Captain Liv & The Sable Tiger

Captain Liv is a rough-around-the-edges, lusty human woman with the hard-nosed independent attitude common to the free traders of the Skein Reach. She flies the Sable Tiger, a custom GM 210 that can cover two parsecs in a jump.

Canny, she knows when to hold ’em and when to fold, when to run, and when to fight. First Mate “Seargent Mac” is a humorless retired Imperial Space Marine, who lost a leg in a crusade against the lizard people of Marzox 6b and now mostly gets around with the help of a grav belt. Jack is friendly and sociable, knows the basics of all of the Sable Tiger’s systems, and fills in wherever needed. They are often on the lookout for good crew, whether it is stewards to attend to their passengers, gunners to operate the turrets, engineers, sensor operators, or even some new lover picked up in starport and whisked off to grand adventure among the stars.

Cpn. Liv was born Lavinia Thunxzon on Johnston’s World, and got her start flying with her father on his free trader the Tortise, running the planet’s agricultural goods to Aroura Station. After seven years the Tortise was shot down and plundered in the Archeron system. Her father was killed, she was badly injured, and the remains of the Tortise were scrapped by the pirate flotilla.

Pressed into service, Liv proved herself a capable crewmember who was good with a blade if need be. The next eleven years were spent in incredible adventures in space, living outside the law, warring with other gangs and pirates, gaining friends and killing enemies, until she gained the trust and friendship of Grgrz, the massive, ruthless reptilian pirate admiral leading the underground resistance to the Empire’s Crusade on Marzox. She was given Captaincy of the Sable Tiger to run supplies past the Imperial blockades, and was there at Marzox 6b when the Imperial Bombardment Fleet arrived and the Crusade was ushered to a bloody victory on a scorched planet. The resistance in tatters, Cpn. Liv fled in the Sable Tiger rimward, back to the Skein Reach.

Since then the Sable Tiger has been on the run in the Skein Reach, laying low, running the old agricultural cargo run from Jhonston’s World to Aroura Station, and doing odd jobs in other remote destinations in the Reach.

Cpn. Liv

Merchant (Free Trader) rank 1
Rogue (Pirate) rank 1
Human Female, age 34

CHARACTERISTICS
STR 6
DEX 11 (+1)
END 6
INT 8
EDU 5 (-1)
SOC 3 (-1)

SKILLS
Astrogation 1
Broker 0
Carouse 0
Electronics 0
Gun Combat (Energy) 1
Gunner (Turret) 1
Mechanic 0
Melee (Blade) 2
Persuade 0
Pilot (Spacecraft) 2
Stealth 1
Steward 0
Streetwise 1
Tactics (Military) 1
Vacc Suit 2

EQUIPMENT
Saber (3D damage)
Laser Carbine (4D damage)
Hostile Environment Vacc Suit (+12 Protection)

Sable Tiger (customized GM-210)

Built on a powerful Galactic Monopoly modular chassis, this sleek ship is packed to the gills with speed. Wrapped in a custom superdense armored hull, the Sable Tiger has the maneuverability and toughness to blast past blockades, returning fire along the way.

Hull 200 ton (Standard, Partially Streamlined – 80 Hull Points)
Armor 4 (Bonded Superdense – 6.4 tons)
Jump 2 parsecs (10 tons)
Thrust 6G (12 tons)
Power 210 (TL 12 – 14 tons – Basic Systems 40, M Drive 120, Jump Drive 40, Sensors 2, Weapons 12)

Fuel 70.6 tons  (uses 20 tons per parsec jumped)
Fuel Scoop
Fuel Processor (1 ton – processes 20 tons / day)

Bridge (3 tons)
Computer 15
Sensors – Military Grade (2 tons – power 4) – Radar, Lidar, Jammers

Armaments – 2 x double turrets (2 tons) with:
– beam laser (power 4), sandcaster
– pulse laser (power 4), pulse laser (power 4)

Staterooms 6 (24 tons)
Common Area (5 tons)

Cargo Capacity – 50 tons

Cpn Liv and the Sable Tiger in your Game

Cpn. Liv and the Sable Tiger could be friends, enemies, contacts, allies, or anything else to the players in your Traveller game. Perhaps the Sable Tiger needs crew for some desperate and audacious job? Or they’ve been hired to follow the players and collect a bounty? Or they swoop in to help in response to the player’s distress call? Or they’re rivals, going after the same thing as the players?

