03-10-2003, 00:44
IC: We sell Chairs, Spacecraft, Computers, Scanners, Energy Weapons, Torpedos, Non-Lethal Ground Mines, and Medical Equipment. 10% Discount for GA Members, Starcon members, or ESUS Members/ (Non-Culmative.). 15% Discount for those who attended the launching of our fleet. We reserve the right to deny sales to anyone.
OOC: You will want a browser that reformats images to be smaller to fit within the window for some of the pics here. Most of them are huge, so I put links down for the ones that are. Also, for the purpose of buying/selling, let's just say 1 Credit=1 Dollar.
Also, please note all stats are guesses. If anyone has any suggestions about how to make them more realistic, please tell me. Also note that the things pictured in the pictures may or may not be in scale to eachother. All pictures except for the medical equipment, computers, chairs, desolator antimatter torpedo, and EMP Pulse Mine are made by me. All the medical equipment is from Star Trek et al, and all the pictures of them are from ex-astris-scientia.org. The Medi-Spray is called the hypospray on Star Trek. Also, please specify if you are somewhere other than Earth.
IC:
Medical Equipment
Medical Beds
Biobed
http://ex-astris-scientia.org/gallery/factfiles/biobed-2364.jpg
Holds and monitors with sensors one patient. Not suitable for surgery, only for general medicine practice.
COST: 4,000 Credits
Advanced Biobed
http://ex-astris-scientia.org/gallery/factfiles/biobed-2371.jpg
Used for surgery and more in-depth medical care. Sensors are better, and the bed is much more comfortable :) .
A sensor suite that images at the atomic level is mounted in that ring, which can slide along the bed.
The bed can also deliver medicine through the bed.
COST: 8,000 Credits
Isolation Chamber
http://ex-astris-scientia.org/gallery/factfiles/isolation-ward.jpg
An airtight chamber with all the features of the advanced biobed, plus a life support system.
COST: $10,000 Credits
Medical Equipment
Medi-Spray
http://ex-astris-scientia.org/gallery/stmagazine/hypospray.jpg
Delivers medicine via a stream of aerosolized particles into the skin. There is no breaking of the skin. Medicine in any form can be put into the chamber, and it will be automatically aerosolized.
COST: $80
Spaceship Weaponry
Torpedos
Antimatter Torpedo
http://www.freewebs.com/fedsciexploration/Antimatter%20Torpedo.JPG
Orthographic Views. The small orange/yellow/red symbol you see on all sides is our symbol for an Antimatter Hazard. On the rear, you see the ion jets used for propulsion. The circle you see is the release for the acess hatch to get inside the torpedo.
Cylinder shaped, with a high-density penetrating head on the end. It has 3 kilograms of matter, and three kilograms of antimatter, suspended in a magnetic field, although this can be decreased if desired. It has a yield equivilent to 128.82 megatons of TNT. We will label it otherwise however you want, but we ask that you clearly mark it as containing antimatter.
COST: 400 Credits Per Torepedo
Desolator Antimatter Torpedo
http://ex-astris-scientia.org/schematics/hirogen-decoy.jpg
EXTREMELY LARGE QUANTITIES OF ANTIMATTTER. USE AT YOUR OWN RISK. BY PURCHASING IT, YOU RELEASE THE FEDERATION OF SCIENCE AND EXPLORATION FROM ANY AND ALL LIABILITY.
This weapon used to be very experimental, but it has passed the testing phase.
It is fired in five stages:
1. Fired out of a specially designed unmanned space station at the target. Procedes to it, starting off with an ion jet thruster engine.
2. Engages, for a maximum of 10 seconds, a spatial distortion drive, taking it to 102 times the speed of light.
3. Collides with ship, and enters it due to extremly high density of the front, and high speeds.
4. Eight pods, each filled with antimatter, are sent out in all directions at high speeds inside the ship.
5. Main warhead and pods detonated. Huge explosion most likely rips ship apart.
Has a yield equivilent to 429.4 Megatons of TNT for the main warhead, plus 21.47 Megatons for each of the breakoff pods, for a total explosive yield equivilent to 601.16 Megatons of TNT, all detonated inside the enemy ship.
