Difference between revisions of "Unofficial (world)"
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== Description / Astrography & Planetology == | == Description / Astrography & Planetology == | ||
Located in the [[Klatau Subsector]] of the [[Ataurre Sector]] Unoffcial is off the beaten path and seeks only to avoid detection and notice. | Located in the [[Klatau Subsector]] of the [[Ataurre Sector]] Unoffcial is off the beaten path and seeks only to avoid detection and notice. |
Revision as of 19:31, 12 September 2019
This is a world-system under construction and is currently being input-programmed into the Traveller RPG Wiki.
Unofficial/Klatau (Ataurre 2228) | |||||||||||||||||||||||||
Classic Era (1116) | B774676-7
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See also | UWP | ||||||||||||||||||||||||
System Details | |||||||||||||||||||||||||
Primary | M5 IV | ||||||||||||||||||||||||
Planetoid Belts | 1 | ||||||||||||||||||||||||
Gas Giants | 2 |
Unofficial is a nonindustrial world, that requires extensive imports of outside technology to maintain a modern, star-faring society.
- In a technological universe, societies without industrial capability generally suffer as nearly all manufactured and high tech goods must be brought in at significant cost.
- As a nonindustrial world, it requires extensive imports of outside technology to maintain a modern, star-faring society. The need to import most manufactured and high technology goods drives the price of these goods up in the open market.
- It is a Non-Aligned world dominated by human sophonts located in the Klatau Subsector of Ataurre Sector.
Description / Astrography & Planetology
Located in the Klatau Subsector of the Ataurre Sector Unoffcial is off the beaten path and seeks only to avoid detection and notice.
Trinary Solar System
- No results
Unoffical Trinary Star System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Unoffical M5 III
Primary Giant 7.4 2000 - 2900 2280 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 2.12153 3.96052 37.96 - 61.87 212.153 2121.53 Orbit # 4 5 9 11 15 Remarks Colossus Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Unoffical M5 VI
Secondary Main Sequence 0.104 2000 - 2900 0.002 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.00097 0.00371 0.04 - 0.06 0.097 0.97 Orbit # * * * * 3 Remarks Dwarf orbits primary at 0.6 AU
System Data
This is a trinary star system. There is Colossus, the massive red giant star at the center with a small red dwarf close companion, there is a far companion red dwarf as well. There are two habitable zones as a result.
Cinder G400363-7 A small desolate vacuum mining colony, almost tidally locked, with a very slow rotation. There are (4) massive nationalistic crawler platform(s), slowling travelling the surface. They can forge and refine hull metal, and craft armor. The newly appointed Confederate governor needs all the help he can get. He wants you to deliver a message. He needs to arrange for resupply, the miners always need life support, food, water, air, recreation, luxury items, and anti-radiation treatments/drugs. The spaceport consists of a landing strip, 5km long, 1km wide. The port warehouse consists of a buried 20 ton cargo module w/1 ton electric fork lift, and a 1 ton freight elevator. There is a buried base module, workshop, kitchen, and medical bay. All of these have no staff as yet. The new Governor has plans for a miner's camp, buried underground, and wants to bring in slave girls, and set up a bar.
Mainworld Data
Home B774676-7 There is a space station (scouts) in the form of a 1,000ton scout tender in orbit. There are four nation states, they are loosely allied under a Confederate government. In practice the four nations compete and struggle for greater control. Capital City of Ur is glowing and would have you believe utopian, following the time of great troubles. The Uruki Down Port is home to the system’s largest stock exchange and corporate zone. The Uruki Down Port is home to the largest boat yards in the system. Each nation has 250 tons of build capacity available.
The outer colonies of the SGG, are largely independent, and the colonial Confederate governors have great leeway and independence. The shoals asteroid belt marks the frontier. Few venture beyond that region and survive. The outer star system which consists of a small star, a single LGG in the habitable zone and its moons. The Pirate/Belter culture consists of four clans and they each war with the other cultures.
Mainworld Geography & Topography
A dry world with an atmosphere tainted from industrial pollution and by-products from decades of warfare. The desolate zones are war torn, amid ruins and rubble bunkers and underground shelters abound. The surviving factions are separated by dramatic natural features, oceans, vast deserts and tall mountain ranges. The kingdom is surrounded by deserts, the GRU are protected by frigid mountain chains with well defended mountain passes. The USA and OFF are separated by a wide shallow ocean. A group of baronies make up each of the four duchies which correlate with each nation state within the Confederacy.
Native Lifeforms
An entire cornucopia of genetically modified and special tailored species were brought to this world when it was first colonized. The native species were generally more primitive and had difficulty competing with the more fecund colonial species. Eventually in the long years since settlement an equilibrium has been reached. Advanced genetics, no longer available on world would be necessary to distinguish between native and invasive species and some gene spliced and mutated forms combine traits from both.
History & Background / Dossier
Colonized in a period of time, from which no records remain, the current residents are unaware that they are the survivors of a lost colony. They belief they are native to this system and have always been here. The long wars have reduced the population to such low levels, so much information and history has been destroyed amid the radioactive ruins in the expansive dead lands. The tiny enclaves of survivors vie for control of the remaining clean lands capable of supporting life and turn to the planets and moons of the system for fresh colonial opportunities under the unification of the confederation and the peace treaty that formed it. The old wounds are not forgotten and current military veterans can remember the stories of the last battles that brought Home to the brink of extinction. faced with certain destruction the survivors were forced to cooperate. Each faction still looks to advance their own petty goals and look to their selfish advantage. Opportunities for new lands and new noble titles on spartan colonies holds appeal for the young. The rising generations look for a fresh start and seek to put the dismal past behind them. New resources and new mysteries await.
World Starport
Unofficial has a Class B Starport, a good quality installation which includes all the expected amenities including refined fuel for starships, brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing annual maintenance, overhauls and most kinds of repair, and construction of non-starships. Most ports of this classification have both a Highport and a Downport.
World Technology Level
Unofficial possesses a Technology Level of TL–7.
- Common Communication technologies for this TL include: Early video and early satellite communication networks.
- Common Power Generation technologies for this TL include: Early fuel cells, solar energy, and geothermal power sources.
- Common Transportation technologies for this TL include:
- Land: Improved automobiles, hovercraft, and bullet trains.
- Water: Hydrofoils and early triphibians.
- Air: Hang gliders and supersonic jets.
- Space: Deep space probes and interplanetary spacecraft (System Craft).
World Government
Unofficial has a Balkanized Government. There is no central world government. The world has several governments competing for control of the world. These may be allies, cooperating, competitors, or at war with each other.
World Military
Each of the four main governments maintain their own military forces, nominally united under the Confederate government.
Confederate Army
- 20 Battalions=1 Division, 10,000 men
- 4 Regiments, 1 /country 2,500 army/country
Military Details
Confederate Scout Station
ST-A701122-000000-00007-1 MCr. 258.04 1,000ton TL 7 1 Hyper Velocity Kinetic Kill Rail Gun Weapon Array Crew 32: 5 marines, pilot, navigator, 2 engineers, medic, 2 gunners, 20 flight crew Cargo: 112 tons Fuel: 110 tons EP: 10 Agility: 1 Craft: 8 x 10T ASB Tigers, 1 x 20T Gig, 4 x 100T Scouts Fuel Treatment: On Board Fuel Purification Backups: 1 x Model/2 Computer 1 x Bridge Architects Fee: MCr 2.580 Cost in Quantity: MCr 206.432
- In Orbit 15
Liberty Moon B301565-7 This moon base/colony consist of the Utopia/Planatia Boat Yards with a neutral, confederate directed 100 ton build capacity. The interested parties petition to take turns. There is a military base, with a marine boot camp called Le Luen. This is the site of the Confederate Naval HQ. There are 2 battalions of Marines with 1,000 men, organized into 10 companies of 100 men.
Marstan G533563-7 This colony has a secret vertical launch silo, ASB (anti-ship battery) hidden in the desert within an extinct cinder cone volcano. You are hired to investigate the bizarre thermal plume, a scientist hires you to investigate. The sand here has interesting prismatic properties which could be refined to allow the production of reflective armor and sand caster canisters which are generally unavailable in the system. Desmond Miles, a scientist at Aspergo Labs, has an advanced Memory Chip, with RNA implants, acquired from a mysterious source with access to advanced alien technology. There is also a mission to retrieve an ancient artifact from the Guardian Knight's Temple. Then you must head to the village market, contact the stranded merchant and protect him from the thieves. Next you deliver supplies to the hospital, get permission to access the scholars at the university and learn what they have found. You must leave before the soldiers and government officials arrive to imprison you. You should escape to the agro dome and meet with the rebel cell leader. Then find and kill the alien slave trader at the Arsun Farming Complex, opponents include 3 waves of three soldiers each, they have uniforms, SMGs, (3) clips, helmets with 10 power radios and (2) smoke grenades. They have a small ship, a Spider Rat Class Explorer called the Angry Red Planet.
Ann Galaway, Sir Tristan Thorn (OFF) and Bax Stark-Snow Formed a corporation, SDEIS and have started to refine the prismatic sand for fiber optic applications, sand casters, and reflect armor. They are attending the Duke's royal academy. They set up a colony base, agro dome, mining center, industrial center, and a trading center. Tristan may become a baron if she marries.
EX 0102221-710000-00001-0 MCr 46.25 50tons Batteries 1 1 Crew 4 Cargo: 4.5 tons Fuel: 1 ton EP: 1 Agility: 2 Marines: 1 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.463 Cost in Quantity: MCr 37
(2) Asteroid Tiny Moons actually ancient ships (crystalline Death Moons) Crystalline Death Moons
AKA the Kraken/ Haydren 1,000ton spherical buffered planetoid TL 8 DM-A901122-D00000-00007-1 MCr. 512.418 1 battery of thor's hammer, shard planet killer missiles Crew 26 : 10 marines, pilot, navigator, 2 engineers, medic, 2 gunners, 9 flight crew Cargo: 2 ton treasure vault Fuel: 10 tons EP: 10 Agility: 1 Craft: 8 x 8T Crystal Shard Fighters, 1 x 20T Gig Architects Fee: MCr 5.124 Cost in Quantity: MCr 409.934
Crystalline Entity Strains
- Warrior Strain, 4 legs, 2 clawed arms 800kg 2.5m long
- Scarabs, swarms, stingers, teeth 10kg
- Junk Hunter, tentacle, thrasher 50kg, 1m
- Reintegrater 100kg, claws
- Space Fighter Strain 8 dtons
Escort Duty Flash Gordon,
Buck Jolly Rodger's Class, Pirate Skiff FR-0102511-010000-10001-0 MCr. 19.35 20tons 1 (sand caster), 1 pulse laser, 1 missile rack battery Crew 4 pilot, gunner, 2 marines bridge +2 couches, 2 small craft staterooms TL 7 Cargo: 3 tons Fuel: 1 ton EP: 1 Agility: 0 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.194 Cost in Quantity: MCr 15.48
This is the starting vessel for the space pirate campaign. It has 2G's acceleration and a powerful factor 5 thorium fission reactor coupled with solar panels, a fuel cell and batteries which combine to produce 500MW which is just enough to power the laser pulsar in combat. It is modest with a spin habitat with one small craft stateroom in each end. The flight crew have one end and the two marines share the other. There is a three ton cargo bay. Weapons: The rocket launcher has three ready missiles and storage for nine more in a magazine. The three ready loads are a probe, a HE dog fight missile with IR seeker, and a thermo nuclear Mk 48 ship killer torpedo, with radio link command guidance and optical terminal homing and home on jammer options.
The LADAR and laser communication array are fused with the multi-task CLAWS (complete, long axis weapons system) the laser array can be over powered and used as a single pulse weapon battery. This can be used for point defense against missiles with the appropriate software loaded in the model 1 computer. 2/4 maneuver, target, launch
The counter measures launcher has a water canister effective against laser and missiles, a IR nova flare cartridge, chaff/window canister for foiling targeting radars, and an ECM pod for decoying and jamming active seeking missiles.
Your mission is to capture enemy base/outpost and reflag it. Colonization Assets
STARPORTS
- Code General Description
- A All options available
- B All options available
- C All options available
- D All options available
SPACE PORTS
- F Only DISC, BANK, ACADEMY PERSONNEL and CARGO available
- G Only DISC, BANK and CARGO available
- H Only DISC available, landing pads
- Y No space port facilities
- Disc, =directional nav aids (repeated radio beacon/direction finders)/integrated sensors (telescopic IR/radio/visual/spectroscopes, radar) and communication (radio)
- Banks, player accounts, retirement pay access (1st of the month), loans (ship mortgage due by the end of the month) , Omni Vault (OFF), Mega Union (Kingdom), SSL =Solar Savings and Loan (USA), Pan Galactic Trust (GRU)
- Personnel recruit/train
- Hospital/Medical Sick Bay
- Royal Armory
Weapons Shop/Armor Shop
- Cargo/Brokers, buy and sell
- Jail
- Vehicle Rental, ATV, grav vehicle, hydro foil
- TAS Hotel
- Library
- Casino
- Bar/Club/Tavern
- Shipyard refuel, repair, buy/sell weapons, buy supplies
- 1.The concourse - passenger services. Ticketing, baggage check, and boarding.
- 2.Passenger Accommodations - Hotel, Restaurants****
- 3.Souvenir shops, Theaters and Entertainment centers****
- 4.Data Terminals****
- 5.Message Center - Email, Xboat, old telephone****
- 6.Customs
- 7.Immigration.
- 8.The Freight Exchange - where the brokers lurk with their speculative cargo.
- 9.The Hiring hall - Crew needing work..
- 10.The Lone Star - I think people hang out here...