About Cpn. Liv

I whipped up these characters when the Travellers in my Monday game got rescued from Archeron 4, where they had become stranded. On the spot I came up with Cpn. Liv of the Sabre Tiger, Sgt. Mac, and Jack, her crew. The above stats were generated with the new version of Traveller (Mongoose v2). 

Original stats from my campaign notes:

Captain Liv – Lavinia Thunson, captain of the Sabre Tiger (fast trader), St 8, Dx 9, En 6, In 8, Ed 6, So 3.

Sabre Tiger crew – Mac (ex imperial trooper), Jack (the friendly one), Zack (mechanic), Hailey (Mechanic), and Cookie (steward)


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Droid Military Ship 0110110100110001

This is the first military ship built by the Droid Uprising. It is entirely of droid design, designation 0110110100110001 (M1).

Armored front and back with fifteen tons of thick crystaliron angled plate, this is the toughest little jump-capable ship that the droids could build from the wreckage of the space hulk Cretaceous.

This ship has no life support capability or accommodations for living crew. Other than the bridge, drone storage, and one ton for cargo, every ton of this ship is designed for fighting. A 4 gravity maneuver drive, a 4 parsec jump drive, and a triple turret make up the majority of this ship’s systems.

Extensive stolen software is installed on this ship, giving it the ability to operate with no crew. In essence, the ship is a spacefaring droid.

0110110100110001  TL Tons Price (MCr.)
Total Cost (MCr) 81.96  12
Hull 2 streamlined 100 2.2
Structure 2
Armour 12 crystaliron  12 15 6.66
Jump Drive B jump 4 15 20
Manoeuvre Drive B thrust 4 3 8
Power Plant B  consumes 2 tons / week of operation 7 16
Bridge standard 10 0.5
Computer model 4 rating 20  12 5
Software intellect, jump control 4, evade 2, fire control 4, autorepair 1, library 15.4
Electronics basic military +0 DM, radar, lidar, jammers 2 1
Weapons triple turret – particle beam, beam laser, pulse laser 1 6.5
Fuel one jump 4 and two weeks of operation 44
Cargo 1 1
x Staterooms none
x Low Berths none
Extras probe drones (5) 1 0.5
repair drones 1 0.2
fuel scoops 0 0
Maintenance Cost (MCr monthly) 0.00683
Life Support Cost (Cr monthly) 0

When first built the 0110110100110001 is crewed by four droids:

    • S432K – steward droid with diplomacy 0, electronics (scanner) 1 software – SENSORS / COMMS
    • AT-504 – astro-repair droid with navigation 0, engineering 1, repair 1 software – ENGINEERING
    • AQ-980 – astro-repair droid with navigation 1, pilot 1, repair 0 software – HELM
    • VKT-43 – “Victor” – security droid with tactics 1, gunnery 1 software – COMMAND / WEAPONS

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EOF-HK1 Starhawk Extended Operations Fighter

30 tons – 25.3854 MCr.

EOF-SH1 Deck Plan

EOF-SH1 Deck Plan

Designed by the Empire to be carried by WPR-4F-ER warp boost rings, Starhawks can travel four parsecs at a jump. Because of this they are used extensively as armored couriers, forward scouts, or to transport small teams of agents. Some Imperial carrier fleets will scout nearby parsecs with patrols of these ships. They also serve well as ground attack fighters. Their versatility and the inclusion of a tiny galley and fresher in the cabin led to the HK1 gaining the nickname Kitchen Sink, as in “I’m on kitchen sink duty this week scouting the next sector.”

The three ton crystaliron armored hull acts as a lift body, making the Starhawk a flying wing with excellent atmospheric performance. Built tough, they can generally survive anything short of particle beam fire. Under the armor the four ton hydrogen fuel tanks provide a secondary layer of protection for the central cabin. This heavy frontal armor profile excludes a canopy or windows – instead views from sensors on the hull are presented to the pilot in a holographic display that integrates telemetry and targeting data.

