Starship deck plan software




















A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter.

Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Sci-fi Starship Deck Plans 1. From Luminous Design. Watermarked PDF. Average Rating 1 rating. Customers Who Bought this Title also Purchased. Reviews 0. Please log in to add or reply to comments. Sorry to get back to you so late, the site does not notify me when new comments are posted.

To answer your question, yes you may use this product in commercial or non commercial works. It turns out space is big. Really big. Your ship just pours on the speed, never mind what physics says. Despite the talk of warping space, this is essentially the Star Trek method. While the ship accelerates to well past the speed of light, it never leaves normal space. Exiting our universe completely, these ships tunnel through their own personal dimension to get where they need to go.

There can be exceptions, but jumping to hyperspace will usually be a moment of relief. In B5, it requires specially constructed gates for all but the largest ships. The ship simply disappears from one place and reappears in another. Ships with this form of propulsion can travel truly massive distances.

Even if the jumps they make are relatively short, the only limiting factor is how quickly they can recharge for another one. This means that ships can easily escape any kind of trouble so long as their engines are working. As a side benefit, a teleportation drive means that ships often end up nose to nose, rather than millions of miles apart.

It turns out that the speed of light is a difficult speed limit to break , and authors looking for a more science-friendly story often stay below it. Your ship can still go plenty fast with sublight engines, fast enough to make interplanetary travel a breeze. Limiting your ship to sublight speed will make it more realistic, and allow you to engage in nitty gritty science fiction. No matter what your FTL method is if you have one , your ship will still need to get around in normal space.

This is the current method for navigating our solar system. The course that Rosetta took to rendezvous with the comet 67P, for example, is incredibly complicated, and full of complex math. Using this method will make fuel management an active part of your story. This is hard scifi at its finest. A variant is to use engines that have extremely long-lasting fuel sources but produce little acceleration.

Ion engines fit the bill nicely. Ships can get going at a good clip with a long enough burn, but deviating from their course will be very difficult because of how long it takes to build up thrust. This is the standard for the vast majority of space-going scifi settings.

The ship employs some kind of extremely efficient reaction drives to push it where it needs to go. When in doubt, this is the option to go with. This is a quirky third option if you want to give your ship more of an old-timey feel.

Solar sails are a real technology that uses solar wind to generate thrust. Your ship can tack across the port quarter and run up the mainsail. Practically, this method of propulsion has some caveats to consider. The sail itself is also important. It would be huge and no doubt prone to damage. This is your chance to get an astronaut swinging through the rigging to repair meteorite impacts! The inside of your ship is at least as important as the outside.

Do your characters feel at home within its hull, or is each day a strain on their nerves? This is the look you go with if you want your ship as close to modern technology as possible. The food would mostly be slurped from bags. Using the bathroom would be… complicated. This is the kind of ship one has to be very dedicated to serve on. It lends itself to explorers making the first push to Mars or maybe homegrown space enthusiasts cobbling together their own ship form whatever is lying around.

These two are different sides of the same coin and are essentially the difference between Battlestar Galactica and Battlestar Pegasus. Both are function over form. Practicality reigns over comfort. Everything has a purpose , and nothing is wasted. The difference is that on Galactica this is reassuring.

Everything is running like a well-oiled machine. All human comforts have been swallowed up by the unfeeling ship. On the TV show, they achieve this with lighting, camera work, and music. Characters on this kind of ship are most likely military or maybe high-level corporate types.

Welcome aboard either Serenity or the Millenium Falcon. These ships are homes as well as machines. This works on the audience as well, if you do it right. They will start to feel comfortable with the ship, like slipping on an old sweater. Use this to set up poignant stories. This kind of ship is often independently owned but not always.

The Enterprise D is so well appointed that it often feels like some kind of cruise ship. The quarters are palatial, anyone can have anything they want to eat whenever they want it, and the holodecks provide endless forms of entertainment. The ship issued to Bounty Hunters on active duty, and occasionaly on retirement. The deckplans depict the standard ton variant; the tonner is similar but larger. For Bounty Hunter characters, download TravGen!

Originally intended as a larger approach to the CE Close Escort idea, a revenue patrol vessel. Examples are now being sold off by COAFC and the Navy and are showing up as assault ships for mercenary units, something they're much better suited for.

Note: I am aware that the missile bay plus turrets breaks the hardpoint rules. This ship was designed early in my shipbuilding career before I understood such things properly - it was actually patterned after a lead miniature - and I liked it too much to mess with it.

So sue me! A Jump-6 fleet courier with the ability to dish out and take considerable punishment if neccessary. Not a bad ship for fairly high-powered PC parties, although the cargo capacity is pitiful unless the ATV is dropped.

From the very good and long out-of-print FASA supplment Aslan Mercenary Ships , the Hero class is a destroyer-class vessel capable of delivering troops and eight ton vehicles to the battlefield across interstellar distances. If you want to field an Aslan mercenary unit in your campaign and give them some punch, load 'em into this! In my opinion, probably the all-round best Player Character party ship ever designed! This is a complete redraught, done in CC2 from the ground up with layers and consoles and all that good stuff.

A classic adventure, and a classic starship - the flying football. Designed to carry a nicely-sized unit for a player-led Mercenary band and deliver them to surface for military operations, this vessel forms the core of many Future War Traveller campaigns.

On the face of it, it looks crackers. Shipyards are where those few make their dreams into reality. The Freelance Traveller shipyard is where you can find descriptions and specifications and eventually deck plans and interior pictures, we hope for starships and spaceships for all sorts of missions.

Ultimately, as we receive additional contributions from you, our readers , all incarnations of Traveller will be supported.



0コメント

  • 1000 / 1000