(If anyones mailer pukes when it encounters this file (It's 36k)
mail me and I'll try to forward it to you)
MEGATRAVELLER SHIPS & VEHICLES (C)BKKJ89
(Note: Some of these designs are loosely based on old GDW designs that
appeared in 'Traveller' 'MegaTraveller: Imperial Encyclopedia'
'Fighting Ships' och 'Alien Module: Vargr'. This will be noted where
applicable.)
"Traveller" & "MegaTraveller" are GDW Trademarks.
Notes on notation: Some notation is of my own devising. Most notably the
fractional lifesupport and FuelPurificationPlant times:
In several cases I have cut down on lifesupport ( & gravitics) for non-
essential parts of the ship, in order to save power and volume. This isn't
standard practice (in ship design) and it tend to make certain repairs more
difficult to perform inflight. Most of these designs, however, are so close
to their performance limits that I think that this practice is economic.
FPP times are the time (in hours) it takes to purify the full volume of the
ships fueltanks. The danger in this case is that you can't jump until you
have enough fuel purifyed (or else risk a misjump). The manuverdrives in
every case demands so little fuel per timeunit so the purification pnalt can
keep equal to the demand (even though it might have to operate around-the-
clock.
One deviation from the rules that I know I'm guilty of is using the HighGuard
version of 'Space taken up by subordinate crafts' instead of the MegaT version.
The old version was: This does not apply if the carrier is < 1000 tons!
I have assumed that the 1.5 modifyer enables almost any sort of subordinate
craft to be carries, regardless of shape, as long as the tonnage is right.
In all cases below are the smallcraft bays considered to be designed for
subcrafts of the listed type and, thus, not require any large additional volume
Feel free to mail if you have any questions or if you find any traces of
Swedish in the ships data (I originally wrote this in Swedish but I hope that
I have found and translated everything :-)
PRICES INCLUDES WEAPONS, ARCHITECTS FEES, AND LONG SERIES
SHIPS INCLUDED:
MERCENARY CRUISER Type C Mk2
FAST ESCORT Type EF
SUBSIDIZED LINER Type M
GUNNED MERCHANT/CORRIDOR LINER Type MG / Type RP
IMC DROPSHIP TL13 Type NS
IMC DROPSHIP TL15 Type NS
PATROL CRUISER Type T Mk2
IMC PATROL CRUISER Type T-MFG
FAST PATROL CRUISER Type TF
VARGR TRADER Type VA
VARGR FRIGATE Type VF
VARGR SEEKER TL12 Type VJ
VARGR SEEKER TL13 Type VJ
VARGR SEEKER TL14 Type VJ
VARGR PACKET Type VM
VARGR CORSAIR Type VP
VARGR SCOUT Type VS
VARGR COURIER Type VX
VEHICLES INCLUDED:
IMC ISHKIIAKIM ARMORED FIGHTING GRAV VEHICLE
IMC GUKAKHAADAR ARMORED PERSONELL GRAV CARRIER
EXPERIMENTAL MAIN BATTLE GRAV TANK
IMC OPEN-TOP AIR/RAFT
MERCENARY CRUISER
CraftID:Mercenary Cruiser, Type C Mk2, TL15, MCr 315.997
Hull: 810/2025, Disp=900, Config=5SL, Armor=40G, Unloaded=6470tons,
Loaded=10328tons
Power: 121/161, Fusion=8712MW, Duration=19/58
Loco: 243/324, Manuever=3, 121/162, Jump=3, NOE=190, Cruise=750,
Top=1000, Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit, Neutrino=10kW,
ActObjScan=Routine, ActObjPin=Routine, PasEngScan=Simple,
PasEngPin=Routine
Off: Missiles=x06, Batt=1, Bear=1, w/ 20 battery rds, BLasers=x03,
Batt=1, Bear=1, FGuns=x06, Batt=1, Bear=1
Def: DefDM=+6
Control:Computer=5x3, Panel=Holodynamic link x 96, Special=HoloHUD x 7,
Environ= basic env, basic ls, extended ls, grav plates,
inertial comp, AirLocks=4
Accomm: Crew=15(Bridge=3,Engineering=3, Gunnery=6, Command=2, Medic=1),
Staterooms=25, Subcraft=Modular Cutter x 2, ExtraModules x 2,
ATV x 2, air/raft
other: Cargo=1080kl, Fuel=4420kl, Scoops, PurificationPlant=54h,
ObjSize=Large, EMLevel=Moderate
The Merc-cruiser is a reworking of the Type C from 'Encyclopedia' to
allow for (at least) some heavy weapons. It is mostly used by well
equipped Merc forces because of its higher operating costs.
