JM Son of Pirate, No Character Generation Info
JM Son of Pirate, No Character Generation Info
Me
And
Other then the info on the very detailed family history my character ended up with theirs no
character generation info
So
But she fell in love with A Pirate for A Father and I inherited A Small Pirate Fleet
Rolls show that at the time of his death my characters father commanded 2,700 tons of Ships, but at
least 1,200 tons must consist of Pirate Ships or Ships that could feasibly be used by Pirates
As well as which none of them can mass more then 700 tons, no more then 3 can mass 500 tons and
only 1 can mass 700 tons
Luckily rolls show that my characters father raided at least 1 old Drinaxian Base, so I can take either
2 200 ton Harriers or 1 600 ton Rorix
Annoyingly even though The 2 Harriers, if I take them, are fully repaired and both have a fully
operational 2nd triple turret 1 of the turrets only has 3 Pulse Lasers and the other turret only has 1
Missile Launcher
In the end I go for 2 300 ton Indigo, 1 600 ton Rorix, 1 600 ton Corsair, 1 400 ton Patrol Corvette, 1
300 ton Blockade Runner and 1 200 ton Star Ray Class Interceptor
Rolls show that my character also inherits Cr 1D3x10,000,000 or Cr 30,000,000 in cash and several
dozen other useful things
Sadly to partially make up for that the only(?) benefits my character gets are 5 +1 stat boosts, and I
raise my Dex from 9 to 10, Int from 11 to 13, Edu from 13 to 15
When rolling for my inheritance from my characters SS 15 Mother the 1st 1D100 roll is A 100, then
2nd 1D100 roll is A 20, The 2D6 roll is A 10 and The 1D roll is A 3
That nets me 1 portfolio worth Cr 20,000,000 x10 +30% or Cr 260,000,000 and in the I choose 2
worth Cr 25,000,000, 1 worth Cr 125,000,000, 1 worth Cr 55,000,000 and 1 worth Cr 30,000,000 and
they net me a total of Cr 1,637,500 a month
And
In the end I go for 1 Hunting Estate worth Cr 125,000,000 that nets me Cr 625,000,000 a month, 1
Diamond Mine worth Cr 55,000,000 that nets me Cr 412,500 a month, 1 Business that buys, sells and
breeds rare pets to sell to the children of Nobles worth Cr 30,000,000 that nets me Cr 225,000 a
month, 1 Famous Horse Breeders worth Cr 25,000,000 that nets me Cr 187,500 a month and 1
Antique Shop worth Cr 25,000,000 that nets me Cr 187,500 a month
Character generation
Career
Term 1
Due to already having several of the skills I get a automatic Art -Dancing /0 or +1 and Painting /0 or
+2 and Deception /0 or +2
I survive, advance and with A 3 and A 5 on Specialist -Critic get Art -Dancing /1 or +2, Carouse /1 or
+2 and Diplomat /1 or +3
And
Also
The GM Made A Roll on The Health Events Table that comes up A 66 then A 3rd 6, so I’ve completely
stopped aging
Term 2
I survive, advance and with A 6 on both Personnel Development and Service Skills and get
Diplomat /2 or +4, Jack of All Trades /1 and +1 Int
And
The Event Rolls A 56, which’ll double my 1st portfolio item. Which in the end means I get A Cr
100,000,000 Estate that nets me Cr 500,000 per month
Term 3
I survive, advance and with A 3 and A on Specialist -Critic I net Art -Dancing /2 or +3 and Diplomat /3
or +5
And
The events A 45, using The GM’s House Rule I choose Humanitarian, roll 2D6+1 get A 9 and get
Languages -Aslan /1 or +3
Term 4
Ooops that’s ignored as in Term 1 The GM Made A Roll on The Health Events Table that came up A
66 then A 3rd 6, so I’ve completely stopped aging
Survive, advance and with A 5 and A 6 on Service Skills nets Diplomat /4 or +6 and Persuade /2 or +4
And
Term 5
Survive, advance and with A 4 and A 5 on Personnel Development net +2 Social Scale and Carouse /2
or +4
And
The Events A 35 then A 2 then A 5, so I net A Free Benefit that The GM decides has A 2-in-6 chance
of being A Portfolio Item, I roll A 5 and I gain A Cr 10,000,000 Agricultural Estate that nets me Cr
50,000 a month
Term 6
And
Term 7
And
Term 8
And
Events wise A Double 1 or 11 for A Mishap but stay in the career followed by A 6 on Mishap nets me
Vacc Suit /1 or +2
Term 9
Survive but have to leave after this term, but at least I don’t get chucked out, and A 4 on The
Specialist -Critic Skills Table nets me Computers /1 or +3
And
The 12 Benefits
None
And
Also 1
As I started character creation with A Initial SS of at least 10 and ended character creation with A SS
of 15 my character gets a vast inheritance some of it in the form of paid training and as I rolled A 6
on 1D10 I get to roll either twice on Table 4 or roll once on Table 5
And
Roll 1
This roll on Table 4 is A 74 on 1D100 then A 8 on 1D8, which means that both of my mothers parents
were successful Hunters of Small Pirate Ships and between them they owned a small number of
Pirate Ships that had been captured and converted into Pirate Hunters
So
A 2D3 roll of A 4 followed by A 1D3 roll of A 1 means that I inherit Pirate Ships that had been
captured and converted into Pirate Hunters that have a mass of 4D6+1x100 tons
In the end I get A Pirate Ships that had been captured and converted into Pirate Hunters that can
have a mass of 19 +1 x100 or 2,000 tons
A 1D12 roll on A 8 followed by A 1D8 roll of A 5 that is followed 1D3 roll of A 1 mean that none of
The Ships can mass more then 800 tons and only 1 of them can mass more then 500 tons
I then make 2 1D8 rolls, the 1 comes up A 4 and the other comes up A 3, this mean that at least half,
rounded up, of the ships must mass 300 tons or less and that at least 1 of the ships must be A 100 on
Scoutship that can be both moderately armed and moderately armoured
