CREDITS CONTENTS SHIPS OF THE REACH 2 HIGH GUARD ASLAN 58 SHIPS OF THE ASLAN 62 SHIPS INDEX & AND DECKPLANS KEYS 96
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2 PIRATES OF DRINAX: SHIPS OF THE REACH CREDITS CLASSIC TRAVELLER Marc Miller John Harshman, Frank Chadwick, Darryl Hany, Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe, David MacDonald, Wayne Roth, Paul R. Banner. CONTENTS SHIPS OF THE REACH HIGH GUARD ASLAN SHIPS OF THE ASLAN SHIPS INDEX & AND DECKPLANS KEYS Author Gareth Hanrahan Developer Matthew Sprange Layout and Graphic Design Amy Perrett, Sandrine Thirache Interior Illustrations Amy Perret, Michael Rookard, Sandrine Thirache TRAVELLER INNER CIRCLE Andrew James Alan Welty, Colin Dunn, M. J. Dougherty, Rob Eaglestone, Sam Wissa, Joshua Bell, Maksim Smelchak Special Thanks Marc Miller, Loren Wiseman Traveller 07 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to com. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. Traveller is a trademark of Far Future Enterprises and is used under licence.
3 FAST TRADER TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software Staterooms TypeA TONS COST (MCR) 00 tons, Streamlined Crystaliron, Armour Thrust Jump Fusion, Power weeks operation, J Computer/bis Civilian Grade Fuel Scoop Fuel Processors (0/ tons day) Cargo Crane Aerofins Jump Control/ Library Manoeuvre/0 Standard x 0 Low Berths x 0 Common Areas Cargo TOTAL: MCR CREW PILOT, ASTROGATOR, ENGINEER, MEDIC, STEWARD RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST MCr7. Power Requirements. 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS Effectively a strippeddown version of the ubiquitous TypeA Free Trader, the A Fast Trader gives up cargo space in favour of a more powerful manoeuvre drive and greater jump drive. This translates not only into greater speed but also better agility. In regions of space where pirates and raiders lurk, this extra speed can make all the difference, though the Fast Trader is also popular among pirate forces for the same reasons. 0 HULL POINTS
4 DECK 7 DECK. SENSORS. BRIDGE. OFFICE. COMMON AREA. STATEROOMS. CARGO HOLD 7. LOW BERTHS. AIR LOCK. AEROFIN
5 STAR RAYCLASS INTERCEPTOR TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software Staterooms 00 tons, Streamlined Crystaliron, Armour Thrust Jump Fusion (TL), Power 0 J (twice), weeks of operation, plus Light Fighter Computer/0 Improved Double Turrets (beam lasers) x Fuel Processor (0 tons/day) Fuel Scoops Cargo Crane Heavy Grappling Arm Cargo Scoop Forced Linkage Apparatus (TL) Docking Space (0 tons) Light Fighter Manoeuvre/0 Jump Control/ Library Standard x Low Berths x TOTAL: MCR 7.7 HULL POINTS CREW TONS COST (MCR) Common Areas Cargo 0 XX CAPTAIN, PILOT, ASTROGATOR, ENGINEER, GUNNERS X, FIGHTER PILOT, MARINES X RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST MCr7.7 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS The Star Ray is a small combatready interceptor with an excellent array of features for any pirate, from cargoretrieving grappling arms to its doublejump range fuel tanks. This comes at the compromise of performance, for while the Star Ray is wellarmed, its relatively low thrust makes catching anything more sprightly than a merchant vessel difficult. However, its low cost has made it a popular choice for production within the shipyards of Theev.
6 7 0.SENSORS. BRIDGE. FORCED LINKAGE APPARATUS. STATEROOMS. COMMON AREA. CARGO CRANE 7. HEAVY GRAPPLING ARM. LOW BERTHS. CARGO SCOOP 0. CARGO HOLD. FIGHTER DOCKING SPACE. AIR LOCK. BEAM LASER TURRET
7 HERALDCLASS FAST MESSENGER TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software Staterooms Common Areas Cargo XX TONS COST (MCR) 00 tons, Streamlined Bonded Superdense, Armour. Thrust Jump Fusion (TL), Power 0 0 J, weeks of operation 0 Computer/bis Civilian Grade Double Turret (missile rack, sandcaster) Fuel Scoops Docking Space (0 tons) Launch Manoeuvre/0 Jump Control/ Library Evade/ Intellect Standard x High x Luxury x 0 0. TOTAL: MCR CREW CAPTAIN, PILOT, ASTROGATOR, ENGINEERS X, GUNNER, STEWARD RUNNING COSTS MAINTENANCE COST Cr77/month PURCHASE COST MCr0.7 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS Elegant, agile and eyewateringly expensive, the jump Herald is the ship of choice for the wealthy noble or corporate executive who needs to get somewhere fast while still sipping champagne in a zerog ultrajacuzzi. The rear turret is almost an afterthought and provides minimal defensive capabilities. A common refit is to replace the ship s lifeboat with escape pods and use the added tonnage for more cargo space and staterooms. 0 HULL POINTS
8 0 DECK 7 DECK. HIGH STATEROOM. COMMON AREA. LUXURY STATEROOM. SENSORS. BRIDGE. OFFICE 7. CARGO HOLD. DOCKING SPACE. STATEROOM 0. MISSILE RACK/SANDCASTER TURRET. AIR LOCK 7
9 INDIGOCLASS PIRATE CARRIER TL 00 tons, Dispersed Thrust Jump Fusion (TL), Power J, weeks of operation, plus Light Fighters Bridge Computer Sensors Weapons 0 Computer/0 Military Grade Triple Turrets (beam lasers x, missile rack) x Fuel Processor (0 tons/day) Cargo Net Heavy Grappling Arm Type I Docking Clamps x 0 0 Light Fighters x 0 Manoeuvre/0 Jump Control/ Library Standard x 0 0 Low Berths x Software Staterooms Common Areas Cargo CREW TONS COST (MCR) Hull MDrive JDrive Power Plant Fuel Tanks Systems XX TOTAL: MCR CAPTAIN, PILOT, ASTROGATOR, ENGINEER, GUNNERS X, FIGHTER PILOTS X 0 RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS 7 WEAPONS FUEL PROCESSOR The Indigoclass was designed as a tiny light carrier, and quickly found favour among raiders and pirates. Its complement of ten light fighters are clamped to the hull, attacking targets and either forcing them to surrender or blasting them apart for the Indigo to follow behind and sift through the wreckage with its cargo net. 0 HULL POINTS
10 . TRIPLE TURRET. SENSORS. BRIDGE. STATEROOM. DOCKING CLAMPS. COMMON AREA 7. HEAVY GRAPPLING ARM. CARGO NET. LOW BERTHS 0. CARGO LIFT. CARGO HOLD. AIR LOCK DECK 7 DECK DECK DECK DECK 0 DECK 7 DECK
11 BUCCANEERCLASS BLOCKADE RUNNER TL 00 tons, Streamlined Bonded Superdense, Armour Thrust Thrust Jump Fusion (TL), Power 00 J, weeks of operation, plus Launch Thruster Fuel hour burn Bridge Computer Computer/bis Sensors Improved Weapons Double Turrets (pulse lasers) x Double Turret (sandcaster, pulse laser) x Ammunition Sandcaster Barrel x 0 Systems Fuel Processor (00 tons/day) Fuel Scoops Docking Space (0 tons) Launch Software Manoeuvre/0 Jump Control/ Library Staterooms Standard x Common Areas Cargo TOTAL: MCR HULL POINTS CREW TONS COST (MCR) Hull Armour MDrive H.B. Thruster JDrive Power Plant Fuel Tanks 0 XX CAPTAIN, PILOT, ASTROGATOR, MEDIC, ENGINEERS X, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr7.7 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSOR The Buccaneerclass was designed specifically to break through blockades and deliver small, highvalue cargoes, such as weapons or illegal drugs. It therefore sees use among both militaries and pirate forces. While it has relatively limited cargo space, the ship is also equipped with an auxiliary highburn thruster with enough fuel to create a combined thrust of G for two hours; enough to break orbit and reach the hundred diameter limit of all but the largest gravity wells.