Some ships are rumored to be working as pirates in corridor but
nothing specific is known. While it is relatively easy to disguise
the laser-/energyturrets as missileturrets (as the 'Old' Type C) it is
hard to disguise the powerplant signature.
(Even though, at least the old 'Beltstrike' stated that it was
possible to run the powerplant on a fraction of its output. I'm not
sure if this is the case in MegaT.)
FAST ESCORT
CraftID:Fast Escort, Type EF, TL15, MCr 752.604
Hull: 900/2250, Disp=1000, Config=5SL, Armor=43G, Unloaded=13005tons,
Loaded=13424tons
Power: 110/220, Fusion=29808MW, Duration=11/34
Loco: 153/306, Manuever=6, 45/90, Jump=4, NOE=190, Cruise=750,
Top=1000, Agility=6
Commo: Radio=System, Maser=System, Meson=FarOrbit
Sensors:EMMask, PassiveEMS=Interstellar x 3, ActiveEMS=FarOrbit,
Densitometer=HiPen/1km x 2, Neutrino=10kW x 3,
ActObjScan=Routine, ActObjPin=Routine, PasObjScan=Routine,
PasObjPin=Routine, PasEngScan=Simple, PasEngPin=Routine
Off: ParticleAccelerator=003, Batt=1, Bear=1, FusionGun=x05, Batt=1,
Bear=1, Missiles=x05, Batt=1, Bear=1, w/ 40 battery rds
Def: DefDM=+15, SandCaster=xx4, Batt=3, Bear=3
Control:Computer=9fibx3, Panel=Holodynamic link x 142,
Special=HoloHUD x 4, Environ= basic env, basic ls, extended ls,
grav plates, inertial cmp (for entire volume except fuel tanks) AirLocks=4
Accomm: Crew=8(Bridge=2, Engineers=2, Gunnery=2, Command=1, Medic=1),
Staterooms=8
Other: Cargo=81kl, Fuel=7426kl, Scoops, ObjSize=Large, EMLevel=Faint
This is the ship that I claimed was impossible to build with the
MegaT rules! It is, in essence an Chrysantemum class escort.
(You know, the one with the spherical bridgesection and two engine (?)
necelles from 'Fighting Ships'). It's low endurance certainly is a
problem but this is, to some degree, offset by it's deployment. The
Type EF is used by the navy for Convoy protection and the Merchants
protected are required to carry extra fuel for their escorts use.
There has been rumors in the Navy that the experiments whith robot-
crewed ships have used Type EF's as testbeds.
The only confirmed case of theft of one of these vessels were,
the story goes, perpetrated by the interstellar terrorist Preben
Moeller. He was declared dead when the Type EF he had stolen crashed
and exploded on a minor asteroid in the Gandr belt (Spinward 2425).
SUBSIDIZED LINER
CraftID:Subsidized Liner, Type M, TL15, MCr 119.757
Hull: 540/1350, Disp=600, Config=4USL, Armor=40G, Unloaded=2733tons,
Loaded=5981tons
Power: 7/15, Fusion=2016MW, Duration=30/90
Loco: 11/22, Manuever=1, 22/43, Jump=3, VaccumCruise=900,
VaccumTop=1200, Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
ActObjScan=Routine, ActObjPin=Routine, PasEngScan=Routine
Off: Missiles=x03, Batt=1, Bear=1, w/ 10 battery rds, BLasers=x04,
Batt=1, Bear=1
Def: DefDM=+4, SCaster=x04, Batt=1, Bear=1
Control:Computer=3x3, Panel=Holodynamic link x 145, Special=HoloHUD x 3
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=3
Accomm: Crew=8(Bridge=2, Engineering=2, Command=1, Medic=1, Stewards=2)
Staterooms=30, LowBerths=20, HighPsg=22, LowPsg=20,
SubCraft=40ton Pinnace or Slow Pinnace
Other: Cargo=2246kl, Fuel=2382kl, Scoops, PurificationPlant=57h,
ObjSize=Average, EMLevel=Moderate
Ahh, Ye olde subsidized liner, The favourite of many a fledgling and
interface lines! This is taken from old 'The Traveller Book' and is
included because (apparently) got lost in the MegaT rules.
