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JM Son of Pirate, No Character Generation Info

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0% found this document useful (0 votes)
15 views42 pages

JM Son of Pirate, No Character Generation Info

Uploaded by

JMISKING
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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JM Son of Pirate

Me

Doing A Folder on Drinax Campaigns

I’m the solo player in all of them

All with far less notes then I normally use

This 1 use’s rules The GM made for Solo Characters

Which means my characters a lot more powerful then normal characters


This 1’s use’s tables The GM made for creating a very detailed family history

And

Other then the info on the very detailed family history my character ended up with theirs no
character generation info

So

I ended up with A Noble

The rolls netted me A Character with A SS 15 Noble for A Mother

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

Critic type Connoisseur type Dilettante

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

The Event rolls A 23 then A double 6 or 12, so I get A Stipend

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

Start using Anagthics

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

The Events A 66, so I gain Rank 5

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

Survive and A 5 on Advanced Education nets me Science -Social /1 or +3

And

The events A 42 then A Double 6, which nets me Cr 120,000

Term 7

Survive and A 1 on Advanced Education nets me Advocate /1 or +4

And

The events A 56, which nets me +1 End and Survival /1 or +2

Term 8

Survive and A 2 on Service Skills nets me Art -Dancing /3 or +4

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 Events A 51, which nets me Trade -Art Dealer /1 or +3

The 12 Benefits

None

And

See earlier for why

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

In the end I choose to roll twice on Table 4

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

A 1D8+1D3 roll of A 6+2 or 8 means that I can have up to 8 ships

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

I end choosing Gambler /2 or +3, Medic /1 or +3 and Trade -Antiques Dealer /1 or +3

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 use The GM rules for connections in Solo Games

I get 1D3 or 3

And

I choose to raise Advocate, Gambler and Medic by +/1 each

Also 7

Other stuff using the rules for super-powerful characters

The 1st lot

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

The 2nd lot

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

9 Terms as A Critic type Connoisseur type Dilettante

Age

Initial

Day after his 54th birthday

Current

54 years, 0 months, 0 weeks and 1 day

Date

Initial

The 25/7/1,105

Current

The 18/3/1,109

Time stuff

Campaign length

Not yet started

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

These include their DM’s

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

Those that I inherited from my characters father

Allies

His SS 15 Great Aunt

2 Enemies of Pirate Admiral Grim Jack Zanya

2 Enemies of Pirate Captain Handow

Hroal Irontooth

Petry Vallis

Baroness Lux

Contacts

4 Rivals of Pirate Admiral Grim Jack Zanya

4 Rivals of Pirate Captain Handow

2 Allies of Hroal Irontooth

2 Allies of Petry Vallis

Captain Daniel Vlax

Baroness Lux’s Family

The rulers of Shesser and Bohen

The people of Bohen

Rivals

4 Contacts of Pirate Admiral Grim Jack Zanya

4 Contacts of Pirate Captain Handow

4 Contacts of Hroal Irontooth

2 Contacts of Petry Vallis

1 Enemy of Hroal Irontooth

Krssh’s Mother

Miria Silverhand Mother

Barons Fero and Halley’s Families

The 2 Surviving regular Pirates of Shesser

The Captains of 3 Pirate Ships

Enemies
2 Enemies of Hroal Irontooth

2 Enemies of Petry Vallis

Ferrik Redthanes Father

Barons Fero and Halley

The Former Leader of The Former Pirates of Shesser

Pirate Admiral Grim Jack Zanya

Pirate Captain Handow

Mine

My SS 15 Great Aunt

Belongings

From my father

That he looted from his Harriers Armory

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

2 TL 12 Laser Sniper Rifles

2 Artificial Gills

2 Fusion Stills

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 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