12 DECK DECK DECK (.M HIGH) FUEL ONLY. SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. STATEROOMS. COMMON AREA 7. CARGO HOLD. CARGO LIFT. DOCKING SPACE 0. PULSE LASER TURRET. SANDCASTER/PULSE LASER TURRET. SANDCASTER BARRELS STORAGE
13 FIERYCLASS GUNSHIP TL TONS COST (MCR) Hull 00 tons, Streamlined Armour Crystaliron, Armour 0 7. MDrive Thrust JDrive Jump 7. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation Bridge Holographic Controls 0. Computer Computer/0 fib 7. Sensors Military Grade, Improved Signal Processing. Weapons Small Fusion Gun Bay 0 Particle Barbette Double Turret (beam lasers). Triple Turret (sandcasters x, beam laser) Ammunition Sandcaster Barrel x 0 Systems Fuel Processor (0 tons/day) 0. Fuel Scoops Breaching Tube Armoury. Manoeuvre/0 Jump Control/ 0. Library Evade/ Fire Control/ Standard x. Barracks x 0 0. Brig 0. Common Areas 0. Cargo Software Staterooms TOTAL: MCR 0. XX
14 0 HULL POINTS CREW CAPTAIN, OFFICER, PILOT, ASTROGATOR, ENGINEER X, MAINTENANCE, GUNNERS X, MARINES X 0 RUNNING COSTS MAINTENANCE COST Cr77/month This gunship was intended to be used by small navies, moving quickly into range, blasting an invader, and then boarding it. However, these qualities also make the Fieryclass highly attractive to pirates and other criminals. The presence of this ship can either give merchants in the area complete confidence in reaching their destinations safely, or it can send ripples of fear throughout an entire system. It all depends whose side the crew is on. PURCHASE COST MCr0. Power Requirements 0 0 MANOEUVRE DRIVE 0 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS 7 WEAPONS FUEL PROCESSOR
15 . SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. STATEROOMS. COMMON AREA 7. CARGO HOLD DECK 0 DECK. SANDCASTER BARREL STORAGE. PARTICLE BARBETTE 0. SMALL FUSION GUN BAY. BEAM LASER TURRET. SANDCASTER/BEAM LASER TURRET. BREACHING TUBE. ARMOURY. BARRACKS. BRIG
16 THE GHOST OF THE REACH XX TL TONS COST (MCR) Hull 00 tons, Streamlined Superior Stealth 00 Emissions Absorption Grid Armour Bonded Superdense, Armour.. MDrive Thrust JDrive Jump. Power Plant Fusion (TL), Power 0 Fuel Tanks J, weeks of operation, plus Ship s Boat Bridge Holographic Controls 0. Sensor Station 0. Computer Computer/ fib Sensors Advanced. Enhanced Signal Processing Weapons Double Turrets (beam lasers) x Systems Fuel Processor (0 tons/day) 0. Fuel Scoops Probe Drones 0. Armoury 0. Briefing Room 0. Medical Bay Laboratory Docking Space (0 tons). Ship s Boat 7.7 Software Manoeuvre/0 Jump Control/ 0. Library Evade/ Fire Control/ Staterooms Standard x 0 0 Common Areas. Cargo. TOTAL: MCR.
17 0 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, SENSOR OPERATOR, MEDIC, ENGINEERS X, GUNNERS X, MARINES X RUNNING COSTS MAINTENANCE COST Cr0/month PURCHASE COST MCr. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSOR The Ghost of the Reach is a longrange Zhodani heavy scout. While it uses mostly standard components, its hull is coated with sensorbaffling material, and it is equipped with cuttingedge electronic countermeasures. When this vessel closes on a target, there is little chance of the target having enough time to transmit a distress call before teleporting marines arrive. Fastmoving enemies that might be able to escape The Ghost of the Reach can be flanked by the ship s boat.
18 7 0 7 MAIN DECK 7. SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. COMMON AREA. STATEROOMS 7. SENSOR STATION. ENHANCED SIGNAL PROCESSING. BEAM LASER TURRET 0. PROBE DRONES. ARMOURY. BRIEFING ROOM. MEDICAL BAY. LABORATORY. DOCKING SPACE. CARGO HOLD 7. CARGO LIFT. LIFT & AIR LOCK 7
19 SUBSIDISED MERCHANT TL TONS COST (MCR) Hull 00 tons, Streamlined Armour Crystaliron, Armour 0. MDrive Thrust JDrive Jump. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation 0 Bridge Computer Computer/0 Sensors Improved, Improved Signal Processing. Weapons Popup Triple Turrets (pulse lasers) x 0 Systems Fuel Processor (0 tons/day) 0.0 Fuel Scoops Breaching Tube Armoury Boobytrapped Airlock (TL) Gravscreen Docking Space (0 tons) x Light Fighter x Low Berths x 0 0. Manoeuvre/0 Jump Control/ 0. Library Fire Control/ Evade/ AntiHijack/ Standard x 7 Barracks x. Common Areas 0 Cargo 7 Software Staterooms TOTAL: MCR 7. Type RQ
20 0 HULL POINTS CREW CAPTAIN, PILOTS X, ASTROGATOR, ENGINEER, MEDIC, GUNNERS X, MARINES X RUNNING COSTS MAINTENANCE COST Cr70/month PURCHASE COST MCr7. Externally indistinguishable from a standard subsidised merchant, the TypeRQ is a pirate s nightmare. Posing as a helpless trader, the crew will attempt to sucker a pirate into striking range and then reveal the full capabilities of their ship. Compared to other subsidised merchants, this ship has a much more powerful manoeuvre drive, heavy armour, concealed weaponry and internal bays capable of releasing light fighters to swarm and destroy an enemy. Power Requirements 0 0 MANOEUVRE DRIVE 0 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS WEAPONS FUEL PROCESSOR
21 7 DECK DECK 7 0 DECK. SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. COMMON AREA. STATEROOMS 7. DOCKING SPACE. PULSE LASER TURRET. BREACHING TUBE 0. ARMOURY. GRAVSCREEN. LOW BERTHS. BARRACKS. CARGO HOLD 0
22 VULTURECLASS SALVAGE HAULER TL TONS COST (MCR) Hull 00 tons, Standard 0 MDrive Thrust JDrive Jump 7. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation Bridge 0 Computer Computer/ bis 0.0 Sensors Civilian Grade Weapons Double Turret (pulse lasers). Systems Fuel Processor (0 tons/day) 0. Fuel Scoops Cargo Scoop 0. Loading Belt (TL) 0.0 Probe Drones x 0. Forced Linkage Apparatus 0. (TL) Grappling Arm Heavy Grappling Arm Docking Space (0 tons). Launch.7 Software Manoeuvre/0 Jump Control/ 0. Library Staterooms Standard x Common 0. Areas Cargo XX CAPTAIN, PILOT, ASTROGATOR, ENGINEER, GUNNER 0 0 MANOEUVRE DRIVE 0 JUMP DRIVE CREW RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr. Power Requirements BASIC SHIP SYSTEMS SENSORS TOTAL: MCR. WEAPONS FUEL PROCESSOR 0 HULL POINTS Easily recognised by the two grappling arms mounted upon the prow, the Vultureclass salvage hauler can usually be found insystem, picking apart derelicts for spare parts and materials. The cargo bay also opens within the prow, allowing the grappling arms to tear chunks off a derelict ship and feed them directly into the cargo bay. When not engaged in salvage operations, Vultures are perfectly functional as small traders, due in no small part to their large cargo space and jump range.
23 0 7 DECK 7 DECK. SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. COMMON AREA. STATEROOMS 7. DOCKING SPACE. CARGO HOLD. CARGO LIFT 0. PULSE LASER TURRET. CARGO SCOOP. LOADING BELT. PROBE DRONES. FORCED LINKAGE APPARATUS. GRAPPLING ARM. HEAVY GRAPPLING ARM 7. OPENING JAWS
24 WATCHDOGCLASS FLEET PICKET XX TL TONS COST (MCR) Hull 00 tons, Standard Armour Crystaliron, Armour 0 0 MDrive Thrust 0 JDrive Jump. Power Plant Fusion (TL), Power 0 Fuel Tanks J, weeks of operation, 0 plus Launch Bridge 0. Sensor Station 0. Computer Computer/0 fib 7. Sensors Improved. Enhanced Signal Processing Countermeasures Suite Extension Net Weapons Triple Turrets (beam lasers) x. Systems Fuel Processor (0 tons/day) 0. Fuel Scoops Solar Panels. 0. Docking Space (0 tons). Launch.7 Low Berths x 0. Software Manoeuvre/0 Jump Control/ 0. Library Electronic Warfare/ Staterooms Standard x Common Areas 0 Cargo. TOTAL: MCR.7
25 00 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, SENSOR OPERATOR, ENGINEERS X, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr0/month PURCHASE COST MCr.7 Power Requirements 0 00 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 00 7 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSOR Designed to stay on station at the outer edges of a fleet s deployment, the Watchdog stands sentry, using its enhanced sensor array to filter incoming craft. In this way, it not only forms a barrier to enemies but acts as the eyes and ears of an entire fleet when jumping into a hostile system.
