Jelmiri Marches
The Jelmiri Marches was a region within Theta Borealis Sector.
- It was conquered by the Korsumug Empire.
- It is now known as the Percavid Marches.
[edit]
| Polity | Survey | Code | Type | Remarks |
|---|---|---|---|---|
| Jelmiri Marches | Pre-Imperial | Jm | No standard code | None |
| Jelmiri Marches | 1st Survey (300) | Jm | 2-ltr code | None |
| Jelmiri Marches | 2nd Survey (1065) | JelM | 4-ltr code | Pre-Korsumug invasion |
| Percavid Marches | 2nd Survey (1100) | KoPm | 4-ltr code | Post-Korsumug invasion |
Description (Specifications)[edit]
Prior to the Korsumug invasion, the region was known as the Jelmiri Marches.
- It was the location of a minor polity with its capital at Jelmirt.
- The polity was assigned the Astronavigational Code "JelM".
- The naval base at Jelmirt was destroyed during the invasion.
- Carnoff was not occupied and has become a non-aligned world.
Government & Politics (Leadership)[edit]
The region is controlled by a provisional regime. This takes the form of a Non-charismatic Dictatorship supported by an extensive Impersonal Bureaucracy.
- Jelmirt remains as the capital of the region.
- Admiral Percavid is the head of state.
- Senior naval officers and Jansa control all governmental departments.
History & Background (Dossier)[edit]
Military & Intelligence (Force Projection)[edit]
The Marches Occupation Fleet now controls the region.
The shipyards at Jelmirt produced a variety of TL–12 ships. Ships native to the area include the following designs:
The Guilder class Militia Troop Transport, which is the bare minimum vehicle for the transport of penal and/or militia legions in the region. They are manufactured by Citizen Fabrique. Unlike elite and well trained rebel marine commando formations with their 120-strong task forces composed of 8 commando sections, the infantry deploy from these in vast numbers. Poorly trained, and even more poorly led, these pitiful bastards have a bloody history of suffering and misery. Households muster prisoners, malcontents, conscripts and draftees into Legions of 30,000 fighters. After a few weeks of basic training, these break down into ten brigades each composed of ten battalions. These Guilders each haul one pathetic battalion or three foot mobile infantry companies. They are usually built in batches of one hundred troop transports per Legion. They are almost exclusively light infantry riflemen, all teeth and no tail. Support and logistical infrastructure are basically non existent. Human wave attacks are typical. Equipped for orbital insertion in drop capsules, this is a one way trip for most. The Guilders can also drop in from orbit to disgorge all 300 troops, often directly to the FEBA. After the initial bloodbath, cynical commanders will occasionally drop in to round up survivors for the next meat grinder. As a result of this policy, pillaging and looting among Legionnaires is SOP. With the only support being what they can carry on their persons, all weapon systems are man portable. The cargo bay is sometimes fitted with support pallets. The design represents a very callus and indifferent solution in the face of years of bitter fighting against near impossible odds. Units that survive and thrive are retrofitted with catering, field kitchens, medical care, resupply, maintenance and support weapons and vehicles more typical formations would have as standard. The broken units are consolidated after campaigns. Unsurprisingly the troops refer to themselves as dead men walking. They don't tend to take prisoners.
The ship is built as cheaply as possible for mass production in vast numbers. Hidden hives of industrial production and foreign investors interested in thwarting Jaibok and Jansa aggressive ambitions secretly finance this wheel of pain and suffering to act as a thorn in the side of the occupation forces. They bear the familiar Horizon jump 3 drives to be able to keep up with fleet maneuver groups. They have clusters of reactionless drives rated to 3Gs to allow safe landings on all but the largest planets. Guilders do support a military grade model 6 fib computer suite adjacent to the combat information center. They are equipped with twenty-five hardpoints. Ten triple missile turrets form a battery, ten triple sand casters lend defense. A single fusion gun turret has twin batteries, and four triple beam laser turrets form the final battery. Eight low berths are reserved for lucky survivors.
USP Code TT B2333F3-190000-54006-0 MCr. 1,719.153 2,500tons Bearing 1 12 1 Crew 328 Batteries 1 12 1 TL 12 Cargo: 100 ton hold Low: 8 Fuel: 825 tons EP: 75 Agility: 2 Legionnaires: 300 Drop Capsules: 30 (plus 270 Ready) Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 17.192 Cost in Quantity: MCr 1,375.323 A sleek streamlined cone hull structure 166.5 double occupancy staterooms Command 11 Engineering 6 Gunnery 6 Service 5 Legionnaires 300
Goliath’s Shield class Courier[edit]
The Goliath’s Shield class Courier, manufactured by Citizen Fabrique.