COST: 50,000,000 Credits (We wish to limit the proliferation of these, hence the high price. It only costs around 10,000,000 to produce.)
Non-Lethal Ground Mines
Please note these are for use in ground combat. These are not space mines.
EMP Pulse Mine
http://ex-astris-scientia.org/schematics/melkotian-buoy-3d.jpg
A small antenna senses when vehicles are nearby. It can be buried up to under 10 centimeters of dirt before the range is reduced, letting the antenna be hidden. The rest of the mine is imbedded into the dirt. Upon sensing a vehicle nearby, it will ready itself. It will, when the vehicle is directly over it, if it is going to be directly over it, shoot up at supersonic speeds into the vehicle, where the pulse is activated. If the vehicle's projected course does not place it directly over the mine, it will shoot up once it gets within the two meter range of the mine. The EMP pulse will short-circut all electronics nearby. After the war is over, a tracking device can be activated, allowing easy removal of all mines.
COST: 1,000 Credits
Pulsers
Our weapons are Govaf Crystal Energy Pulsers, colloquially referred to as Pulsers. They work by running electricity through a wire run through the middle of a Govaf crystal. Govaf crystals are found naturally on our homeworld, but we now artificially produce them for more quality. If the crystal is denser on the outside than on the inside, a bolt of energy that destroys any electrical circutry at the impact point, and temporarily stops electrical activity at progressively less intervals out from the impacty point. When fired at a humanoid, it temporarily shuts down the central nervous center. The size of the "splash" of energy out from the impact point, and how long the stun lasts, depends on the amount of electricity run through the crystal. If the crystal is denser inside than out, the beam disrupts matter on the sub-atomic level at the impact site. All of our pulsers have an automatic swap-out system, so they can be set to stun settings or disentigration settings.
Charger
Field Charger
While still fairly large, this can still be carried by one person on their back. It can only charge one pulser at a time, before having to recharge itself with a self-recharger. Recharging itself takes two minutes. Unlike the standard charger, the pulser must be physically attached at the charging point.
COST: 10,000 Credits
Standard Charger
A very large unit (5 meters square), this can recharge 50 Pulsers at a time. It always is auto-recharging, so you do not have to worry about reload time. It will recharge all pulsers brought within one meter of it when on, but for faster recharging, you can plug it in at the charging point.
COST: 100,000 Credits
Sidearms
http://www.freewebs.com/fedsciexploration/Sidearm%20Pulsers.JPG
Class 1 (Light) Sidearm Pulsers
Typically used for low-risk situations when a weapon must still be carried. It is easily concealable.
Length: 150mm
Number of Shots, at standard power settings: 50
COST: 500 Credits
Class 2 (Heavy) Sidearm Pulsers
The heavy version is carried as a sidearm during combat. It fires more powerful shots, hence the same amount of shots, even though it holds more electricity overall. Remember, you can manually tweak the power settings on all of these. Includes a laser sight, and a digital camera, that can take 10 pictures.
Length: 180mm
Number of Shots, at standard power settings: 50
COST: 600 Credits
Assault Rifles
http://www.freewebs.com/fedsciexploration/Pulser%20Rifles.JPG
Class 3 (Light) Rifles
About twice as powerful standard shots as the Class 2, and includes an advanced targeting sight, that can also take pictures.
Length: 700mm
Number of Shots, at standard power settings: 100
COST: 1,000 Credits
Class 4 (Heavy) Rifles
This rifle is very heavy (in terms of mass and firepower). It has 80% of the firepower of the cannon, and includes a full sensor suite in it. Typically only a few troops in a unit would have these.
(OOC: Sort of like a future-tech OICW.)