I choose 4 200 ton Drinax Harrer Class Commerce Raiders, 1 800 ton Wyvern Class Commerce
Harrier that The GM designed, 1 300 ton Indigo Class Pirate Carrier and 1 100 ton Scoutship that is
both moderately armed and moderately armoured
Because my character is A Bored Glory Seeking Noble he’s choosing to only directly
control/command 1 200 ton Drinax Harrer Class Commerce Raider
That gives my character ownership of A 14th Fleet, its just a shame that I decided that rather then
command 5 Ships my character would rather earn well over Cr 2 million a month, but at least they’ll
be earning me money
And
But as my characters Father was The Greatest Pirate in History and left him 152 Ships The GM
changed the wording of the wording of The event, as a result these ships were left to my character
by his mothers Grand-Father, his Great-Grand-Father,
Roll 2
A 10 on 1D10 followed by A 6 on 1D8 means that almost all of my remaining inheritance was
receiving enough money for my character to receive training that will get him extra skills
A 1D12 roll of A 9 means that theirs a chance that part of my inheritance could be my character
inheriting favors that other owed now dead relatives of mine and that he or she is returning the
favor by training me in 1 or 2 Skills
And
A 3 on 1D3 means I get 3 lots of Training and A 1D12 roll of A 1 means they must all be on different
sub-tables
So
1st roll
2 1D10 rolls that both come up A 6 which nets me 1D3 or 3 Level /1D2 Skills of my choice
And
2nd roll
A 1D12 roll of A 9 followed by 2 1D6 rolls that both come up A 3 means that I get trained in The ways
of The Marines and get either 3 Random Skills from The Marines from Mercenary 2nd edition or 2 of
my choice
A 1D18 roll of A 5 shows that 1 of The Skill rolls can increase a existing Skills
And
I choose to get 2 of my choice, 1 of the rolls nets me Heavy Weapons -Man Portable Artillery /1 or +2
and the other increases me Medic Skill to /2 or +4
3rd
A 1D66 roll of A 55 followed by A 1D6 roll of A 4 means that my characters father helped A Smuggler
that was in legal trouble and that she is returning the favor by giving me free training
2 1D12 rolls that both come up A 7 show that She is returning The Favor by training me in either 2
Level /1 Skills or 1 Level /2 Skill
And
I choose to have my character acquire 2 Level /1 Skills and I choose The Skills Languages -Hiver /1 or
+3 and Pilot -Spacecraft /1 or +2
Also 2
I also loot The Harriers Armory, stores and supply-room which nets me 5 TL 6 Snub Pistols, 3 TL 7
Snub Rifles, 3 Flak Jackets, 3 TL 11 Vacc Suits, 3 sets of very high quality cutlery made of Silver, 3 TL
13 Medi-Kits, 1 TL 12 Vacc Suit, 1 TL 11 Laser Rifle, 1 Sindallian Officers Cutlass, 1 Sindallian Officers
Revolver with 5 spare clips of each type, 1 Breaching Gun, 1 Boarding Gun, 1 set of silver tableware,
1 1-ton crate of Deer Meat, 1 2-ton crate of Rabbit Meat, 1 Fusion Still, 1 Infinity Rope, 1 TL 13 Hand
Computer, 1 crate of 14 5-pint bottles of High Quality Mead, 1 crate of 14 5-pint bottles of High
Quality Sherry, 1 crate that holds 260 boxes that each hold 230 cigarettes and 1 crate that holds 110
TL 12 Incendiary Grenades
Also 3
Using The GM’s house rules for Skill Packages that are used by Characters that are going Solo my
character rolls 2D2+1 for Skills, with 2 2’s +1 my character starts with 5 Skills, they are all at the same
/1D2 or /2 and I choose/took/ended up with Broker /2 or +5, Gun Combat -Energy Rifles /2 or +3,
Leadership /2 or +5, Melee -Blade /2 or +3 and Tactics -Naval /2 or +4
And
I choose to use Anagthics at a cost of Cr 5D6x200,000, which with 3 2’s, A 6 and A 4 means Cr 1.6
million. Not all bad. All in all great, right guys, or at least I think so, again right guys. Ooops wrong
document, so I don’t
Also 4
When rolling on The Charts for determing whether or not my Portfolio is bigger or worth more then
normal I roll A 76 on 1D100 then A 6 on 1D8
This means that I get to make 2D3 or 6 Portfolio Rolls before The Campaigns even started
A 2D6 roll that comes up A 10 means that any rolls that would result in 1 or more of my portfolio
Items going down is ignored
In the end the results are 3 negative 1’s that I ignore and 3 good 1’s that apply
The 3 bad 1’s that I ignore are A 2 +8, A 4 +4 and A 5 and The 3 1’s that apply are A 12+5, A 11+5 and
A 10+4
Theirs a chance that A Very Minor Noble that’s A friend of my character, which means that he or she
doesn’t have to be a friend of my characters family, has no family and may have left my character a
portfolio item
The 1st 1D6 roll comes up A 6 and the other 2 1D6 rolls both come up A 3, which means that my
characters friend has left him A Small Business that’s worth Cr 3D6+3x1,000 and I choose to start
with 1 Upper-Class Stables that deals in the buying, selling, breeding, rearing, training, trading and
exchanging of Horse’s worth Cr 18,000,000 that nets me Cr 135,000 a month
They are 1 Hunting Estate worth Cr 210,000,000 that nets me Cr 1,050,000 per month, 1 Brandy
Making business worth Cr 112,000,000 that nets me Cr 840,000 per month, 1 Industrial Property
worth Cr 112,000,000 that nets me Cr 375,000 per month, 1 Stipend worth Cr 37,500,000 that nets
me Cr 281,250 per month, 1 Upper-Class Stables that deals in the buying, selling, breeding, rearing,
training, trading and exchanging of Horse on Asim worth Cr 18,000,000 that nets me Cr 135,000 a
month and 1 Agricultural Estate worth Cr 15,000,000 that nets me Cr 70,000 a month