26 DECK 7 DECK 0 7 DECK. SENSORS. ENHANCED SIGNAL PROCESSING. COUNTERMEASURE SUITE. EXTENSION NET. BEAM LASER TURRET. SOLAR PANELS 7. DOCKING SPACE. AIR LOCK. SHIP S LOCKER 0. LOW BERTHS. STATEROOMS. COMMON AREA. CARGO HOLD. CARGO LIFT. BRIDGE. RAISED PLATFORM 7. SENSOR STATION
27 CORSAIR XX TL TONS Hull 00 tons, Streamlined MDrive Thrust JDrive Jump. Power Plant Fusion (TL), Power 0 Fuel Tanks J, weeks of operation 0 Bridge Computer Computer/0 0. Sensors Military Grade. Weapons Triple Turrets (beam lasers) x 7. Systems Fuel Processor (0 tons/day) 7 0. Fuel Scoops Cargo Scoop 0. Repair Drones. Breaching Tube Forced Linkage Apparatus (TL) 0. Armoury 0. Fire Control/ Evade/ Jump Control/ 0. Library Manoeuvre/0 AutoRepair/ Standard x 0 0 Low berth x 0 0 Common Areas 0 Cargo 7 Software Staterooms TOTAL: MCR. COST (MCR)
28 0 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, ENGINEER X, MEDIC, GUNNER X, BOARDING PARTY X 0 0 MANOEUVRE DRIVE 0 JUMP DRIVE RUNNING COSTS MAINTENANCE COST Cr0/month PURCHASE COST MCr. Power Requirements 7 WEAPONS BASIC SHIP SYSTEMS SENSORS FUEL PROCESSOR Originally designed as a raider and pocket warship, the corsair has been adopted by pirates and criminal gangs across Charted Space (especially by the Pirate Lords of Theev, whose shipyards specialise in constructing this class). The large clamshell cargo doors are a distinctive feature and can open to reveal the entire cargo bay, allowing the corsair to easily carry a 00ton ship within. In addition, corsairs have several variable identification features, allowing them to alter their shape and configuration within minutes. These include fins that can retract or extend, modules that can be deployed or sunk into the hull, and radio emissions that alter frequency and content. Unusually, the corsair s transponders are highly adaptable, allowing them to be altered to identify the ship as having a variety of missions and identities. Being unarmoured, the corsair relies on speed and hitting power, and is not designed to duke it out with warships in the depths of space. However, its weapon modules are highly adaptable and while most come out of the shipyards armed with three triple beam laserfilled turrets, the hull can readily accept more weaponry be it in turrets, barbettes or bays, and the power plant has enough excess energy to power them. 7
29 . SENSORS. BRIDGE. STATEROOMS. COMMON AREA. AIR LOCK & LIFT. SHIP S LOCKER 7. CARGO SCOOP. REPAIR DRONES DECK 7 DECK. BREACHING TUBE 0. FORCED LINKAGE APPARATUS. ARMOURY. LOW BERTHS. CARGO HOLD. CARGO LIFT. BEAM LASER TURRET 0
30 MAGENTACLASS REPAIR SHIP XX TL TONS COST (MCR) Hull 700 tons, Streamlined,. Radiation Shielding Armour Crystaliron, Armour.7. MDrive Thrust 7 JDrive Jump 7.. Power Plant Fusion (TL), Power 0 Fuel Tanks J, weeks of operation Bridge 0 Computer Computer/0 bis 0. Sensors Civilian Grade Weapons Double Turret (pulse lasers). Systems Fuel Processor (0 tons/day) 0. Fuel Scoops Docking Clamp, Type IV 0 Heavy Grappling Arm Repair Drones 7. Tow Cable Grappling Arm Workshop. Full Hangar (00 tons) 00 0 Docking Space (0 tons). Launch.7 Low Berths x 0 0. Software Manoeuvre/0 Jump Control/ 0. Library AutoRepair/ Staterooms Standard x Common Areas 0. Cargo.7 TOTAL: MCR.
31 0 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, ENGINEERS X, MAINTENANCE X, MEDIC, GUNNER RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr. Power Requirements MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSOR If a crippled ship cannot make it back to the shipyards, the Magentaclass will be dispatched. Sufficient repairs will then be made to allow the stricken vessel to make it back to a starport under its own power. Small ships can be swallowed whole by the Magenta, permitting crews to make repairs within the comfort of its hangar, while larger ships can be repaired by EVA engineers, or even towed. Unusually for this type of vessel, the Magentaclass is capable of safely entering atmospheres, enabling it to repair ships planetside.
32 . SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. STATEROOMS. COMMON AREA 7. PULSE LASER TURRET. DOCKING CLAMP. HEAVY GRAPPLING ARM 0. REPAIR DRONES. TOW CABLE. GRAPPLING ARM. WORKSHOP. FULL HANGAR. DOCKING SPACE. LOW BERTHS 7. CARGO HOLD 7 DECK DECK 0 7 DECK DECK
33 PATROL TENDER XX TL TONS Hull,000 tons, Standard 0 Armour Crystaliron, Armour 0 0 MDrive Thrust 0 0 JDrive Jump 0 7. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation, plus Slow Pinnace 0 0 Bridge Computer Computer/bis Sensors Military Grade. Weapons Triple Turret (beam lasers) x 7. Triple Turret (sandcasters) x. Ammunition Sandcaster Barrel x 00 Systems Fuel Processor (00 tons/day) Fuel Scoops Cargo Crane.. Heavy Grappling Arm Loading Belt (TL) 0.0 Docking Space (0 tons). Slow Pinnace.77 Manoeuvre/0 Jump Control/ 0. Library Standard x. Low Berths x 0 0. Common Areas 0 Cargo. Software Staterooms TOTAL: MCR 77.7 COST (MCR)
34 00 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, ENGINEERS X, GUNNERS X, PINNACE PILOT RUNNING COSTS MAINTENANCE COST Cr/month These ships are used by the Imperial Navy to resupply other vessels on the front line or patrol duty. The Slow Pinnace transports cargo containers to ships, which are unloaded while the Slow Pinnace is fetching more. Patrol Tenders often find use in civilian service once they have been decommissioned, where they are used as longranged trading vessels. PURCHASE COST MCr77.7 Power Requirements MANOEUVRE DRIVE 00 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS WEAPONS FUEL PROCESSOR
35 . SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. STATEROOMS. COMMON AREA 7. BEAM LASER TURRET. SANDCASTER TURRET TO DECK TO DECK DECK DECK
36 DECK 7 DECK TO DECK TO DECK. SANDCASTER BARREL STORAGE 0. CARGO CRANE. HEAVY GRAPPLING ARM. LOADING BELT. DOCKING SPACE. LOW BERTHS. CARGO HOLD. CARGO LIFT
37 QUEEN ELIZABETHCLASS LINER TL TONS COST (MCR) Hull,00 tons, Streamlined 7 MDrive Thrust JDrive Jump. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation, plus Shuttle 0 Bridge Computer Computer/0 bis 0. Sensors Civilian Grade Systems Fuel Processor (00 tons/day) 0. Fuel Scoops Gaming Space 0.0 Library Medical Bay Docking Space ( tons) 0. Passenger Shuttle.07 Low Berths x 0 0. Manoeuvre/0 Jump Control/ 0. Library Standard x 7 High x 0 0 Luxury x 0 Common Areas. Cargo Software Staterooms TOTAL: MCR.7 XX
38 0 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, ENGINEERS X, MEDIC, SHUTTLE PILOT, STEWARDS X, ADMINISTRATOR RUNNING COSTS MAINTENANCE COST Cr0/month The Queen Elizabethclass of liners are built as flying hotels, typically leased out to governments, corporations and excessively rich nobles. Capable of atmospheric landings, these liners can either function as conventional hotels on any flat space upon an attractive world, or float within range of spectacular stellar phenomena. PURCHASE COST MCr.7 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS FUEL PROCESSOR 7
39 . SENSORS. BRIDGE. GAMING SPACE. LIBRARY. MEDICAL BAY. DOCKING SPACE 7. LOW BERTHS DECK DECK 7
40 . STATEROOMS. HIGH STATEROOMS 0. LUXURY STATEROOMS. COMMON AREA. CARGO HOLD. AIR LOCK. SHIP S LOCKER. LIFT 0 DECK DECK 0 DECK DECK
41 ULFHEDNARCLASS ESCORT CARRIER TL TONS COST (MCR) Hull,000 tons, Standard 00 Armour Crystaliron, Armour 00 0 Armoured Bulkheads Bridge, Turrets MDrive Thrust 0 0 JDrive Jump Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation, plus Light Fighters Bridge Holographic Controls 0. Sensor Station x Computer Computer/0 fib 7. Sensors Improved. Countermeasures Suite Enhanced Signal Processing Weapons Triple Turrets (beam lasers) x 0 0 Systems Fuel Scoops Medical Bay Briefing Rooms x Recovery Deck (0 tons) 00 0 Launch Tube (0 tons) 00 0 Full Hangar (0 tons) 0 Light Fighters x 0.0 Manoeuvre/0 Jump Control/ 0. Library Battle System/ Standard x 00. Common Areas 0 Cargo 7 Software Staterooms TOTAL: MCR XX
42 00 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, OFFICER X, ENGINEERS X, MAINTENANCE X, SENSOR OPERATORS X, MEDIC, GUNNERS X 0, FIGHTER PILOTS X RUNNING COSTS MAINTENANCE COST Cr07/month Used for escorting other ships, typically convoys, the Ulfhednarclass not only carries a full squadron of fighters but can protect its charges with its own laser turrets. Within naval fleets, escort carriers such as the Ulfhednar are capable of carrying fewer but heavier fighters for a stronger punch. PURCHASE COST MCr0.7 Power Requirements MANOEUVRE DRIVE 00 JUMP DRIVE BASIC SHIP SYSTEMS 7 SENSORS 0 0 WEAPONS FUEL PROCESSOR
43 0 DECK DECK M 7. DECK F U E L O N LY M sq. = Ton
44 DECK FUEL ONLY &7 DECK DECK. SENSORS. BRIDGE. AIR LOCK. BEAM LASER TURRET. SENSORS STATION. COUNTERMEASURES SUITE 7. ENHANCED SIGNAL PROCESSING. MEDICAL BAY. BRIEFING ROOMS 0. RECOVERY DECK. LAUNCH TUBE. FULL HANGAR. STATEROOMS. COMMON AREA. CARGO HOLD 7.M M sq. = Ton
45 RITCHEYCLASS ESCORT TL TONS COST (MCR) Hull,000 tons, Standard 00 Armour Crystaliron, Armour 00 0 Radiation Shielding MDrive Bridge, Mdrive, Jdrive, Power Plant, Screens, Turrets, Barbettes, Bays Thrust 0 0 JDrive Jump Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation, plus Pinnaces 7 Bridge Holographic Controls 0 0 Computer Computer Core/0 fib 7. Sensors Improved, Distributed Array. Countermeasures Suite Enhanced Signal Processing Small Missile Bays x Particle Barbettes x Triple Turrets (beam lasers) x Ammunition Standard Missiles x Screens Meson Screens x 0 00 Nuclear Dampers x 0 0 Repair Drones 0 Armoury 0.7 Medical Bay Full Hangar (0 tons) 0 Pinnaces x 7. Manoeuvre/0 Jump Control/ Library Evade/ AutoRepair/ 0 Advanced Fire Control/ Electronic Warfare/ Point Defence/ Standard x 0 0 Common Areas 0 Cargo.7 Armoured Bulkheads Weapons Systems Software Staterooms XX TOTAL: MCR.