Length: 900mm
Number of Shots, at standard power settings: 110
COST: 8,000 Credits
Others
http://www.freewebs.com/fedsciexploration/pulsers.JPG
Class 6 Cannon
Extremely powerful, and capable of being mounted on vehicles, or shoulder-mounted. The crystals are specially shaped to create balls of pulser energy instead ob beams for maximum area effect.
(OOC: Sort of like a future-tech GPMG, RPG Launcher, and Stinger Missile Launcher rolled into one.)
Length: 1.2 Meters
Number of Shots, at standard power settings: 10 when shoulder-mounted, 225 when hooked up to a special powerpack.
COST: 10,000 Credits
COST OF SPECIAL POWERPACK: 300 Credits
Class 5 Sniper Rifles
This is designed for maximum effect against personnel. The crystals are re-shaped to better work for this purpose.
Length: 950mm
Number of Shots, at standard power settings: 50
COST: 5,000 Credits
Electronics
Computers
Poke-Screen Interface Computer
http://ex-astris-scientia.org/gallery/factfiles/ds9-viewscreen-desktop.jpg
Weaker Lasers (too weak to cut your finger) of varying brightness are sent across the monitor, creating an image. You poke the image where you want to click, and sensors will sense the gap made by you poking it. The display is a monochromatic red. Not really having any advantages beyond normal computers, besides having the multiple small displays off to the size of the normal one. Really a novelty item more than anything, but it does create very high resoulution pictures, even if they are all a monochromatic red.
COST: 5,000 Crecits
Computer, Type 1
http://ex-astris-scientia.org/gallery/stmagazine/m5.jpg
Incorporatates a primary a secondary touchscreen display. Chair not included. Our fastest and most capable model of desktop computer.
COST: 5,000 Credits
Computer System Design
We will design a computer system for you. We are acknowledged experts in this field, especially in integrating quantum computers with silicon computers, and with building advanced ship artificial intelligence, although short of sapient for obvious reasons. We have bio-neural, quantum, DNA, and other advanced computer technology at our disposal to help build the best system for your needs. Post below to request a consultation.
Sensor Equipment
Scanner/PDA/Communicator Combination
[NO PICTURE CURRENTLY AVAILABLE]
A very versitile touchscreen device, capable of scanning virtually anything. It also incorporates PDA and Communicator functions. The microphone for the communicator and voice commands is located on the front, just above the screen. On the back is the speaker.
(OOC: It's about the size of a graphing calculator in length, and a palm pilot in width, with no buttons, just a touchscreen.)
COST: 2,000 Credits
COST FOR 2: 3,500 Credits (DISCOUNT!)
Scanner
[NO PICTURE CURRENTLY AVAILABLE]
A smaller unit used for discreet scanning. Of a smaller size than the full scanner, without the PDA, Communicator, or Voice Command options. It is one centimeter high, and is ten centimeters long, and eight centimeters wide.
COST: 1,500 Credits
Spacecraft
(Please note that only the things below are for sale. We have other ship classes, but they are not for sale.)
Shuttles
Type Alpha General Purpose Shuttle
3-D Picture:
http://www.freewebs.com/fedsciexploration/shuttle.JPG
Side View:
http://www.freewebs.com/fedsciexploration/Type%20Alpha%20Side%20View.JPG
Alpha Type Shuttle:
Crew: 1-2
Passengers: 10
Armament: None standard, although a pulser pod can be fitted
Length: 13 Meters
Decks: 1
Defense Systems:
Magnetic Navigation Shields (In other words, just enough to knock dust particles and space junk away. These shields won't protect you from combat damage at all.)
Sublight Engines: 4x Ion Jet Thrusters
FTL Engines: None
This is a simple sublight shuttle, with several key strengths:
*Fast sublight acceleration
*Sensor dome atop the shuttle, giving it excellent sensor range
*Large capacity
*Ability to have modular pods fitted
COST: 100,000,000 Credits
Modular Pods
These are fitted to special attachment points on the top of the shuttle. They expand the capabilities of the shuttle. Only one pod may be on at a time, but they can be swapped out in seconds.