As extended-operations fighters Starhawks feature extras that allow the pilot some comfort during missions. Instead of a cramped cockpit the fighter is piloted from a control cabin. If necessary, a humanoid can turn off the artificial gravity and sleep in the small fresher, per standard Imperial patrol procedure on these craft. There are also two cold berths for transporting passengers, extra crew, or for the pilot’s use during long flights. These cryo-berths can be set to automatically wake the occupants at a set time or as the ship is coming out of warp. There is also cargo capacity for three tons. The cargo spaces are equipped with small seats that fold into the walls, allowing the Starhawk to transport a small fire team.

They are also equipped with a repair or astromech droid, providing in-space repair ability and/or a robotic co-pilot. These can be replaced by a drone but the onboard computer does not usually have the capacity to run a repair program, leaving the pilot to operate the repair drone.

Other extras include probe drones and an airlock, giving them capability to perform search, rescue and repair operations. Often patrol duty will involve picking up or dropping off probe droids to be retrieved by the next patrol.

Starhawks are a TL 12 standard design subject to the %10 cost discount.

EOF-HK1 Starhawk extended operations fighter

EOF-HK1 Starhawk extended operations fighter – top

EOF-HK1 Starhawk extended operations fighter

EOF-HK1 Starhawk extended operations fighter – side

 

System  – Details – Tons  – Cost (MCr)

Hull – 0 points, streamlined – 30 tons – 1.43 MCr.

Structure – 1 points

Armour – 8 points crystaliron – 3 tons – 0.286 MCr.

Power Plant – class sM – 5.1 tons – 9 MCr.

Maneuver Drive – thrust 8 – class sM – 7 tons – 14 MCr.

Control Cabin – 3 tons – 0.15 MCr.

Crew – 1 pilot

Computer – model 1 – rating 5 – 0.03 MCr.

Software – fire control 1, library – 2 MCr.

Electronics – basic civilian: radar, lidar – 1 ton – 0.05 MCr.

Weapons – fixed mount TL10 pulse laser (long range, accurate, high yield) – 1 ton – 0.6 MCr.

Fuel – 4 weeks of operations – 4 tons

Cargo Capacity – 3 tons

Extras – airlock – 1 ton – 0.2 MCr.
– repair drone (1) – 0.3 tons – 0.06 MCr.
– probe drones (3) – 0.6 tons – 0.3 MCr.
– low berth (2) – 1 ton – 0.1 MCr.

Maintenance Cost (monthly) – 2,115 Cr.

Life Support Cost (monthly) – 200 Cr.


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Warp Boost Rings

“Interstellar travel, kid. Some call it jumping, or warp, lightspeed, FTL, hyperspace, whatever. If you want to get out of this system, you need a ship that can do it. Like mine.” – Captain Liv Thunson, USS Sabre Tiger

Designed to give jump capabilities to smaller ships, warp boost rings are spacecraft that consist of a self-contained jump drive and fuel supply in a chassis that can dock with and carry a variety of small ships. Many designs use a ring-shaped chassis and interior docking clamps to accommodate a variety of ships under 60 tons, as long as they are small enough to fit inside the ring. Other designs use a sled-like chassis that the smaller ship sits atop.

As the jump ring hulls do not have maneuver drives of their own they rely on the thrust of the attached small ship for sub-lightspeed travel. Thrust will need to be recalculated according to the combined ships’ new tonnage and the maneuver thrust rating of the small ship. For example, a 50 ton modular cutter with thrust 4 docked with a WPR-A-2 are 90 tons combined and move at thrust 2. Because for most small ships half speed is the result, a handy way to determine the new thrust quickly is to simply halve the ship’s thrust while docked.

Due to poor aerodynamic characteristics these hulls give the docked ship -1 DM on pilot skill checks when in atmosphere. For this reason these rings are typically left parked at orbital refueling stations if the docked ship heads into atmosphere. They are nevertheless equipped with landing gear.