All in all that means that my character starts out owning me 5, sorry 6, Portfolio Items are that is
worth a total of Cr 494,500,000 that nets me Cr 2,751,250 a month before any costs
Ooops sorry I made a mistake. That mistake is that because my characters Father was The Greatest
Pirate King that ever lived me and left me A Portfolio worth over Cr 2 Billion me and The GM decided
that I wouldn’t get The Standard Portfolio, but we decided that I would get The Upper-Class Stables
that deals in the buying, selling, breeding, rearing, training, trading and exchanging of Horse’s worth
Cr 18,000,000 that nets me Cr 135,000 a month that I got from A Event
And
All in all when you take into account The Business Empire that my character inherited my character
starts with A Portfolio that’s worth a total of Cr 2,095,400,000 that nets me Cr 14,025,855 a month
before any costs, a profit of Cr 1,820,120 a month after costs of Cr 12,205,735 a month and all in all
it makes my character earns at least Cr 2,498,980 a month
So
Now
On I go
Also 6
I get 1D3 or 3
And
Also 7
It is the equivalent of 2D6+2 or 12 terms worth of Skills and/or Stat Boosts from The Jumpcrusser
Type Pirate Advancement Tables
My character gets +1 DEX and gets The Skills Astrogation /2 or +4, Broker /3 or +6, Comms /1 or +3,
Engineer -Jump Drives /1 or +3, Gunnery -Turrets /2 or +3, Mechanic /1 or +3, Pilot -Spacecraft /3 or
+4 and Zero-G /1 or +2
It is the equivalent of 2D6+2 or 12 terms worth of Skills and/or Stat Boosts was the equivalent of 12
terms worth of Skills and/or Stat Boosts from The Royal Trader Type Broker
My character gets +2 EDU and gets The Skills Advocate /3 or +6, Art -Painting /2 or +5, Broker /4 or
+7, Carouse /3 or +5, Computers /2 or +4, Investigate /2 or +5 and Steward /1 or +4
So
Now
On I go
My character
Name
James Marshall
Gender
Male
Race
Human
Career
Age
Initial
Current
Date
Initial
The 25/7/1,105
Current
The 18/3/1,109
Time stuff
Campaign length
Stats
Str 9, End 10, Dex 10, Intelligence 11, Education 15 and Social Scale 15
Skills
These include The GM’s rules for Solo Skill Packages that netted me 2D3 Level /2 that in the end
netted me 6 Level /2 Skills
These also include Skills that I gained using The GM’s rules for super-powerful Solo Characters that
can solo a entire normal campaign
And
Advocate /3 or +6, Art -Dancing /3 or +4 and Painting /2 or +5, Astrogation /2 or +4, 2, Broker /4 or
+7, Carouse /3 or +6, Computers /2 or +5, Comms /1 or +4, Deception /0 or +3, Diplomat /4 or +7,
Engineer -Jump Drives /1 or +4, Gambler /3 or +6, Gun Combat -Energy Rifles /1 or +2, Gunnery -
Turrets /2 or +3, Jack of All Trades /1, Investigate /2 or +4, Language -Aslan /1 or +4 and Hiver /1 or
+4, Leadership /2 or +5, Mechanic /1 or +4, Medic /3 or +6, Melee -Blade /1 or +2, Persuade /1 or
+4, Pilot -Spacecraft /3 or +4, Streetwise /0 or +3, Steward /1 or +4, Survival /1 or +3, Tactics -
Piracy /2 or +4, Trade -Art Dealer /1 or +4, Vacc Suit /1 or +2 and Zero-G /1 or +2
Other stuff
2 doses of Anagthics per month from his Great Aunt that he sells for Cr 12,000
And
His body has stopped aging, which means that old-age no longer worries him but he can still die
People stuff
Allies
Hroal Irontooth
Petry Vallis
Baroness Lux
Contacts
Rivals
Krssh’s Mother
Enemies
2 Enemies of Hroal Irontooth
Mine
My SS 15 Great Aunt
Belongings
From my father
5 TL 6 Snub Pistols
3 TL 7 Snub Rifles
3 Flak Jackets
3 TL 11 Vacc Suits
3 TL 13 Medi-Kits
2 Artificial Gills
2 Fusion Stills
1 TL 12 Vacc Suit
1 TL 11 Laser Rifle
1 Breaching Gun
1 Boarding Gun
1 Infinity Rope
1 TL 13 Hand Computer
1 crate that holds 260 boxes that each hold 230 cigarettes
1 TL 15 Laser Rifle
1 TL 15 Monoblade
4 Auto-Pistol’s
4 Gauss Rifle’s
4 Laser Carbines
4 TL 12 Explosive Devices
4 Suits of Jack
4 Heavy Cludgels
4 Monoblades
4 Body Pistol’s
4 Small Cludgel’s
4 ACRs
4 Autopistols
2 TL 6 Rifles
2 TL 11 Socrates Fields
2 Slug Pistols
2 TL 11 ACR’s
2 habitat modules
2 portable cranes
2 Cutlass’s
2 TL Robotic Translators
2 ball gowns
2 dress uniforms
2 Tuxedoes
1 TL 14 Auto-bar
1 TL 15 Auto-bar
1 TL 16 Auto-bar
1 Hover Car
1 Business Suit
1 Shotgun
1 Submachinegun
1 Gav-Tank
1 Armored Car
1 Flak Jacket
1 piece of TL 12 Artillery
1 Sniper Rifle
1 TL 13 Laser Rifle
1 Fusion Still
1 Infinity Rope
1 TL 13 Hand Computer
1 crate that holds 260 boxes that each hold 230 cigarettes
1 TL 8 Body-Pistol
1 TL 13 Laser Rifle
1 PGMP-13
1 FGMP-13
1 PGMP-14
1 FGMP-14
1 PGMP-15
1 FGMP-15
1 TL 15 computer that runs the programs Science -Linguistics /3 or +5, Philosophy /3 or +5,
Psychology /3 or +5 and Sophontology /3 or +5
1 Mini Computer
1 TL 13 Medikit
1 TL 13 Repair Toolkit
1 TL 13 Engineers Toolkit
1 TL 13 Technicians Toolkit
1 TL 13 Camera
1 TL 14 Camera
1 TL 15 Camera
Mine
From benefits
None
5 TL 6 Snub Pistols
3 TL 7 Snub Rifles
3 Flak Jackets
3 TL 11 Vacc Suits
3 TL 13 Medi-Kits
1 TL 12 Vacc Suit
1 TL 11 Laser Rifle
1 Breaching Gun
1 Boarding Gun
1 Fusion Still
1 Infinity Rope
1 TL 13 Hand Computer
1 crate that holds 260 boxes that each hold 230 cigarettes
1 Protech Suit
1 Heat-Suit
1 Infinite Rope
1 Advanced Base
1 Astro Mech-Droid
1 Centurion
1 Protocol Droid
1 Cryoberth
1 TL 14 Autodoc
1 portable medi-scanner
1 Gravity Hammer
1 Chaindrive Axe
1 PSI Blade
1 PISTON Fist
1 Flechette Pistol
1 Accelerator Rifle
1 Gauss Rifle
1 Gauntlet Laser
1 TL 12 Stunner
1 Cryo Rifle
1 Plasma Rifle
1 TL 12 Plasma Jet
1 TL 16 FGMP
1 TL 9 Rocket Launcher