Pulser Pod: This pod contains three pulser emitters, giving the shuttle limited firepower. COST: 25,000 Credits
Gravitonic Shields Pod: Gives in shields based on gravitons, rather than magnetic fields. This gives it the ability to take some fire before being destroyed. COST: 60,000 Credits
Enhanced Sensor Pod: Improves sensor range, resoulution, and power. COST: 50,000 Credits
Cargo Pod: This pod is only a little bit smaller than the shuttle itself, and holds extra cargo. It is a simple, no-frills cargo container. COST: 10,000 Credits
Habitation Pod: This large pod, based on the cargo pod, is acessed through a telporter mounted inside it. It has plush, luxurious accomadations for long, sublight trips. COST: 125,000 Credits
Type Charlie General Purpose Interstellar Yacht
Alpha Type Shuttle:
Crew: 1-3 (Pilot, + Optional Systems Operator and Tactical Officer)
Passengers: 20 in passenger configuration, but in bulk cargo, up to 30 can be crammed in.
Armament: 2x Particle Beam/Pulser Combination Cannon (Desribed in further detail in the defense drone entry)
Length: 25 Meters
Decks: 2
Defense Systems: Gravitonic Shields
Sublight Engines: 4x Ion Jet Thrusters
FTL Engines: 1x Spatial Distortion Drive
Top FTL Speed: 70 times the speed of light standard, boostable considerably based on changes to the spatial distortion field. However, these changes can cause slight damage to the spaceframe and considerable damage to the spatial distortion drive if used for considerable periods.
Teleporters: 1 Unit
Science Labs: 1
We chose to call this a "Yacht" because no term quite seamed to fit it. It is not designed for luxury, but it is quite large and versatile. Somewhere inbetween a shuttle and a starship, it is designed for sustained duration interstellar transport. While our Type Beta shuttle (Not for sale) is designed primarily for combat transport, and has signifigant combat systems, this is better suited for transport of large cargos and takes up much less resources to make. It is also much faster, although the planned refits for the Beta will bring it up to a faster speed.
Cost: $250,000,000 Bulk Cargo, $250,005,000 passenger (Incorporates seats and a larger galley for the passengers as well as the crew). The seats can easily be removed to make a bulk cargo version.
Unmanned Craft
http://www.freewebs.com/fedsciexploration/defense%20drone.JPG
Defense Drone
Please note this is a cylinder, roughly, tapering off at the end like a cone, but is mostly a cylinder.
Length: 1 Meter
Sublight Propulsion: Ion Jet Engine
FTL Propulsion: None
Weapons: 1 Pulser, output a little bit more than three of the aforementioned Pulser Cannons. It is of a special type of pulser, enhanced with a particle beam cannon that disrupts the shields, that is effective against shields (normal pulsers are not that effective), but can only fire in one direction, in one shape of beam.
AI: Primitive, but capable of interfacing together. Can connect to a larger computer for more advanced tactical manuvers, and can be remotely controlled if nescesarry.
COST: 38,000 Credits
Chairs!
Command Chairs
Captain's Chair
http://ex-astris-scientia.org/gallery/contimission/captains-chair.jpg
Includes a command interface buttons and advanced ergonomic design.
COST: 1,000 Credits
Deluxe Captain's Chair
Standard for our starships, although some captains prefer the previous chair. (Interior decoration of much of the ship is at the captain's discretion.)
Equipped with massagers, a command interface, advanced ergonomics, insulated cupholders, and a seatbelt.
COST: 2,000 Credits
Packages
Platoon Size Infantry Package
Provides equipment for 40 troops.
40x Class 2 Heavy Pulser Pistol
24x Class 3 Light Pulser Rifle
15x Class 4 Heavy Pulser Rifle
6x Class 6 Pulser Cannon
6x Class 5 Pulser Sniper Rifle
40x Scanner/PDA/Communicator Combination
9x Field Charger
1x Standard Charger
100x EMP Pulse Mine
50x Medi-Spray
COST: 600,000 Credits A Saving of 22,000 Credits
===============================================
More goods will be introduced later on.