This version has one each of sandcaster, laser and missile turrets
as an adaption to the present turmoil.
GUNNED MERCHANT (CORRIDOR LINER)
CraftID:Gunned Merchant, Type MG/Type RP, TL15, MCr 141.911
Hull: 540/1350, Disp=600, Config=7USL, Armor=40G, Unloaded=2814tons,
Loaded=6029tons
Power: 14/19, Fusion=2556MW, Duration=30/90
Loco: 16/22, Manuever=1, 32/43, Jump=3, VaccumCruise=900,
VaccumTop=1200, Agility=1
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit, Neutrino=10kW,
Densitometer=LoPen/250m, ActObjScan=Routine, ActObjPin=Routine,
PasObjScan=Routine, PasObjPin=Routine, PasEngScan=Simple,
PasEngPin=Routine
Off: Missiles=x05, Batt=1, Bear=1, w/ 10 battery rds, BLasers=x04,
Batt=1, Bear=1
Def: DefDM=+6, SCaster=x04, Batt=1, Bear=1
Control:Computer=4x3, Panel=Holodynamic link x 87, Special=HoloHUD x 3,
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=3
Accomm: Crew=8(Bridge=2, Engineering=2, Command=1, Medic=1, Stewards=2)
Staterooms=25, EmergencyLowBerths=5(20), HighPsg=17,
SubCraft=50ton Modular Cutter w/ 1 Extra Module
Other: Cargo=1936kl+(800kl), Fuel=2540kl, Scoops,
PurificationPlant=24h, ObjSize=Average, EMLevel=Moderate
The Gunned Merchant (as it's official name is) is a ship that is
peculiar to 'The Claw' (Spinward, Deneb, Corridor). They first started
to appear a few months after the beginning of the Vargr incursions in
Corridor. The first ships was just converted SubLiners (Type M) but
the designbueros immediately catched on and the first purpose built
Gunned Merchants appeared as fast as they could be built. It is said
that major reason for their success is that their concentrated
missile salvoes are big enough to inflict major structural damage to
the most common types of small pirates & corsairs.
The name is under debate: Forces in the claw have always called this
ship a Corridor Liner (Type RP) but the ones that have reached Ziru-
Siirka (sp?) and the other fractions have been reclassifyed as
Gunned Merchants (Type MG).
A few is operated as combined decoys/piratehunters.
The reaction by the Vargr has been that the Corsairs are starting to
fly in groups (Wolfpacks :-) of two to five vessels.
IMPERIAL MARINES DROP SHIP
CraftID:Drop Ship, Type NS, TL13, MCr 19.835
Hull: 18/45, Disp=20, Config=6AF, Armor=40F, Unloaded=179.2tons,
Loaded=266tons
Power: 1/2, Fusion=126MW, Duration=32/98
Loco: 1/2, Manuever=2, NOE=170, Cruise=1430, Top=1910, Agility=1
Commo: Radio=System, Jammer=System, Laser=FarOrbit, Maser= FarOrbit
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
EMSJammer=Continental, Neutrino=100kW, Synthetic Vision=2,
ActObjScan=Routine, ActObjPin=Routine, PasEngScan=Routine,
PasEngPin=Difficult
Off: Missiles=x03, Batt=1, Bear=1, w/ 36missiles,
2 40mm MassDrivers, 1 7mm Gatling-8, The Missiles and
40's are operated by the Gunner, and the Gatling by the Pilot
Def: DefDM=+5
Control:Computer=2bisx2, Panel=Holodynamic link x 2, Special=HUD x 1,
Environ= basic env for living-Q + cargo + hold, basic ls &
extended ls for living-Q, grav plates for living-Q + cargo,
inertial comp for living-Q + cargo + hold, AirLock=1
Accomm: Crew=2(Pilot=1, Gunner=1), Seats=roomyx6,
Subcraft=1 IMC AFV or APC
Other: Cargo=10kl, Fuel=27.6kl, ObjSize=Average, EMLevel=Faint
This is a standard orbital assault ship used by the Imperial Marines
Commandos. It has the advantage visavis the dropcapsules in the fact
that it provides both a way up again as well as close air support.
