Tuesday, September 23, 2008

Federation Jamming Cruiser Text SSD

This is a text SSD for a Federation Jamming Cruiser. It's a basic frigate spaceframe with shields and hull beefed up, weapons and some internals (fire control, weapons, redundant warp and batteries) stripped out in favor of six ECM generators. The ECM generators provide continuous ECM, one unit per generator. The jamming cruiser doesn't roll. It's navigation is slaved to whichever ship the player controls, and acts as a wild weasel, forcing attacking ships to beef up ECCM and/or waste their fire on the jamming cruiser while the control ship proceeds unmolested. The only downside is that the interference from the jamming cruiser prevents the control ship from targeting any enemy ships. The jamming cruiser is, therefore, strictly an escort ship. There is no offensive advantage to it. Yet :)

FEDERATION JAMMING CRUISER

SHIELD GENERATORS 1 2 3 4 5 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

PORT SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

FORE SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

AFT SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22


Hull

Fore 1 2 3 4
Aft 1 2 3 4
Port 1 2 3 4
Starboard 1 2 3 4
Dorsal 1 2 3 4
Ventral 1 2 3 4

INTERNALS

Bridge 1
Aux Bridge 1
Sensors 1 2
Impulse 1 2
ECM Generators 1 2 3 4 5 6               
Batteries 1 2
Warp 1 2

Internal Damage Chart
Roll 1 dice
1=Bridge/Auxiliary Bridge
2=Sensors/ECM Generatorrs
4=Impulse
5=Batteries
6=Warp Core

If you roll a number for a system that is already destroyed, you roll again.




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