46 00 HULL POINTS CREW CAPTAIN, PILOTS X, ASTROGATOR, OFFICERS X, ENGINEERS X, MAINTENANCE X, MEDICS X, GUNNERS X 70, PINNACE PILOTS X, ADMINISTRATORS X, MARINES X RUNNING COSTS Not intended to go toetotoe with other warships alone, the Ritcheyclass escort protects other ships in fleets or convoys. To this end, the escort is equipped with weapons and systems designed to screen friendly ships from enemy fighters, missiles and lighter attackers. MAINTENANCE COST MCr.7077/month PURCHASE COST MCr. Power Requirements MANOEUVRE DRIVE 00 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS 7 0 WEAPONS SCREENS
47 DECK DECK F U E L O N LY DECK F U E L O N LY M 7. M sq. = Ton
48 0 DECK 7 DECK. SENSORS. BRIDGE. AIR LOCK. SMALL MISSILE BAYS. PARTICLE BARBETTES. BEAM LASER TURRETS 7. MISSILE STORAGE. MESON SCREEN. NUCLEAR DAMPER 0. REPAIR DRONES. ARMOURY. MEDICAL BAY. FULL HANGAR. STATEROOMS. COMMON AREA. CARGO HOLD 7.M M sq. = Ton 7
49 GALOOFCLASS MEGAFREIGHTER TL TONS COST (MCR) Hull 0,000 tons, Standard 00 MDrive Thrust JDrive Jump. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation, plus Shuttles Bridge Computer Computer Core/0 bis 0. Sensors Civilian Grade Systems Loading Belts x 0 (TL) 0 0. Briefing Room 0. Cargo Cranes x 0 0 Medical Bay Reentry Capsules x 70. Full Hangar (7 tons) 0 0 Shuttles x 7.7 Manoeuvre/0 Jump Control/ Library Standard x 7. High 0. Common Areas 0 Cargo Software Staterooms TOTAL: MCR XX
50 000 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, OFFICERS X, ENGINEERS X 0, MAINTENANCE X 0, ADMINISTRATORS X, MEDICS X, SHUTTLE PILOTS X, RUNNING COSTS MAINTENANCE COST MCr.07/month PURCHASE COST MCr77.77 The Galoofclass megafreighter is a capital shipsized trading vessel, funded by the largest corporations to transport vast quantities of cargo across the stars. It is not pretty to look at by any means, but forms a vital lifeline to systems that are too heavily populated to be served by free traders. Capturing a megafreighter like the Galoof is a lifelong ambition for many pirates, and so it rarely travels without an escort which grows only larger as more dangerous space is crossed. Conditions on board are Spartan, but the sheer size of the cavernous cargo bays always leave a firsttimer Traveller breathless. Power Requirements MANOEUVRE DRIVE 000 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS
51 . SENSORS. BRIDGE. AIR LOCK. LOADING BELTS. BRIEFING ROOM. CARGO CRANE 7 0 DECK DECK M 7. M sq. = Ton 0 DECK F U E L O N LY
52 DECK DECK M 7. M 7. MEDICAL BAY. REENTRY CAPSULES. FULL HANGAR 0. STATEROOMS. HIGH STATEROOMS. COMMON AREA. CARGO HOLD sq. = Ton
53 DECK DECK 7 F U E L O N LY DECK M 7. M sq. = Ton
54 PLANETCLASS HEAVY CRUISER XX TL TONS COST (MCR) Hull 7,000 tons, Standard, Reinforced, Armour Bonded Superdense, Armour,000,70 Radiation Shielding,7 Armoured Bulkheads Power Plant, MDrive, JDrive, Spinal,7.. Mount, Small Bays, Meson Screens, Nuclear Dampers, Bridge, Command Bridgem Missile Storage, Sensors MDrive Thrust,00,000 JDrive Jump 7,0,7. Power Plant Fusion (TL), Power 00,000,000 0,000 Fuel Tanks J, weeks of operation, plus Troop,00 Transports Bridge Holographic Controls 0.7 Command Bridge, Holographic Controls Computer Computer Core/00 0 Sensors Advanced (distributed arrays) x 0. Military Countermeasures Suite Enhanced Signal Processing Weapons Spinal Mount: Improved Particle (DD),00,00 Small Missile Bays x 0, (70 missile salvo) Fusion Barbettes x 0 Triple Turrets (sandcasters) x 0 0 Triple Turrets (beam Lasers) x Type III Point Defence Battery x 0 0 Ammuntion Standard Missiles x,70 0 Sandcaster Barrel x 00 0 Screens Meson Screen x Nuclear Damper x Systems Fuel Processor (,000 tons/day) 00 0 Fuel Scoops Medical Bay x
55 PLANETCLASS HEAVY CRUISER (CONTINUED) TL TONS Systems COST (MCR) Repair Drones 70 0 Briefing Room x Armoury 0 0 Docking Space (0 tons) x 0. Troop Transport x.7 Manoeuvre/0 Jump Control/ 0. Library Intellect Evade/ Fire Control/ 0 AutoRepair/ 0 Standard x 00,00 00 High x. Barracks x 0. Common Areas 0 Cargo 7. Software Staterooms TOTAL: MCR. Power Requirements 00 FUEL PROCESSOR,000,000 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0,000 JUMP DRIVE SENSORS,0 WEAPONS & SCREENS
56 ,0 HULL POINTS CREW CAPTAIN, OFFICERS X 0, PILOTS X, ASTROGATOR, ENGINEERS X, MAINTENANCE X 0, MEDICS X, GUNNERS X 0, ADMINISTRATORS X 7, TROOP TRANSPORT PILOTS X, MARINES X RUNNING COSTS MAINTENANCE COST MCr 7./month The Planetclass heavy cruiser is a workhorse of the Imperial navy, encountered as the centrepiece of a task force or operating as part of a major fleet. The Planetclass was originally named the Ghalalkclass (enlarged), since the design was developed from that vessel. The Ghalalk and the following Planetclass cruisers were designed from the outset for the fleet role. Tactical and strategic mobility match the requirements for all major Imperial fleets jump and G acceleration. Armament is built around an advanced spinal particle accelerator capable of destroying lesser ships and inflicting serious damage on cruisers and even battleships. Secondary armament is missilebased, with an extensive fusion gun battery for closein combat. A force of marines is routinely carried for intervention and fastresponse situations. PURCHASE COST MCr.