- 11.TAS - Travellers' Aid Society**
- 12.And A BANK****
Common Confederate Ship Designs Common in System
Launch/Gig
20tons GG-0102321-000000-10001-0 MCr. 19.1 Batteries Bearing: 1 Pulse Laser, 1 Missile TL 7 Crew 4 (Pilot, Gunner,2 Marines) 2 small staterooms Cargo: 3 tons Fuel: 1 tons EP: 1 Agility: 0 Marines: 2 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.191 Cost in Quantity: MCr 15.28
Patrol Boat
30ton PB-0102421-000000-10000-0 MCr. 29.1 Batteries Bearing: 1 Pulse Laser TL 7 Crew 9 (Pilot, 8 Marines) 4.5 small staterooms Cargo: 1 ton Fuel: 1.2 tons EP: 1.2 Agility: 0 Marines: 8 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.307 Cost in Quantity: MCr 24.52
Pinnace (Picket Boat)
40ton PL-0102321-000000-10000-0 MCr. 30.65 Batteries Bearing: 1 Pulse Laser TL 7 Crew 8 (Pilot, 7 Marines) 4 small staterooms Cargo: 10 tons Fuel: 1.2 tons EP: 1.2 Agility: 0 Marines: 7 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.307 Cost in Quantity: MCr 24.52
Cutter
50ton CM-0101121-000000-00002-0 MCr. 25.15 Batteries Bearing: 1 Triple Missile TL 7 Crew 8 (Pilot, 7 Marines) Cargo: 30 tons Fuel: 1 ton EP: 0.5 Agility: 1 Marines: 7 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.252 Cost in Quantity: MCr 20.12
Sloop
60tons SL-0102522-000000-20000-0 MCr. 56.65 Batteries Bearing: 1 (3 Pulse Lasers) TL 7 Crew 12 (Pilot, 11 Marines) 6 small staterooms Cargo: 10 tons Fuel: 3 tons EP: 3 Agility: 0 Marines: 11 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.567 Cost in Quantity: MCr 45.32
Brig
70tons BG-0102222-000000-00002-0 MCr. 62.25 Batteries Bearing: 1 Triple Missile TL 7 Crew 12 (Pilot, 11 Marines) 6 small staterooms Cargo: 25.5 tons Fuel: 1.4 tons EP: 1.4 Agility: 2 Marines: 11 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.398 Cost in Quantity: MCr 31.84
Frigate
80tons FG-0102422-000000-10000-0 MCr. 62.25 Batteries Bearing: 3 Pulse Lasers TL 7 Crew 12 (Pilot, 2 Gunners, 9 Marines) 6 small staterooms Cargo: 24 tons Fuel: 3.2 tons EP: 3.2 Agility: 0 Marines: 9 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.623 Cost in Quantity: MCr 49.8
Carrier
95tons CV-0102222-000000-10001-0 MCr. 50.025 Batteries Bearing: 1 Pulse Laser,2 Missile Racks TL 7 Craft 5x10ton Fighters Crew 19 (Pilot, 3 Gunners, 10 Flight Crew, 5 Marines) couches Cargo: 0.25 tons Fuel: 1.9 tons EP: 1.9 Agility: 0 Marines: 5 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.5 Cost in Quantity: MCr 40.02
Fleet Fighter
10tons FF-0102221-000000-00001-0 MCr. 15.5 Batteries Bearing: 2 missile TL 7 Crew 2 (Pilot, Gunner) Cargo: 0 tons Fuel: 1 ton EP: 0.2 Agility: 2 Marines: 0 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.155 Cost in Quantity: MCr 12.4
Scout Cruiser
100tons SC-11022R1-000000-00001-0 MCr. 48.35 Batteries Bearing: 3 missile TL 7 Crew 8 (Pilot, 3 Gunners, 4 Marines) 4 staterooms Cargo: 47 tons Fuel: 2 tons EP: 2 Agility: 2 Marines: 4 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.484 Cost in Quantity: MCr 38.68
Galleon
(8) merchants 200tons RG-2501122-000000-00001-0 MCr. 70.7 Batteries Bearing: 6 missile batteries, 18 Hydra Missiles TL 7 Crew 16 (Pilot, Engineer, Steward, Medic, 6 Gunners, 6 Marines) Cargo: 66 tons Passengers: 16 (8 high, 8 medium) Fuel: 2 tons EP: 2 Agility: 1 Marines: 6 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.707 Cost in Quantity: MCr 56.56
Confederate Scout Service consists of (4) Scout Explorers 100tons each, 32 crew, 1,000ton tender=space station, SECRET=several ex-scouts have taken their ships upon retirement, detached duty and become pirates
Confederate Licensed Merchants (4) 200ton Galleons, 4 companies, corporate/royal trade charters
Gru, Gruish Squadron, belter progenitors, 510(758tons)
Secret Asteroid Flag Ship 200tons Ascendant SA-29011B2-600000-10002-1 MCr. 52.996 Batteries Bearing: 2 pulse lasers, 1 triple missile, 9 Leto Missiles TL 7 Crew 18 (Pilot, Engineer, Medic, 3 Gunners, 8 Flight Crew, 4 Marines)9 staterooms Cargo: 6 tons Fuel: 2 tons EP: 2 Agility: 0 Marines: 4 Craft 8x6ton Spider Fighters Architects Fee: MCr 0.53 Cost in Quantity: MCr 42.397
Spider Fighters 6tons SF-0702201-000000-00002-0 MCr. 8.275 Batteries Bearing: 1 triple missile, 9 Leto Missiles TL 7 Crew 1 (Pilot/Gunner) Cargo: 0.5 tons Fuel: 1 ton EP: 0.12 Agility: 2 Marines: 0 Architects Fee: MCr 0.083 Cost in Quantity: MCr 6.62
- (1) Frigate 80tons 3/9
- (1) Brig 70tons 1/11
- (2) Sloops 60tons 1/11
- (6) Picket Boats 40tons 1/7
- TOTALS: Sailors 26 Marines 88
United States of Arcola, US Space Patrol 640tons
- Scout Cruiser 100tons 4/4 Wayfarer, sophisticated sensor suite and powerful computer upgrades, military grade software
- (5) Patrol Boats 30tons 1/8
- (5) Gigs 20tons 2/2
- (2) Carriers 95tons 14/5
- (10) Fleet Fighters 10tons
- TOTALS: Sailors 47 Marines 64 (space patrol security/red shirts) cutlass, revolver, red padded uniform=jack armor, black pants and boots.
Omicron Faction Forces (OFF) 610tons
- (20) Fleet Fighters 10tons 40
- (4) Cutters 50tons 1/7
- (1) Frigate 80tons 3/9
- (1) Brig 70tons 1/11
- (1) Sloop 60tons 1/11 Valentino Salvaged Drives, slightly radioactive
- TOTALS: Sailors 49 Marines 59
the Kingdom, Royal Merchant Marine 1,600tons
- (8) Galleons 200tons 10/6
- TOTALS: Sailors 80 Marines 48
Confederate Army
- 20 Battalions=1 Division, 10,000men
- 4 Regiments, 1 /country 2,500army/country
- The Kingdom: type 3 government, law level 7 self-perpetuating oligarchy, nobles, Khan, Padishah, Emperor, King's, Caliphate, Vizier,
- Tracked Heavy Crawlers ATV 10tons, APC version, SP Gun version, Command version
- Wheeled Scouts 2 tons, 4x4 driver, 5 passengers, dismountable weapons
- Corporate Lear Interceptor Jet, auto-cannon, bombs, missiles, HMG turret
- Strategic Bomber Squadron airborne troops, bomb bays, HMG turret
- USA type 4, law level 5, representative democracy, space patrol, galactic girl guides, Arcolian Space Brigade army, space marines, fighter pilots, scouts
- Social 15 President
- Social 14 Supreme Court Judges/Senators
- Social 13 Representatives
- Social 12 Governors
- Social 11 Mayor
- Tracked MBT 12cm hyper velocity, HMG co-ax, HMG pintel
- Tracked APC 3cm hyper velocity auto cannon, TAC missiles
- Wheeled APC
- Wheeled Scout
- Helicopter
- CAS Plane
- Arcolian Shock Troops, US7 Rifle, Assault Bayonet(Blade)
- Omicron Faction type 9 impersonal civil service bureaucracy, law level 8 (bureaucrats/diplomats)Ministers, Director, Administrator, Councilor, Adjutant
- Hover craft 7mm gatling, IR active scope, APC
- Hover Tank twin barreled 8cm auto cannon,
- VTOL Troop Carrier 32 men
- Light Helicopters, Tac Missiles, LMG
- 15cm towed mortars
- amphibious trucks, 6x6
- SMG, Swords
Omicron Faction Forces Military
- the Gru, 5/A feudal technocracy/charismatic oligarchy King, Dukes, Counts, Marquis, Barons, law level 4
- TL 5-7
- Tracked SP 30cm Howitzers
- Tracked SP MRLS 20 tubes, 8cm rockets
- Tracked SP 4 barreled 6cm electric action auto cannon, high velocity, 5 TA power radar
- Tracked APC Tac Missile, MMG, IR
- MBT Tank 10 cm high velocity CPR, MMG co-ax, MMG pintel, IR
- Centipede Armored Tractor Company CAT
- Heavy Helicopter
- 8x8 trucks
- Heavy Transport Plane
7mm Assault Rifles, RPGs, Chemical Protective Gear=Cloth, IR Goggles, Gas/Filter Masks
NPCs
- 1) Thana Jackson female ex-scout 22 1st term, 6959A7 pilot-2, black hair, blue eyes, auto pistol, utility jumpsuit, suit liners, reserved and shrewd
- 2) H'Xani female, Vrusk insect explorer, 898684 spiny, laser weapons-1, nav-1, vac suit-2, ablat armor, relic UV-8 laser carbine
- 3) Kenny Sancho 576575 ex-merchant/scientist male computer-2, engineer-1, streetwise-1, short, thin black hair, hazel eyes, searching for his lost brother, beard mustache, black jumpsuit, relic/proto-type hand computer
- 4) Loftcart T'Pocki male smuggler/fence, streetwise-1, broker-1, head set phone
- 5) Shone Robail male mercenary, 9A9665 40 armored space suit, military rocket launcher, recruiting-1, instruction-1, vac suit-2, tac missile-2, rifle-2
- 6) Marcus other/assassin deceitful, body pistol
- 7) Ralphie May 934965 34 ex-army sweaty and fat with blue eyes, technician electronics-2, mechanical-2, tools
- 8) Ikon Hiri: Male Paramedic. Ikon has a blue mohawk and dark eyes. He wears a grey jumpsuit and radio comms/headphones, and carries a katana.
Passenger/Patron List
- 1. A un-guarded diplomat named Rance Mason needs someone to transport her to a remote moon to negotiate a trade treaty with the natives. Must avoid an inquisitive media reporter.
- 2. A wealthy military officer named Jesse Lipson needs someone to transport him to his land grant ranch and he needs help finding his missing family and setting up the farm.
- 3. A frantic scientist named Andon Ricia needs someone to recover an object from the ruins of the Trakyo Station above Adonis.
- 4. A charming diplomat named Gery Derson needs someone to explore the Br'Meehee Sector of the Inner Ring System.
- 5. A un armed merchant named Johnne Erell needs someone to transport him and an associate to an uncharted base on an "abandoned" moon. There is a run in with unexpected security.
- 6. A crime lord named Egon Powash needs someone to rescue a hostage from the pirates of the system. Further, the party encounters an old ally now working against them.
- 7. A government official named Ritina Reson needs someone to recover an object from the ruins of the Voido Station near Nyx.
- 8. A merchant named Coni needs someone to transport 7000 tons of industrial chemicals to a nearby world. However, the job is a trap.
- 9. A scientist named Mara Jenkins needs someone to hunt down and destroy a rogue assassin with an orbital strike weapon system.
- MISSIONS:
- 1. A plague ship looking for a home port. A ship of the line is dispatched to destroy the plague vessel. It carries a military grade software package and a shipment of tac missiles. Hired to ensure it doesn't dock with the high end orbital casino for the nouveau rich.
- 2. A scientist needs help to crew a submersible to explore under the ice to find a hidden base and ancient space craft. Deep caverns with hidden treasure. Ruins of an ancient mission camp. A merchant carrying rich cargo arrives. A marine sniper is on over-watch during the meetings. Space battle with boarding action. A sloop is spotted coming across the shoals. One player has a secret benefactor. A daring military officer. A stowaway on a vendetta against one of the crew.
- 3. Meet with a wealthy patron in a seedy bar with dangerous clientele. The bar is set near a tall waterfall and is frequented by bikers who like to careen down the mountain roads at night.
- 4. An ancient spaceship is discovered frozen in the ice. The intrepid reporter and her love interest have seen the ship. Investigate an asteroid which could pose a threat to the homeworld. A cache of old weapons/arsenal of old missiles hidden aboard an old wrecked gunship, a irradiated hulk is nearby according to the faint encoded pirate beacon.
- 5. The heroes are sent on a mission and shot down, marooned on an unfamiliar moon. Discover a hidden research lab, retasked to dark purposes. Near the deserted spaceport is a fine hotel where visiting merchants meet to discretely discuss big money deals. The bodies of three outlaws hang from crude gallows. A mail-order bride arrives and starts looking for her new husband. She is fleeing a pirate clan.
- 6 Seven mercenary contractors, captured and imprisoned, awaiting execution. By a corsair, lavishly dressed in finery of the past. Hired by a noble whose filching and sale of state secrets might be discovered by the power behind the throne. Who is travelling on an ill-fated merchant ship on which the famous corsair's pirate vessel is closing.
- 7. A self serving mercenary looking for work. She is a former missing person who disappeared, she is a daughter accused of killing her father, the local mayor. She is pursued by a pair of emotionless men, wearing blue suits and gloves, on government business.
- 8. A treasure looted in a foreign land, imported and hidden from the authorities.
By well-armed rebels, waiting in the darkness on the border. Torches flaring in the night as armed men gather near an illegal gambling parlor, frequented by the wealthy and those who would prey upon them.
World Economy
Native governments and companies work to exploit available resources and trade among the worlds within the system with the limited fleets of ships available.
Trade Data
The system is pre-contact at this stage and the larger galactic population is unaware of their existence. No outside entities trade with this system.
World Demographics
The main colonies assume a strain of genetically engineered humans were sent here a very long time ago. Several aliens species are present but most citizens are completely unaware of their presence and would be highly skeptical of their existence. Most dismiss these as rumors and stories.
World Culture
The culture is expressionistic and colonial imperialistic. They are fragmented and only loosely forced to cooperate for mutual interest on matter of survival of the species.
Urbanization
Each faction has small cities, the entire population of home has dropped to one million people.
Historical Data
Most records are lost and can not be accessed in the ruined lands which are lethal to the unprotected who venture there.
World Timeline
It is estimated that they have been here for less than 25,000 years.