OOC: You will want a browser that reformats images to be smaller to fit within the window for some of the pics here. Most of them are huge, so I put links down for the ones that are. Also, for the purpose of buying/selling, let's just say 1 Credit=1 Dollar.
Also, please note all stats are guesses. If anyone has any suggestions about how to make them more realistic, please tell me. Also note that the things pictured in the pictures may or may not be in scale to eachother. All pictures except for the medical equipment, computers, chairs, desolator antimatter torpedo, and EMP Pulse Mine are made by me. All the medical equipment is from Star Trek et al, and all the pictures of them are from ex-astris-scientia.org. The Medi-Spray is called the hypospray on Star Trek. Also, please specify if you are somewhere other than Earth.
IC:
Medical Equipment
Medical Beds
Biobed
http://ex-astris-scientia.org/gallery/factfiles/biobed-2364.jpg
Holds and monitors with sensors one patient. Not suitable for surgery, only for general medicine practice.
COST: 4,000 Credits
Advanced Biobed
http://ex-astris-scientia.org/gallery/factfiles/biobed-2371.jpg
Used for surgery and more in-depth medical care. Sensors are better, and the bed is much more comfortable :) .
A sensor suite that images at the atomic level is mounted in that ring, which can slide along the bed.
The bed can also deliver medicine through the bed.
COST: 8,000 Credits
Isolation Chamber
http://ex-astris-scientia.org/gallery/factfiles/isolation-ward.jpg
An airtight chamber with all the features of the advanced biobed, plus a life support system.
COST: $10,000 Credits
Medical Equipment
Medi-Spray
http://ex-astris-scientia.org/gallery/stmagazine/hypospray.jpg
Delivers medicine via a stream of aerosolized particles into the skin. There is no breaking of the skin. Medicine in any form can be put into the chamber, and it will be automatically aerosolized.
COST: $80
Spaceship Weaponry
Torpedos
Antimatter Torpedo
http://www.freewebs.com/fedsciexploration/Antimatter%20Torpedo.JPG
Orthographic Views. The small orange/yellow/red symbol you see on all sides is our symbol for an Antimatter Hazard. On the rear, you see the ion jets used for propulsion. The circle you see is the release for the acess hatch to get inside the torpedo.
Cylinder shaped, with a high-density penetrating head on the end. It has 3 kilograms of matter, and three kilograms of antimatter, suspended in a magnetic field, although this can be decreased if desired. It has a yield equivilent to 128.82 megatons of TNT. We will label it otherwise however you want, but we ask that you clearly mark it as containing antimatter.
COST: 400 Credits Per Torepedo
Desolator Antimatter Torpedo
http://ex-astris-scientia.org/schematics/hirogen-decoy.jpg
EXTREMELY LARGE QUANTITIES OF ANTIMATTTER. USE AT YOUR OWN RISK. BY PURCHASING IT, YOU RELEASE THE FEDERATION OF SCIENCE AND EXPLORATION FROM ANY AND ALL LIABILITY.
This weapon used to be very experimental, but it has passed the testing phase.
It is fired in five stages:
1. Fired out of a specially designed unmanned space station at the target. Procedes to it, starting off with an ion jet thruster engine.
2. Engages, for a maximum of 10 seconds, a spatial distortion drive, taking it to 102 times the speed of light.
3. Collides with ship, and enters it due to extremly high density of the front, and high speeds.
4. Eight pods, each filled with antimatter, are sent out in all directions at high speeds inside the ship.
5. Main warhead and pods detonated. Huge explosion most likely rips ship apart.
Has a yield equivilent to 429.4 Megatons of TNT for the main warhead, plus 21.47 Megatons for each of the breakoff pods, for a total explosive yield equivilent to 601.16 Megatons of TNT, all detonated inside the enemy ship.