Taking a gravvehicle down to surface in one of these has the advantage
of speed. It is faster to put the pedal to the metal down and deploy
the gravtank in the low atmosphere that to let the gravtank 'sail'
down self. (Fast gravvehicles like that make planetfall in 1 hour,
with this ship they are down in a 10-20 minutes)
(The massdriver armament are designed according to houserules. I'll
try to post them soon)
IMPERIAL MARINES DROP SHIP
CraftID:Drop Ship, Type NS, TL15, MCr 22,019
Hull: 18/45, Disp=20, Config=6AF, Armor=40G, Unloaded=134tons,
Loaded=297tons
Power: 1/2, Fusion=258MW, Duration=8/24
Loco: 1/2, AntiGravManuever=3, NOE=190, Cruise=1924, Top=2565,
Agility=1(6)
Commo: Radio=System, Jammer=System, Laser=FarOrbit, Maser= FarOrbit
Sensors:EMMask, PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
EMSJammer=Continental, Neutrino=100kW, Densitometer=LoPen/250m,
Synthetic Vision=2, ActObjScan=Routine, ActObjPin=Routine,
PasObjScan=Routine, PasObjPin=Routine, PasEngScan=Simple,
PasEngPin=Routine
Off: Missiles=x03, Batt=1, Bear=1, w/ 36missiles, 2 60mm MassDrivers
1 20mm MassDriver, The Missiles and 60's are operated by the
Gunner, and the 20 by the Pilot
Def: DefDM=+5(10)
Control:Computer=2bisx2, Panel=Holodynamic link x 2, Special=HUD x 1,
Environ= basic env & basic ls for living-Q + cargo + hold,
extended ls for living-Q, grav plates for living-Q + cargo,
inertial comp for living-Q + cargo, AirLock=1
Accomm: Crew=2(Pilot=1, Gunner=1), Seats=roomy x 3, Subcraft=IMC AFGV
or APGC x 1
Other: Cargo=0.5kl, Fuel=25kl, ObjSize=Average, EMLevel=None
The absolute most hitech of the IMC Commando Dropships. Only issued
to top-of-the line units and for special missions.
PATROL CRUISER
CraftID:Patrol Cruiser, Type T Mk2, TL15, MCr 176.752
Hull: 396/990, Disp=440, Config=1SL, Armor=40G, Unloaded=3405tons,
Loaded=4715tons
Power: 25/33, Fusion=4428MW, Duration=24/73
Loco: 47/63, Manuever=4, 23/31, Jump=3, NOE=190, Cruise=750, Top=1000
Agility=0
Commo: Radio=System, Laser=FarOrbit
Sensors:EMMask, PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/1km, Neutrino=10kW, ActObjScan=Routine,
ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine,
PasEngScan=Simple, PasEngPin=Routine
Off: Missiles=x04, Batt=1, Bear=1, W/ 20 battery rds, BLasers=x05,
Batt=1, Bear=1
Def: DefDM=+5
Control:Computer=4fibx3, Panel=Holodynamic link x 47,
Special=HoloHUD x 4, Environ= basic env, basic ls, extended ls,
grav plates, inertial comp, AirLocks=2
Accomm: Crew=9(Bridge=2, Engineers=2, Gunnery=3, Command=1, Medic=1),
Staterooms=11, LowBerths=4, SubCraft= 30tons ShipsBoat,
GCarrier
Other: Cargo=972kl, Fuel=2495kl, Scoops, PurificationPlant=30h,
ObjSize=Average, EMLevel=Faint
As opposed to the Type T in the 'Encyclopedia' this design actually
works for piracy supression. The lasers are strong enough to inflict
criticals on the common corsair ships. This variant is mostly
encountered when on distinct search&destroy missions against pirate
ships and bases. The 'Encyclopedia' versions are mostly used for
system security etc. There is no major external difference between
this ship and the standard Type T.
