbay
  16. Galley
    • Table (4 seats)
    • 2 autoprep units
  17. Aft Communal refresher
    • Three full-feature refresher pods (waste, shower, and standard hygeine facilities)
  18. Engineering Bay
    1. Hyperdrive motivator
    2. Shield projectors
    3. Main power core
    4. Main power distribution center
    5. Ship's communications array core
  19. Storage Bay
    • Keypad lock (Strength 21); crew knows combination
    • Reinforced internal walls (Strength 24) to double as a brig
    • Currently used as spares storage
  20. Starfall's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  21. Sidara's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  22. Rourke's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  23. DeCrion's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  24. Orden's Quarters
    • Standard ship's bunk
    • Desk and minicomp
    • Mini holoprojector
    • Lockable wardrobe
  25. Storage Bay
    • Keypad lock (Strength 21); crew knows combination
    • Reinforced internal walls (Strength 24) to double as a brig (though unlikely to serve as such)
    • Usually holds
      • Perishable goods
      • Grav Mill (to be used in main hold)
      • Sports equipment (to be used in main hold - 75 credits worth)
      • Distress Beacon
  26. Main Hold
    • Mostly empty except for lockdown points and power points
    • Repulsor loader
    • Assault ramps to port and starboard

Action Stations

  • Pilot's Station - Kane
    • Primary focus - Piloting
    • Secondary focus - Astrogation
  • Co-Pilot's Station - Venn
    • Primary focus (combat) - Command and coordination
    • Secondary focus (combat) - Shields
    • Tertiary focus (combat) - Sensors
    • Quarternary focus (combat) - Communications
    • Primary focus (out of combat) - Communications
    • Secondary focus (out of combat) - Sensors
    • Tertiary focus (out of combat) - Piloting (when necessary)
  • Gunnery Station 1 - Tam
    • Primary focus - Main Gunner
      • Usually most important weapon(s)
        • Space combat - Ion canons if trying to disable; Laser canons if trying to destroy
        • Ground support - Double blaster canon (though Sidara might also use this)
    • Secondary focus - Shields (rarely - almost always dedicated gunner)
  • Gunnery Station 2 - Orden
    • Primary focus (combat) - Tertiary gunner
    • Secondary focus (combat) - Sensors
    • Tertiary focus (combat) - Communications
    • Quaternary focus (combat) - Shields
    • Primary focus (out of combat) - Sensors
    • Secondary focus (out of combat) - Communications
  • Gunnery Station 3 - Sidara
    • Primary focus - Secondary gunner
    • Secondary focus - Shields
  • Medbay - Rourke
    • Primary focus - Treat/remove crew injured crew members from bridge or engineering stations
    • Secondary focus - Replace/asist crew members at bridge or engineering stations
  • Engineering Bay - deCrion and Starfall
      • Primary focus - Damage control/power distribution/repair/maintenance (deCrion)
      • Secondary focus - Asist in damage control/power distribution/repair/maintenance (Starfall)

General Crew Duties

  1. Navy Commander Venn Tyree
    • Command
    • Regulation of group funds
    • Duty roster/schedules
    • Overall strategy
    • Primary negotiator
    • Secondary pilot
  2. Navy Lieutenant Kane Novallis
    • Primary pilot
    • Oversee and/or perform all ship maintenance
    • Identify "job" opportunities
    • Information gathering (mostly "low sources")
    • Coordinating supply procurement (still must have Venn approve and fund all purchases)
    • Cargo master
    • Secondary negotiator
  3. Navy Lieutenant Amanha Orden
    • Processing/relaying intel to/from the Alliance (through Venn)
    • Security of all classified and mission data/documents
    • Overseeing ship's computer security
  4. Army First Lieutenant Tam Minera
    • Ship's security (sweeping for bugs, checking cargo, ensuring safety of crew and ship, etc.)
    • Crew combat readiness (hand to hand and melee training - Sidara handles most training, but Tam's unarmed skill exceeds hers, and he has unique styles, so he takes the lead in this particular area)
    • Cargo handler
  5. Army Master Sergeant Sidara Lanka
    • Armory/weapons maintenance
    • Maintenance of ship weapons
    • Crew combat readiness (combat drills, weapons training, etc.)
    • Secondary demolitions officer
    • Cargo handler
  6. Navy Warrant Officer Katiara Rourke
    • Primary medical officer
    • Overseeing physical/mental/emotional health of the crew
    • Maintain medical stores
    • Supply procurement
  7. Army Specialist Wen deCrion
    • Primary engineering/ship maintenance officer (after Kane)
    • Performs most ship's computer security/programming functions
  8. Army Specialist Zhymmia Starfall
    • Ship maintenance
    • Secondary medic
    • Primary demolitions officer
    • Maintain foodstores
    • Cargo handler
  • Everyone takes turns with odd maintenance tasks (septic, scrubbing, garbage, etc.)

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