COST: 50,000,000 Credits (We wish to limit the proliferation of these, hence the high price. It only costs around 10,000,000 to produce.)
Non-Lethal Ground Mines
Please note these are for use in ground combat. These are not space mines.
EMP Pulse Mine
http://ex-astris-scientia.org/schematics/melkotian-buoy-3d.jpg
A small antenna senses when vehicles are nearby. It can be buried up to under 10 centimeters of dirt before the range is reduced, letting the antenna be hidden. The rest of the mine is imbedded into the dirt. Upon sensing a vehicle nearby, it will ready itself. It will, when the vehicle is directly over it, if it is going to be directly over it, shoot up at supersonic speeds into the vehicle, where the pulse is activated. If the vehicle's projected course does not place it directly over the mine, it will shoot up once it gets within the two meter range of the mine. The EMP pulse will short-circut all electronics nearby. After the war is over, a tracking device can be activated, allowing easy removal of all mines.
COST: 1,000 Credits
Pulsers
Our weapons are Govaf Crystal Energy Pulsers, colloquially referred to as Pulsers. They work by running electricity through a wire run through the middle of a Govaf crystal. Govaf crystals are found naturally on our homeworld, but we now artificially produce them for more quality. If the crystal is denser on the outside than on the inside, a bolt of energy that destroys any electrical circutry at the impact point, and temporarily stops electrical activity at progressively less intervals out from the impacty point. When fired at a humanoid, it temporarily shuts down the central nervous center. The size of the "splash" of energy out from the impact point, and how long the stun lasts, depends on the amount of electricity run through the crystal. If the crystal is denser inside than out, the beam disrupts matter on the sub-atomic level at the impact site. All of our pulsers have an automatic swap-out system, so they can be set to stun settings or disentigration settings.
Charger
Field Charger
While still fairly large, this can still be carried by one person on their back. It can only charge one pulser at a time, before having to recharge itself with a self-recharger. Recharging itself takes two minutes. Unlike the standard charger, the pulser must be physically attached at the charging point.
COST: 10,000 Credits
Standard Charger
A very large unit (5 meters square), this can recharge 50 Pulsers at a time. It always is auto-recharging, so you do not have to worry about reload time. It will recharge all pulsers brought within one meter of it when on, but for faster recharging, you can plug it in at the charging point.
COST: 100,000 Credits
Sidearms
http://www.freewebs.com/fedsciexploration/Sidearm%20Pulsers.JPG
Class 1 (Light) Sidearm Pulsers
Typically used for low-risk situations when a weapon must still be carried. It is easily concealable.
Length: 150mm
Number of Shots, at standard power settings: 50
COST: 500 Credits
Class 2 (Heavy) Sidearm Pulsers
The heavy version is carried as a sidearm during combat. It fires more powerful shots, hence the same amount of shots, even though it holds more electricity overall. Remember, you can manually tweak the power settings on all of these. Includes a laser sight, and a digital camera, that can take 10 pictures.
Length: 180mm
Number of Shots, at standard power settings: 50
COST: 600 Credits
Assault Rifles
http://www.freewebs.com/fedsciexploration/Pulser%20Rifles.JPG
Class 3 (Light) Rifles
About twice as powerful standard shots as the Class 2, and includes an advanced targeting sight, that can also take pictures.
Length: 700mm
Number of Shots, at standard power settings: 100
COST: 1,000 Credits
Class 4 (Heavy) Rifles
This rifle is very heavy (in terms of mass and firepower). It has 80% of the firepower of the cannon, and includes a full sensor suite in it. Typically only a few troops in a unit would have these.
(OOC: Sort of like a future-tech OICW.)
Length: 900mm
Number of Shots, at standard power settings: 110
COST: 8,000 Credits
Others
http://www.freewebs.com/fedsciexploration/pulsers.JPG
Class 6 Cannon
Extremely powerful, and capable of being mounted on vehicles, or shoulder-mounted. The crystals are specially shaped to create balls of pulser energy instead ob beams for maximum area effect.