USP Code EX 1122221-100000-10000-0 MCr. 58.532 100tons Bearing 1 Crew 2 Pilot, Gunner Batteries 1 TL 12 Cargo: 22 tons Fuel: 22 tons EP: 2 Agility: 1 Pulse Laser Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 0.585 Cost in Quantity: MCr 46.826 2 Staterooms 2 Low Berths
A top pick for many planets looking for a light scout which can carry a bit of cargo. The hold can double as an auxiliary fuel tank, with the use of dismountable and/or collapsible fuel bladders. It is frequently flown by a single operator with a 'jack of all trades' skill set -- pilot, navigator, medic, gunnery and engineer all rolled into one, hopefully. The delta wing flyer body is very stable upon reentry and the reinforced hull is ruggedized to withstand rough landings. With its high tensile strength undercarriage and landing gear it can operate from crude frontier facilities without difficulty for long periods of time. Its fuel scoops and fuel refinery are extremely flexible and durable. The chin mounted rapid pulse laser cannon is used for everything from frontier mining to intercepting micrometeoroids. It is a stable flyer with some maneuverability, agility varies depending on whether the weapon system is powered up or not. A well rounded and versatile design which has been in service for a long time.
Nebula class Scout[edit]
The Nebula Class Scout built by Consolidated Hull Works and various other manufacturers and subcontractors, license built by several allied governments.
Built inexpensively, this is a basic transport without many amenities or features. Simplistic and even crude by some standards, it is flexible and almost endlessly modified by owner/operators seeking to customize and upgrade these modular designs. A non-streamlined, dispersed structure, it relies on its Air Raft as an interface vehicle and the Lander must double as a refueler, being sent to skim gas giant fuel. It can jump twice between refueling operations to compensate for its primitive jump drive. It lacks fuel recovery and refinery equipment for proper wilderness refueling. Running unrefined fuel has led to several well documented misjumps.
USP Code EX 1711111-000000-00000-0 MCr. 28.024 100 tons Bearing Crew 1 Pilot Batteries TL 9 Cargo: 30 tons Fuel: 22 tons EP: 1 Agility: 1 Craft: 1 x 4T Air Raft, 1 x 12T Lander Architects Fee: MCr 0.280 Cost in Quantity: MCr 22.419 A single stateroom
TSQ Lancer[edit]
The TSQ Lancer, built by Reliable Fleet Limited for hulls, bridge and drives, with subcomponents from several military defense contractors.
These are military surplus light missile attack boats; obsolete strike craft intended to jump in from a single parsec away, deliver nuclear ordinance and jump back to base. The civilian versions lack the military grade computers and fiber optic backups. The off-the-shelf TRS 181 Model 1 bis lack the processing power to run military spec software. The quarters are cramped and military grade spartan. The cargo hold is a combination of a repurposed avionics bay which used to hold covert intelligence gathering sensor pallets; and the adjacent missile magazine. These used to be carried into battle aboard enormous fleet tenders and so fuel refineries were dispensed with. The compact vessel’s speed and agility are things of beauty. The bullet shaped craft was infamous for its nauseating maneuver evade software which seemed designed to make you and the contents of your digestive tract part company in a projectile fashion. They are still typically delivered with nine surplus dog fight, high speed interceptor missiles with proximity armed, high explosive warheads for the triple missile launchers buried amidships.
USP Code SC 12266R1-000000-00002-0 MCr. 92.85 100 tons Bearing 1 Crew 2 Pilot, Weapons Officer Batteries 1 TL 11 Cargo: 4 tons Fuel: 32 tons EP: 6 Agility: 6 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.929 Cost in Quantity: MCr 74.28 A single stateroom
Galactic class Command Carrier[edit]
The main naval assets originally included twelve Galactic-class Command Carriers. These were the mainstays of the fleet's battle line. Star system command and control were their primary functions. Now they are used for guerilla warfare and hit and run strikes against the oppressive occupation forces. An unknown number of these ships survive in rebel hands. They have broken into single ship task forces, leading ragtag fugitive bands of impressed commercial and civilian vessels that they have liberated. They avoid head to head confrontations with enemy fleets and prefer to raid enemy supply depots and harass their logistical infrastructure. They bring converted freighters with them to haul off the pillaged booty. The Jaibok consider them pirates and treat them as such. No surrender and no mercy, prisoners are eaten.