1 crate that holds 110 TL 12 Incendiary Grenades

1 crate that holds 44 doses of Slow Drug

1 suit of Powered Plate

Other things my characters father started with

1 TL 15 Laser Rifle

1 TL 15 Monoblade

Stuff my father got and kept during his career

91 Paperback books that cover 22 different subjects

38 tons of scientific equipment

14 TL 6 Shotguns that all have 6 14 round clips

8 crates that all hold 41 pounds of coffee beans

8 crates that all hold 22 -pint bottles of bottled decaffeinated coffee

4 Vagyr Vacc Suit’s

4 Human Vacc Suit’s

4 Auto-Pistol’s

4 Gauss Rifle’s

4 Laser Carbines

4 RAM Grenade Launchers

4 tons of stuff that’s used to repair Free Traders

4 suits that are suitable for A SS 15 Party

4 dress’s that are suitable for A SS 15 Party

4 suits of TL 12 Combat Armour

4 TL 12 Explosive Devices

4 large cylindrical containers

4 Suits of Jack

4 Heavy Cludgels

4 Monoblades
4 Body Pistol’s

4 Small Cludgel’s

4 Boarding Vacc Suits

4 ACRs

4 Autopistols

2 Aslan Vacc Suit’s

2 TL 6 Rifles

2 TL 8 Parthian Wheeled Scouts

2 TL 11 Socrates Fields

2 Air/Rafts mounting Heavy Machineguns

2 Slug Pistols

2 TL 11 ACR’s

2 habitat modules

2 portable cranes

2 empty gin bottle’s

2 Cutlass’s

2 sets of TL 12 Camouflage gear

2 stolen Admirals Uniforms

2 stolen dinner suits

2 TL Robotic Translators

2 chairs that are large yet portable

2 chairs that are small yet portable

2 beds that are large yet portable

2 beds that are large yet portable

2 ball gowns

2 dress uniforms

2 sets of evening wear

2 suits that are suitable for A Diplomatic meal

2 dress’s that are suitable for A Diplomatic meal

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 TL 14 Psionic Shield Helmet

1 crate that holds 7 TL 11 Laser Rifles

1 crate that holds 7 TL 11 Laser Pistols

1 crate that holds 56 TL 12 Incendiary Grenades

1 crate that holds 27 days worth of agricultural foods

1 crate that holds 27 days worth of Game Meat

1 crate that holds 20 2-pint bottles of brandy

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

1 crate that holds 110 TL 12 Incendiary Grenades

1 box that holds 19-5 hour long pornographic holo-vids

1 TL 8 Body-Pistol

1 Suit of TL 13 Regular(?) Battle Dress

1 TL 13 Laser Rifle

1 PGMP-13
1 FGMP-13

1 PGMP-14

1 FGMP-14

1 PGMP-15

1 FGMP-15

1 suit of TL 14 Commando Battledress

1 suit of TL 14 Scout Battledress

1 suit of TL 15 Commando Battledress

1 suit of TL 15 Scout Battledress

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 16 Holographic Chess Set

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 13 Forensic Examiners Toolkit