UWP Listing
Unofficial/Klatau (Ataurre 2228 B774676-7)
References & Contributors / Sources
This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it. |
- Author & Contributor: Lord (Marquis), Captain, and Lead Naval Architect Ronald B. Kline, Jr. of the Imperial Navy
- ↑ "Jump Map API" and map location from Travellermap.com
Light Infantry
- Special Forces
AT missile troops Scout/FO/Sniper
- Valiant Light APC, 2 HMG turret, 30cm off-road, 5cm armor
- Hammer-jack Light Tank, 9cm howitzer, HMG, 25cm, 6cm armor
- Intruder Light Tank
- Chasseur Medium Tank
- Piranha Light Helo Gunship
- Space Fighter/CAS
- Dropship, Raveline, w/ quake missile system, laser guided CBM warhead
- Bastion heavy, slow, thick armor tracked tank
- Thunder strike SP gun
- Tiger, Rampart, Trident MBT variants
- Firemouth SP Howitzer
- Ramjack 8x8 wheeled apc, cupolas LMG, 35cm move, armor 5cm
- Hyperion Transport Airplane
- Heavy Cargo Helo, cavalier
- 4x4 Buggy, Open Topped, Gatling gun
- Javelin Light Hoverscout
- Lance Light Hovercraft
- Firewall tracked AAA
- Cruiser tracked MBT, 30cm, armor 4cm, 8cm AC hypervelocity Moridian gun, MMG
- Petard tracked MLRS
- Mammoth heavy tank/SP Gun dual fire control system, 20cm, Bruiser gun, HMG Sorenson, 7cm armor
- Triton Medium Helo Gunship
- Hunter 14cm low velocity main gun, 2 HMG, 35cm, 3cm armor
- HQ 1officer+7 enlisted w/1 vehicle
- Infantry Company: 8 squads of shock troops w/1 vehicle/squad
- Support Company: 4 squads fire support w/4 vehicles, tank platoon 4 MBT, AAA platoon 4 firewall,
- Artillery Battery: 8 guns, 8 ammo, 1 FDC
- Javelin Platoon: 4 hover scouts
- Recon Company, 4 buggies, 4 piranha, assault platoons 4 bastion, 4 rampart
Black Gnat Missile System, CBM warhead
Armored Brigade
4 Battalion HQs w/ 3 armored cavalry troops, 2 infantry companies, 2 artillery batteries, 2 heavy walker platoons, 2 mechanized assault detachments, 1 air support squadron, medium panzer troop
- Support Battalion, combat engineering company, fortification defense company
- Armored Cavalry Troops: 7/72
- HQ w/Onryo scout gyro, 7 men, (3) medium tank platoons (4 Type II 'Chi Ri' medium tanks, 16 men), (2) ironclad platoons (4 Ke-Ho Light Tanks 12 men)
- Infantry Company: 5/77
- HQ w/Onryo scout gyro, 7 men, (3) infantry platoons (each with two sections of 12 and (2) Komainu Garrison Class APCs w/ 3 crew each)
- Artillery Battery:6/123
- HQ Mk III O-I 'Miage-Nyudo' class heavy walker (4 legs, amphibious, pgmp, artillery rockets)CO, 12 man FDC, 12 ammo squad, 2 trucks (4) HO-I Bombard 30cm mortars 20 crew each, (6) Bansan Small Walkers w/MRLS, (6) Recon/FO Myubo Light Hover Tanks (3 crew each)
- Heavy Walker Platoon: 1/19
- HQ w/(1) Mk I O-I 'Taka-Ashi' Heavy Walker and 12 maintenance w/truck, (4) Mk. II Ronin Heavy Walkers, (3) Komorigumo Pattern :Bansan Small Walkers
- Mechanized Assault Detachment: 1/15
- HQ (1) Ryou large robot, CO w/ grav cycle, 12 maintenance w/truck (3) Komorigumo Pattern Bansan Small Walkers
- Air Support:
Aerodrome, Kagoshima class airfield service carrier, (1) Tenkei class sky fortress, (6) Tetsubo scout planes bombs, missiles, (3) DFA-170 class bombers, (6) Inari scout helos, (1) Tsukuyomi heavy helo Fortification: HQ Bunker complex, communication tower emplacement, garrison infantry squad 12 men, (2) 2cm AC flak tower emplacements, (2) HMG tower emplacements, (2) MLRS tower emplacements Ashigaru Destroyer, factor 2 armor, power plant 3, cutter, scorpion fusion point defense, particle accelerator bay, eagle laser battery Beast Riding Cavalry Flying Beast Riders Veteran Shock Troopers
USA
- Armored Company
- HQ triumph pattern, reno command tank, (6) trenton medium tanks, (2) reno heavy tanks, (10) pioneer combat engineer teams (demo charges/mines/clearing charges)
- Support: (6) Carriages from the following; up to (2) gun carriages, (2) rocket, (2) flak, (2) supply
- Infantry Company towed field gun w/12 crew, 48 infantry, 24 cavalry/scouts
- Plunder Ports, Sneak In, Infiltrate (Nuclear Extortion)
Land Battle, to take and hold colonies, reflag them to gain reputation with the patron nation
- Sword Fight, Challenge to a duel of honor w/captain of guard vs. pirate captain
Services at port improve with rank
- Skills: Fencing, Navigation, Gunnery, Carousing (wit and charm), Medicine
- Free Kidnapped Daughters of Governor's (Major Mendoza)
Pirate/Privateer, Letter of Marque, Rights of Salvage, 10-60% fee, of ship's valve, -10% per rank Governor's Daughters, gifts, dances, balls
- (9) Buried Treasure Caches
- 9 Famous Pirates, Wanted Bounties
Boarding Actions, Sword Fights
- Explore Lost Cities (4) Alien Relics, Solve Mysteries,
Middle System
MID SYSTEM
ENOUNTER TABLE 2d6 encounter 8+ SGG Manubalista
- Black Sands Ring
- 12 Colonies
- Shoals Belt
- 2-5 Nada
- 6. Derelict/Shipwreck, picked over
- 7. Distress signal, 1-3 legit, 4-6 trap
- 8. War Ship (1d4 for nation 1 Gru, 2 USA, 3 OFF, 4 Kingdom)
- 9. Scout
- 10. Commercial
- 11. Colonial
- 12. Pirate
- SGG Manubalista
- 12 Colonies
- Ring Black Sands YR00000-0
- 18 moons , 12 colonies Desolate
Outposts/Bases Noble Holdings
- Pandinus H100166-7 research laboratory
- Miaphonus F200565-7 Duchy of Von Bristol, colony
- Granith F100265-7 military base
- Orious G100463-7 mining base
- Invious Y6A0000-0
- Tawnos H443514-7 mining colony
- Kroog G777386-7
- Fariss YS00168-7
- Sekoor FAF45B6-7
- Humbolt F412467-7 County of Von Bristol Family frozen hydrocarbon mining station
- Telum Y100000-0
- Vaduz H101214-7 ice-capped, mining colony
- Drakon's Folly Y111167-7
- Holman's World H2E3267-7
- Gorkha Y5D4300-5 interdicted
- Urza F300269-7 military base
- Hurloon Y655300-4 interdicted
- Vaejovis H222233-9
Baroness Metaluna Von Bristol (Barony on Humbolt) Scientist 6A9CCC 4 terms age 34 Computer-6 Sister of Count Rolf Von Bristol, (100 girl guide followers) Leader of the G3 Cookie Duster, Lab Ship
LS-4401122-020000-20003-0 400 tons MCr. 112.23 Batteries Bearing: 1 triple decoy/ECM counter measures, 1 triple pulse laser, 6 missile racks w/18 HE Leto missiles TL 7 Crew 10 (Pilot, Navigator, Engineer, (2) Stewards, Medic, (3)Gunners, Flight Crew) Cargo: 56 tons Passengers: 15 Fuel: 164 tons EP: 4 Agility: 0 Pulse Lasers Craft: 1 x 40T Pinnace, 1 x 10T ATV Fuel Treatment: Fuel Scoops Architects Fee: MCr 1.122 Cost in Quantity: MCr 89.784
Pinnace
CC-0202221-000000-00002-0 MCr. 26.9 40 tons Batteries Bearing 1 triple missile, 3 racks, 9 Leto missiles TL7 Crew 1 Pilot/Gunner, 2 couches, 1 small craft stateroom Cargo: 10.8 tons Fuel: 1 ton EP: 0.8 Agility: 2 Craft:, 1 x 10T ATV Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.269 Cost in Quantity: MCr 21.52
Duke Roderico Vasco D'gamma Von Bristol (Miaphonus F200565-7) Noble 564AAF 10terms Age 58 300,000 Rank 5 Handgun-3, Hunting-2, Bribery-2, ATV-1, Admin-3, Medic-1, Computer-1, Liaison-1, Ship's Boat-1, Engineering-1, Leader-3 Benefits: Traveller's, Gunx4, "Yacht", High Psgx4 Relci M-11 Hammer 4mm Gauss Pistol, 100 Clips Retirement 14,000/month
Fan Tail class Junk
SF-1701111-000000-00000-0 MCr. 23.0 100 Tons Bearing Crew 1 Batteries Tech 7 Cargo: 68.000 Fuel: 1.000 EP: 1.000 Agility: 1 Architects Fee: MCr 0.230 Cost in Quantity: MCr 18.400 Dispersed Hull Three Gimbal-mounted nuclear-chemical rockets Fission power plant with four huge solar array panels Model 1 Cray Deep Thought 2/4 1 Stateroom for command pilot/system engineer No weapons or hardpoints specified
HMS Gwendolyn System Ferry class Passenger Pinnace HMS Hurloon Princess, Royal Liner
SF-0201111-000000-00000-0 MCr. 11.225 40 Tons Bearing Crew 3 Batteries Tech 7 Cargo: 2.900 Passengers: 8 Fuel: 1.000 EP: 0.400 Agility: 1 Architects Fee: MCr 0.112 Cost in Quantity: MCr 8.980 Designed for deep space operations 10 small craft staterooms 2 for the 3 crew; pilot/captain, medic, steward 4 high and 4 middle passengers Bridge and 11 couches total, location unknown
(8) Arcolian Freedom Brigade (Fighter Squadron) Tiger Fighters
FL-0202211-000000-00002-0 MCr. 15.825 7.5 Tons Bearing 1 Crew 2 Batteries 1 Tech 7 2 couches, no bridge, no stateroom, Model 2(1) Cargo: 0.5 ton Fuel: 1 ton EP: 0.150 Agility: 2 Marines: 1 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.158 Cost in Quantity: MCr 12.66 (2 electric action hyper velocity auto cannon, APDU, 3 bursts)
Humbolt Patrol Squadron Count Rolf Von Bristol B9A9AE Rank 5 Colonel Terms 5 Army Age 38 Ht 1.85m Wt 89kg Blond, Blue, Fair Rifle-1, SMG-1, Gun Cmbt-1, Tactics-7, Leader-2, Gambling-2 Retirement: 4,000Cr./month Benefits: +2 Educ, Gun, +1 Social, 2,000, 10,000, 20,000, Low Psg, +1 Social
- (5) Eagle Class Utility Transport
40ton PL-0202321-000000-10000-0 MCr. 30.25 Batteries Bearing: 1 Pulse Laser TL 7 Crew 8 (Pilot, 7 Marines) 4 small staterooms Cargo: 10 tons Fuel: 1.2 tons EP: 1.2 Agility: 0 Marines: 7 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.303 Cost in Quantity: MCr 24.2
The count commands 5 sailor/pilots and 35 protected forces marines with vac suits, revolvers, and cutlass. They have an 8cm auto-mortar with 20 rounds HE, and one LMG sentinel gun for the platoon. There are two medics with kits and they have a pair of tracked ATVs.
Baron Clive Owen Von Bistol 88889C Belter/Prospector 3 Terms Age 30 Ht 1.89 Wt 90kg Hair Black Eyes Hazel Skin Fair/Pale Traveller's, 100,000, "Seeker" (100 employees) Vacuum Suit-1, Prospecting-1, Engineering-2, Brawling-1
Seeker
AP-1602221-000000-10000-0 MCr. 47.6 100tons Batteries Bearing: 1 Pulse Laser TL 7 Crew 8 (Pilot, Gunner, 6 Marines) 4 staterooms Cargo: 46 tons Fuel: 2 tons EP: 2 Agility: 1 Marines: 6 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.476 Cost in Quantity: MCr 38.08
CEO of Bright Star Mining Corporation, Runs the Space Academy, Spaceport Maintenance/Repair/Overhaul and Mines Human Space Academy Graduates, 1 term, 22 years old, default vacuum suit -1, plus pick 1 skill: ship's boat-1 engineering-1 gunnery-1 navigation-1 medic-1 electronics-1 mechanical-1 gun cmbt-1 blade cmbt-1 brawling-1 Available for hire as replacement crew at confederate colonial outposts, can learn additional skills from list, per year of training
Snow
D96B93 G3, Omegazon, Other (crusader-assassin), Terms 3, Age 22, Rank 2 Warrior, Ht 1.7m Wt: 64kg Hair Silver Eyes Green, Tan Skin, 13,000Cr. High Psg
Steward-1, Gunnery-1, Navigation-1, Rifle-1, Sword-1, Broadsword-2, Tactics-1, Jack-O-T-2, Gambling-1, ATV-1
(Snubbed by piratesx2) Red Jack Armor, Broadsword
Engi (AI outpost/factory), Engi Cyborgs, Servitors, must visit AI, librarian, bring raw materials, Drones= Defense, Offensive, Boarding, 1m 50kg, 1d6 stats, nanobots, 50% HTH damage, x2 repair rate
visit librarian to unlock this species
Engi
Though their current home planetary systems are well documented, the true origins of the emotionless Engi are a mystery; it is known that the majority of their bodies are made from trillions of nano-machines which give the illusion of a silvery 'skin' with a metallic sheen, and that they can adopt different shapes to better cope with their environment, although they generally maintain a humanoid form, which most other races are habitually more comfortable with. The Engi also wield powerful knowledge of machinery, and are generally natural mechanics -especially when they're only expected to service and repair comparatively primitive human technology. While the Engi are extremely intelligent, their primarily robotic body composition is very fragile; the delicate and very technical inner workings of an Engi are not nearly as rugged as regular organic material, like that found in humans. As a result, Engi usually make poor fighters, however their immaculate knowledge of mechanics coupled with their immunity to most diseases as a result of their cybernetic bodies can make them excellent allies. The Engi still require oxygen to survive despite their mostly robotic makeup, however. The many scientific anomalies of the Engi have been points of contention between human scientists for years; they argue incessantly over whether the Engi are organic lifeforms by definition, or rather sentient machines. Most accept the notion, though, that they're simply a bridge between the two. Despite a nonaggression pact with the Belters, the Engi are the strongest supporters of the Confederation, and have been secretly aiding them when possible. They consider reestablishing the Confederation to be the highest priority. The Confederation outsourced designing of the new Patrol Cruiser to the Engi. In addition to the Federation, the Engi are allies of the Zoltan. Since the collapse of the Confederation they have been preyed upon incessantly by the Mantis, who regard them as ideal slaves. Engi cost 50 to hire from Stores. Special Abilities + Repair speed is doubled - Combat damage inflicted is halved Engi are most useful when used as repair crew or manning ship systems, and should avoid one-on-one combat unless absolutely necessary, especially without medical support. Note: System repairs, hull breaches, and fires are all fixed at double speed Note: Despite being mostly made up of nanobots, Engi can still suffocate and die from lack of oxygen. Methane Ice Crab, slow, STL solar sailor, chance encounter, headed for methane moon, just passing through, 1/4 human speed, long lived, no aging, immune to low berth, egoless AI Ice Crabs, low berths, fast drugs, set up treaty, factory, automated, hire ENGI to over see An ice asteroid, with a small crew, a single pulse laser and enough energy for some agility. It carries a small drop ship.