WPR-A-2 Warp Boost Ring – 100 tons – 19.044 MCr.

A common sight in the interior of the Imperium, the WPR-A3 allows small spaceships of up to 60 tons to dock and travel at warp 2. They often carry skiffs or boarding shuttles between systems.

When used to transport ships of 10 tons or less, their FTL range is extended to jump-3.

When carried on larger ships, these rings take up 40 tons of hangar space.

Monthly maintenance costs 1,587 Credits. Standard design (%10 discount).

100 ton hull – standard (ring) – 2 MCr.
Hull – 2 points
Structure – 2 points
Armor – none
Power Plant – A – 4 tons – 8 MCr.
Jump Drive – A – jump-2 – 10 tons – 10 MCr.
Fuel – one jump-2 and two weeks of operation – 22 tons
Computer – model 2 – rating 20 – 0.16 MCr.
Software – jump control 2 – 0.2 MCr.
Docking for small ship up to 60 tons – 4 tons – 0.8 MCr.

WPR-F-4 Warp Boost Ring – 100 tons – 39.51 MCr.

A longer-range version of the WPR-A-2, this chassis is mainly used to quickly move small ships such as modular skiffs or retrieval boats across the cosmos at warp 4. WPR-F-4 are frequently used to carry Starhawk extended range fighters.

When carried on larger ships, these rings take up 70 tons of hangar space.

Monthly maintenance costs 3,292 Credits. Standard design (%10 discount).

100 ton hull – standard (ring) – 2 MCr.
Hull – 2 points
Structure – 2 points
Armor – none
Power Plant – B – 7 tons – 16 MCr.
Jump Drive – B – jump-4 – 15 tons – 20 MCr.
Fuel – one jump-4 and two weeks of operation – 44 tons
Computer – model 4 – rating 20 – 5 MCr.
Software – jump control 4 – 0.4 MCr.
Docking for small ship up to 30 tons – 1 ton – 0.5 MCr.

 


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Imperial Star Corvette Deckplan

In science-fiction gaming deck plans for spaceships and star-ports serve a purpose much like dungeons in fantasy gaming. They are both a bounded area where encounters can happen, and a fun visual artifact that stimulates the imagination. With either of these types of maps, gamers can more easily imagine a place and the action that might unfold there. And with deck plans if your characters can get their hands on of one of the ships in question they have the opportunity to go tour the galaxy in it.

Presented here are deck plans and area descriptions for the 500 ton Imperial Star Corvette we posted statistics for earlier.

AREAS

  1. bridge – Duty stations for the helm, sensors, communications, engineering, environmental controls, and a captain’s chair.
  2. engineering – This two-story section contains the power plant, maneuver drives, the jump drive, life support, duty stations for controls of all of the above, and a large lift that descends to the cargo hold. Multiple stairs and ladders allow movement between the decks. A cargo airlock opens to the aft from the bottom floor.
  3. main guns – The fixed particle beam occupies the top deck and the missile launcher the bottom deck of this two-story area, with duty stations for both weapons. A ladder allows passage between the decks.
  4. turrets – The lasers, sandcasters, and sand barrel storage fill the aft of the top floor of these areas. Fire control stations for the dorsal port and starboard turrets share this space on the top deck, while duty stations for the ventral port and starboard turrets are accessed by descending ladders to the lower-deck areas.
  5. fuel processing – The fuel scoop opens to space below this area, and raw hydrogen is refined by the machinery here and stored in the main tanks.
  6. missile storage – The ship’s compliment of 24 standard missiles and an auto-loader are here. A cargo door to the aft gives access to the cargo bay, and a standard door on starboard to the main gun’s lower deck.
  7. cargo bay – In addition to whatever cargo may be carried in the modest 27 tons of space available here, the ship’s 20 ton launch is stowed here, along with the eight emergency berths that serve as the ship’s brig (the Emperor’s justice is cold). A large cargo door and ramp opens towards the fore of the cargo bay for loading, unloading, and launching the ship’s raft. Cargo doors open to missile storage, fuel processing, and engineering. A cargo lift gives access to engineering’s top deck.
  8. escape pods – Accessible from engineering, the ship’s seven escape pods await occupants here, and in the case of use launch through the top of the ship behind the turrets.
  9. common areas – The mess for the crew, tables, chairs and a large holographic display occupy the port common area, while tables, couches, and small video screens make up the lounge on the starboard side.
  10. barracks – Accommodations for ten star marines in the form of individual bunks fill these two barracks.
  11. staterooms – Double-occupancy staterooms make up the quarters for the ship’s three shifts of gunners, engineers, and helms-beings, with two shifts hot-bunking in each bed. The captain enjoys one of the large staterooms near the bridge for their personal use, while the first and second mates share the other large stateroom across the hall from the captain. All staterooms have doors that open to the central hallway that connects the bridge to the main guns.