57 7 7 DECK. SENSORS. BRIDGE. COMMAND BRIDGE. MILITARY COUNTERMEASURES SUITE. ENHANCED SIGNAL PROCESSING. SPINAL MOUNT 7. SMALL MISSILE BAYS. FUSION BARBETTES. SANDCASTER TURRET 0. BEAM LASER TURRET. POINT DEFENSE BATTERY. MISSILE STORAGE. SANDCASTER BARREL STORAGE M 0 M sq. = 0 Ton. MESON SCREEN. NUCLEAR DAMPER MEDICAL BAY 7. REPAIR DRONES. BRIEFING ROOMS. ARMOURY 0. DOCKING SPACE. STATEROOMS. HIGH STATEROOMS. BARRACKS. COMMON AREA. CARGO HOLD
58 0 0 0 DECK,& 7 & 0 DECK 0 M 0M sq. = 0 Ton 7
59 T R A V E L L E R HIGH GUARD: ASLAN Despite outward appearances, Aslan ships use much the same technology as human vessels, and either race can readily utilise ships belonging to the other with a minimum of difficulty. However, Aslan do display a slightly different approach towards ships and this is reflected in their design. Aslan have no special regard for luxury, and the Hierate does not have separate High Passage tickets. All paid passages are Middle, Basic or Low. However, any Aslan of SOC + will receive the services of the ship s steward automatically, and the Middle passage baggage allowance increases to 00 kg. Aslan nobles always have precedence, and usually bump passengers of lesser standing. Working passage is common within a clan but rarely available to nonclan members. The following are customs within Aslan space. Space is not Territory: No Aslan male may claim a region of space. A Traveller need not ask permission to enter any region of space but before he puts a single foot on the ground, he must give all traditional honours to the landowner. Clan Hospitality: There is a strong tradition that the clan takes care of its own. If members of a Traveller s clan live on a particular world, they will offer free food and lodging, and provide a Middle Passage ticket upon a Difficult (0+) Persuade check. Outcasts or Travellers who have been Outcasts are not extended this hospitality. Referees can determine the presence of an Aslan s clan on a world through materials they have previously prepared; alternatively, roll 0+ on D, modified by the Clan Presence table. Clan Presence Condition DM Local Population + + Local Government type H + Aslan is member of one of the Tlaukhu clans + Per sector distant from the clan homeworld
60 Swapping Stories: Aslan with time on their dewclaws enjoy telling stories of their exploits and adventures. During the long days of a space journey, the passengers (and crew with no immediate jobs to perform) meet in the galley or central lounge and take turns telling stories of what they have seen, what they have done, and what they plan to do. Participants in these storyswapping sessions gain acceptance into the group as well as diversion from the boredom of a long journey. In addition, the stories told are often the source of further adventures or expeditions. Decoration: Aslan ships are invariably heavily decorated with inscriptions and clan heraldry; even control systems can be decorated with gold, jewels or other art. Even on military vessels, the Aslan like to decorate their surroundings. CREWS Aslan crew standards vary since there is no central authority to prescribe the number and type of crew required. The fundamentals of ship operation mean the requirements for pilot, astrogator, and engineer are the same as for human ships. Pilots are almost always male; astrogators and engineers are almost always female. Stewards are not required. Most properly staffed ships will include at least one because noble males taking passage on any ship require the services of one steward per four nobles, and if no proper steward is provided, another crew member will be coopted for the position. A wellprepared ship thus provides a steward in order to avoid losing an engineer or astrogator at the wrong moment. Medics are not required either; the position of medic is filled when the ship s owner feels it necessary or when the crew demands it forcefully enough. Because of the nature of Aslan society and upbringing, most ships have a male in formal command of the ship and a female who deals with many details (specifically finances) which are beneath the male s dignity. The male captain is almost always the pilot. On military ships, the female is the captain s executive officer, while on commercial ships, she will be the purser. In both cases, she may also be the astrogator. Purser: A merchant ship engaged in commercial activity, trade, commerce, cargo transport, passenger transport, or charter activity must have a purser. Invariably, the purser will be female, and must have a minimum of either Admin or Broker. The purser is paid a salary of Cr000 per month. The Aslan Crew Requirements table replaces that on page of High Guard.
61 Aslan Crew Requirements Position Gender Skills Salary Commercial Military Captain Male Cr0000 Usually the leading officer Pilot Male Pilot Cr000 Purser Female Admin or Broker Cr000 Executive Male Leadership or Cr000 Officer Tactics Astrogator Female Astrogation Cr000 if jump drive installed if jump drive installed Engineer Female Engineer Cr000 per tons of drives and power plant per tons of drives and power plant Maintenance Female Mechanic Cr000 per 000 tons of ship per 00 tons of ship Gunner Male Gunner Cr000 per turret, bay or screen per turret, bay or screen, per 00 tons of spinal mount weaponry Steward Female Steward Cr000 per noble males per noble males Administrator Female Admin Cr00 per 000 tons of ship per 000 tons of ship Officer Either Leadership or Tactics Cr000 * per full 0 crew per full 0 crew * This can be presumed to be an average taken across all officer positions on a ship. In practice, it will vary a great deal between junior and senior officers. 0
62 Note that any smaller craft carried by a ship will have their own crew in addition to those necessary for the mother vessel. Societal Standards: Because of expectations within Aslan society, all but pirate ships will restrict crew positions to the proper gender. Only males may be gunners and pilots. Only females will be astrogators, pursers, engineers, medics, and stewards. Otherwise undefined crew positions (security personnel, mechanics, technicians, small craft pilots, and clerks) are open to any properly skilled individuals, although noble males will refuse most positions other than gunner or pilot. ASLAN CONTROL SYSTEMS Aslan controls fall into four categories male, female, dual and reconfigurable. Male controls are deliberately simplified and abstracted, displaying only the most vital information. Female control displays are overly complex, giving a bewildering array of options to the user and requiring great skill to master. Dual controls include both male and female control systems in the one system; either the male controls are a clearly demarcated subset of the female controls, or the control system is compact enough to have two entirely separate interfaces. Finally, reconfigurable controls are the most advanced, and can dynamically change themselves to present the appropriate interface. On most large spacecraft, the piloting and gunnery interfaces are male, while all other control systems are female. Dual controls are more common on smaller ships, where a smaller crew makes it more likely that an Aslan will have to perform duties commonly associated with the opposite gender. Ships built at TL or higher always have reconfigurable controls throughout. A female Aslan will never suffer penalties for using maleconfigured controls (though she will likely become frustrated at their simplicity), but male Aslan using femaleconfigured controls suffer DM to all relevant checks. Aslan dislike automated systems, so few Aslan ships come equipped with Evade programs, and Fire Control software only offers DMs to attack rolls it cannot make automated attacks by itself. SHRINES All Aslan ships carry a Shrine to Heroes, where Aslan go to meditate on (and gain confidence from) the thoughts, deeds and philosophies of their ancestors. This is typically a small, private room, draped in tapestries and decorated with scenes of conquest. An Aslan ship of more than 00 tons must have at least one Shrine to Heroes (smaller ships may have them at the option of their owners), and larger ships must have at least one per 0,000 tons. A Shrine is treated as if it were a normal stateroom (consumes tons and costs MCr0.), but it cannot be used for occupancy and does not incur any life support costs.
63 HRAYECLASS SCOUT TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Staterooms Software 00 tons, Streamlined Crystaliron, Armour Thrust Jump Fusion (TL), Power J, weeks of operation Computer/ bis Civilian Grade Double Turret (pulse laser/ missile rack) Fuel Processor (0 tons/day) Fuel Scoops Shrine Probe Drones x Standard x Jump Control/ Library Manoeuvre/0 Common Areas Cargo TOTAL: MCR.0 0 HULL POINTS CREW TONS COST (MCR) PILOT, ASTROGATOR, ENGINEER RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr.0 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSSOR Using a 00ton hull, the Hraye scout is intended primarily for exploration duties (the variant Ihateishoclass scout is a more common sight outside Hierate space). This ship requires a crew of two, pilot and engineer/astrogator (though one individual with pilot, engineer, and astrogator skills can handle the ship alone). The Hraye s cheap running cost means these vessels are often found serving as couriers or transports in small colonies.