- Freighter, Cold Ice Asteroid, Methane Crabs
CF-1801221-300000-10000-0 MCr. 33.358 100tons 1 pulse laser battery Crew 3: pilot, gunner, flight crew 1.5 staterooms TL 7 Cargo: 30 tons Fuel: 2 tons EP: 2 Agility: 1 Pulse Lasers Craft: 1 x 9T Drop Ship Architects Fee: MCr 0.334 Cost in Quantity: MCr 26.686 Model 2 3/6 Maneuver, Return Fire, Double Fire, Anti Missile, ECM Crab Interface Craft/ Ice Lander CI-0101101-000000-00000-0 MCr. 6.655 9tons Crew 1 pilot TL 7 Cargo: 3.5 tons Fuel: 1 ton EP: 0.09 Agility: 1 Architects Fee: MCr 0.067 Cost in Quantity: MCr 5.324
- SHOALS PLANETOID BELT F000562-7 (3) Clans Iron/Gold/Copper
w/o the Rockman's Navigational Rutter, take asteroid hits/damage from flying through this belt Belters/Rockmen (mining, raw materials) 3 clans, Iron, Copper, Gold, (2,000) Rock Men 1.5 HP, immune to fire, low O2 requirements, reanimated human/silicate hybrids, AI crystalline cooperation. The shoals are home to a ragtag nomad fleet of belter migrants and refugees who never made it to a destination and decided to remain on the journey.
Belters Alliance Iron Clan Belters/Letter of Marguee from the Kingdom Villain Marquis Montalban, hostage grandfather (brilliant scientist) partial memory wiped, mind control implant, cortex bomb, Monolith (jump drive), gate way portal, "its full of stars" (has a Vercadian protector android)
ASTEROID BELTER CLANS/PIRATES Iron Gauntlet/Fist Clan, Port Centaur F000160-7
Iron Yacht, planetoid
YT 2801112-300000-00002-0 MCr. 44.74 200tons 2 missile batteries (6 launchers, 18 Leto Missiles) Crew 12 TL 7 Cargo: 13 tons Passengers: 8 (royal retinue) Fuel: 2 tons EP: 2 Agility: 1 Marines: 6 Craft: 1 x 20T Gig, 1 x 30T Ship's Boat, 4 x 1T Land Mates Architects Fee: MCr 0.447 Cost in Quantity: MCr 35.792
Software 2/4 multi target (hydra fire control), Pilot Engineer Steward Medic 2 gunners 6 Marines Captain/Pilot Owner Marquis Montabahn AAACCD age 46 7 terms 300,000, yacht ship's boat-2, leader-1, navigation-1, jack-o-trades-1, foil-3, bribery-1, liaison-1 8 Royal Retinue Captives 876282 (gambling-2, staggeringly stupid )
- Iron Picket Patrol Boat
Dark Sleek Needle Wedge, yellow nuclear plasma rocket glow
PB-0102222-100000-00002-0 MCr. 24.785 30 tons 25 crew: pilot/gunner, 24 marines, 1 battery of missiles 9 Leto Missiles TL 7 Bridge w/23 additional couches (24 hrs) Cargo: 2.2 tons Fuel: 1 ton EP: 0.6 Agility: 2 Marines: 24 Architects Fee: MCr 0.248 Cost in Quantity: MCr 19.868
Pilot/Gunner Baron Raymondo 999AAC age 42 6 terms 100,000 ships boat-2, gunner-2, vacuum suit-1, handgun-1, sword-1
- Iron Pirate Gig
AG-0602221-000000-00002-0 MCr. 18.75 20 tons Converted Marine Assault Landing Saucer 6 crew pilot/gunner, 5 marines, 1 battery of missiles 6 Leto Missiles TL 7 Cargo: 0.4 tons Fuel: 1 ton EP: 0.400 Agility: 2 Marines: 5 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.188 Cost in Quantity: MCr 15
Pilot/Gunner Major Mendoza 88899A age 38 5 terms 50,000 ship's boat-1, gunner-1, vacuum suit-1, revolver-1, cutlass-1 Captive Princess/Governor's Daughter Bomb Pumped X-Ray Laser Lance (single shot factor 3 beam attack) 1 salvo of laser bombs (5) Death's Head Cyber Commandoes ABA662 34 4 terms Captain revolver-1, cutlass-1, battledress-1, HE wpns-1 Lieutenant ACR-2 Sergeant Major Laser Rifle-2 Sergeant LAG-2 Corporal demo-1 (2) thigh mounted breaching charges
Gold Dragon Clan, Space Port Starbury G000160-7
- Pirate Asteroid Galleon
AP-28022B2-300000-00003-0 MCr. 81.68 200 tons 28 crew: pilot, engineer, medic, gunner, 24 marines, 1 battery of missiles Artemis missiles 6 racks, 18 missiles, TL 7 Bridge 14 staterooms (2 weeks) Cargo: 48 tons Fuel: 4 tons EP: 4 Agility: 2 Marines: 24 Architects Fee: MCr 0.817 Cost in Quantity: MCr 65.344
Computer 2 fib 3/6 target, launch, maneuver nav charts, schedule for a corporate merchant for the next 2 months, the ship The Cold Hind Captain/Owner Aboard (medic) Hunter S. Thompson 786998 age 46 7 terms, 10,000, "Safari Ship" hunting-1, computer-3, electronics-1, leader-1, medical-3 Ex-Scout Pilot: Captain Barbara "Easy Hand" Gray (friendly, very tall) 966966 age 38 5 terms pilot-1, rifle-1, bayonet-2, vac suit-1, mechanical-1 Engi Slave Naval Engineer: age 34 4 terms engineer-4 Rockman Ben Grimm Ex-Scout Gunner: age 30 3 terms pilot-1, gunner-4 Mantis Platoon 24 Warriors Cargo Hold: 3 tons of gold, Food, Modular Base, ATV, Hover Craft, AFV
Copper Clan, Space Port Latch-Tight H000000-7
- Lucky Strike Buffered Asteroid Seeker
AP 1901111-600000-10000-0 MCr. 19.825 100tons 1 pulse mining laser battery, 7 crew, pilot, gunner, 5 marines Cargo: 21 tons Fuel: 1 ton EP: 1 Agility: 0 Features: 1 x 1T Mining Robot Grappling Arm Architects Fee: MCr 0.198 Cost in Quantity: MCr 15.86
Under the command of Captain Colin "Big Bird" Davies (braggart, muscular B69883), Rogue 38 5 terms, 70,000Cr, streetwise-1, ship's tactics-2, ship's boat-2, leader-1, brawling-1 is a battered seeker w/ a pulse laser mounted on a 100ton asteroid ship of the line originally out of Port Latch Tight. Its hold is currently filled with a 10ton cargo of tar (unprocessed hydrocarbons), 1 ton crystal glassware, 1 ton of red wood, 1 ton embroidered black fiber glass cloth armor. Software: 2/4 maneuver 1/0.1, select-3 1/1, gunner interact 1/1, "library" 1/0.3 a beautiful copy of Emily Gray the Black's Vile Doctrine of Trifold Chaos [select 3], digital copy of The Compendium of Space Craft (5+ to ID any craft in the system and list specs). The ship's first mate is Allan "Black Bird" Summers (bionics legs) 986984 Belter 38 5 terms, seeker, vacuum suit-1, prospecting-1, brawling-1, handgun-2 (spinning back kicks) HUD goggles w/tracking +1 to hit smart auto-pistol. This vessel's figurehead is a Copper Bird. Gunner: Emily Gray Pirate Lieutenant 748896 46 7 terms, 10,000 brawling-1, gunnery-4, shotgun-1, vacuum suit-1, tactics-1 Barbarian Warrior Luke "Big Crow" Cook (soft spoken) ABB696 30 3 terms sword-1, recon-1, survival-1, carousing-1, medical-1 (1d6 ampoules of medical slow, slow, combat drug) Sailor Moon 585AB9 46 7 terms Admiral 60,000 computer-3, nav-1, demo-1, battledress-1, commo-1, admin-1, water craft-1 Pirate Henchman Chester 7983A3 Age 30 3 terms 3,000 brawling-1, forgery-1, engineering-1, vacuum suit-1, zero-g cmbt-1, blade cmbt-1 Asteroid Mining Colony:3 Clans Iron, Copper and Gold
- You come across an asteroid mining colony. They message you immediately, saying, "Greetings. Our supplies of mining explosives have run out ever since the Rebels blockaded this system. Do you have any extra explosives?"
- 1. (Missile Weapon) Offer to solve their problem by launching a missile.
- "While I appreciate your enthusiasm, we have certain protocols for the use of explosives around the workplace. Launching a military grade weapon into our mines isn't exactly what I'd call 'union-friendly'."
- Option is removed; can still select from remaining options.
- 2. Give them the requested 5 missiles.
- They thank you and offer to have their engineers repair some of your ship's hull.
- Lose 5 missiles and receive 10 repairs.
- They thank you and offer to have their engineers upgrade your reactor.
- Lose 5 missiles and get your reactor upgraded by 1 maximum power.
- They thank you for your generosity and offer some scrap in exchange.
- Lose 5 missiles and receive 15-25 scrap.
- 3. Give them 15 missiles.
- "Wow. This will help our efforts considerably." They offer to have their engineers fix up your ship and upgrade your reactor.
- Lose 15 missiles, receive 15 repairs, and get your reactor upgraded by 1 maximum power.
- "Wow. This will help our efforts considerably. What could I offer for your troubles..." After some time they deliver a ship :Augment for installation on your ship.
- Lose 15 missiles and recieve a random augment.
- "Wow. This will help our efforts considerably. Let me see what I can scrounge up to offer you." They deliver some scrap and have :their team try to repair part of your hull.
- Lose 15 missiles, receive 5 repairs, and 30-40 scrap.
- 4. Decline.
- "I understand. Good luck out there. We'll try to make do with what we have."
Ancient Secret Rockmen Crypt/Burial Site Outer System Far Companion White Dwarf LGG in habitable zone, 20 moons Ring System (nebula) jams long range sensors, to short range only RACES
Voltrans (portal), an ancient race of extra galactic energy beings, 70% HP, 1kw/HP, 1kg TK/STR, hear radio, see radar, built in laser weapons, charges equal END/day, range is DEX times 10m, damage is STR dice/shot, can divide up damage to attack multiple targets at once down to 1d six/target, need translator/software to understand, work with the red crystalline entity and maybe the AI
Mantis Veloxi/Vrusk
- The violent and hostile Mantis appear, to Humans anyway, to resemble 2m 100kg, man-sized Praying Mantises, although they are much more aggressive than their namesakes. Whereas praying mantises kill prey merely to survive, the much larger and more intelligent Mantis race kill remorselessly to suit their own personal agendas- usually without survival as a concern, making for a pitiless and brutal insectoid warrior species. While humans and most other species have manufactured handheld weaponry to utilize in combat, the Mantis usually default to their agility, and sharpened exoskeletal appendages to tear through their enemies, and their skill as warriors goes almost unchallenged in 1v1 combat even against the rock species. The Mantis also possess extremely acidic saliva which can burn through flesh and melt most metal alloys. While Mantis excel at combat, especially personal combat, they are the least adept of all the races at technical repairs. They have overcome this problem by frequently taking Engi slaves. Engi slaves can be found on a majority of their bases and ships. Though some individual Mantises have been known to work with the Confederation, the race as a whole tends to be deceptive, opportunistic and untrustworthy, and can commonly be found piloting their signature style of well armed spacecraft, hunting down weaker enemies in pursuit of their belongings. Human children are told tales of their red ships, and of the Mantis invasion of Home.
- Special Abilities
+ Inflict 1.5x damage in combat, claws + 1.2x move speed - Halved repair speed Mantis are best used as Boarding crew, as their increased damage and increased movement speed allow them to disrupt and destroy enemy systems and crew. Note: System repairs, hull breaches, and fires are all fixed at half speed; even if a Mantis crewman is closer, it's usually better in the long run to leave him at his post, and send someone else to repair damage.
C-2202221-200000-20002-1 MCr. 107.610 200 Tons Bearing 1 1 Crew 18 Batteries 1 1 Tech 8 Cargo: 6.000 Fuel: 4.000 EP: 4.000 Agility: 0 Marines: 6 Pulse Lasers Craft: 1 x 20T MARINE GIG, 6 x 10T FIGHTERS Fuel Treatment: Fuel Scoops Architects Fee: MCr 1.076 Cost in Quantity: MCr 86.088
- These are the major combatants of the Vrusk/Thri-Kreen Navy. This craft is locally produced for commerce escort with bio-organic components. It mounts a triple missile turret and three pulse lasers grouped into factor 2 batteries.
9 staterooms for pilot, engineer, 2 gunners, 7 flight crew and 6 marines
- Computer 3/6 Active Programs/Storage
- Maneuver-1 Predict 3-1 Return Fire-1
- Launch-1 Multi target 2-1 Maneuver/Evade-2
- Library-1 Anti-Hijack-1 Anti-Missile-2
Veloxi Fleet Fighter, Vrusk/Thri-Kreen Navy
SF-0202221-000000-00002-0 MCr. 16.15 10 Tons Bearing 1 Crew 1 Batteries 1 Tech 8 Cargo: 0.000 Fuel: 1.000 EP: 0.200 Agility: 2 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.162 Cost in Quantity: MCr 12.920
This streamlined design can handle space and atmospheric operations. It is armed with triple missile launchers and carries 9 Bumble Bee class EMS seeking missiles, with active homing guidance in a powerful factor 2 missile battery. Its bridge/computer command and control suite and the high agility are its only defenses.
Veloxi Marine Gig Transport, Vrusk/Thri-Kreen Navy
TV-0202521-000000-10000-0 MCr. 24.625 20 Tons Bearing 1 Crew 7 Batteries 1 Tech 8 Cargo: 4.500 Fuel: 1.000 EP: 1.000 Agility: 0 Marines: 6 Pulse Lasers Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.246 Cost in Quantity: MCr 19.700
Designed for orbital insertions and boarding actions, marines usually carry breaching charges. The craft mounts a pulse laser battery for ripping open resisting hulls. The computer is sophisticated and gives the craft an advantage in small craft battles. It has a bridge and 5 additional couches to accommodate the crew. The powerful power plant gives the craft a unique power curve and sensor signature.