1 Suit of TL 14 Artillery type Battle Dress that has been fitted with 1 TL 11 Medikit, 1 Psionic Shield
Helmet, 1 enhanced mobility, 1 set of TL 15 Stealth Gear, 2 Heavy Weapons that are 1 Stagger Laser
Rifle and 1 and Laser Sniper Rifle, 1 Close Combat Weapon that is 1 Gravity Hammer and 1 Rifle
Weapon that is 1 Heavy Laser Rifle
It has A Computer /3 that can but doesn’t have to run the programs and Software Tactics -Special
Forces/2, Heavy Weapons Stagger Laser Rifle/1 and Laser Sniper Rifle/1, Comms/0, Energy Rifles -
Heavy Laser Rifle/0 and Melee -Gravity Hammer/0
And
This Suit of Super Powerful TL 14 Artillery type Battle Dress has several pieces of useful equipment
that consist of Eye-Protection, Geiger Counter, IR Goggles, Light Intensifier Googles, PRIS Binoculars
and Radio Transceiver
Valuables
Cash
1,489,443,834
Valuables
Cargo
96 tons of Radioactives
And
My portfolio
Regulars
2 Vinicultural Estates that are both worth Cr 78,000,000 that both net me Cr 390,000 a month
2 Farming Estates that are both worth Cr 78,000,000 that both net me Cr 390,000 a month
2 Antique Shops that are both worth Cr 20,000,000 that both net me Cr 150,000 a month
1 Brandy Making business that are worth Cr 134,400,000 that nets me Cr 1,005,000 per month
1 Upper-Class Stables that deals in the buying, selling, breeding, rearing, training, trading and
exchanging of Horse’s worth Cr 21,600,000 that nets me Cr 172,800 a month
And
On specific planets
2 Ruby Mines on Paal worth Cr 50,000,000 each that both net me Cr 375,000 a month
1 Whale Harvesting Facility on Sperle worth Cr 20,000,000 that nets me Cr 150,000 a month
1 Vinicultural Estate on Cordan that’s famous for its Brandy that’s worth Cr 20,000,000 that nets me
Cr 100,000 a month
That my characters father bought for my character the day before he died
5 Upper-Class Stables that all deal in the buying, selling, breeding, rearing, training, trading and
exchanging of Horse’s worth Cr 72,000,000 that nets me Cr 540,000 a month
Total
It is worth a total of Cr 2,621,000,000 that nets me Cr 17,641,055 a month before any costs and it
makes him a profit of Cr 1,325,080 a month after costs of Cr 18,315,975 a month
Taking everything other then his ships into account, meaning not just taking my portfolio into
account, means that my character earns at least Cr 4,019,989 a month
And
Take away another almost Cr 25,000,000 a month for my new Soldiers and add in the more then Cr
27.2 million a month that my Ships and that means my character earns at least Cr 6,359,969 a month
My Characters fleets
Because his Father was The Greatest Pirate King that ever lived he starts with 303 ships, that
includes 6 Capital Ships
Regulars
Directly lead
Other then being fully repaired, fully refurnished, fully refurbished, having A 4-ton medical Room,
25.75 tons of Cargo Space and having A 2nd Triple Turret that has th 3 Beam Lasers its standard
It has a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up engineer, 1
back-up pilot, 1 engineering officer, 1 piloting office and 1 1st officer
And
All 11 of the ships crew all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key skills
Also
It costs me Cr 89,180 a month and 11% of all of my characters illegal earnings, which means that my
character only(?) gets 79% of all of his illegal earnings
The Ships that because of how smart my character is he uses most of his monthly earnings to ensure
that if he ever needed as many of his ships as possible as quickly as possible that at least 50 of them
would get to him within 1 week
1st to 4th
Other then all being fully repaired, fully refurnished, fully refurbished and all having A 4-ton medical
Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all are
standard
They all have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on 3 and 11 on the 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3
none-key skills
5th
Basic stat related stuff wise it has 22 Hull, 22 Structure, 6 points of bonded Super-dense, Jump 2,
Thrust 6 and Model/6 Computer
It has Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long Range
Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240 Standard
Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
It has enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or 40
capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise it has/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire Control /2, Auto-
Repair /1 and Library /0 programs 55/70
It has 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4 Engineers, 2
Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key Skills
6nd
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
7th
Other then having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2 extra
points of armor its normal
Its 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator and 1
Captain
And
All 6 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleet 1
1st to 5th
Other then all being fully repaired, fully refurnished, fully refurbished and all having A 4-ton medical
Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all are
standard
They all have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on 3 and 11 on the 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3
none-key skills
Fleet 2
1st
Basic stat related stuff wise it has 22 Hull, 22 Structure, 6 points of bonded Super-dense, Jump 2,
Thrust 6 and Model/6 Computer
It has Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long Range
Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240 Standard
Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
It has enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or 40
capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise it has/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire Control /2, Auto-
Repair /1 and Library /0 programs 55/70
It has 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4 Engineers, 2
Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key Skills
2nd
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
3rd
Other then having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2 extra
points of armour its normal
Its 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator and 1
Captain
And
All 6 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
4th
Other then having 3 points of armour, 4 double turrets that mount 4 Beam Lasers, 2 Pulse Lasers and
2 Sandcasters, A 4-ton Medical and 21 tons of Cargo less then normal Ferriks former 400 ton Salvage
Hauler is standard
Its 6 double staterooms hold 4 Gunners, 2 Marines, 1 Pilot, 1 Navigator, 1 Medic, 1 Sensor Operator,
1 Engineer and 1/The Captain
And
All 12 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
5th
1 200 ton Free Trader
Other then having 3 points of armour, 2 Triple turrets that mount 3 Beam Laser, 2 Missile Racks and
1 Sandcaster, A 4-ton Medical, 20 tons of missiles and 35 tons of Cargo less then normal Ferriks
former A 4-ton Medical and 21 tons of Cargo less then normal Ferriks 200 ton Free Trader is
standard
Its 7 single and 3 double staterooms hold 5 Marines, 2 Gunners, 2 Medics, 1 Pilot, 1 Navigator, 1
Officer, 1 Engineer and 1/The Captain
And
All 13 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
6th
Other then having 4 points of armour, 4 triple turrets mounting 6 Pulse Lasers, 4 Beam Lasers, 2
Missile Racks, 8 tons of missiles, a 5-ton medical room and 34 tons of cargo space less then normal
its fine
Its 10 double staterooms hold 9 marines, 4 gunners, 2 medics, 1 officer, 1 pilot, 1 navigator, 1 sensor
operator, 1 engineer and 1 captain
And
All 13 of its onboard personnel all have A +3 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleet 3
And
The 27th onboard personnel they both have A +3 DM in their 5-key skills and A +1 DM in their 5-
none key skills
3rd
And
Its 14 onboard personnel all have A +3 DM in their 5-key skills and A +1 DM in their 5-none key skills
4th
And
Its 20 onboard personnel all have A +3 DM in their 5-key skills and A +1 DM in their 5-none key skills
Other then both being fully repaired, fully refurnished, fully refurbished and all having A 4-ton
medical Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all
are standard
They both have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on both ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key skills
Fleet 4
Other then both being fully repaired, fully refurnished, fully refurbished and all having A 4-ton
medical Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all
are standard
They both have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on both 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key
skills
Other then both having 4 double turrets with 6 Beam Lasers, 2 Pulse Lasers, 6 tons of armour and
with A 9-Ton Medical Room they are both Standard
And
The 17 onboard personnel on both Ships all have A +3 DM in their 5-key skills and A +1 DM in their 5-
none key skills
5th
And
All 11 onboard personnel all have A +2 DM in their 5-key skills and A +0 DM in their 3-none key skills
Fleet 5
1st
Basic stat related stuff wise it has 22 Hull, 22 Structure, 6 points of bonded Super-dense, Jump 2,
Thrust 6 and Model/6 Computer
It has Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long Range
Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240 Standard
Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
It has enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or 40
capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise it has/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire Control /2, Auto-
Repair /1 and Library /0 programs 55/70
It has 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4 Engineers, 2
Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key Skills
2nd
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
3rd to 5th
Other then all having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2
extra points of armour its normal
All 3 of their 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator
and 1 Captain
And
All 3 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
Fleet 6
1st
Its standard
And
All 50 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
2nd
And
All 50 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
3rd to 5th
Other then all having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2
extra points of armour its normal
All 3 of their 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator
and 1 Captain
And
All 6 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
6th
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleet 7
1st to 5th
Other then all being fully repaired, fully refurnished, fully refurbished and all having A 4-ton medical
Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all are
standard
They all have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on 3 and 11 on the 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3
none-key skills
6th
Basic stat related stuff wise it has 22 Hull, 22 Structure, 6 points of bonded Super-dense, Jump 2,