64 0 7 DECK DECK. CARGO HOLD. COMMON AREA. STATEROOMS. PROBE DRONES. SHIP S LOCKER. SENSORS 7. BRIDGE. AIR LOCK. SHRINE 0. DOUBLE TURRET
65 IHATEISHOCLASS SCOUT TONS COST (MCR) TL Hull MDrive JDrive Power Plant 00 tons, Streamlined Thrust Jump Fusion (TL), Power 0. Fuel Tanks J, weeks of operation Bridge Computer Sensors Computer/ bis Military Grade Weapons Triple Turret (pulse lasers) Systems Fuel Processor (0 tons/day) Fuel Scoops Shrine Docking Space ( tons) Air/raft Standard Low Berth Jump Control/ Library Manoeuvre/0 Fire Control/ Intellect Staterooms Software CREW Common Areas Cargo TOTAL: MCR. PILOT, ASTROGATOR, ENGINEER RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST MC. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSSOR This is one of the iconic Aslan vessels. Ships of this design are given to the ihatei of nobles, to roam the galaxy in search of territories to conquer. Contrary to most Aslan vessels, the controls of this ship have a high degree of automatation, to allow less than technically adept males operate it without female help. 0 HULL POINTS The ihateisho is capable of making fourparsec jumps, allowing it to reach systems beyond the range of a standard scout. A typical ihateisho exploration lasts two to three years, at which point the wanderer returns to the nearest ihatei camp and gathers an army to conquer the most suitable territory found during his wandering. The ihateisho is then either returned to the clan or traded for a share in a larger vessel. An ihateisho is sometimes considered especially lucky if former owners have gone on to find good territories.
66 7 DECK 0 DECK. TRIPLE TURRET. CARGO HOLD. STATEROOM. COMMON AREA. SHIP S LOCKER. SENSORS 7. BRIDGE. AIR LOCK. SHRINE 0. AIR/RAFT DOCKING SPACE
67 KTIYHUICLASS COURIER TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Systems Staterooms Software TONS COST (MCR) 00 tons, Streamlined Crystaliron, Armour Thrust Jump Fusion (TL), Power J, weeks of operation Computer/0 bis Improved Double Turret (pulse laser/ missile rack) Double Turret (sandcaster/ missile rack Missiles x Sandcaster Barrels x 0 Fuel Processor (0 tons/day) Fuel Scoops Shrine Standard x Luxury Jump Control/ Library Manoeuvre/0 Fire Control/ Common Areas Cargo TOTAL: MCR CREW PILOT, PURSER, ASTROGATOR, ENGINEER, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr0.0 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSSOR Using a heavily armoured 00ton hull, the Ktiyhuiclass courier is a fast, longrange ship used to conduct clan business across interstellar distances. As the courier is often used to carry important dignitaries and nobles, it dedicates space to various luxuries, usually either a harem or holographic hunting ground. HULL POINTS
68 DECK 7 0 DECK DECK. DOUBLE TURRET (SANDCASTER/MISSILE). SENSORS. BRIDGE. AIR LOCK. SHIP S LOCKER. STATEROOMS 7. LUXURY STATEROOM. COMMON AREA. SANDCASTER BARREL STORAGE 0. CARGO HOLD. DOUBLE TURRET (PULSE LASER/MISSILE). SHRINE. MISSILE STORAGE 7
69 KTEIROACLASS SEEKER TL Hull MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Systems Staterooms Software CREW TONS COST (MCR) 00 tons, Streamlined Thrust Jump Fusion (TL), Power 0 J, weeks of operation Small bridge Computer/ bis Civilian Grade Fuel Scoops Fuel Processor (0 tons/ day) Mining Drones x 0 Shrine Standard x Jump Control/ Library Manoeuvre/0 Common Areas Cargo TOTAL: MCR CAPTAIN, PILOT, ASTROGATOR, ENGINEER RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST MCr7. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS FUEL PROCESSSOR Using a 00ton hull, the Kteiroaclass seeker is a prospecting vessel adapted to explorations in asteroid belts. Unlike many similar ships, there are four staterooms more than the crew needs, but Kteriroa are commonly also used as transports in isolated systems. 0 HULL POINTS
70 7 DECK DECK. CARGO HOLD. SENSORS. BRIDGE. SHIP S LOCKER. AIR LOCK. STATEROOMS 7. SHRINE. COMMON AREA. MINING DRONES
71 IYELIYCLASS MESSENGER TL Hull MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Staterooms Software CREW TONS COST (MCR) 00 tons Thrust Jump Fusion (TL), Power 0 J, weeks of operation Computer/0 bis Military Grade Triple Turret (pulse lasers) Shrine Mail Distribution Array (TL) Standard x Jump Control/ Library Manoeuvre/0 Intellect Common Areas Cargo TOTAL: MCR PILOT, PURSER, ENGINEER, GUNNER RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 00 JUMP DRIVE SENSORS WEAPONS 0 70 HULL POINTS The Iyeliyclass is the Aslan equivalent of the Imperial Xboat. Larger clans have a network of these vessels, and some Aslan news corporations have their own fleets to relay information across the Hierate. The Aslan network is much less extensive than the Imperial Xboat system, but the Iyeliy are capable of fiveparsec jumps and so information moves faster within the Hierate. Due to the limited crew positions on the messenger ship, astrogation is often relegated to Intellect software, unless the female purser/engineer is unusually skilled.
72 DECK 7 DECK. MAIL DISTRIBUTION ARRAY. SENSORS. BRIDGE. SHIP S LOCKER. STATEROOMS. AIR LOCK 7. COMMON AREA. CARGO HOLD. SHRINE 7
73 AOA IWCLASS LIGHT TRADER TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Systems Staterooms Software TONS COST (MCR) 00 tons, Streamlined Crystaliron, Armour Thrust Jump Fusion (TL), Power 0 J, weeks of operation 0 0 (beam lasers) x (missile rack, Computer/0 Civilian Grade Double Turrets Double Turrets sandcaster) Missiles x Sandcaster Barrels x 0 Shrine Fuel Scoops Docking Space ( tons) Air/Raft Docking Space (0 tons) Launch Standard x Low Berths x Jump Control/ Library Manoeuvre/0 Common Areas Cargo TOTAL: MCR CREW PILOT, ASTROGATOR, PURSER, ENGINEER, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST Mcr Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS 0 7 HULL POINTS A popular design inside the Hierate, especially within the Trojan Reach, the little Aoa iw is a 00ton trader that combines a sizable cargo bay with space for passengers, enough firepower to serve as a raider or defend itself from piracy, and vehicles to support a flexible mission profile. Aoa iws are often owned by clans, as they are capable of performing a wide variety of tasks. On the border worlds, the Aoa iw is nicknamed the pouncer, as it does resemble a crouching animal from certain angles.
74 DECK DECK DOUBLE TURRET (BEAM LASER). LAUNCH DOCKING SPACE. LOW BERTHS. CARGO LIFT. LIFT. CARGO HOLD 7. DOUBLE TURRET (MISSILE/ SANDCASTER) MISSILE STORAGE. SANDCASTER BARREL STORAGE 0. STATEROOM. COMMON AREA. SENSORS. BRIDGE. CAPTAIN S OFFICE. AIR LOCK. SHRINE 7 SHIP S LOCKER. AIR/RAFT DOCKING SPACE. DOULBE TURRET (BEAM LASER) DECK DECK 7
75 EAKHAUCLASS TRADER TL Hull MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Systems Staterooms Software Common Areas Cargo CREW TONS COST (MCR) 00 tons, Streamlined Thrust Jump Fusion (TL), Power J, weeks of operation Computer/ bis Civilian Grade Fuel Processor (0 tons/ day) Fuel Scoops Shrine Reentry Capsules x Standard x Low Berths x Jump Control/ Library Manoeuvre/0 PILOT, ASTROGATOR, PURSER, ENGINEER MCr Power Requirements. 7. TOTAL: MCR. RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS FUEL PROCESSSOR The Eakhau is an Aslan tramp trader, commonly crewed by a single family. Nomadic Aslan families travel in this fashion as part of a pridefleet of a dozen or so ships, and whole generations can be born, live and die on these cramped vessels before the pride finds suitable territory. Out of the shipyard, eleven tons of space is unallocated but new owners quickly fill this with weapons, vehicles, and other optional extras. 0 7 HULL POINTS The Eakhau is one of the few Aslan designs to carry escape pods, which are seen as inviting failure. A true warrior will never flee.
