Class and Type: Shuttle
First Encountered: 2366
Lead Engineer: Dan
Gurden
Hull Characteristics
Size: 1
(6.63 metres long, 1 deck)
Resistance: 0
Structural Points: 20
Operational Characteristics
Crew/Passengers/Evac: 1
or 2
[2 pwr/round]
Computers: 1
[1 pwr/round]
Transporters: None
Tractor Beams: 1
aft
[2/rating used]
Propulsion and Power Characteristics
Warp System: 2/4/5 (1
hour)
[3/warp factor]
Impulse System: .7c
[7 pwr/round]
Power: 60
Emergency Power: 6 (24 hours)
Sensor Systems
Long-range Sensors: +0/5
light-years
[6 pwr/round]
Lateral Sensors: +1/1
light-year
[4 pwr/round]
Navigational Sensors: +1
[5 pwr/round]
Cloaking Device: None
Sensors Skill: 3
Weapon Systems
Type IV Disruptors
Range: 10/30,000/100,000/300,000
Arc: Forward Dorsal (360 degrees)
Accuracy: 4/5/7/9
Damage: 9
Power: [9]
Weapons Skill: 3
Defensive Systems
Ferengi Deflector Shield
Protection: 30/40
Power: [30]
Description
and Notes
First
encountered by Starfleet personnel during the negotiations for the Barzan
wormhole in 2366. Ferengi shuttlepods are
small, compact starships, barely larger than twice the size of a Starfleet Type
15 shuttlepod, but equipped to make it far more independent than those
short-range shuttlepods.
Like
all Ferengi craft, the standard specifications for a shuttlepod are relatively
difficult to gauge. The Ferengi
emphasis on avarice and wealth tends to lead owners of the ships to retrofit
their ships with highly specialised systems, and it is not unusual to find
models with enhanced engines, drive systems and even tactical systems, depending
on the owner.
It
is, however, one of the more versatile vessels in the Ferengi fleet, and various
shuttlepods have been encountered both as a shuttlecraft operating out of
Marauder class vessels, and as long range vessels operating independently.
The
standard design does have quite a high power output for crew -- this is
primarily due to the luxurious conditions fitted within even the cramped
quarters for the shuttlepod's crew, up to and including replicators.
Note that these craft can differ widely from owner to owner, and it would not be out of line to assume that each shuttle encountered is different. Simply use these stats as a starting point and build from there, altering whatever systems suit you. If trying to gauge costs for a Raiders, Renegades and Rogues campaign, please let me know what you come up with so I can update the profile.
Emergency power is based on a discussion on the TrekRPG mailing list where emergency power was recommended as a flat 10% of the standard power supply. Designed to keep minimal systems functioning in case of catastrophic failure, the power is supplied from induction batteries and the time limit is the batteries' life under optimal conditions without a power source to recharge from.
Thanks to the official Star Trek Fact Files magazine for
picture and
background.
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