These vessels were considered near the pinnacle of TL–12 naval architecture for their time. They are cramped, stark, and possess a utilitarian beauty some admire. They feature the most powerful meson spinal mount available, which can shatter lesser enemy patrol vessels with a single crippling hit. They can pour intense shoals of nuclear tipped missile batteries into enemy formations supplemented by a brace of four bay mounted particle accelerators. The hulls are aging, but feature legendary levels of reinforced bulkheads with compartmentalization and damage control far in excess of corresponding Jansa and Jaibok designs. The dense honeycomb of armor is uncharacteristic of carriers and has led to the classification debate, is this a battleship which carries fighters or a heavily armed and armored carrier? They have absorbed countless nuclear strikes that would have buckled and destroyed lesser vessels, only to limp away to lick their wounds and return to pester occupation forces another day. These ships feature redundant screens and a complete back-up computer system which they can fail over to in the event of a critical hit. Both systems feature extensive fiber optical networking to perform well under intense EMP environments. The tense combat information center handles the admiral's command and control operations from its nest buried deep in the thickly armored hull; this is the brain of the ship. Crystalized lattice metal fatigue is starting to become a problem for the partially streamlined, close structured hulls. The brash and aggressive ASP pilots tend to be arrogant and hot headed, prone to insubordinate attitudes and a "work hard, play hard" mind set. When not in the brig drunk, they fight like demons and let their high enemy killed numbers speak for themselves. Their inter-department volleyball teams are usually undefeated.
The rebel marines task force are 120 strong and break down into eight commando strike forces. They use orbital assault capsule insertions, and the Talons are equipped to bring in the large tracked Chimera class ATVs, which function as on-the-ground artillery support and a point defense system. The Talons return for exfiltration. They can provide on station close air support as well. Each commando section has its own combat medic, a scout-sniper, breaching and demolitions expert, and heavy weapon teams among the 15 troopers. They are equipped with stealthy combat armor with a hardened and advanced encrypted maser communication suite, grav belts, an assortment of target designator laser weapons, Gauss guns, 4cm RAM grenade launchers, squad support plasma guns, man portable TAC missiles and personal escort drones. They strike hard and fade away. They cannot take and hold ground. Carefully planned and precisely orchestrated surgical strikes are their forte. Get in, kill things and get out, is what they do. Static and or defensive tactics are largely unknown to them. They are reliant on good intel, adequate relay satellite coverage and excellent drone reconnaissance to have survived this long.
Crew Includes:
- 50 Command
- 210 Engineering
- 259 Gunnery
- 208 Flight
- 200 Services
- 120 Marines
USP Code Command Carrier BB-R4333F4-C91106-888K8-8 MCr104,731.742 100,000 Tons Bearing 3 3 4331Y Crew: 1,047 Batteries 4 4 6441Z TL-12 Cargo: 10 ton locker Fuel: 33,000 tons EP: 3,000 Agility: 1 Emergency Agility: 3 Marines: 120 Drop Capsules: 20 (plus 100 Ready) Hanger Space: Craft: 80 x 10T Asp Light Fighters, (x8 squadrons) 8 x 40T Talon Drop Ships, 8 x 10T ATV, x2 10T Launch Tubes, can launch or recover all fighters in a single turn Partially Streamlined. Fuel Treatment: Fuel Scoops and On Board Fuel Purification Backups: 1 x Model/6fib Computer 1 x Factor 1 Nuclear Damper 1 x Factor 1 Meson Screen 50 ton missile bay Alphanumeric Code Substitutions: Y = 49 Z = 70 526.5 double occupancy staterooms, 0 lowberths Architects Fee: MCr1,047.32 Cost in Quantity: MCr83,785.394 (no subcraft)
Asp class Fighter[edit]
The Asp (advanced space pursuit) class light fleet fighter/interceptor. A hot rod that steers like a box car. The rapid pulse plasma cannon in the nose is great for point defense and tearing into small, unarmored civilian vessels. However, it lacks long range fire control and the tight cockpit is very limited for life support making this a short range craft of limited operational duration. The computer is notable for its very crude, low resolution display graphics. The pilot's gunnery skill is the only hope for decent target acquisition as the computer interface is of no help whatsoever. When on the defensive in a fur-ball the pilot's only hope is to cut all power to the main weapon system and go wildly evasive with the emergency agility, while howling on the data links that they have trouble on their six. The massive powerplant is mounted directly behind the cockpit "hot-seat" and pilots report that they can hear the fusion reactions taking place. The vessel's radiated signature is quite pronounced as a result. G compensation inertia units on these are notoriously bad, and under the full 6 G burns will snap your head back and plaster the pilot against their seat, while a distinctly characteristic dirty radioactive drive plume is visible across passive EMS sensors at range.