Thrust 6 and Model/6 Computer
It has Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long Range
Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240 Standard
Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
It has enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or 40
capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise it has/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire Control /2, Auto-
Repair /1 and Library /0 programs 55/70
It has 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4 Engineers, 2
Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key Skills
7th
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
8th
Other then having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2 extra
points of armour its normal
Its 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator and 1
Captain
And
All 6 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleets 8 and 9
And
1st to 10th
Other then all being fully repaired, fully refurnished, fully refurbished and all having A 4-ton medical
Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all are
standard
They all have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on 3 and 11 on the 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3
none-key skills
11th to 12th
Basic stat related stuff wise they both have 22 Hull, 22 Structure, 6 points of bonded Super-dense,
Jump 2, Thrust 6 and Model/6 Computer
They both have Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long
Range Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240
Standard Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
They both have enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or
40 capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise they both have/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire
Control /2, Auto-Repair /1 and Library /0 programs
They both have 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4
Engineers, 2 Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel on both ships all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key
Skills
Fleet 10
1st to 4th
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, they are all entirely standard
They all have 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics,
1 Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
5th to 8th
Other then having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2 extra
points of armour they are all normal
They all have 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator
and 1 Captain
And
All 6 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
Fleet 11
1st to 4th
Their 6 double staterooms hold 4 Gunners, 2 Marines, 1 Pilot, 1 Navigator, 1 Medic, 1 Sensor
Operator, 1 Engineer and 1/The Captain
And
All 12 of their onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
Other then having 3 points of armour, 2 Triple turrets that mount 3 Beam Laser, 2 Missile Racks and
1 Sandcaster, A 4-ton Medical Room, 20 tons of missiles and 35 tons of Cargo they are both
standard
They both have 7 single and 3 double staterooms that hold 5 Marines, 2 Gunners, 2 Medics, 1 Pilot, 1
Navigator, 1 Officer, 1 Engineer and 1/The Captain
And
All 13 of its onboard personnel on both Ships all have A +2 DM in their 5-key skills and A +1 DM in
their 5-none key skills
Fleet 12
And
They both have 50 onboard personnel that all have A +2 DM in their 5-key skills and A +1 DM in their
5-none key skills
3rd to 5th
And
They all have 50 onboard personnel that all have A +2 DM in their 5-key skills and A +1 DM in their 5-
none key skills
Fleet 13
1st to 3rd
And
All 17 of the onboard personnel they all have A +2 DM in their 5-key skills and A +1 DM in their 5-
none key skills
4th to 6th
Other then having 2 Triple Turrets mounting 5 Pulse Lasers and 1 Beam Laser and A 8 ton Medical
Room they are all standard
And
All 10 of its onboard personnel they all have A +2 DM in their 5-key skills and A +1 DM in their 5-
none key skills
Ships that aren’t paid to normally do nothing but if needed can get to my character within 10 days
Fleet 1
1st to 4th
Other then all being fully repaired, fully refurnished, fully refurbished and all having A 4-ton medical
Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all are
standard
They all have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on 3 and 11 on the 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3
none-key skills
5th
Basic stat related stuff wise it has 22 Hull, 22 Structure, 6 points of bonded Super-dense, Jump 2,
Thrust 6 and Model/6 Computer
It has Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long Range
Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240 Standard
Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
It has enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or 40
capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise it has/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire Control /2, Auto-
Repair /1 and Library /0 programs 55/70
It has 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4 Engineers, 2
Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key Skills
6th
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
7th
Other then having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2 extra
points of armour its normal
Its 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator and 1
Captain
And
All 6 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleet 2
And