76 DECK 7 0. CARGO HOLD. AIR LOCK. LIFT. SENSORS. BRIDGE. OFFICE 7. STATEROOM. COMMON AREA. SHRINE 0. REENTRY CAPSULES. LOW BERTHS. SHIP S LOCKER DECK DECK DECK DECK 7
77 HKIYRERAOCLASS RESEARCHER TL Hull MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Systems Staterooms Software TONS COST (MCR) 00 tons, Streamlined Thrust Jump Fusion (TL), Power 0 J, weeks of operation Computer/ Improved Fuel Scoops Fuel Processor (0 tons/ day) Shrine Laboratories Docking Space (0 tons) Pinnace Standard x Low Berths x 0 Jump Control/ Library Manoeuvre/0 Intellect Common Areas Cargo TOTAL: MCR CREW CAPTAIN, PILOT, EXECUTIVE OFFICER/HEAD SCIENTIST, ASTROGATOR, ENGINEERS X RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr7. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS FUEL PROCESSSOR Using a 00ton hull, the Hkiyreraoclass researcher was designed to investigate scientific phenomena and conduct tests around newly discovered worlds. The ship carries one pinnace and one GCarrier as vehicles, along with a fullyequipped scientific laboratory that can cater to the needs of up to ten scientists. 0 7 HULL POINTS
78 0 DECK 7 DECK DECK. PINNACE DOCK. PINNACE BOARDING AREA. CARGO HOLD. LOW BERTHS. COMMON AREA. STATEROOM 7. LIFT. LABORATORY. SENSORS 0. BRIDGE. SHIP S LOCKER. AIR LOCK. SHRINE 77
79 KHTUKHAOCLASS CLAN TRANSPORT TL Hull MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Systems Staterooms Software CREW TONS COST (MCR) 00 tons, Standard Thrust Jump Fusion (TL), Power J, weeks of operation Computer/ bis Civilian Grade Shrine Docking Space ( tons) Shuttle Standard x Low Berths x 0 Jump Control/ Library Manoeuvre/0 Common Areas Cargo TOTAL: MCR PILOT, ASTROGATOR, PURSER, ENGINEERS X RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr7. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS Using a 00ton hull, this clan transport is a large freight and passenger vessel used by clans and companies upon major trade routes. A ton shuttle is carried as ship s vehicle which, with a generous passenger or cargo capacity means the transport does not require a streamlined hull itself, and the shuttle s cargo bay is often utilised to increase the total tonnage this ship can carry. 0 7 HULL POINTS
80 0 DECK DECK 7 DECK DECK DECK. CARGO HOLD. CARGO LIFT. LIFT. SHUTTLE BAY. LOW BERTHS. STATEROOMS 7. SHIP S LOCKER. AIR LOCK. COMMON AREA 0. SENSORS. BRIDGE. OFFICE. SHRINE DECK 7
81 OWATARLCLASS TENDER TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons TONS COST (MCR) 00 tons, Dispersed Crystaliron, Armour Thrust Jump Fusion (TL), Power J, weeks of operation Computer/0 Military Grade Triple Turrets (beam lasers x, sandcaster) x Sandcaster Barrels x Systems Shrine Docking Space ( tons) Shuttle Standard x 0 Jump Control/ Library Manoeuvre/0 Fire Control/ Software Common Areas Cargo TOTAL: MCR.07 CAPTAIN, PILOT, ASTROGATOR, PURSER/EXECUTIVE OFFICER, PILOT, ENGINEERS X, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST.7 Ammunition Staterooms CREW MCr.07 Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS 7 WEAPONS 0 HULL POINTS The Owatarlclass are military tenders, but also see use as corporate freighters in regions where normal cargo ships would be vulnerable to attack. Three turrets provide basic cover, although many Owatarls refit some of their cargo bay to carry auxiliary fighters. The tender is unable to land, so it carries a shuttle for cargo transfer. Tenders assigned to supply other ships may replace the shuttle bay with a suite of repair drones and smaller launches.
82 DECK 7 DECK 0 7. SHUTTLE DOCKING AREA. CARGO LIFT. LIFT. AIR LOCK. CARGO HOLD. TRIPLE TURRET (SANDCASTER) 7. TRIPLE TURRET (BEAM LASER). SANDCASTER BARREL STORAGE DECK DECK. STATEROOM 0. COMMON AREA. SHRINE. SHIP S LOCKER. SENSDORS. BRIDGE. CAPTAIN S OFFICE DECK
83 EKAWSIYKUACLASS ESCORT TL Hull MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Systems Staterooms Software TONS COST (MCR) 00 tons, Dispersed Thrust Jump Fusion (TL), Power 0 J, weeks of operation 0 Computer/0 Improved Triple Turrets (pulse lasers) x Triple Turrets (missile racks) x Triple Turret (sandcasters) x Missiles x 0 0 Sandcaster Barrels x 0 Shrine Docking Space (0 tons) x Pinnace with pulse laser x Docking Space (0 tons) x Light Fighters x Standard x 0 Jump Control/ Library Manoeuvre/0 Fire Control/ Common Areas Cargo TOTAL: MCR 00. CREW CAPTAIN, PILOT, ASTROGATOR, PURSER/EXECUTIVE OFFICER, OFFICERS X, PILOTS X 7, MEDIC, ENGINEERS X, MAINTENANCE, GUNNERS X 0, MARINES X 0 RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST MCr00. Power Requirements 0 0 MANOEUVRE DRIVE BASIC SHIP SYSTEMS 0 JUMP DRIVE SENSORS WEAPONS Using an 00ton hull, the Ekawisykuaclass escort is a military vessel employed by clans for space patrol and combat duties, and are often encountered alongside Aslan freighters. Eight triple turrets mount three triple lasers, three triple missile racks, and two triple sandcasters, while inside the ship carries two armed pinnaces and five fighters for scouting and patrol duties. HULL POINTS
84 DECK DECK 7 0. TRIPLE TURRET (PULSE LASER). LIFT. FIGHTER S BAY. SENSORS. AIR LOCK. COMMON AREA 7. SHRINE. STATEROOMS 7. PINNACE DOCKING SPACE 0. CARGO HOLD. TRIPLE TURRET (MISSILE). MISSILE STORAGE. SANDCASTER BARREL STORAGE DECK. TRIPLE TURRET (SANDCASTER) DECK. BRIDGE. CAPTAIN S OFFICE 7. SHIP S LOCKER. TRIPLE TURRET (PULSE LASER) DECK DECK FUEL ONLY
85 AOSITAOHCLASS CRUISER TL Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Systems Staterooms Software TONS,000 tons, Streamlined Crystaliron, Armour Thrust Jump Fusion (TL), Power 70 J, weeks of operation Holographic Controls Computer/0 Improved Triple Turrets (pulse lasers) x Triple Turrets (missile racks) x Triple Turret (sandcasters) Missiles x Sandcaster Barrels x 0 Fuel Processor (0 tons/day) Fuel Scoops Shrine Docking Space (0 tons) x Pinnace x Docking Space ( tons) x Air/rafts x Docking Space (0 tons) x ATVs x Standard x Jump Control/ Library Manoeuvre/0 Fire Control/ Common Areas Cargo TOTAL: MCR COST (MCR)
86 00 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, PURSER/ EXECUTIVE OFFICER, PILOTS X, ENGINEERS X, MAINTENANCE X, GUNNERS X 0, MARINES X 0 RUNNING COSTS MAINTENANCE COST Cr7/month PURCHASE COST MCr7. Using a 000ton hull, the Aositaohclass cruiser is built for smallscale clan troop transport and combat operations. Ten triple turrets are installed, typically mounting six triple beam lasers, three triple missile racks, and one triple sandcaster. The ship also carries a launch, two pinnaces, four ATVs, and four air/rafts; the pinnaces can each carry two ATVs, allowing the cruiser to deploy a considerable fighting force comprising two full platoons from orbit. Both this ship and the Ekawsiykuaclass escort have low cargo capacities for their size, and are often accompanied by Owatarlclass tenders. Power Requirements MANOEUVRE DRIVE 00 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS WEAPONS FUEL PROCESSOR
87 7 7 DECK TRIPLE TURRET (MISSILE RACKS). PINNACE DOCKING CONNECTION. PINNACE EXTERNAL DOCKING AREA. PINNACE REAR HATCH CONNECTION 7 7 DECK 0 DECK. ATV DOCKING SPACE. MISSILE STORAGE 7. AIR/RAFT DOCKING SPACE. CARGO HOLD. SHIP S LOCKER 0. COMMON AREA. STATEROOMS. AIR LOCK. SHRINE. TRIPLE TURRET (SANDCASTER). SANDCASTER BARREL STORAGE 7 DECK DECK. LIFT 7. TRIPLE TURRET (PULSE LASER). SENSORS BRIDGE 0. CAPTAIN S OFFICE