- 1. at a non-distress beacon. The Long-Range Scanners will say "Possible Ship Detected"
- You cross paths with a Mantis ship that looks to have had dozens of layers of armor-plating added over what must have been a hundred year :career. Its captain is legendary thief KazaaakplethKilik. Your crew looks frightened.
- Requirements to get Mantis Red Patrol Cruiser:
- • Teleporter
- • Level 2 or greater Medbay/Clone Bay
- 1. (Mantis Crew) Attempt to hail him.
- Your Mantis crew-member steps forward. He and KazaaakplethKilik perform a weird kind of alien haka. You, meanwhile, charge the :battle systems.
- Fight the ship.
- 2. Prepare to fight
- • Fight the ship.
- • (After destroying enemy ship) KazaaakplethKilik fights to the last, and you pick the scraps from the corpse of his ship. You :sense, though, that his death has left a great mystery unresolved.
- You receive a medium amount of scrap and resources.
- • (After killing enemy crew) No more life signs are detected aboard their ship. You appear to have won.
- 1. Move in to strip their ship.
- It seems almost a waste for such a fierce foe to die in such an anticlimactic fashion. You shrug it off and take what you can.
- You receive a high amount of scrap and resources.
- 2. (Teleporter) Quickly teleport additional crew and check for survivors.
- You find KazaaakplethKilik slumped in a corner dying.
- 1. Put him out of his misery.
- Thus ends the life of the famed captain, KazaaakplethKilik... You wonder what secrets went with him to the grave as you thoroughly :loot his ship.
- You receive a high amount of scrap and resources.
- 2. Listen to what he has to say.
- In his dying moments he gives up the location of his secret stash. You strip the ship wondering what other secrets went with him :to the grave.
- You receive a high amount of scrap and resources and a quest marker is added to your map.
- 3. (Advanced Medbay/Clonebay) Quickly teleport him back to the medbay/clone bay. (Requires level 2+ Medbay OR level 2+ Clone Bay)
- Your haste has paid off and you are able to bring him back from the brink of death. When his senses return he says, "I never :thought I would see this day, but... I am willing to devote myself and my ships to your cause."
- 1. Accept.
- KazaaakplethKilik joins your crew, offers the coordinates for a nearby stash of stolen military goods and transmits the :coordinates for a custom cruiser he has been working on. You forward it to the Federation, sure they can make good use of it. You receive :a high amount of scrap, a random augmentation, 1 mantis crew member named Kazaaak (will have maxed out skills in the late sectors in :FTL:AE), unlock the Mantis Cruiser and a quest marker is added to your map.
- Quest Marker
- You arrive at small asteroid field and discover the hidden cache among the debris. You input the codes given to you by KazaaakplethKilik :and find a weapon inside.
- You receive a low amount of scrap armor/hull metal patches/electronic spares and a ship's weapon/missile resupply/reloadVeloxi, Vrusk, :Mantises x1.2 movement, x1.5 HTH damage w/claws, isolated, stranded colony, military outpost/base, 500 total
- Mantis Veloxi/Vrusk Patrol Cruiser
400tons, TL 8 PC-41044S2-600000-30003-0 MCr. 391.86 1 battery of 6 pulse lasers, 1 battery of 6 missile racks with 18 Hydra missiles Crew 24: 13 marines, pilot, 2 gunners, navigator, medic, 4 engineers, 2 flight crew Cargo: 50 tons Fuel: 16 tons EP: 16 Agility: 2 Craft: 1 x 8T ACV M-44 Hammerhead, 1 x 30T Ship's Boat Backups: 1 x Model/2 Computer Architects Fee: MCr 3.919 Cost in Quantity: MCr 313.488
Mantis Assault Lander
30 ton TL 8 ML-0104421-000000-00002-0 MCr. 26.6 1 battery of 3 missile racks bearing with 9 Ding Bat missiles Crew 2 pilot/gunner, marine, bridge, 1 small craft stateroom Cargo: 3.3 tons Fuel: 1.2 tons EP: 1.2 Agility: 4 Architects Fee: MCr 0.341 Cost in Quantity: MCr 27.288
- Crystalline Entity (cloistered order/guardian knights), "fuel" slow, psionic
OUTER SYSTEM
LGG Encounter 20 Moons
Enclaves:
- Spemin (cloning, bio weapons, drugs, toxins, poisons, chemicals, searching for their hive dooms day dyson sphere to unleash the flood, slavers, bandersnatch, squid, sliishi, slugs, oozes, slimes) They have a 68 ton K'Slice Class Attacker Tender with a pair of 6 ton K'Pow Class Fighters and an 8 ton K'Bam Class Assault Lander for its fireteam of inhuman marines. This group tends to lurk near the middle system colonies. They have a single fort and a colony base. A 100 ton asteroid K'Thunk Class Raider Tender with its own 8 crew, a fighter and a lander haunts the shoals asteroid belt. A 700 ton K'Thud Class Warship maybe prowling the outer system. It has a crew of 78 with 48 marines, there are six landers and twelve fighters. They may eventually have a mining center, industrial center, and agro dome. They have at least two forts and two colony bases. Total population is less than 200 which breaks down as 94 military and 106 civilians. There are 56 marines and 38 navy with 3 warships, 15 fighters and 8 landers total.
- Elite Other (enlist twice to qualify) Confederate Death's Head Cyber-Commandos, (cyborg enhanced covert operatives) GRU Max, wounded military heroes, recycled, robo-cop, cache/crypt, pyramid, vault, tomb, 2d6 suits of relic chameleon cmbt armor, 1d6 pgmp-12 with 3d6 charges each, use heavy weapons, engi cyber parts/repairs, key cargo event, factory workshop, abandoned research lab, ancient dig site, AI sleeper
- Guardian Knights: special other, 14-18 full psionics training, psionic drugs, crystal talisman, light saber,
Guardian Knights (Elite "Other") -- essentially the Jedi Knights (spiritual/holy order emphasis); prerequisite was high Psionics. Benefits included maxed-out Psi training, automatic Soc 11, light saber. Light sabers -- Personal melee weapon; CT range matrix as broadsword, armor matrix & damage as laser rifle; required special Light saber skill. Can be used to parry laser weapons, 100 charges, 1kg 100,000Cr.
Goal to be rich enough to afford retirement Alien/Native Attack
- Vercadian Protecor Androids
PGMP-13, TL D battle dress, 1d6+9 for stats, 2m 100kg, clones with implants, vat grown, bionics, social 0, slave race, 1Mcr. each, 8 skill points, don't age, 1d6 implants/mods at time of sale Spemin Bio Vats PICK 8 battledress, HE wpns, brawling, blade cmbt, gun cmbt, zero-G Cmbt, tactics, recon, demo, gunnery, ship's boat, gravitics
- Cloistered Order, Sisterhood, clones, females, nuns, United Federation of female freedom fighters U4F
- Omegazons 14-18 barbarians, bows, amid wild male barbarians, low IQ brutes, +3 STR, -3 INT, herdsmen, agro colony, cudgels
- Galatia-9 1term barbarian omegazon, 1 term noble in exile, age 22
99999A, mesh, dueling rapier, military composite bow, auto-pistol, 4 clips (15)each, 20 arrows w/4cm RAM HEAP warheads handgun-1,foil-1, bow cmbt-1,pilot-1 sphere yacht Harpy
- Rec Platform 93, sailor's grave, Harry Palmer, BADA55 5 terms Major Rank 3 Marine Revolver-2, Cutlass-2, Brawling-2, Carousing-2
- Lt Brucilla the Muscle CAB686, 26 2 terms,rank 1 Lieutenant Space Marine, Arcolian Space Brigade
vacuum suit-1, ship's boat-1, gunnery-1, cutlass-1, revolver-1 jack (suit liner), +1 mono molecular edged cutlass, +1 magnum revolver, 36 HESH rounds, ammo belt/bandolier w/6 speed loaders, boots, gloves, helmet, breast plate, girdle
- Baron Roderico Vasco D'gamma Bajar
- Lt. Aldo Raines 89A895 Age 34 4 Terms Army 1.78m 85kg
Rifle-1, SMG-1, Blade Cmbt-2
- Detective Paul Kersey (death wish) 688986 Age 42 6 terms Marine/Police Investigator 1.65m 80kg
Revolver-3, Cutlass-1
Software List:
Library AI Librarian, creates EnGi, encyclopedia galactica,
(model 9fib)
- Crab(s) Ice Asteroid, factory, fast AI w/o ego, anti hi-jack, low berths, fast drug, medical slow
- Mantis slow, combat, pheromones, gunner interact, predict, maneuver evade
- Belters, Rock Men, select, double fire,
- The Kingdom multi target (hydra missile systems, tracking, fire control)
- The Gru return fire, anti-missile
- Omicron ECM, auto evade
27 types of ships Anti-Ship Battery ASB hidden relic missile bay planet side batteries, periodically target lock and engage, may warn first, may detect target acquisition radars just prior to lock on, can go dark to avoid
- Belter Cyber Drones/Alien/Native Indian War Canoes (pirate sub craft/teleporting mantis marines)
Missions: Mail Runner, Grain Transport, Merchantman, Colonizer, Smuggler, Pirate, Military Payroll Bar/tavern/recreational space station/freeport Mysterious Travellers/traveller's aid society, ports, inns, network
- Relic Treasures
Black Globe Generator/Stealth Ship Monolith (Jump Drive) AI advanced computers, software library, create software Fugitive Criminals/Bounties, penal colony, War Pig Mercenaries Relic Armory Ammo Dump (missile magazines) Explosives Warhead Bunker (radioactives) Spemin/Sisters Clone Banks Hidden Undersea Star Ship Automated Engi Overhaul/Upgrade/Repair Base mermaids/gen altered colonists Battered War Drones boarding, sentinel, defense, interceptor Titanium reinforced ships bracings (armor) Rock Plating (buffered asteroid hulls) Guardian Knights Temple/Monastery Psionic training institute
- Dueling Weapons: (knights) Rapier/Foil (nobles), Dagger (scouts/merchants) , Blade (navy), Long Sword (army), Cutlass (marines)
- Bounties: from 1-5 MCr.
- Libertine Chatterley 1000 carousing-1, brawling-1
- Embezzler Farthingsworth 2000 forgery-3
- Spy Connery 3000 recon-1, computer-1 body pistol-2
- Blackmailer Shawshank 4000 bribery-2, streetwise-1
- Traitor Faulkes 5000 interrogation-1, recruiting-1
- Pirate Captains: from 1-10 MCr.