All 194 onboard personnel on both ships all have A +2 DM in their 5-key skills and A +1 DM in their 5-
none key skills
3rd
It’s a 2,000 ton Escort Carrier
And
All 50 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
4th to 9th
And
All 17 onboard personnel that they each have all have A +2 DM in their 5-key skills and A +1 DM in
their 5-none key skills
Fleet 3
1st to 5th
And
All 17 onboard personnel that they each have all have A +2 DM in their 5-key skills and A +1 DM in
their 5-none key skills
Fleet 4
1st to 4th
And
All 17 onboard personnel that they each have all have A +2 DM in their 5-key skills and A +1 DM in
their 5-none key skills
5th
And
All 20 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleet 5
And
All 194 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
2nd
And
All 60 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
3rd to 7th
And
All 40 onboard personnel that they all have all have A +2 DM in their 5-key skills and A +1 DM in their
5-none key skills
8th to 10th
And
All 20 onboard personnel that they all have all have A +2 DM in their 5-key skills and A +1 DM in their
5-none key skills
11th to 13th
And
All 8 onboard personnel that they all have all have A +2 DM in their 5-key skills and A +1 DM in their
5-none key skills
14th
Both of its 2 onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none
key skills
Fleet 6
1st to 4th
Other then all being fully repaired, fully refurnished, fully refurbished and all having A 4-ton medical
Room, 25.75 tons of Cargo Space and 3 of them having A Triple Turret with 3 Beam Lasers all are
standard
They all have a total of 11 crew that are made up of 3 Marines, 2 Gunners, 1 Medic, 1 back-up
engineer, 1 back-up pilot, 1 engineering officer, 1 piloting officer and 1 1st officer and 3 of the 4 also
have 1 Captain
And
All 12 on 3 and 11 on the 4th ships crews all have A +3 DM in their 5 key-skills and A +2 DM in their 3
none-key skills
5th
Basic stat related stuff wise it has 22 Hull, 22 Structure, 6 points of bonded Super-dense, Jump 2,
Thrust 6 and Model/6 Computer
It has Military Counter-measures, Enhanced Signal Processing, 8 hardpoints packing 4 Long Range
Very high Yield Particle Beams, 6 Missile Launchers, 4 Beam Lasers, 2 Sandcasters, 240 Standard
Missiles, 120 Nuclear Missiles and 20 Sandcaster Barrels
It has enough fuel 1 Jump 2 and 4 weeks of operations, has A 82 ton cargo bay, A 80 ton or 40
capacity barracks, 20 single Staterooms, 20 Low Berths, Fuel Scoops, x11 Fuel Processors that can
purify 220 tons of fuel per day, A 5 Ton Medical room, Bay, 1 ton of Repair Drones, A 5 Ton Armory
and x2 Breaching Tubes
Programs wise it has/runs/uses the Maneuver /0, Jump Control /2, Evade /1, Fire Control /2, Auto-
Repair /1 and Library /0 programs 55/70
It has 35 regular, 4 Sergeant and 1 Lieutenant Type Marine as well as 8 Gunners, 4 Engineers, 2
Medics, 2 Officers, 2 Pilots, 1 Astrogator and 1 Captain
And
All 60 personnel all have A +2 DM in their 5 Key Skills and A +1 DM in their 3 None-Key Skills
6th
Other then switching The 8 Low Berths for 1 double Stateroom holding 2 Medics and swapping 15-
tons of Cargo Space for 2 more double staterooms and A 7-ton medical room, which gives it A 50 ton
Cargo Bay, its entirely standard
Its 11 double staterooms hold a crew of 10 Fighter Pilots, 3 Gunners, 3 Marines, 2 Medics, 1
Engineer, 1 Pilot, 1 Navigator and 1 Captain
And
All 22 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
7th
Other then having A Double Turret with 2 Pulse Lasers as well as A 3 Ton Medical Room and 2 extra
points of armour its normal
Its 3 double staterooms hold a crew of 1 Gunner, 1 Medic, 1 Engineer, 1 Pilot, 1 Navigator and 1
Captain
And
All 6 of its onboard personnel all have A +2 DM in their 5-key skills and A +1 DM in their 5-none key
skills
Fleet 7
And
Massive Ships
1st to 11th
And
All 6 of them have 640 crew that all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-
key skills
Capital Ships
1st
And
All 1,200 of the ships crew have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key skills
2nd
And
All 1,000 of the ships crew have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key skills
3rd
And
All 1,000 of the ships crew have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key skills
4th
And
All 500 crew of the ships crew all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key
skills
5th
And
All 500 crew of the ships crew all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key
skills
6th
And
All 500 crew of the ships crew all have A +3 DM in their 5 key-skills and A +2 DM in their 3 none-key
skills
Other stuff
I get Cr 2,812,875 with which to fund it, but I must use as much of it as possible
I more then double its size with another Cr 3,002,200 a month of my money
And
So
There are 4 tiny regiments that make up the smallest Brigade in History
And
In it is 600 Regular Heavy Assault Soldiers, 60 Heavy Assault Soldier Sergeants, 18 Heavy Assault
Soldier Lieutenants and 6 Heavy Assault Soldier Captains
1 Tank Squad
1 Artillery Squad
1 Colonel
4 tiny regiments that make up the smallest Brigade in History and those 4 Regiments all consist of
the following
1 Platoon of Tanks
1 Squad of Artillery
The Force’s 3 joint 2nd’s in Command that are 3 Very Senior Majors
And
Total cost
Cr 29,544,800 a month
Bases
Proper
1st to 3rd
And
Its a fully functioning, well hidden and fairly large Class-B Starport that is on the main shipping lane,
but by pure luck hasn’t been discovered in the 59.2 years since my father/its last owner, died