88 HKISYELEAACLASS SLAVER TL TONS COST (MCR) Hull,000 tons, Streamlined 0 MDrive Thrust 0 0 JDrive Jump. Power Plant Fusion (TL), Power 0 Fuel Tanks J, weeks of operation 0 Bridge 0 Computer Computer/ bis 0.0 Sensors Military Grade. Weapons Triple Turrets (beam laser, missile rack, sandcaster) x 7. Ammunition Missiles x Sandcaster Barrels x 0 Systems Fuel Processor (0 tons/day) 0. Fuel Scoops Shrine 0. Docking Space (0 tons) x ATVs x 0. Staterooms Standard x Low Berths x Software Jump Control/ Library Manoeuvre/0 0. Common Areas. Cargo TOTAL: MCR 0.7 7
89 00 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, PURSER, PILOT, ENGINEERS X, MAINTENANCE, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr/month PURCHASE COST MCr0.7 Power Requirements MANOEUVRE DRIVE BASIC SHIP SYSTEMS 00 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSOR 7 LOW BERTHS The slaver is commonly associated with the Glorious Empire, but it can be found throughout the Hierate. They are converted agricultural transports, with the low berths designed for freezing large food animals. A Hkisyeleaa would land on an agricultural planet and load up on hundreds of live animals, taking them to be devoured by rich nobles. The Glorious Empire has adapted their Hkisyeleaas for slave raiding. Unfortunate humans are captured by Aslan raiders riding ATVs and thrown into the freezing chambers. A fullystocked Slaver can carry more than,00 slaves if the captain is willing to cram as many bodies as possible into the low berths; 70 is more of a safe number. Slavers are comparatively lightly armed and have little protection from attackers, so are normally escorted by more combatready ships. OVERCROWDING LOW BERTHS Only the most callous captain would intentionally set out to squeeze two bodies into one low berth, as this is highly dangerous and subjects are unlikely to survive without the best medical treatment available upon their awakening. A low berth subjected to double occupancy will inflict DM to any Medic check used to revive its occupants
90 DECK 7 7 DECK DECK 0 DECK 0 DECK. ATV BAY. CARGO LIFT. AIR LOCK. LIFT. LOW BERTHS UNITS. TRIPLE TURRET (BEAM LASER/MISSILE/SANDCASTER) 7. MISSILE AND SANDCASTER BARREL STORAGE. STATEROOMS. COMMON AREA 0. CARGO HOLD. SENSORS. BRIDGE. SHIP S LOCKER. CAPTAIN S OFFICE. SHRINE
91 HALAHEIKECLASS POCKET WARSHIP TL TONS Hull Armour MDrive JDrive Power Plant Fuel Tanks Bridge Computer Sensors Weapons,00 tons, Streamlined, Reinforced Bonded Superdense, Armour 0 Thrust Jump Fusion (TL), Power 70 J, weeks of operation Holographic Controls Computer/0 fib Improved Small Particle Beam Bay x Triple Turrets (beam lasers) x Triple Turret (missile racks x, sandcaster) x Ammunition Missiles x 0 Sandcaster Barrels x 0 Systems Fuel Processor (0 tons/day) Fuel Scoops Shrine Docking Space (0 tons) x 0 Light Fighter x 0 Docking Space (0 tons) x Launch x Staterooms Standard x 0 Jump Control/ Library Software Manoeuvre/0 Fire Control/ Common Areas Cargo TOTAL: MCR COST (MCR)
92 HULL POINTS CREW CAPTAIN, PILOTS X, ASTROGATOR, EXECUTIVE OFFICER, OFFICERS X, ENGINEERS X, MAINTENANCE X, GUNNERS X RUNNING COSTS MAINTENANCE COST Cr007/month PURCHASE COST MCr70. Power Requirements 0 0 This socalled pocket warship is a,00 ton spacecraft used by smaller clans for military operations. The Halaheike is heavily armed for its size, with a range of missile racks, lasers and particle beams, and carries a fighter complement of ten fighters and two launches for boarding actions and customs inspections. Some owners convert the cargo bay to hold troops or some 00 low berths (though this will put a serious strain on the power plant), allowing the Halaheike to serve as a troop transport. The design is known for maintenance issues and jump drive failures, but the vessel s main problem is that it tries to do too much in one package, requiring the most advanced Aslan technology just to function. The Halaheike might be a carrier, assault cruiser, system defence boat and troop carrier all in one, but is subpar in all those roles. Larger clans that can afford specialist vessels rarely field Halaheikes. MANOEUVRE DRIVE 0 JUMP DRIVE BASIC SHIP SYSTEMS SENSORS WEAPONS FUEL PROCESSOR
93 7 DECK DECK 7 0 DECK. SMALL PARTICLE BAY. TRIPLE TURRET (BEAM LASER). LIFT. CARGO HOLD. FIGHTER S BAY. STATEROOMS 7. COMMON AREA. LAUNCH DOCKING SPACE. SENSORS 0. BRIDGE. RAISED PLATFORM. BRIEFING ROOM. CAPTAIN S OFFICE. SHIP S LOCKER. AIR LOCK. SHRINE 7. SANDCASTER BARREL STORAGE. MISSILE STORAGE. TRIPLE TURRETS (MISSILE/SANDCASTER) DECK DECK & F U E L O N LY
94 SAKHAICLASS ASSAULT CARRIER TL TONS COST (MCR) Hull,000 tons, Streamlined, Reinforced 0 Armour Crystaliron, Armour 00 7 MDrive Thrust 0 0 JDrive Jump. Power Plant Fusion (TL), Power Fuel Tanks J, weeks of operation 0 Bridge 0. Computer Computer/ 0 Sensors Improved. Weapons Medium Fusion Gun Bay 00 Small Missile Bays x 00 Particle Barbettes x Triple Turrets (beam lasers) x Triple Turret (sandcasters) x.7 Ammunition Missiles x 00 0 Sandcaster Barrels x 0 Systems Fuel Processor (0 tons/day) 0.0 Fuel Scoops Shrine 0. Armoury Briefing Room 0. Staterooms Standard x 7. Barracks x 0 0 Low Berths x Software Jump Control/ Library Manoeuvre/0 Fire Control/ 0. 0 Common Areas. Cargo TOTAL: MCR 7.
95 0 HULL POINTS CREW CAPTAIN, PILOT, ASTROGATOR, PURSER/EXECUTIVE OFFICER, OFFICERS X, PILOTS X, ENGINEERS X, MAINTENANCE X, GUNNERS X, MARINES X 0 RUNNING COSTS MAINTENANCE COST Cr7,/month PURCHASE COST MCr7. Power Requirements MANOEUVRE DRIVE BASIC SHIP SYSTEMS 00 JUMP DRIVE SENSORS WEAPONS FUEL PROCESSOR These heavy carriers are designed for invasions and open wars. If a Sakhai appears in the skies over a world, then it will be under the claw in a matter of days. The Sakhai s distinctive horseshoe profile allows its batteries of beam lasers and missile racks to rake targets on either side, while protecting the mighty fusion bay mounted in the centre. It can carry one hundred and sixty marines in addition to its normal 0person crew; there are another two hundred low berths for frozen troops or captives. While the Sakhai is capable of landing on a planet, it takes a skilled hand at the controls and a dedicated team of engineers to keep the ship spaceworthy after touching down. A bad landing can warp the ship s dorsal struts, effectively crippling it. Many far flung Aslan outposts have a downed Sakhai at their hearts.
96 DECK SMALL MISSILE BAY. MISSILE STORAGE. LIFT. MEDIUM FUSION GUN BAY. PARTICLE BARBETTE. STATEROOMS 7. SHRINE. AIR LOCK. TRIPLE TURRET (SANDCASTER) & BARREL STORAGE 0. COMMON AREA DECK. SENSORS. ARMOURY. BRIDGE. CAPTAIN S OFFICE. SHIP S LOCKER. BRIEFING ROOM 7. RAISED PLATFORM. TRIPLE TURRET (BEAM LASER). LOW BERTHS 0. CARGO HOLD DECK DECK 0 DECK FUEL ONLY
97 T R A V E L L E R SHIPS INDEX SHIPS OF THE REACH Buccaneerclass Blockade Runner 0 Corsair Fast Trader Fieryclass Gunship Galoofclass Megafreighter Heraldclass Fast Messenger Indigoclass Pirate Carrier Magentaclass Repair Ship Patrol Tender Planetclass Heavy Cruiser Queen Elizabethclass Liner Ritcheyclass Escort Star Rayclass Interceptor Subsidised Merchant Type RQ The Ghost of the Reach Ulfhednarclass Escort Carrier 0 Vultureclass salvage hauler Watchdogclass Fleet Picket ASLAN SHIPS Aoa iwclass Light Trader 7 Aositaohclass Cruiser Eakhauclass Trader 7 Ekawsiykuaclass Escort Halaheikeclass Pocket Warship 0 Hkisyeleaaclass Slaver 7 Hkiyreraoclass Researcher 7 Hrayeclass Scout Ihateishoclass Scout Iyeliyclass Messenger 70 Khtukhaoclass Clan Transport 7 Kteiroaclass Seeker Ktiyhuiclass Courier OwatarLclass Tender 0 Sakhaiclass Assault Carrier ISOMETRIC FLOORPLAN & DECKPLAN KEY BUNK HATCH FUEL PROCESSOR FRESHER IRIS VALVE (WALL) POWER PLANT WORKSTATION IRIS VALVE (FOOR/CEILING) JUMP DRIVE GCHAIR INTERNAL WALL MANOEUVRE DRIVE LOW BERTH CRATE HULL.M M STATEROOMS MISCELLENEOUS FUEL CARGO ENGINEERING BRIDGE
98
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