- 1. Sir Henry Morgan A88B4B Age 50 8 terms Pirate Rank 6 Captain Corsair 100,000
brawling-1, pilot-1, pike-2, cutlass-2, vacuum suit-1, ship tactics-1, zero-g cmbt-1, gunnery-1, streetwise-1, engineer-1 Colonial Governor attacks, enemy of the Kingdom, USA Large Frigate USS Redundant
LF-1502221-110000-10001-0 MCr. 75.094 100tons Batteries, 1 sand(decoys/jammers), 1 pulse laser, 1 missile rack 5 crew, pilot, gunner, 2 flight crew, marine TL 7 Cargo: 0 Fuel: 2 tons EP: 2 Agility: 1 Marines: 1 Pulse Lasers Craft: 1 x 16T Gig Fuel Treatment: Fuel Scoops Backups: 1 x 1G Maneuver Drive 1 x Factor 1 Power Plant 1 x Model/2 Computer 1 x Bridge Architects Fee: MCr 0.751 Cost in Quantity: MCr 60.075
USS Satisfaction Gig
SG-0102221-000000-00002-0 MCr. 17.86 16tons 1 battery of triple missile racks, Hermes missile system 2 crew pilot/gunner, marine TL 7 Cargo: 3.72 tons Fuel: 1 ton EP: 0.32 Agility: 2 Marines: 1 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.179 Cost in Quantity: MCr 14.288
Captured Galleon
CG-2301212-000000-10000-0 MCr. 81.74 200tons 4 pulse laser batteries, TL 7 5 staterooms Crew 10, pilot, 4 gunners, engineer, medic, flight crew, 2 marines Cargo: 113 tons Fuel: 4 tons EP: 4 Agility: 0 Craft: 1 x 20T Life Boat Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.817 Cost in Quantity: MCr 65.392
(14) Skull Fighters
6tons SF-0102201-000000-00002-0 MCr. 8.695 1 pilot/gunner TL7 1 battery of hawk missiles, 9 missiles, IR homers, 4Gs Cargo: 0.5 tons Fuel: 1 ton EP: 0.12 Agility: 2 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.087 Cost in Quantity: MCr 6.956
- 2. Blackbeard
Scientist 7A6CA6 Age 42 6 terms 90,000 Lab Ship computer-1, gravitics-1, laser carbine-1,navigation-1, medical-3, leader-1 Queen Anne's Revenge Colossal Frigate
(space station) LS-4701322-000000-50000-0 MCr. 209.12 400 tons 1 battery of 12 beam lasers 20 staterooms, TL 8 40 crew: 32 marines,2 flight crew, 1 gunner, 1 medic, 2 engineers, navigator, pilot (helmsman) Cargo: 82 tons Fuel: 92 tons EP: 12 Agility: 0 Craft: 1 x 40T Pinnace, 1 x 10T ATV, 1 x 4T Air Raft Fuel Treatment: On Board Fuel Purification Architects Fee: MCr 2.091 Cost in Quantity: MCr 167.296
40 ton Sloop SP-0205521-000000-20000-0 MCr. 42.4 1 battery of 2 beam lasers Crew 1 pilot/gunner, 1 marine TL 8 Cargo: 3.4 tons Fuel: 2 tons EP: 2 Agility: 0 Craft:, 1 x 10T ATV Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.424 Cost in Quantity: MCr 33.92
- 3. Captain Kidd 80,000
PM-8903322-600000-00005-0 MCr. 364.3 800 tons Buffered Asteroid TL 8 Mercenary Cruiser 1 battery 24 missile racks,72 Centaur Missiles 50 Crew: 37 marines, pilot, navigator, 5 engineers, 1 medic, 1 gunner, 4 flight crew Cargo: 82 tons Fuel: 24 tons EP: 24 Agility: 3 Marines: 37 Craft: 2 x 50T Cutter, 2 x 10T ATV, 1 x 4T Air Raft Architects Fee: MCr 3.643 Cost in Quantity: MCr 291.44
(2) Brigs of War BW-0105521-000000-20000-0 MCr. 50.75 50 tons 1 battery of 2 beam lasers, 1 pilot/gunner, 1 marine Cargo: 17.5 tons Fuel: 2.5 tons EP: 2.5 Agility: 1 Marines: 1 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.508 Cost in Quantity: MCr 40.6
- 4. Jean Lafitte 70,000
PL-64015S2-100000-30004-0 MCr. 482.884 600tons Liner 1 battery of four beam lasers, 1 battery of 12 missile racks, 36 Atlas System missiles Crew 44: 34 marines, pilot, navigator, 4 engineers, 1 steward, 1 medic, 2 gunners TL 8 Cargo: 31 tons Passengers: 8 high passengers Fuel: 210 tons EP: 30 Agility: 1 Craft: 1 x 20T Gig Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 4.829 Cost in Quantity: MCr 386.307
Ancient Brig
20tons PB-0605521-100000-10000-0 MCr. 25.24 1 battery of 1 pulse laser TL8 Crew 2: pilot/gunner, marine Cargo: 3.6 tons Fuel: 1 ton EP: 1 Agility: 0 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.252 Cost in Quantity: MCr 20.192
- 5. Stede Bonnett 50,000
Fat Subsidized Trader 400tons FT-46044B2-100000-30003-0 MCr. 289.24 1 battery of 6 pulse lasers, 1 battery of 6 missile racks, 18 Medusa Missiles Crew 26: 15 marines, pilot, navigator, 4 engineers, 1 medic, 2 gunners, 2 flight crew 13 staterooms, TL 8 Cargo: 144 tons Fuel: 16 tons EP: 16 Agility: 2 Craft: 1 x 20T gig Fuel Treatment: Fuel Scoops Architects Fee: MCr 2.892 Cost in Quantity: MCr 231.392
Brigantine BG-0104421-100000-00002-0 MCr. 25.09 20 tons 1 battery of three missile racks, 9 Medusa Missiles Crew 2: pilot/gunner, marine 2 couches on bridge TL 8 Cargo: 5 tons Fuel: 1 ton EP: 0.8 Agility: 4 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.251 Cost in Quantity: MCr 20.072
- 6. L'Olonnais Merchant Captain Free Trader 60,000
Free Trader 200tons TL 7 FT-2101322-000000-30000-0 MCr. 120.34 1 battery of 6 pulse lasers Crew 20: pilot, engineer, medic, gunner, 3 flight crew, 13 marines 10 staterooms Cargo: 32 tons Fuel: 6 tons EP: 6 Agility: 0 Craft: 1 x 70T Shuttle Fuel Treatment: Fuel Scoops Architects Fee: MCr 1.203 Cost in Quantity: MCr 96.272
Brigantine 70tons TL 7 PS-0102222-010000-10001-0 MCr. 40.05 1 sand caster battery, 1 missile rack, 1 pulse laser battery Crew 22: 20 marines, pilot, gunner, 22 couches, 11 small craft staterooms Cargo: 10.5 tons Fuel: 1.4 tons EP: 1.4 Agility: 0 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.401 Cost in Quantity: MCr 32.04
- 7. Roc Brasiliano Scout 40,000
PS-1702221-010000-10001-0 MCr. 45.108 100tons TL 7 1 sand caster battery, 1 missile rack, 1 pulse laser battery Crew 4: pilot, gunner, 2 flight crew, 4 staterooms Cargo: 0 Fuel: 2 tons EP: 2 Agility: 1 Craft: 1 x 54T Royal Sloop Architects Fee: MCr 0.451 Cost in Quantity: MCr 36.086
Royal Sloop TL 7 54 tons RS-0202222-410000-10001-0 MCr. 40.07 1 sand caster battery, 1 missile rack, 1 pulse laser battery Crew 10: pilot, gunner, 8 marines, 10 couches, 5 small craft staterooms Cargo: 7.3 tons Fuel: 1.08 tons EP: 1.08 Agility: 0 Architects Fee: MCr 0.401 Cost in Quantity: MCr 32.056
- 8 Bart Roberts Scout 30,000
PP-1802221-310000-10001-0 MCr. 40.896 100tons TL 7 1 sand caster battery, 1 missile rack, 1 pulse laser battery Crew 7: pilot, gunner, 3 marines,2 flight crew 3.5 staterooms Cargo: 0 Fuel: 2 tons EP: 2 Agility: 1 Craft: 1 x 28T Sloop of War Architects Fee: MCr 0.409 Cost in Quantity: MCr 32.717
Sloop of War 28tons TL 7 WS-0602221-100000-00002-0 MCr. 22.226 1 battery of 3 missile racks, 9 Leto Missiles Crew 2: pilot/gunner, marine Cargo: 12.52 tons Fuel: 1 ton EP: 0.560 Agility: 2 Architects Fee: MCr 0.222 Cost in Quantity: MCr 17.781
- 9. Jack Rackham Scout 20,000
Sloop of War PP-1902221-600000-00002-0 MCr. 40.609 100tons TL 7 1 battery of 3 missile racks, 9 Leto Missiles Crew 5: pilot, gunner, marine,2 flight crew 2.5 staterooms Cargo: 0 Fuel: 2 tons EP: 2 Agility: 2 Craft: 1 x 17T Sloop of War Architects Fee: MCr 0.406 Cost in Quantity: MCr 32.487
Sloop of War
17tons TL 7 WS-0102221-000000-00002-0 MCr. 18.17 1 battery of 3 missile racks, 9 Leto Missiles Crew 2: pilot/gunner, marine Cargo: 6.64 tons Fuel: 1 ton EP: 0.34 Agility: 2 Architects Fee: MCr 0.182 Cost in Quantity: MCr 14.536
- Completing the first dance 1 2 3
- Giving her a gift 2 3 4
- Hearing that fiancé is jealous 3 4 5
- Beating the fiancé in a duel 4 5 6
- Completing the second dance 5 6 7
- Rescuing daughter from Mendoza 6 7 8
- Returning daughter to her father 7 8 9
- Marriage 8 9 10
- 1. Capture a ship
- 2. Take down a top 10 pirate
- 3. Earn a rank promotion
- 4. Discover buried treasure
- 5. Find your lost sister (galatia-9)
- 6. Attack a city/outpost protected by a warship
- 7. Amass 25 tons of gold
- 8. Find your lost uncle (Baron Bajar)
- 9. Dance with a beautiful girl (governor's daughter)
- 10. Capture a galleon (trade, royal, treasure)
- 11. Find your lost aunt (Velalooni Ti)
- 12. Defeat top 10 pirate Henry Morgan
- 13. Get married
- 14. Find your lost grandfather (famous scientist)
- 15. Achieve the rank of Duke
As honor for collecting bounties on pirates and capturing fugitives increases your rank and status with the patron nation improves. Treasures that are recovered also increase your national status and rank.
- Invasion Force
Troop transport, carrying a small unit, commandos
- Pirate Hunter-a ship sent to find and destroy a pirate vessel
- Payroll/Colonial Military
- Expert Crew
- Cook /Steward, available for hire, noble patron, top chef
- Surgeon (medical-3 dex 8+) needed to save noble, administer anagathics
- Navigator
- Engineer
- Gunner
- Quartermaster
- Recreation Materials
Medical Drugs Ruby Ring/Diamond Necklace Dancing Slippers Weapons/Light Saber Armor Sensor Upgrade/Telescope Computer/Software Navigational Coordinates Alien Relics
- Rank Bonuses
Captain recruiting bonus Major discount on ship repairs Colonel merchant discount/brokerage services Admiral discount on upgrades/over hauls/maintenance
100ton crab ice asteroid with 9ton lander
- Noble titles
- Baron, fief
- Marquis, baron ally
- Count free ship repairs
- Duke, top rank w/ that nation
Scryb Far Companion White Dwarf, plasmatic pulsar, EMS bursts, "random" radiation hits
- LGG* Latrodectus Mactans
- Ring Remnants FR00562-7 penal colony /omegazons cloistered order/hidden convent station/solar mirror disk, rec stations,95ton Space Patrol Carrier and 5 ASB Tigers Assigned
20 moons
- Planet Zero H100112-7 yo yo dyne propulsion HQ, zero saucer Lord John Warfin, industrial base
- Kylos F354315-7 farming colony (males), agro dome
- Lat Nam G484300-7
- Spalamneus Y20026C-7
- Spica Y100369-7 military base, fort
- Alias H555000-7 guardian knights temple, colony base
- Arcus H211100-7
- Silmani G200566-7 colony base
- Latvaria F332235-7
- Ambolina H220194-7 desert
- Rulana Y4A4183-9 exotic, fluid hydrosphere, methane, ammonia, cold, icy, crabs
- Tovan Y200000-0
- Subatai F300563-7 colony base
- Free Hold H211396-7 ice-capped
- Kamor V F451285-7
- Migran Y100000-0
- Kryptos HS00000-0
- Barmstoke's World F2222A4-8 research lab
- New Milford G100163-7
- Nildoror H342470-7
- AVAILABLE MISSILES
- Leto missiles are slightly substandard, outdated but still effective missile, easy to jam, decoy and shoot down
- Kestrel quick anti-ship missile,+2 to hit
- Artemis missile system (standard confederate system)
- Pegasus +1 to hit
- Hermes x-ray detonation burst laser
- RACES
- Mantis Pheromones (combat drugs) teleport adepts/commandos, x1.5 HTH damage claws, 1/2 repair rate, 1.2 move, Vrusk, Veloxi, will sell worker drones, 1m, 25kg, 1d6 stats, 1 skill point
- Slugs Spemin, Ooze, Slithi, clairvoyant, nebula natives, slug repair gel 1ton in cargo/hull breach (auto repairs hull breaches)
EMS Distraction buoy (decoy) pre-sand Fire Suppression System
- Voltrans have access to repulsors, meson screens and nuclear dampers, 70% HP, 1KW/HP, TK kg=STR, explode like 4cm ram grenade upon death, see radar, hear radio, thermal,
- Library Data:
Encyclopedia Galactica: purchase from the AI librarian, in exchange for missions and raw materials, data recovery probe, black and yellow scout
- EnGi servitors, 1m 50kg, 1d6 stats, 50% HTH damage, nano-tech, x2 repair, medical bot dispersal (1d6 healing to crew), repair drone (robot), ant-personnel drone, boarding drone, sentinel drone, attack drone
- Galactic Girl Guides ages 12-14, zero level skills, traders, brokers, negotiators,10% interest in several businesses, "ya wanna buy some cookies mister" 4Cr./box, 1d6 stats, serve four years, get 4 skills
- Omegazons 14-18 1 term, barbarian
- Space Patrol
- Abandoned Space Station (crystalline)
• 1-2 You arrive to find what appears to be a colonized moon, however scans show it has been abandoned. You also detect an abandoned space station near the Beacon. • 3-4 You find a small space station that appears to abandoned. • 5-6 This area shows signs of a battle some time ago. There are scattered remains of ships but one station appears to be intact.
- 1. Move in to examine the station.
• 1-2 As you approach it becomes clear that the station is simply an empty shell. It has been stripped of useful materials long ago. • Nothing happens. • 3 You approach cautiously but you detect no danger. It appears to have been a small rest stop that was abandoned a while ago. You take what few supplies you can find. • Receive low scrap. 1d6 tons steel alloy metal • 4 Upon closer inspection it appears to have a large portion of its hull destroyed. You take what few supplies you can find. • Receive low scrap. 1d6 tons of aluminum • 5-6 The station is in disarray. You find a cloning bay partially intact but nothing else seems to be functioning. (auto-doc, AI medical 4)
- 2. (Clone bay) Search for a surviving DNA bank.
• While the cloning facilities are no longer functioning, you find someone was in queue to be cloned. You transfer their data to your Clone bay and after a time their body is rebuilt. • 1-2 The clone is extremely confused but calms down after you try to explain the situation. With no other options the clone offers to work on your ship for a time. • Receive a random crew member. • 3-4 The clone is extremely confused but seems to accept their new situation. With no other options the clone offers to work on your ship for a time. • Receive a random crew member. • 5-6 The clone emerges in a crazed frenzy and refuses to calm down. You have no choice but to fight. • A random intruder teleports aboard.
- 3. Scrap the machinery.
• You take what you can and prepare to move on. • Receive low scrap. 1d6 special alloys You dock with the station to take a look inside. However no sooner do you open the airlock than pirates burst in. Meanwhile scanners pick up a previously undetected pirate ship moving in to attack! • 2 intruders beam aboard and fight a Pirate ship (default rewards). You dock with the station to take a look inside. However no sooner do you open the airlock than pirates burst in. Meanwhile multiple warning signals go off on the bridge. The pirates have activated a remote planetary defense system and it's locking onto your ship! • 2-4 intruders beam aboard while a Planet-Side Anti-Ship Battery periodically fires on your ship. Stay near the Beacon. You decide it's not worth the time to examine.
- Ancient Device
For the blue (Crystal Crew) option to appear, you must have a crystal crewmember. One can be acquired on the 2nd step of unlocking the Crystal Cruiser, or as part of the initial crew of Rock Cruiser type C or a previously unlocked Crystal Cruiser.
- 1. Scrap it.
• You break it apart and take it for scrap. No one will miss it. • Receive large amount of scrap • As you start to break it apart a Rock military ship arrives nearby, "You think you can come into our sector and just steal whatever you please?! Prepare to die, vandals!" • Fight a Rock ship
- 2. Leave it alone.
• Better not risk it. The Rock people are unlikely to respond well to vandalism.
- 3. (Crystal Crew) Reactivate it.
• Your Crystalline companion says, "It looks like we have found the abandoned link to my home worlds. I can reactivate it." He transmits some codes to the device and it immediately powers on. • +1 ton of fuel • Before you can react, the space around you distorts and a wormhole forms. You begin to sound the alarm, but your companion calms you and indicates that you should fly directly into the wormhole. You reluctantly do as he says. • Consumes 1 fuel, transports to Hidden Crystal Worlds. • You arrive in a sector not listed in any star charts. Strange crystalline ships dot the horizon. Your companion speaks, "Here we are, my home sector. It has been a long time since others have set foot here, I wonder how you will be received." • 'You have done as you promised and so shall I. The coordinates of my old ship have been forwarded to your navigation system." • Adds a Quest Marker to the map.
- Hidden Crystal Worlds
You arrive at the coordinates to find a massive Crystalline cruiser docked at a small repair station. You arrange for the ship to be sent back to the Federation base while you stock up and have the station repair your hull. The Crystalline ship is sent to the hangar. The ??? has been unlocked! You receive fuel and scrap and unlock the Crystal Kraken Cruiser
- Black Market Weapon Trader/Arms Dealer (covert corporate front) in the belt port royal
A black market weapons trader spins you a tale of the dangers of the nebula before pushing his wares.