USP Code FL 0106C01-000000-03000-0 MCr. 16.375 10 tons Bearing 1 Crew 1 Pilot Batteries 1 TL 12 Cargo: 0 tons Fuel: 1.2 tons EP: 1.2 Agility: 2 Emergency Agility: 6 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.164 Cost in Quantity: MCr 13.1 A single couch A fully streamlined needle/wedge hull configuration
Talon class Drop Ship[edit]
The Talon class drop ship. A rugged 4G acceleration utility craft and jack of all trades. Armed with a trio of missile racks and a model 3 fire control computer, it is capable of targeting and engaging three targets at the same time. The oversized fusion power pack (level 5) supplies the large computer suite and excess is diverted into limited (agility 2) evasion maneuver controls. They can provide close air support to commando teams and engage in stand off missile strikes versus enemy shipping. Two naval flight crew are typically allocated, and a third crew member is drawn from the marine commandos. The marine warrant officer serve as load master, ATV driver, ECM operator/sensors and when necessary auxiliary gunner. When the marine is not aboard they can only engage two targets at the same time. The ship's maintenance crew chief is sometimes brought onboard to fill the third seat, if the marine is unavailable. The massive model 3 computer is fully supported and seamlessly integrated into the small craft bridge. They carry sufficient life support and supplies to stay on station for an extended period of time. They are often posted on long range reconnaissance and picket duty to monitor enemy activity. The sealed ventral cargo bay has a pair of large powered bay doors and can function as an airlock and double as a free fall ordinance payload bomb bay. Extracted marines must return aboard the Chimera class ATV or a pallet of up to 20 additional acceleration couches must be mounted in the large vehicle bay. This conversion requires two hours aboard the mothership.
USP Code DS 0104531-000000-00001-0 MCr. 45.55 40 tons Bearing 3 Crew 3 Pilot, Co-Pilot and Weapons/Electronic Warfare Officer Batteries 3 TL 12 Cargo: 2.1 tons Fuel: 2 tons EP: 2 Agility: 2 Emergency Agility: 4 Craft: 1 x 10T ATV Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.456 Cost in Quantity: MCr 36.44 A fully streamlined aerodynamic lifting body/wedge hull configuration Small craft bridge with three crew acceleration couches and 1.5 small craft staterooms for extended life support
Sledge Hammer class Frigate[edit]
The Black Pants Marauders are responsible for developing the Sledge Hammer class Frigate.
A prototype was derived from a custom converted merchantman. This vessel was given a complete rebuild disguised as an extensive annual maintenance overhaul. It served as the template for other members of the rebel class. Selected for their jump-3 range, the maneuver drive was replaced with a surplus military 5G unit and the oversized fusion reactors were enhanced to level 6 power capacity. The computer was upgraded to a military grade model 6 with fiber optic backups. The hull was braced and reinforced to provide protection versus some critical hits over vulnerable areas. Two fire control linked triple turrets of sandcasters provide defense. Two triple beam laser turrets are grouped as a single battery and intercept fighters and enemy missiles, while two turrets of twin fusion cannons fire as a single battery for close in firepower. A large 100 ton particle accelerator bay is used for asteroid targets and surface strikes on vacuum worlds. The massive 100 ton missile bay is the primary method for eliminating enemy shipping and wiping out surface targets from orbit. These bays were carved from the former civilian cargo holds. The final 50 ton hold was packed with a modular vehicle hangar for the 20 ton custom recovery boat and a brace of eight unusual vehicles. The 8 marines crew 1dton Marauder class combat walkers. These bipedal vehicles are lightly armored, sealed and fitted with full life support for their single occupant. They are also equipped with individual reentry ablative foam shielding and grav chutes, and can be dropped by the ship from orbit. At the conclusion of ground operations, these vehicles have a rocket ejection escape capsule to separate the crew member from their vehicle. Combat armored and grav belt equipped they can individually reach low orbit to rejoin their mothership. If possible, the rebels prefer to exfiltrate the walkers with the compact recovery boat, with or without their operators. Dedicated armorers, vehicle mechanics and electronics technicians, reload and refurbish their assault mech landmates for their next insertion mission. The six low berths are used for prisoners, reinforcements, or the severely wounded. This is a versatile design which has seen many variants and modifications following battle damage as systems are often swapped out with whatever is at hand and available.