1 set of TL 13 Recording Equipment

1 TL 14 Camera

1 TL 14 Forensic Examiners Toolkit

1 set of TL 14 Recording Equipment

1 TL 15 Camera

1 TL 15 Forensic Examiners Toolkit

1 set of TL 15 Recording Equipment

1 Crate that holds 9 TL 13 Pocket Nukes

1 Crate that holds 7 TL 14 Pocket Nukes

Mine

Things I started with

From benefits
None

That I looted from my Harriers Armory

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

1 crate that holds 110 TL 12 Incendiary Grenades

1 Protech Suit

1 suit of TL 14 Assault Battle Dress

1 suit of TL 14 Artillery Battle Dress

1 suit of TL 14 Scout Battle Dress

1 Heat-Suit

1 crate that holds 292 bottles of Water Dye

1 crate that holds 992 Chemical Lightsticks


1 Fusion Still

1 Infinite Rope

1 Advanced Base

1 container that holds 6 Pre-Fabricated Cabin

1 Astro Mech-Droid

1 Centurion

1 crate that holds 13 Creeper Assassins

1 Protocol Droid

1 crate that holds 17 Spider Bombs

1 Urban Pacification Police Droid

1 crate that holds 1,391 Adhesive Bandages

1 Cryoberth

1 TL 14 Autodoc

1 portable medi-scanner

1 crate that holds 316 doses of A TL 12 Medical Drug

1 TL 11 High Fidelity Music System

1 Gravity Hammer

1 Chaindrive Axe

1 PSI Blade

1 PISTON Fist

1 Flechette Pistol

1 Accelerator Rifle

1 Advanced Combat Rifle

1 Gauss Rifle

1 Gauntlet Laser

1 TL 12 Stunner

1 Cryo Rifle

1 Plasma Rifle

1 crate that holds 233 Aerosol Grenades

1 crate that holds 233 Baton Grenades

1 crate that holds 233 Neurotoxin Grenades


1 Anti-Matter Rifle

1 TL 12 Plasma Jet

1 TL 16 FGMP

1 TL 9 Rocket Launcher

1 crate that holds 2,080 Bolas

1 crate that holds 11 Pocket Nukes

1 crate that holds 95 Breaching Charges

1 Crate that holds 11 Fusion Blocks

1 Suit of TL 14 Powered Plate

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

Cr 88,000,000 worth of Antique Artwork

Cr 46,000,000 worth of Gemstones

Cr 11,900,000 worth of Gold

Cr 5,800,000 worth of Silver

Cr 4,000,000 worth of Platinum

Cargo

206,422 tons of Basic Consumables

144,283 tons of Luxury Consumables

10,017 tons worth of Electronics


644 tons of Precious Metals

527 tons of Advanced Electronics

493 tons worth of Cybernetics

307 tons of Luxury Goods

211 tons of Petrochemicals

194 tons of Dust-Spice

119 tons of Illegal Weapons

119 tons of Advanced Medicines

96 tons of Radioactives

80 tons of Illegal Luxuries

69 tons worth of Computers

And

69 tons worth of advanced weapons

My portfolio

That I got from my father

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 Bank Account worth Cr 1,100,000,000 that nets me Cr 8,250,000 per month

1 Hunting Estate worth Cr 300,000,000 that nets me Cr 1,500,000 per month

1 Brandy Making business that are worth Cr 134,400,000 that nets me Cr 1,005,000 per month

1 Industrial Property worth Cr 134,400,000 that nets me Cr 672,000 per month

1 Stipend worth Cr 45,000,000 that nets me Cr 343,755 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

1 Agricultural Estate worth Cr 18,000,000 that nets me Cr 90,000 a month

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

1 upper-class Chinese restaurant worth Cr 26,600,000 that nets me Cr 199,500 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

His own Ships

Because his Father was The Greatest Pirate King that ever lived he starts with 303 ships, that
includes 6 Capital Ships

Regulars

Directly lead

My Solo Command Ship

It’s A 200 ton Drinaxi Class Commerce Raider

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

Not directly commanded

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

They are all 200 ton Drinaxi Class Commerce Raiders

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

It’s A 800 ton Wyvern

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

It is A 300 ton Indigo-Class Pirate Carrier

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

It’s A 100 ton Scoutship

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

That used to belong to my Father

Fleet 1

1st to 5th

They are all 200 ton Drinaxi Class Commerce Raiders

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

It’s A 800 ton Wyvern

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

It is A 300 ton Indigo-Class Pirate Carrier

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

It’s A 100 ton Scoutship

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

1 400 ton Salvage Hauler

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

It’s a 600 ton Corsair

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

1st and 2nd

2 600 ton Rorix Class Command Ships

They are both standard

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

It’s a 200 ton Star-Ray Class Interceptor

Its entirely standard

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

It’s a 500 ton Watchdog Class Fleet Picket


Its entirely standard

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

5th and 6th

They are both 200 ton Drinaxi Class Commerce Raiders

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

1st and 2nd

They are both 200 ton Drinaxi Class Commerce Raiders

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

3rd and 4th

They are 2 400 ton Subsided Liners

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

It’s A 200 ton 200 ton Free Trader


Other then having has 4 points of Armour, A 4 ton Medical Room, 8 tons of missiles and 2 Double
Turrets that mount a total of 2 Pulse Lasers, 1 Beam Laser and 1 Missile Rack it’s entirely standard

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

It’s A 800 ton Wyvern

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

It is A 300 ton Indigo-Class Pirate Carrier

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

They are 3 100 ton Scoutships

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

1 2,000 ton Carrier

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

1 1,600 ton Treasure Ship

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

They are 3 100 ton Scoutships

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

It is A 300 ton Indigo-Class Pirate Carrier

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

They are all 200 ton Drinaxi Class Commerce Raiders

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

It’s A 800 ton Wyvern

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

It is A 300 ton Indigo-Class Pirate Carrier

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

It’s A 100 ton Scoutship

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

They are both identical

1st to 10th

They are all 200 ton Drinaxi Class Commerce Raiders

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

They are both A 800 ton Wyvern

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

They are all A 300 ton Indigo-Class Pirate Carrier

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

They are all 100 ton Scoutships

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

They are all 400 ton Salvage Haulers


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 they are all standard

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

5th and 6th

They are both A 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 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

1st and 2nd

They are both 2,000 ton Escort Carriers

They are both entirely standard

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

They are all 1,000 ton Destroyer Class Escorts

They are all entirely standard

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

They are all A 400 ton Subsided Merchant


Other then having 4 Triple Turrets mounting 12 Pulse Lasers and A 8 ton Medical Room they are all
standard

