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Month Index: January, 2000


From:     Faustino Cantu <facabo@???.??????.???.mx>
Date:     Thu, 13 Jan 2000 10:37:59 -0600
Subject:  Re: Star Trek Shuttlecraft
>Some of my players want to buy a type-6 shuttlecraft from Star Trek: The next
>Generation, outfit it with a spelljamming helm, and set off. I've agreed to
>design it, but I need a little help. Does anyone know how Long x Wide x High
>a TYPE-^ shuttlecraft is?

There is something like that in one of the additional SpellJammer
accesories (I don't remember which) is called the WRECKBOAT and this is
it's information, if you need the deck plan e-mail me so i can send you a
.jpg of it, it says that has 4 crew, but you can put easily 6 for a short
periods of time without problem.

Built By: Humans
Used Primarily By. Humans
Tonnage: 4 Tons
Hull Points: 4
Crew: 1/4
Maneuver Class: A
Landing-Land: yes
Landing-Water: yes
Armor Rating: 6
Saves As: Thick Wood
Power Type: Minor Helm
Ship's Rating: As helmsman
Stardard Armament: None (60 %)
        1 Meium ballista (40 %) Crew:2
Cargo: see below
Keel Length: 30'
Beam Length: 15'

Named for its original intended use (as a short range escape vessel), the
"wreckboat" name is used in a derisive sense today - most human crews
consider it a "wreck waiting to happen" amid the dangers of space.
"Cargo" in a wreckboat is personal gear and small valuables only, to a
maximum of a half ton if the crew is two or less, or a quarter ton if the
crew is larger.
Wreckboats retain their original use, but their everyday function is as a
shttle or camptain's gig. They are usually towed by spacegoing ships, that
never make planetfall. Concealed with invisibility to reduce theft, a
wreckboat is always protected with a retain air envelope spell (see
SPELLJAMMER boxed set) to keep its air clear of any disasters that might
befail the mother ship. It must be regularly inspected and kept clear of
flow barnacles, spaceworms, and the like.

CREW

The spelljammer alone can fly this ship easil, although when landing a crew
of at least one hand is useful. If the ship must fight, a three-man crw is
necessary to man the ballist (and operate personal weapons out of the
hatches, if desired). A fourth man will make ammunition carring much easier
in a fierce fight, and (if capable) can back up the gun crew or the helmsman.

SHIP USES

Attack ship: Some wealthy kings and wizards have purchased wreckboats to
use as gigs (they make spell component and monster-gathering expeditions
faster, and allow for the true shuttle diplomacy).
Wreckboats make useful attackers when besieging castles or routing rebel
armies (particularly if loaded with fire pots and other missiles). For such
uses a four-man crew is a must.

Gig: The most popular use of a wreckboat is to pick up and let off
passengers on worlds in an inconspicuous manner. A priest usually travels
aboard so that the boat's retain air envelope spell can be dropped withing
the world's atmohsphere, the air replenished, and then another retain spell
cast before the atmosphere is left. The gig version is as described here,
although the armament ma be changed or removed entirely.

Lifeboat: Up to nine M-sized beings can use a wreckboat for a shrot descent
to a world from a stricken ship. If the weapon is left behind the empty
turret can shelter another three beings. Removal of all ballista ammunition
will allow another being aboard. Air suppl becomes a problem if
overcrowding is tried for anything longer that short hops.


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Month Index: January, 2000

SubjectFromDate (UTC)
Star Trek Shuttlecraft    Rafilar Irithyl    12 Jan 2000 22:21:17
Re: Star Trek Shuttlecraft    Shawn O'Reilly    12 Jan 2000 23:12:20
Re: Star Trek Shuttlecraft    Downer, Chris    12 Jan 2000 23:42:56
Re: Star Trek Shuttlecraft    Kelly St.Clair    13 Jan 2000 00:53:37
Re: Star Trek Shuttlecraft    Rafilar Irithyl    13 Jan 2000 01:00:38
Re: Star Trek Shuttlecraft    Faustino Cantu    13 Jan 2000 16:37:59

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