USP Code FG B2356F2-450000-45809-0 MCr. 2,655.707 2,600 tons Bearing 1 111 1 Crew 48 Batteries 1 111 1 TL 12 Cargo: 20 tons Low: 6 Fuel: 936 tons EP: 156 Agility: 2 Emergency Agility: 5 Marines: 8 Craft: 8 x 1T Combat Assault Walkers, 1 x 20T Recovery Boat Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 26.557 Cost in Quantity: MCr 2,124.565 A fully streamlined conical hull with integral armored hull segments and shielded systems 27 double occupancy staterooms *Command 11 *Engineering 10 *Gunnery 8 *Flight 6 *Services 5 *Marines 8
Vindicator class Gunship[edit]
The Vindicator-class Gunship is a 600ton, fully streamlined cone, equipped with jump 3 Horizon drives, Maliplex 6 G maneuver drive, an impressive 6 agility, and a truly massive factor 8 fusion reactor array. Built from the ground up as a gunship this renegade design mounts six hardpoints. Four carry the triple missile launchers for the predator-class barrage cluster micro missile systems. There are a pair of hellbent fusion cannons mounted in the nose and a sentinel dorsal triple beam laser turret. A thin layer of armor sheaths the hull and cuts down on micrometeoroid damage. Capable of on-demand close support for rebel marine commandos, this beast hangs out on station for command-and-control relay links which the powerful model 6 fib can easily provide with secure encryption. The stealthy hull is cramped and packed to the gills with what was state-of-the art naval architecture, fuel and modern machinery. The lack of interface sub craft and cargo holds means it needs dedicated logistic support and frequent reprovisioning.
USP Code GB 62368F2-100000-34004-0 MCr. 760.987 600 tons Bearing 12 1 Crew 15 Batteries 12 1 TL 12 Cargo: 0 tons Fuel: 228 tons EP: 48 Agility: 6 Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 7.610 Cost in Quantity: MCr 608.79 A fully streamlined cone hull with light armored ferro-ceramic platelets 7.5 double occupancy staterooms for a Command Pilot Navigator 8 Engineers 1 Medic 4 Gunners
Fusillade class Missile Sloop[edit]
The Fusillade class missile sloop is equipped to deploy the vicious barrage cluster micro missile systems from four triple missile turrets which are fire control linked into a single battery. For defense a single triple sandcaster turret stands guard. A thin armor sheath insulates and protects the fully streamlined, flattened sphere hull. The saucer shape allows the vessel to land on planetary surfaces with ease and it can deploy the 10 ton Chimera class ATV from a ramped ventral compartment. A marine force recon section is embarked to commando raids. They are equipped as assault/jump troops with reentry capsules and grav belts. The oversized power plant limits the drives to 5 Gs of acceleration, but the agility is still considered pretty good, as is the advanced military software package resident on the model 6 fib computer network. The main hold is tiny and typically packed with reloads of launched ordinance. These vessels patrol in trios and operate from hidden forward bases with dedicated allied smugglers who provide resupply caches and munitions depots. They have jump 3 horizon drives, 5G acceleration and evasive agility.
USP Code Missile Sloop KM 56356F2-140000-00004-0 MCr. 535.342 500 tons Bearing 1 1 Crew 26 Batteries 1 1 TL 12 Cargo: 3 ton missile magazine Fuel: 180 tons EP: 30 Agility: 5 Marines: 15 Drop Capsules: 5 (plus 10 Ready) Craft: 1 x 10T ATV Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 5.353 Cost in Quantity: MCr 428.274 A fully streamlined flattened sphere hull with light plasti-steel armor platelets. 13 double occupancy staterooms Pilot Navigator 6 Engineers Medic 2 Gunners 15 Marines
Drizella class Missile Sloop[edit]
The Drizella-class is referred to as an ugly step sister. This vessel has an non-streamlined, dispersed hull structure. What she lacks in aesthetic charms, she more than makes up for in other ways, like 4G speed and jump 3 range. They carry an extra jump 1 worth of fuel to permit escape without the need for battlefield refueling, a feature that frequently permits these ships to elude pursuit. Fitted with 60 hardpoints, the ten triple sandcaster turrets form a battery, and a repulsor bay adds anti-missile defense. Ten triple beam laser turrets are grouped into a battery as well as ten dual fusion gun turrets. There is a particle accelerator bay and a large missile bay for most of the ship killing power. There are two marine commando sections embarked, each with their own Chimera class ATV. The larger surprise is four full squadrons of the ASP light fighter/fleet interceptors. Overall, it offers half the capacity of the mighty Galactic-class in a hull a fraction of the size. This pocket carrier is an unpleasant surprise for any Jaibok and Jansa-crewed vessels unlucky enough to encounter it. Many haven't survived the engagement. Two of these will cruise together at the center of a raiding flotilla; they will decoy and act as bait, to simulate the much larger and more sought after Galactic-class. They are used to frustrate and confuse enemy commanders. Her forty fighters provide combat space patrols and interdict civilian shipping to allow blockades of enemy systems and ports.