- 1. Ignore the ship.
• Nothing happens.
- 2. Attack the ship.
• Fight the Pirate Ship (default rewards).
- 3. Purchase an unknown weapon.
• You transfer the scrap and receive a weapon in return. Let's hope it was worth it. • Lose 45 tons of scrap and receive a random weapon. • You transfer over the scrap, but he reneges on the agreement. "I told you this was a dangerous place!" • Lose 45 scrap.
- 1. Attack the ship!
• Fight the Pirate Ship (default rewards).
- 2. Learn a valuable lesson and move on.
• Nothing happens.
- 4. (Mind Control) Convince him to make it a better deal.
• Once "convinced" to help he lowers the price and describes the weapon. However, he eventually comes to his senses and confusedly takes back his discount. He is clearly unsure why he offered it in the first place.
- 1. Buy the weapon. (What the weapon IS, is now confirmed)
• You purchase the weapon and thank him for his help. • Lose 45 scrap and receive a random weapon.
- 2. Decline.
• You thank him for his offer and prepare to move on. • Nothing happens. Once "convinced" to help, he casually states that his offer was actually a lie and that they planned to attack your ship. By the time he returns to his senses you've already prepared your ship to fight. • Fight the Pirate Ship (default rewards).
- Black Raven
As you jump in, you immediately see an impressive Slug pirate ship with "The Black Raven" painted on one side. They hail you, "Greetingsss. I am the dreaded pirate, Captain Nights. You mussst be full of fear, no? You have heard of me... no?"
- 1. No.
• "Well I have heard of you and I must see if you are as dangerousss as they say. I challenge you!"
- 1. Accept his challenge.
• Fight the Black Raven
- 2. Decline.
• "I sssee... However you have no choice in the matter!" They move in to attack. • Fight the Black Raven
- 3. (Slug Crew) Engage in a duel of the mind.
• Your Slug crewman's eyes glaze over as the two telepaths concentrate. You can only wonder what is happening. After a short time your comrade grunts in pain and collapses onto the floor, stunned. Nights responds, "Hah! It'll take more than that to defeat me! Let the real battle begin!" • You are boarded by 1-2 slugs. Fight the Black Raven. • Your Slug crewman's eyes glaze over as the two telepaths concentrate. You are powerless to help, but after a short time your comrade shakes off the daze and appears victorious. • His face contorted with pain, Nights concedes his defeat: "If this is the caliber of subordinatesss you keep, there iss no way we can defeat you. Take thisss and let us leave in shame." • You receive a high amount of scrap and a weapon.
- Fighting the Black Raven (Spemin Warship)
• (When the ship surrenders) "I see the rumorsss are true. I yield, we are no match for you. Take this and let us leave in ssshame."
- 1. Accept his surrender.
• He transfers over the goods and starts to repair his ship. • You receive a high amount of scrap and a weapon.
- 2. Ignore him and attack.
• "Wait! There is no need to be...." You cut off the transmission and prepare to fire. • Continue the fight. • (After destroying enemy ship) "The Black Raven" breaks apart and you salvage the remains. • You receive a medium 2d6 tons amount of scrap and resources. (After killing enemy crew) The once-dreaded pirate Nights has been killed and you proceed to loot his ship. • You receive a high 3d6 tons amount of scrap and resources. You arrive near a damaged and dilapidated space station. It appears to be abandoned but you detect faint life signatures on board.
- 1. Board the station and look for survivors.
• All around you is the stench of death and decay. The life sign readings must have been malfunctioning because you really doubt anything could be alive in here. You quickly return to the ship. • You receive a low amount of scrap. • Human corpses are scattered across the station. You find the source of the signal, a lone survivor that locked themselves in a storage closet. You quickly retreat with them in tow back to the ship, and hope they can recover enough to be of some use. • You gain 1 human crew member and receive a low amount of scrap. • All around you is the stench of death and decay. Suddenly, one of your crew bends over and starts retching violently. Some sort of disease must have wiped out this station. You pull back to the ship, but it looks like your crew member is not going to make it. • You receive a low amount of scrap.
- 1. Continue...
• Your crewmember insists you leave them behind, not wanting to endanger the rest of the crew. Knowing the truth of this, you hurry back to the ship. • You lose 1 random crew member. • Continue... (If you have a Clone Bay) • You stop your crew's clone from forming, knowing that the disease would follow into his next life.
- 2. (Improved Medbay) Try to cure the disease.
• Your advanced medical suite is able to isolate the cause of the problem and administer an antidote. That was a close one. • Nothing happens.
- 2. Scrap some of the debris.
• While waiting for the FTL drive to charge, you skirt around the edge of the station and collect some scrap. • You receive a random amount of scrap.
- OUTER SYSTEM ENCOUNTER TABLE 2d6 encounter 6+
- Scryb Far Companion
- LGG Latrodectus Mactans
- 20 moons
- 2-6 Nothing
- 7. Belter Clan
- 8. Merchant
- 9. Alien
- 10. War Ship
- 11. Pirate
- 12. Commercial
- Random Pirates
- 2. Henry Morgan Large Frigate 100tons 10000
- 3. Blackbeard Frigate 80tons 9000
- 4. Captain Kidd Brig of War 70tons 8000
- 5. Jean Lafitte Brig 70tons 7000
- 6. Stede Bonnett Brigantine 70tons 5000
- 7. L'Olonnais Brigantine 70tons 6000
- 8. Roc Brasiliano Royal Sloop 60tons 4000
- 9. Bart Roberts Sloop of War 60tons 3000
- 10. Jack Rackham Sloop of War 60tons 2000
- 11. Alien
- 12. Asteroid/Belter/Rock Men Pirates
- Random Merchant Ship Descriptions:
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- 2. The Abbess of Barchester, under the command of Captain Spratt, is pristine and armed with 4 pulse laser, 2 missile racks, 200 ton galleon originally out of Port Latch-Tight Its hold is currently filled with a cargo of glass products, fiber optics, computers. Other items in the hold include a load of liquor (whisky barrels), a flimsy fresco depicting a fearsome hydra missile system software (multi-target, launch, target) metals, and a bulky food crates. The ship's first mate is Luke "Big Crow" Cook (softly spoken) B87564 Age 38 5 Terms Merchant . This vessel's figurehead is a copper devil.
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- 3. The Clever Lady, under the command of Captain Arnold "Yellow Hawk" Lloyd (very tall, blonde Mohawk, handlebar mustached), 967498 is a battered 4 rail gun (short range only missile) 200 ton galleon originally out of Port Thatch Field Hill. software includes select, predict, target, launch, maneuver, Its hold is currently filled with a cargo of 3d6 tons of crystals and 2d6 tons of textile silks. Other items in the hold include a battered silver 2d6 tons, consumer software, copper, and a cache of flawless gems. They are carrying a passenger Viscount Bori Stormmace with his noble entourage as passengers. The ship's first mate is Kerry "Fat Dragon" Price (very thin). 484776 Ex-Scout Age 26 2 Terms, This vessel's figurehead is a bronze satyr.
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- 4. The Outer Delight, under the command of Captain Barbara "Rude Dragon" Hoyle, is a gigantic 5 missile rack, illegal nuclear tipped silencer missiles, 200 ton galleon originally out of Space Port Bournedale. Its hold is currently filled with a cargo of Ice. Other items in the hold include a a load of special alloys, weathered cedar lumber, computer software chess set, gigantic ingots of iron, a huge bale of silver wiring, a rack of blades with bronze fittings depicting a tiny satyr motif, and a gigantic load of gold tiaras with a detailed manticore motif. The ship's first mate is Keeley "Cheap Jane" Young (coughing). This vessel's figurehead is a bronze unicorn. Software includes auto evade
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- 5. The Princess Jennifer, under the command of Captain Samantha "Big Crow" Young (muscular, gambling), is a beautiful 2G, 200 ton galleon originally out of Port Latch Tight. Its hold is currently filled with a cargo of perfumes. Other items in the hold include locked vault of pharmaceuticals, a colossal load of wood/oak, a crate of well made steel tools, and an extra model 1 computer being shipped as a replacement from battle damage. The ship's first mate is Edward "Moody Snake" Collins (very tall). This vessel's figurehead is a steel satyr.
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- 6. The Lonely Ranger, under the command of Captain Lucy "West Lady" Butler (very old, tidy) 66 253AA7, is a bulky 2-pulse laser gun 80 ton frigate originally out of Port Centaur, Iron Clan. Its hold is currently filled with a cargo of glass, fiber optics, and gems. Other items in the hold include a little pine lumber, grain, liquor, and tin. A passenger is Abbot Deepfoot brawling-4, combat/medical drugs, awareness (Ransome), a dirty golden robed, hooded Queen Galras, and a pristine bodyguard trying to get to her yacht the near derelict ship The Lord Colin (she wants to hire crew for refit and repair). The ship's first mate is Charlotte "Indigo Snake" Tyler (thermal image/bespectacled) 675477, cyber snake in throat (+3 stinger). This vessel's figurehead is a steel centaur.
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- 7.The Sir of Greenstar, under the command of Captain John "Red Hand" Hoyle (braggart, shouty), is a small 1-pulse laser gun 100 ton ship of the line originally out of Port Bournedale. Its hold is currently filled with a cargo of food. Other items in the hold include computers, air tanks, armor, guns, ammo, a bulky copy of The Fine Guide of Divinity and Enigmas (target, predict programs), and a flawless silver ball (EnGi repair droid 100kg). The ship's first mate is Naomi "Charming Bones" Davies (softly spoken). This vessel's figurehead is a bronze demon.
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- 8.The Rude Duke, under the command of Captain James "Green Hawk" Turner (very angry, stuttering), is a colossal 2G galleon originally out of Port Starbury. Its hold is currently filled with a cargo of silks. Other items in the hold include a magnificent pile of farm machinery, sheets of aluminum, bales of cotton, a dirty gold torc brand computer parts with a load of cuddly nymph motif vac suits, a colossal copper plated load of armored vehicles, a huge iron torc brand with a tiny centaur motif aircraft, and a new-looking Away Boat/Canoe. The ship's first mate is Kerry "Lavender Crow" Taylor (staggeringly stupid ). This vessel's figurehead is a steel minotaur.
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- 9.The Good Times, under the command of Captain Warren "Cheap Jack" Collins (tidy, very tall), is a beautiful 100 ton junk originally out of Port Starbury. Its hold is currently filled with a cargo of precious metals. Other items in the hold include a well-preserved selection of ballistic cloth armor, electronics parts, a new-looking gold bracer brand with a large troll motif body armor, a bulky fresco (Computer Software) passenger Empress Aredtan, a battered mahogany crates with carvings depicting a furious centaur on a load of spices, and a colossal ebony pallet of fresh fruit. The ship's first mate is Christopher "Speedy Hand" Thatcher (very old). This vessel's figurehead is a aluminum manticore.
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- 10.The Moody Hind, under the command of Captain Basil "Honest Prince" Young (hunchbacked, very fat), is a weathered 100 ton junk originally out of Port Plyhill. Its hold is currently filled with a cargo of gemstones. Other items in the hold include 1 ton radioactives, a tiny tapestry depicting a cute eagle [Software], a huge crate with a small eagle symbol of aluminum, and a tiny bronze container of silver necklaces with a large snake motif. The ship's first mate is Christine "Happy Blade" Taylor (very thin). This vessel's figurehead is a gold mermaid.
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- 11.The Big Ranger, under the command of Captain Sharon "Fat Empress" Price (limp, one-legged,cyborg), is a weathered 100 ton junk originally out of Port Mill Field. Its hold is currently filled with a cargo of furs. Other items in the hold include mechanical parts, a well-preserved load of steel. Passengers include: Sir Dori Bronzequarry, and a cargo shipment of fine wines and ethanol spirits, including a ton of expensive rare Wines & Spirits by Curuairë the Olde x4 price. The ship's first mate is James "Happy Dog" Price (very old). This vessel's figurehead is a silver nymph.
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- 12.The Charming Tide, under the command of Captain Anne "Loyal Jill" Green (coughing, braggart), is a fancy 3-missile racks, (9) Argus HE 5G interceptors, 70 ton sloop with 7 crewmen aboard originally out of Port Mill Field. Its hold is currently filled with a cargo of perfumes, cybernetic parts. Other items in the hold include a fancy steel machine tools and farm machinery. They are carrying a passenger named Luke Miller , and Sean Turner. The ship's first mate is Peggy "Crooked Bones" Davison (shouty). Gunner Interact, Select, This vessel's figurehead is a iron clan demon.
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- 13.The Flying Treasure, under the command of Captain Edgar "Cold Sword" Butler C54698 Broadsword-3 (limp, braggart), is a shabby 3-pulse laser gun 70 ton sloop with 6 crewmen aboard originally out of Port Thatch Field Hill. Its hold is currently filled with a cargo of oils. Other items in the hold include a crate of computer parts, huge boxes of silver, ammunition, polymers, a plain indigo crate of flawless gems, a small computer file depicting the ship The Orange Valant (navigational coordinates and shipping schedule/itinerary for 3 months) and an ATV with bronze hatch handles. The ship's first mate is Julie "Proud Jill" Williams (cybernetic right arm w/3 retractable blades). This vessel's figurehead is a iron clan hydra. Multi Target
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- 14.The Proud Solar Wind, under the command of Captain Daniel "North Earl" Davison (sleeping, long haired), is a little 3-pulse laser gun 100 ton ship of the line originally out of Port Starbury. Its hold is currently filled with a cargo of cotton textiles, machine tools. Other items in the hold include a new-looking happy dragon brand AFV, combat drugs, ammo, guns, blades and body armor, and a little stockpile of special alloy 6 tons. The ship's first mate is Daniel "Haughty Hook" Price (very fat). This vessel's figurehead is a iron clan demon.
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- 15.The Prior of Newhill, under the command of Captain Naomi "Lonely Duchess" Tyler (charming, friendly), is a battered 2-gun 80 ton frigate originally out of Port Latch Tight. Its hold is currently filled with a cargo of silk space suit liners, and new vacuum suits. Other items in the hold include huge collection a battered air tanks, a walnut lumber and furniture, electronic parts, mechanical parts, machine tools, and a well-preserved gold sealed meat, vegetables, and fruit bowls. The ship's first mate is Monica "Cheerful Jill" Carter (hunchbacked). This vessel's figurehead is a aluminum devil.