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Imperial Star Corvette

Imperial Star Corvette – 500 tons – 324,385,000 Cr

Reasonably fast, well armed, and heavily armored, the Imperial Star Corvette is the workhorse of the Skein Reach, and dreaded by captains of smaller ships. Typically used to patrol the borders of Imperial space, its fast jump drive ensures that the Emperor’s forces can quickly crush most small threats and effectively pursue criminals and smugglers along the periphery. Other than their cruiser, a handful of these aging Corvettes make up the majority of the Duke’s interstellar fleet.

With a maximum thrust of 5 gravities these corvettes can overtake most ships, and those that can outrun them must still escape the reach of their missiles and the main gun – a fixed particle beam. Captains that stand and fight will have to slug through the medium crystaliron armor while suffering a fusillade of return fire from the eight lasers.

In addition to the captain and crew of 24, the Star Corvette carries a compliment of 20 Imperial space troopers, a ship’s launch for landing them on planet or boarding other ships, and a cryo-brig for 8 prisoners. Some corvettes will be outfitted with two light fighters instead of the launch, further extending the Corvette’s reach.

In order to facilitate rapid patrols or to make emergency jumps, the Imperial Star Corvette carries enough fuel for four one-parsec jumps.

See the deck plans here.

System  – Details – Tonnage  – Cost (MCr)

Hull – 10 points, standard wedge – 500 tons – 32 MCr.

Structure – 10 points

Armour 4 points, crystaliron – 25 tons – 6.4 MCr.

Power Plant – class N – 40 tons, 104 MCr.

Maneuver Drive thrust 5 – class N – 25 tons – 52 MCr.

Jump Drive jump 3 – class H – 45 tons – 80 MCr.

Bridge – 20 tons – 2.5 MCr.

Crew – 1 captain, 1 first mate, 3 pilots, 1 navigator, 2 engineers, 5 gunners, 20 marines

Computer – model 3 – rating 15 – 2 MCr.

Software – maneuver 0, jump control 3, fire control 3, library – 6.3 MCr.

Electronics – basic military: radar, lidar, jammers – 2 tons – 1 MCr.

Weapons

4 x triple turret  – beam laser / pulse laser / sandcaster – 4 tons – 13.75 MCr.

60 x sandcaster barrels – 3 tons  – 0.03 MCr.

1 x double fixed hardpoint – particle beam / missile rack – 0 tons – 5 MCr.

24 x basic missile – 2 tons – 0.03 MCr.

Fuel – 4 x jump 1 and 12 days of operation – 214 tons

Cargo Capacity – 16 tons

State Rooms – 1 single, 6 double – 28 tons – 3.5 MCr.

Barracks – 20 bunks – 40 tons – 2 MCr.

Emergency Low Berths / Brig – 8 berths – 2 tons – 0.2 MCr.

Extras

Fuel Scoops – 1 MCr.

Fuel Processors  – 150 tons per day – 7.5 tons – 0.075 MCr.

Ships Locker

Probe Drones – 5 drones – 1 ton – 0.5 MCr.

Repair Drones – 5 tons – 1 MCr.

Escape Pods – 3.5 tons – 7 pods – 0.7 MCr.

Launch – 20 tons – 14 MCr.

Maintenance Cost (monthly) – 27,032 Cr.

Life Support Cost (monthly) – 50,000 Cr.


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