USP Code Light Carrier CVL F7344F3-091106-88809-4 MCr. 4,198.744 6,000 tons Bearing 1 1 111 1 Crew 177 Batteries 1 1 111 1 TL 12 Cargo: 120 tons Fuel: 2,640 tons EP: 240 Agility: 1 Marines: 30 Drop Capsules: 3 (plus 27 Ready) Craft: 40 x 10T Asp, 2 x 40T Talon, 2 x 10T ATV Fuel Treatment: On Board Fuel Purification Architects Fee: MCr 41.987 Cost in Quantity: MCr 3,358.995 91.5 double occupancy staterooms Command 11 Engineering 17 Gunnery 18 Flight 89 Services 12 Marines 30
Dark Spirit class Intelligence Vessel[edit]
The Dark Spirit clan provides this mysterious platform as a covert ops, surveillance and sensor platform. This is an non-streamlined reinforced buffered planetoid hull, fitted with 1G of acceleration and jump 3 horizon drives. They rely on the armored hull for protection. If discovered, the standard operational profile is to power down and avoid detection for as long as possible while monitoring enemy movements with excellent passive sensor arrays and deployed sensor drones forming a detection grid out to 1 AU range. They depend on the recovery boat as an interface craft. They have two triple beam laser turrets, a dual fusion gun turret which fires as two batteries, and six triple missile turrets grouped into a battery. Intelligence operatives frequently displace a fleet marine and this vessel is often tasked with inserting and removing spies from missions used to keep tabs on the enemy's disposition and intent.
Dark Spirit class Intelligence Vessel
USP Code Naval Fleet Intelligence Vessel SC 99313F2-700000-44005-0 MCr. 545.163 900 tons Bearing 12 1 Crew 20 Batteries 12 1 TL 12 Cargo: 4 tons Fuel: 297 tons EP: 27 Agility: 1 Marines: 8 Craft: 1 x 20T Recovery Boat Fuel Treatment: On Board Fuel Purification Architects Fee: MCr 5.452 Cost in Quantity: MCr 436.13 10 double occupancy staterooms Pilot Navigator 4 Engineers Medic 4 Gunners Flight Crew 8 Marines
Jeremey class Recovery Boat[edit]
These are light, versatile utility boats that can act as small drop ships and be used for recovery missions as well. There are several custom variants. Two of the most typical are listed below. They are frequently encountered as an interface vessel and for close air support of small marine recon detachments. The A variant is slower, and features a triple sandcaster turret for defense. It deploys a group of 8 Marauder class combat walkers. The B variant is used for personnel and has a triple missile launcher turret. It is a little faster.
USP Code Variant A RB 0102201-040000-00000-0 MCr. 9.675 20 tons Bearing 1 Crew 1 Pilot, 8 Marines Batteries 1 TL 12 Cargo: 2.3 tons Fuel: 1 ton EP: 0.4 Agility: 2 Craft: 8 x 1T Combat Walkers Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.097 Cost in Quantity: MCr 7.74 9 acceleration couches
Jembyra class Recovery Boat[edit]
USP Code Variant B RB 0103301-000000-00002-0 MCr. 12.925 20 tons Bearing 1 Crew 1 Pilot Batteries 1 TL 12 Cargo: 11.1 tons Fuel: 1 ton EP: 0.6 Agility: 3 Fuel Treatment: Fuel Scoops Architects Fee: MCr 0.129 Cost in Quantity: MCr 10.34 1 acceleration couch
World Listing: 1105[edit]
The following systems and worlds are associated with this region:
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References & Contributors (Sources)[edit]
| 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. |
- Bill Bledsaw. Theta Borealis Sector (Group One, 1981), .
- Author & Contributor: Lord (Marquis) and Master Scout Emeritus Adie Alegoric Stewart of the IISS
- Author & Contributor: Lord (Marquis), Captain, and Lead Naval Architect Ronald B. Kline, Jr. of the Imperial Navy