(OOC: Sort of like a future-tech GPMG, RPG Launcher, and Stinger Missile Launcher rolled into one.)
Length: 1.2 Meters
Number of Shots, at standard power settings: 10 when shoulder-mounted, 225 when hooked up to a special powerpack.
COST: 10,000 Credits
COST OF SPECIAL POWERPACK: 300 Credits
Class 5 Sniper Rifles
This is designed for maximum effect against personnel. The crystals are re-shaped to better work for this purpose.
Length: 950mm
Number of Shots, at standard power settings: 50
COST: 5,000 Credits
Electronics
Computers
Poke-Screen Interface Computer
http://ex-astris-scientia.org/gallery/factfiles/ds9-viewscreen-desktop.jpg
Weaker Lasers (too weak to cut your finger) of varying brightness are sent across the monitor, creating an image. You poke the image where you want to click, and sensors will sense the gap made by you poking it. The display is a monochromatic red. Not really having any advantages beyond normal computers, besides having the multiple small displays off to the size of the normal one. Really a novelty item more than anything, but it does create very high resoulution pictures, even if they are all a monochromatic red.
COST: 5,000 Crecits
Computer, Type 1
http://ex-astris-scientia.org/gallery/stmagazine/m5.jpg
Incorporatates a primary a secondary touchscreen display. Chair not included. Our fastest and most capable model of desktop computer.
COST: 5,000 Credits
Computer System Design
We will design a computer system for you. We are acknowledged experts in this field, especially in integrating quantum computers with silicon computers, and with building advanced ship artificial intelligence, although short of sapient for obvious reasons. We have bio-neural, quantum, DNA, and other advanced computer technology at our disposal to help build the best system for your needs. Post below to request a consultation.
Sensor Equipment
Scanner/PDA/Communicator Combination
[NO PICTURE CURRENTLY AVAILABLE]
A very versitile touchscreen device, capable of scanning virtually anything. It also incorporates PDA and Communicator functions. The microphone for the communicator and voice commands is located on the front, just above the screen. On the back is the speaker.
(OOC: It's about the size of a graphing calculator in length, and a palm pilot in width, with no buttons, just a touchscreen.)
COST: 2,000 Credits
COST FOR 2: 3,500 Credits (DISCOUNT!)
Scanner
[NO PICTURE CURRENTLY AVAILABLE]
A smaller unit used for discreet scanning. Of a smaller size than the full scanner, without the PDA, Communicator, or Voice Command options. It is one centimeter high, and is ten centimeters long, and eight centimeters wide.
COST: 1,500 Credits
Spacecraft
(Please note that only the things below are for sale. We have other ship classes, but they are not for sale.)
Shuttles
Type Alpha General Purpose Shuttle
3-D Picture:
http://www.freewebs.com/fedsciexploration/shuttle.JPG
Side View:
http://www.freewebs.com/fedsciexploration/Type%20Alpha%20Side%20View.JPG
Alpha Type Shuttle:
Crew: 1-2
Passengers: 10
Armament: None standard, although a pulser pod can be fitted
Length: 13 Meters
Decks: 1
Defense Systems:
Magnetic Navigation Shields (In other words, just enough to knock dust particles and space junk away. These shields won't protect you from combat damage at all.)
Sublight Engines: 4x Ion Jet Thrusters
FTL Engines: None
This is a simple sublight shuttle, with several key strengths:
*Fast sublight acceleration
*Sensor dome atop the shuttle, giving it excellent sensor range
*Large capacity
*Ability to have modular pods fitted
COST: 100,000,000 Credits
Modular Pods
These are fitted to special attachment points on the top of the shuttle. They expand the capabilities of the shuttle. Only one pod may be on at a time, but they can be swapped out in seconds.
