Stardust's Ship

The Arcadia

Currently in orbit around Elestel.

General Information


The ship resembles a cross between an old fashioned galleon and a battleship. The back appears to be made of a wood-like material in the shape of a galleon bow. From the back are large boosters with small wings, a pair of wings above this, turrets and guns that line, a command center featuring specialized antenna and radar and skull insignia on the side and front. Occasionally a pirate flag is hoisted up with special equipment, that flutters by varying circumstances like gravity waves

Total Length: 1315 feet
Overall Width: 952 feet
Height: 524 feet
Typical Crew compliment 41
Passengers: 40 in normal conditions, 100 if all available space is used
Cargo: 500 tons
AC: 15
HP: 150 (300 max)
Damage Threshold: 20
Speed: Flight 8mph currently 0, Water 4mph

(DMG ship Section)

Propulsion Engine: Dimensional Vibration Fluid, Gravity Engine x2, Particle Energy Engine

Operating Modes: Spacecraft, Naval Vessel, Airship (currently unavailable)

Systems Status

Weapons – Offline

Engine – Degraded (only able to maintain orbit, would have enough power to function in naval configuration but would not be able to regain orbit or sustain airship configuration)

Life Support – Degraded (currently can only support 10 people in 24 hour cycle)

Computer – Degraded (basic systems are available, AI is currently offline)

Medical – Degraded (Running on auxiliary power and lack of AI or doctor doesn’t allow for advanced systems to be utilized)

Replicators – Degraded (only able to produce food and small items at current time, raw materials need to be restocked and full power needs to be established for more complicated items)

Navigation – Functional (currently unable to determine the location of the ship as located in uncharted space)

Teleporters – Degraded (only able to be used twice a day and must be able to lock onto beacon, must be in orbit to provide long distance teleporting otherwise limited to 25 miles from ship)

Communication – Degraded (Currently running on auxiliary systems that provide 2 way communication. The Captain has been able to make some modifications that allow for the system to affect people in his presence with different effects.

Notable Rooms

Med Bay


This room consists of various futuristic medical equipment along with biological sample extractors. In addition there is some basic lab equipment that allows for analyzing of specimens and extracting biological data.

Rec Room


This area has been outfitted to provide the crew a place to relax during downtime. This room also serves as the galley and has food replicators. Video game consoles exist here as well that provide entertainment for those that can figure out how to work the controls.

Armory / Storage


This room contains multiple suits of high-tech armor along with various futuristic weapons. This equipment must be configured to be used via biological sampling and training. Additional basic provisions are available.


This room contains more monitors and 5 main consoles. The center console is designed to be able to take over any or all of the functions of the other 4. The other 4 include weapons systems, engineering, scientific, communications, and navigation. In front of the center console is also a large Ships Wheel that allows the Captain to take control of the ship.

Captain’s Chair

General Barracks


There are 4 rooms configured with 4 bunks per room. Each room contains a storage locker that can be coded to use biometrics to access items inside. There is also a terminal access point in each of these rooms that allows access into the ships computer.

Captains Quarters


This room is rather spartan but still provides a certain decor that shows this is where the captain spends most of his down time. Various star charts clutter the desk along with a terminal access point. A biometrical lock prevents access to the draws of the desk, the wardrobe, and the large footlocker at the base of the captains bed.

Engine Room


This room contains various systems that keep the ship’s power core functional. Many walk ways and ladders move between the various decks in this area to the different engine components. Many systems are showing major damage as well as alerts and red flashing lights on various consoles and terminals.

Teleporter Room


This rooms opens up to allow for cargo to be brought in through an intradimensional portal. The teleport requires some form of communication beacon to lock onto in order to operate. Due to the condition of the ship as well as the limitation on power, the portal is only able to be activated twice a day.

Computer room


This room appears to have a lot of blinking lights as well as multiple terminal screens.

Cargo Bay 1


This is a small sized cargo bay, approximately 40′ × 20′. This room has been used to store a pair of griffons.

Sealed Areas


Many of the extended hallways are still sealed off to provide a smaller area so that life support must be sustained.

Weapons Systems

- All Weapons Systems are currently offline -

Twin Pulsar Cannons

The main gun of the Arcadia, equipped to the top with three sets, able to change positions at an acute angle. The cannons fire beams of EM radiation that can take out fleets of ships and can release electric shocks as well.

Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) Electrical or Radiant damage.

Rapid Fire Gun

A Space Buster equipped below the bridge, mainly used to intercept fighters. The gun also fires harpoons for latching onto enemy ships while releasing a freezing gas from within the opposing ship. On either sides of the bridge, the guns can combine fire for assaults.

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. On hit DC 13 chance to latch line onto ship. Round after latching possible to use action to spray area with Cone of Cold inside enemy vessel.


Below the bow is a special naval ram the Arcadia uses when engaging in close combat. At times, when rotated it reveals a large jack knife-like weapon that can pierce the hull of opposing ships.

Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage.

Missile Launchers

On both sides of the hull near the Space Busters are three sets of ports used to release missiles that can also be used in water.

Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Combat Transfer Anchor Tube

The Anchor Tube is used to penetrate inside of enemy ships for raids with the crew engaging in battle inside for traditional combat.

Anti-Aircraft Beam Turret

Small turrets are spread around the bridge to intercept small flying objects like fighter crafts or space debris.

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Anti-Ship Depth Charge

An explosive charge released from the ship’s rear to ward off enemies from behind.

Melee Weapon Attack: Multiple charges released creating a 40′×40′ field behind the ship. Ships or vessels larger than a row boat require DC 15 to avoid impact when entering, leaving or ending turn in field. On impact (4d6) fire damage occurs from a single charge.

Inspiration: Captain Harlock Wiki

Stardust's Ship

Elestel pitchfire CaptStardust