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

They are all 200 ton Far Trader

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

They are all 200 ton Drinaxi Class Commerce Raiders

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

It’s A 800 ton Wyvern

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

It is A 300 ton Indigo-Class Pirate Carrier

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

It’s A 100 ton Scoutship

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

It’s a Fleet of Imperial Naval Personnel turned traitors

1st and 2nd

They are 2 8,000 ton Ritchey’s

They are both entirely standard

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

Its entirely standard

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

They are all 400 ton Gazelle Class Close Escorts

They are all entirely standard

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

They are all 500 ton Watchdog Class Fleet Pickets

They are all entirely standard

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

They are all 300 ton Fast Messengers

They are all entirely standard

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

A 600 ton Corsair that they captured before turning Traitor

Its entirely standard

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

It’s a Fleet of Aslan Personnel turned traitors


1st

It’s a 2,000 ton Assault Transport

Its entirely standard

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

It’s a 1,200 ton Pocket Battleship

Its entirely standard

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

They are all 800 ton Escorts

They are all Its entirely standard

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

They are all 600 ton tenders

They are all Its entirely standard

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

They are all 200 ton Seekers

They are all Its entirely standard

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

It’s a 100 ton Scout

Its entirely standard


And

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

They are all 200 ton Drinaxi Class Commerce Raiders

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

It’s A 800 ton Wyvern

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

It is A 300 ton Indigo-Class Pirate Carrier

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

It’s A 100 ton Scoutship

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

Its made up entirely of custom build super ships

4 1,500 ton versions of The Corsairs

2 2,400 ton versions of The Rorix

2 600 ton versions of The Star-Ray Class Interceptor

1 6,600 ton version of The Rorix

1 5,400 ton Carrier

Massive Ships

None Capital Ships

1st to 11th

They are all 35,000 ton Gionetti Class Cruisers

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

It’s a 75,000 ton Planet Class Cruiser

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

It’s a 60,000 ton Aslan Bomber

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

It’s a 60,000 ton Imperial Bomber

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

It’s A 50,000 ton Mega-Freighter converted into A Carrier

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

It’s A 50,000 ton Mega-Freighter converted into A Carrier

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

It’s A 50,000 ton Mega-Freighter converted into A Carrier

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

The Mercenary Army that I must fund to protect myself with

I get Cr 2,812,875 with which to fund it, but I must use as much of it as possible

It costs Cr 2,802,000 a month

I more then double its size with another Cr 3,002,200 a month of my money

And

I then more quadruple that to Cr 29,544,800 a month

So
There are 4 tiny regiments that make up the smallest Brigade in History

And

All 4 Regiments are as follows

6 Companies, 2 Platoons and 3 Squads of Heavy Assault Soldiers

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 Company, 2 Platoons and 2 Squads of Support staff

In it is 70 Combat Medics, 25 Drivers, 25 Cooks, 16 Drill Instructors, 16 Accountants, 9


Administrators, 9 Doctors and 2 Captains

1 Company and 3 Squads of Scouts

In it is 90 Scouts, 12 Combat Medics, 12 Sergeants, 6 Lieutenants and 2 Captains

1 Tank Squad

In it is 16 Cougar Battle Tanks that all have 3 Crew

1 Artillery Squad

In them is 6 Crusader Self-Propelled Guns that all have 3 Crew

The Regiments 3 joint 2nd’s in Command

They are all Very Senior Majors

The Regiments Leader

1 Colonel

The Force’s total composition

4 tiny regiments that make up the smallest Brigade in History and those 4 Regiments all consist of
the following

6 Companies, 2 Platoons and 3 Squads of Heavy Assault Soldiers

1 Company, 2 Platoons and 2 Squads of Support staff

1 Company and 3 Squads of Scouts

1 Platoon of Tanks

1 Squad of Artillery

The Force’s 3 joint 2nd’s in Command that are 3 Very Senior Majors

And

The Force’s Commander who is A Colonel

Total cost

Cr 29,544,800 a month
Bases

Proper

1st to 3rd

They are 3 Starbase’s

They are Class B Pirate Starbases

And

All 3 of them are as follows

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

They are all as follows

They all cost my father Cr 10 billion each

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

Drinax at the start


Ships

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

Drinax and Asim

Civilians

Around 6,053,700

Soldiers

Part-time

Around 140,000

Full-time

Around 3,280

Stuff unique to The Pirates of Drinax Campaign

Morale

+10

Standings

In my Drinaxian Pirate Hunter Alias

With The Imperium

+0

With The Hierate

-5

In my Pirate Alias

With The Imperium

+0
With The Hierate

-5

Other stuff

Assets

Factions

Advisories

Warnings

Alerts

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