Pulser Pod: This pod contains three pulser emitters, giving the shuttle limited firepower. COST: 25,000 Credits
Gravitonic Shields Pod: Gives in shields based on gravitons, rather than magnetic fields. This gives it the ability to take some fire before being destroyed. COST: 60,000 Credits
Enhanced Sensor Pod: Improves sensor range, resoulution, and power. COST: 50,000 Credits
Cargo Pod: This pod is only a little bit smaller than the shuttle itself, and holds extra cargo. It is a simple, no-frills cargo container. COST: 10,000 Credits
Habitation Pod: This large pod, based on the cargo pod, is acessed through a telporter mounted inside it. It has plush, luxurious accomadations for long, sublight trips. COST: 125,000 Credits
Type Charlie General Purpose Interstellar Yacht
Alpha Type Shuttle:
Crew: 1-3 (Pilot, + Optional Systems Operator and Tactical Officer)
Passengers: 20 in passenger configuration, but in bulk cargo, up to 30 can be crammed in.
Armament: 2x Particle Beam/Pulser Combination Cannon (Desribed in further detail in the defense drone entry)
Length: 25 Meters
Decks: 2
Defense Systems: Gravitonic Shields
Sublight Engines: 4x Ion Jet Thrusters
FTL Engines: 1x Spatial Distortion Drive
Top FTL Speed: 70 times the speed of light standard, boostable considerably based on changes to the spatial distortion field. However, these changes can cause slight damage to the spaceframe and considerable damage to the spatial distortion drive if used for considerable periods.
Teleporters: 1 Unit
Science Labs: 1
We chose to call this a "Yacht" because no term quite seamed to fit it. It is not designed for luxury, but it is quite large and versatile. Somewhere inbetween a shuttle and a starship, it is designed for sustained duration interstellar transport. While our Type Beta shuttle (Not for sale) is designed primarily for combat transport, and has signifigant combat systems, this is better suited for transport of large cargos and takes up much less resources to make. It is also much faster, although the planned refits for the Beta will bring it up to a faster speed.
Cost: $250,000,000 Bulk Cargo, $250,005,000 passenger (Incorporates seats and a larger galley for the passengers as well as the crew). The seats can easily be removed to make a bulk cargo version.
Unmanned Craft
http://www.freewebs.com/fedsciexploration/defense%20drone.JPG
Defense Drone
Please note this is a cylinder, roughly, tapering off at the end like a cone, but is mostly a cylinder.
Length: 1 Meter
Sublight Propulsion: Ion Jet Engine
FTL Propulsion: None
Weapons: 1 Pulser, output a little bit more than three of the aforementioned Pulser Cannons. It is of a special type of pulser, enhanced with a particle beam cannon that disrupts the shields, that is effective against shields (normal pulsers are not that effective), but can only fire in one direction, in one shape of beam.
AI: Primitive, but capable of interfacing together. Can connect to a larger computer for more advanced tactical manuvers, and can be remotely controlled if nescesarry.
COST: 38,000 Credits
Chairs!
Command Chairs
Captain's Chair
http://ex-astris-scientia.org/gallery/contimission/captains-chair.jpg
Includes a command interface buttons and advanced ergonomic design.
COST: 1,000 Credits
Deluxe Captain's Chair
Standard for our starships, although some captains prefer the previous chair. (Interior decoration of much of the ship is at the captain's discretion.)
Equipped with massagers, a command interface, advanced ergonomics, insulated cupholders, and a seatbelt.
COST: 2,000 Credits
Packages
Platoon Size Infantry Package
Provides equipment for 40 troops.
40x Class 2 Heavy Pulser Pistol
24x Class 3 Light Pulser Rifle
15x Class 4 Heavy Pulser Rifle
6x Class 6 Pulser Cannon
6x Class 5 Pulser Sniper Rifle
40x Scanner/PDA/Communicator Combination
9x Field Charger
1x Standard Charger
100x EMP Pulse Mine
50x Medi-Spray
COST: 600,000 Credits A Saving of 22,000 Credits
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More goods will be introduced later on.