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- 16.The Lady of Barchester, under the command of Captain Mark "Sudden Abbot" Collins (muscular, hunchbacked), is a flimsy junk 100 ton originally out of Port Thatch Field Hill. Its hold is currently filled with a cargo of honey. Other items in the hold include a refrigerated case of fresh fruit, weathered ebony canteens of alcohol, water vessel/life support/fuel cells, a big ironwood timbers, textiles/uniforms/clothes/blankets/shoes, and 6 pristine tons of radioactives and carrying a passenger Princess Halriel w/escorts and bodyguards(Ransom). The ship's first mate is Arthur "Jolly Emperor" Moore (very tall). This vessel's figurehead is a copper clan minotaur.
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- 17.The Mira Beauty, under the command of Captain Edmund "Sudden Claw" Jones (very short, softly spoken), is a flimsy 4-gun 200 ton flute, modular, advanced computer, dispersed structure, originally out of Port Ink Chester Thorp. Its hold is currently filled with a cargo of copper. Other items in the hold include freezers of meat, a huge 9 ton copper wired computer, a little 8 ton set of plain crimson curtains/textiles, a huge fresco depicting a cute demon art on the side of a load of guns and blades, a bulky shipping container depicting a detailed dragon with computer parts and electronic parts, and a dirty silver emblem on a set of vac suits. They are carrying a psionic nun, Prioress Rockheart (Omegazons dispatched if not returned). The ship's first mate is Theresa "Proud Bones" Roberts (very short). This vessel's figurehead is a iron clan troll.
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- 18.The Saucy Fortune, under the command of Captain Francine "Tan Dragon" Davison Pilot-2, (pipeweed smoking, 2 tons of pipeweed), is a small 2-pulse laser gun 200 ton flute originally out of Port Ink Chester Thorp. Its hold is currently filled with a cargo of incense. Other items in the hold include racks of fighting blades, a filthy crate of spices 10 tons, 8 tons of aircraft, and a filthy crate of ammo, with a cuddly minotaur motif on 5 tons crates of aluminum. The ship's first mate is Kimberly "Night Wench" Carter Engineering-3 (tidy). This vessel's figurehead is a iron clan manticore.
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- 19.The Princess of Davendale, under the command of Captain Lewis "Crooked Dragon" White (very sad, very angry), Brawling-4, Ship's Boat-1, is a damaged 3-pulse laser gun gun 70 ton sloop with 7 crewmen aboard originally out of Port Thatch Field Hill. Its hold is currently filled with a cargo of cotton textiles. Other items in the hold include tools, a huge load of silver slave tracking anklets with a sleeping centaur motif, 1 ton of meat, a gigantic copy of The Ecology of The Dark Caverns by Edgar Davies (coordinates to a rare mineral find with claim documentation, and a small load of copper, strings of prayer beads and cookware. The ship's first mate is Andrew "Grey Rock" Young (one-armed cyborg). E44888 Age 26 2 terms, mechanical-1, electronics-1, computer-1, gunner-1, This vessel's figurehead is a gold dragon clan.
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- 20. The Proud Rambler, under the command of former naval Captain Margaret "Flying Hawk" Turner (sleeping, bespectacled), pilot-1, computer-1, vacc-1, body pistol-1, dagger-1, ex navy is a big 3-pulse laser gun 80 ton frigate originally out of Port Ink Chester Thorp. Its hold is currently filled with a cargo of oils/petrochemicals (fuel and lubes). Other items in the hold include a few shabby steel plated armored fighting vehicles w/ TAC missile systems, a crate of silver statues/figurines, passengers include a Nun Abbess Kezh Ke [1 ton luggage], and a shabby pallets of fresh cut cedar boards with vacuum sealed plastic packets of fruit, meat and spices. There is another cedar lumber pallet with spare steel ingots. The ship's first mate is John "Loyal Blade" Cook (pipeweed smoking) Merchant Age 36 Terms 4 787654
Nav-1, Eng-1, Gunner-1, Blade-1, Brawling-1. This vessel's figurehead is a gold dragon clan.
- Nobles, protectorates, 1d6x100 citizens, 10% maximum militia, 10% max tax rate, provinces, roll for 1d6 export products/revenue
Garrisons/Barracks legions of 1d6 cohorts Vehicle Garage/Workshops Viceroy (colonial governor)/Commodore if multiple ships involved (a squadron) from an admiral's fleet
- Samir Duran (GRU patron, employer, mercenary outfit , science research institute) experimental low berths, created the sleepless (5 nightmare/homicidal test subjects) ghouls, claws, teeth, a crystallized dust/gas gave them unexpected Psionics: Mental Blast/Psychic Scream, awareness, augmented stats, regeneration, telepathic life sense, special mental block/invisibility living victims don't see them, on an abandoned GRU research outpost, slow drugs (stim packs) and combat drugs, 1d6+8 stats
JOB: investigate what happened and return with low berth prototypes, organic research specimens if possible
- AI Warbot/Robot Drone Death Machine FFFF80 zero-g cmbt, zero-g maneuver pack, empty, solar panel, cracked, weak radio beacon 500 power, IFF burst, if respond friendly, scarred hull metal battle plate=battledress, (6) tentacles w/hull cutting plasma torches, 4cm RAM grenade launcher w/20 HEAP, laser rifle, 200kg, 2m tall, low command, floating in space, hits the hull, grabs on, drains energy, climbs on, gets in, can be reprogrammed, enslaved, master/slave mode, exposed, brain, low energy, don't let it reach full power, test mode
- Mira Han wants sister rescued from cloistered order, convent, kidnapped, taken against her will, 14 years old, high psionic potential untrained, pays extra for evidence of clone banks
- Spemin Supply Cache w/canisters of Slug Repair Gel, self seals hull breaches, for spemin living hulls, 1d6 stasis pods=low berths
- Baron Karza CCCCCC vat grown, battledress-1, gravitics-1, HE wpns-1, laser weapons-1, leader-1, tactics-1
Space Marine Death Fist
broadsword, combat armor
- Minister Alex Hargen, 777CC7 Omicron Factions, age 46, 7 terms, rank 5 executive: forensic accountant and tax assessor/collector, 80,000, mid psg (immune to bribery)
gold watch, admin-3, liaison-1, leader-1, interrogator-1, recruiting-1, instruction-1, jack-o-t-2
- Air Cavalry Troop: the Goblins riding 10 Wyvern Copters, Blades, Jack, Carbines
Armored Recon Cavalry: (4) Dragon APCs, Halberds, Cloth, Revolvers, Tactical Missiles, Towed 8cm mortar, Skiff Transport, Space Carrier, Re-Entry Glider
- Air Borne Combat Engineers: Wind Blades, VTOL, Foils, Body Pistols, Flak Vests, Demo Charges, Mines
- RAIDERS (mercenary battalion)
2 death's head commandos, filter, compressor, CES, jet packs, drop capsules/pod, D-9 (2) Charges,P-55 Auto Pistol (10) Clips Hercules Dropship, converted cargo carrier, heavy transport, 30 passengers/marines (2) outback hunter 4x4 wheeled attack truck, AP weapons, LMG, flechette mines (2) Skibi's Angels Medics, battledress, drugs Hyperion Battlecruiser, Mercenary Cruiser 300 men, militia, tan fatigues, hats, black leather boots, bayonets, carbines, stimpak addiction, colonial magistrate/governor
- WAR PIGS, expendable, death sentence, penal colony, 12 men, command squad, relic armory cmbt armor, gauss rifles, stim pack, 100 inmates, clubs, daggers, spears, jack, revolvers, shotguns, 4 heavy transport trucks/buses
- DEVIL DOGS, combat engineers, demolitions, base at graven hill, outpost, 8 men, battle dress, juggernaut armor, pgmp-12, 40 shots, 4cm ram GL, LMG, ACR, cmbt shotgun, LAG, smg w/tac missile, gauss pistol/laser pistol TD fwd obs, remote disposable MLRS, 1 demo charge/man, g-carrier
- SPARTAN COMPANY (4) elite goliaths, walkers, TL 9, 2cm point defense AC, 20IR homing missiles
- Kowloon City, rescue kidnapped victim, slavers, leads off world
- Ancient Dungeon Ruins of Kel Voreth, 3 bosses, 1 optional 4th boss
- Zone 1 Arena , ring of 13 bone cages/traps/snap shut
Vish Kal Gladiator w/(4) Blood Pit Slaves, leap, broadsword, mighty swing, sacrifice +1 to be hit, for +1 to hit and damage Blood Pit Necromancer She has a psionic assault, mind wail of the darkwitch, necromancers, gladiators raise 3 blood pit reanimated cyber/endo skeletons claws, horns 1st Boss Grond the Corpse Maker (large beast/boss) thrasher, at 50% HP mutilate one target x2 damage, scratch an itch, 3 parasites summoned and cast off, 1kg stingers
- Zone 2 Elder Ruins
Remote Laser Rifle Sentinel, targeting marker dot, electronic scope
Voreth Gladiator, w/(4) Kel Voreth Slaves, enslaved augmenter (chain saw, rejuvenate=healing drug), Voreth Mechano Slaver (cyborg) targeting laser, for 4cm HE mortar rounds, flechette rifle=cmbt shotgun 20 round drum, enslaved protector (2) targeting probes (explode when hit) laser rifle sniper, Gurka 2nd Boss, she has chemical hand grenades non persistent blinding gas canister, non persistent lethal gas canister, oxygen tanks, goggles, mask, hood, protective haz mat suit, whip, blade
- Slavemaster Drokk 3rd Boss
(phase 1) 100-80% HP deplete silo, HE air burst tac missile strike, digital laser designator (phase 2) 80-70% HP CBM 8cm barrage (phase 3) 70-40% HP enslaving taser stunner tentacles, lash to restraint pylons on hit (phase 4) 40-0% HP tracking hopping bomb HE land mine bots, 1d6 arrive
- Zone 3 The Exiles Forge
Vish Khal (w/2 giant war hounds) chasers 400kg Voreth Beastmaster , large gravity hammer Voreth Blinded Slaver (Spemin) telepathic, clairvoyant, taser staff w/4 Kel Vorath Slaves, shock collars, Voreth Darkwitch, TK, halberd Voreth Battlesworn (mounted cavalry) hooves, lance/pike, charge Forge Master Trogun, 4th Boss Rock Man, Flame Weapons/Napalm Canisters
- Storm Talon's Lair
- Thundercall Sentinel, shockwave 12cm mortar crew, 12 crew
- Thundercall Shaman (medic), rejuvenate self, psionics, (4) ampoules of medical slow, flak jacket, filter mask, IR goggles, elaborate head dress, robes, smoke grenade
1d6 Thundercall Storm-Watcher(s), Thunderbreak Fleshrippers, 600kg Flightless Bird Mount, teeth (beak) claws (feet/kicks)
- Sky Born Tempest (grav cycle w/belt fed 2cm high velocity cyclone auto cannon)
- Blade Wind the Invoker 1st Boss, Mantis Cyborg (2) EMP electrostatic pulse grenades, teleport
works w/ 4 small scarab combat robots, 5 attacks, before batteries run down, claws, stingers w/1d6 doses of neroparalytic, they drag off the victims
- Aethros Voltran CCCAAA 36HP (25HP triggers explosion) 12kg TK, 12d6 x-ray laser damage, 120m range, 12 shots/day, 36kw of power
- Storm Talon Crystalline Warrior Fast Mode radar, radio, battledress, gauss rifle
- Silicate Incubator , AI, voltran hybrid
- Skullcano, rock man team 2d6 soldiers, building an ASB, 100ton missile bay, within an extinct volcano, geothermal tap, vertical :launch silo, advanced modular base, tell-tale thermal signature detected by orbital scout sensors
- 1d6 Grim Grim Brightmask(s), IR goggles, rifle riding as dragoons on
- Ravenous Razorbeak(s) 400kg intermittent, teeth (beak)
- Grim Grim Hexweaver, scout, recon-1, clairvoyant
- Grim Grim Doomcaller, fwd observer, radio, binoculars
- Red Moon Jailor, w/3 prisoner zombie mind slaves
- Red Moon Gold Guardian cmbt armor, broadsword
- Red Moon Hoarder, supply van/logistics
- Red Moon Canoneer, marauder 9cm barrage mortar, 6 crew, trailer towed by
- Red Moon Razor Tail Beast 1,200kg intimidator, frenzy, leap, claws, thrasher
- Red Moon Crusher, heavy tracked ATV w/3 crew, can carry 12
- Red Moon Fury Spitter, HMG on tripod w/3 crew
- Red Moon Sniper, laser carbine w/electronic sights/scope
- Pirate Liaison Bosun Octog, transport/support/supplier
- Pirate Quartermaster Gruh
- Mordechai Red Moon Belter
- Sanctuary of the Sword Maidens, Omegazon Temple, Spirit Mother
- Mysteries of the Pell
Storm talon Confederate Academy of Science
- Salvage Rights/Stake Claims/Belters Prospectors Rights/Hearings/Belters Court
Rage Logic (converts robots into killer droid) viral, beware the over seer bot, factory, AI Plague, scientist is concerned
- MISSIONS:
- 1. A Healing Hand, deliver 1d6 tons of medical supplies and evacuate 1d6 wounded to space port hospital
- 2. Vigilant's Stand Outpost for Guardian Zelcon
- 3. An Unfortunate Force, rescue a band of 2d6 mercenaries cut off from their exfiltration, dust off and evac
- 4. Storm Power disable, tracking radars for a ASB that is keeping your ship from escaping this moon
- 5. Kill the High Priest assassinate the local tribal leader, to quell the rebellion for the kingdom, must return with his helmet, chest piece and kilt=cloth armor, as proof of the kill
- Handsome Jack SKILLS: computer -3, engineer-1, handgun-1,medical -1, jack-o-t-1, scientist, dictator of Pandora, CEO of hyperion corporation, found the warrior's vault (relic/artifact weapons AI wars era)lives in the Town of New Haven
There is a mercenary battalion in his employ. The STEEL LEGION consists of:
- They have a company of (10) Hornet Tracked Missile Tanks armed with 8x50kg package tactical missile launchers, called the Hook Shot Missile System.
- There are (10) Grimbold Hover MBTs w/3 crew 9cm Hyper velocity guns fitted with an autoloader and a co-ax HMG
- There are (8) Shredders Light Tanks with twin 3cm high velocity auto cannon turret on a tracked light tank chassis,
- An Artillery Battery of (8) B-6 Bull Dogs w/15.5cm SP tracked mortar carriers
- A platoon of (4) Tracked MBT with 12cm hyper velocity CPR guns
- A platoon of (4) Tracked Amphibious Scouts, 10 HEAP missile target designated rails, 10cm main gun
- 135 cyborg soldiers, LI goggles, flak jackets, assault rifles, bayonets, helmets, filter masks
One Shot Missions