It has the capacity to build rare and/or custom Ships like The Drinaxian Harriers and Wyvern Class
Commerce Raiders and The Rorix Class Command Ship and it even has The Blueprints to build
Drinaxian Harriers and Wyvern Class Commerce Raiders and The Rorix Class Command Ship
Sadly even though it has The Materials to build Drinaxian Harrier Class Commerce Raiders and Rorix
Class Command Ships it doesn’t have The Materials to build Wyvern Class Commerce Raiders
It has A Shipyard with A 1,000-ton building capacity that when fully operational can build me ships
massing up to 300 tons at half retail price, ships massing up to 600 tons at -35% off of retail price,
ships massing up to 800 tons at -15% off of the retail price and ships massing up to 1,000 ton at -5%
off of the retail price
As well as which every 3 years its Shipyard, complete with A 1,000-ton building capacity, when fully
operational have A 50/50 chance to build the owner/my character, 1D6x100 tons of free Ships and if
I fail The 50/50 roll I can attempt it every 9 months until I pass
In its stores are both The stolen Blueprints and Materials to build both 200 ton Harrier Class
Commerce Raiders and 600 ton Rorix Class Command Ships and The stolen Blueprints but not The
Materials for The 800 ton Wyvern Class Commerce Raiders
It has very luxurious fittings, furnishings and accommodation and its fully operational, just a little old
and outdated
It has Hydrophonics Bays that can comfortably provide good quality food and drink sufficient to feed
A Crew of up to 3,860 per month and will net my character A Surplus of 2D6+2 tons of Basic
Consumables per month and 3D6+1 tons of Luxury Consumables per 12 months
Like I said meant to mention earlier but forgot to it earns my character a minimum of least Cr
338,000 a month, more often then not they earn me at least Cr 390,000 a month and can potentially
earn me Cr 484,900 a month
And
All 3 of them are guarded by 41 Ships that range from 100 tons to 1,200 tons that consists of 14 200
ton Drinax Harriers, 5 600 ton Rorix Class Command Ships, 5 300 ton Indigo Class Pirates, 5 100 ton
Scoutships, 3 600 ton Corsairs, 3 200 ton Star-Ray Class Interceptors, 2 500 ton Jump Capable System
Defence Boats, 1 500 Ton custom build Cruiser, 1 1,000 ton Escort, 1 1,000 ton Carrier and 1 1,200
ton Pocket Warship
Base’s
1st to 7th
And
I’m not sure about their exact sizes but here goes
It has A 6,000 ton landing space, 8,900 tons of underground docking space, room for 4,000 tons of
fuel, a 2,800 ton fuel refinery, 1,66 tons of surface storage space and A power supply that produces
43 spare points of power per day
It has 53 9 ton Airlocks, 16 12 ton very Luxury Staterooms that all have 15 tons of storage, 39 5 ton
lesser(?) Staterooms that all have 7 tons of storage, A 262 ton Brig that can hold 131 people, A 140
ton barracks that holds 70 Guards, 10 30 ton Workshops that all have 90 tons of storage, 8 32 ton
Armories and 8 32 ton Medical Rooms
It has 10 19 ton Hydrophonics Bays, 14.8 tons are taken up by food production and the other 5.2
tons house 72 Chickens, 48 Goats, 32 Sheep, 24 Pigs, 16 Cows and 16 Geese
In edition to The 70 Guards that share A 140 ton barracks it has another 204 staff each have 1 3 ton
Room, they each have 0.8 tons of personal storage space and they share 1,000 tons of storage, 6 14
ton medical rooms, 1 125 ton Dining room, 1 130 Ton Sports Facility, 1 156 ton Theatre and 212 tons
of other recreational facilities
They all have 204 permanent stuff that consist of 36 Guards, 36 Medics, 36 manufacturers of basic
weapons, 24 Farm Hands, 24 Animal Handlers, 18 Engineers, 15 Maintenance Workers and 15 Repair
Workers
Skill wise the 204 Workers of 8 different types all have A +2 DM in 4 Key Skills and A +0 DM in 2
none-key Skills
Money wise between the money it makes make from selling the food they crow, the stuff its animals
produce, it spare fuel and the weapons it makes and from pirates using the place every month they
make my character a profit of Cr 25,410 each per month
They also all have a extra 3,500 ton Underground Docking Space that can only be used by The
guardian Fleet and even though the area masses 3,500 tons as of now only(?) 2,800 tons of it are
being used
And
Those 2,800 tons out of a possible 3,500 tons are being used are used by The 3 100 armed and
armoured Scoutships, 1 600 ton Rorix, 1 500 ton Watchdog Class Fleet Picket, 1 400 ton Gazelle, 1
300 ton Indigo Class Pirate Carrier, 1 300 ton Blockade Runner, 1 200 ton Drinax Harrier and 1 200
ton Star-Ray Class Interceptor that guard each of them and the other 700 tons are for when/if more
ships get added to the guard fleet
Drinax Stuff
Regular
The Starguards 8 Ships that range from 100 tons to 400 tons
My characters 1 200 ton Ship that range from 100 tons to 800 tons
That my character inherited from his father, who was The Greatest Pirate King, regardless of Race,
that ever lived
Saying that though his father was the main instigator in A Plot to murder The Emperor and size The
Throne of The Third Imperium
And
That’s why the guy only(?) inherited 7 Pirate Bases, 3 Pirate Starports, 348 regular Ships, 11 very
large Ships that aren’t Capital Ships and 6 Capital Ships that range from 100 tons to 75,000 tons
Planets
Civilians
Around 6,053,700
Soldiers
Part-time
Around 140,000
Full-time
Around 3,280
Morale
+10
Standings
+0
-5
In my Pirate Alias
+0
With The Hierate
-5
Other stuff
Assets
Factions
Advisories
Warnings
Alerts