IMPERIAL MARINES PATROL CRUISER
CraftID:Patrol Cruiser, Modifyed for Marine Corps service, Type T/MFG,
TL15, MCr 176.451
Hull: 396/990, Disp=440, Config=1SL, Armor=40G, Unloaded=3418tons,
Loaded=4547tons
Power: 25/33, Fusion=4428MW, Duration=24/73
Loco: 47/63, Manuever=4, 23/31, Jump=3, NOE=190, Cruise=750,
Top=1000, Agility=0
Commo: Radio=System, Laser=FarOrbit, Maser= FarOrbit
Sensors:EMMask, PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/1km, Neutrino=10kW, ActObjScan=Routine,
ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine,
PasEngScan=Simple, PasEngPin=Routine
Off: Missiles=x04, Batt=1, Bear=1, W/ 20 battery rds, BLasers=x05,
Batt=1, Bear=1
Def: DefDM=+5
Control:Computer=4fibx3, Panel=Holodynamic link x 47,
Special=HoloHUD x 4, Environ= basic env, basic ls, extended ls,
grav plates, inertial comp, AirLocks=4
Accomm: Crew=24(Bridge=2, Engineers=2, Gunnery=3, DropShipCrew=2,
Command=3, Marines=12), Staterooms=14, EmergencyLowBerths=2(8),
Subcraft=IMC DropShip x 2, IMC AFGV, IMC APGC, IMC air/raft
Other: Cargo=270kl, Fuel=2700kl, Scoops, PurificationPlant=24h,
ObjSize=Average, EMLevel=Faint
This is a special version of the Type T that is used by the IMC
Commandos so called 'Marine Frontier Groups', Small selfsufficient
units organized and equipped to work for a long time behind enemy lines
The only visible change on the outside (Except for the big IMC logos)
is that that the central body is widened and has two hatches for
the Dropships on the bottom. They are placed paralelly along the hulls
long axis. Double occupancy is normal procedure for the whole crew
except the command-crew.
FAST PATROL CRUISER
CraftID:Patrol Cruiser, Type TF, TL15, MCr 193.961
Hull: 396/990, Disp=440, Config=1SL, Armor=40G, Unloaded=3621tons,
Loaded=4715tons
Power: 25/33, Fusion=4266MW, Duration=27/82
Loco: 47/63, Manuever=4, 36/47, Jump=5, NOE=190, Cruise=750, Top=1000
Agility=2
Commo: Radio=System, Laser=FarOrbit, Maser=FarOrbit
Sensors:EMMask, PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/1km, Neutrino=10kW, ActObjScan=Routine,
ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine,
PasEngScan=Simple, PasEngPin=Routine
Off: Missiles=x05, Batt=1, Bear=1, W/ 40 battery rds
Def: DefDM=+7
Control:Computer=4fibx3, Panel=Holodynamic link x 119,
Special=HoloHUD x 4, Environ= basic env, basic ls, extended ls,
grav plates, inertial comp, AirLocks=2
Accomm: Crew=8(Bridge=2, Engineers=2, Gunnery=2, Command=1, Medic=1),
Staterooms=10, LowBerths=4, SubCraft= air/raft
Other: Cargo=580kl, Fuel=3186kl, Scoops, PurificationPlant=42h,
ObjSize=Average, EMLevel=Faint
This is the 'Torpedoboat' of the Imperial Navy. It has adequate
armament and very good jump. It is emplyed in squadrons to combat
fighters and harass shipping. On the outside it is recognizable by the
enlarged fuelscopes on the leading edge of the 'wings'. The Type TF
commonly uses nuke missiles (75% conventional 25% nuke).
All vargr ships are based on designs from 'Alien Module: Vargr'. They were
modifyed in the process of converting them to MegaT.
VARGR TRADER
CraftID:Trader, Type VA, TL14, MCr 50.575
Hull: 180/450, Disp=200, Config=2SL, Armor=40G, Unloaded=1445tons,
Loaded=2496tons
Power: 9/19, Fusion=1332MW, Duration=30/90
Loco: 9/18, Manuever=2, 5/11, Jump=2, Cruise=750, Top=1000, Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
ActObjScan=Routine, ActObjPin=Routine, PasEngScan=Routine
Off: PLasers=x02, Batt=2, Bear=2
Def: DefDM=+2
Control:Computer=1bisx3, Panel=Holodynamic link x 103,
Special=HoloHUD x 2, Environ (Excludes Fuel Tanks)= basic env,
basic ls, extended ls, grav plates, inertial comp, AirLocks=1
Accomm: Crew=5(Bridge=2, Engineering=2, Medic=1), Staterooms=5
Other: Cargo=1004kl, Fuel=938kl, Scoops, PurificationPlant=56h,
ObjSize=Average, EMLevel=Moderate
The mainstay of Vargr small shipping, the Vargr Trader is found all
over the Vargr Extents but every yard makes it's own small
modifications and names the ships after itself. This kind of ships
have recently made their apperance in the Ziru Siirka as the trade
between it and the Extents are on the increase.
VARGR FRIGATE
CraftID:Frigate, Type VF, TL15, MCr 291.609
Hull: 720/1800, Disp=800, Config=3SL, Armor=40G, Unloaded=5997tons,
Loaded=7978tons
Power: 53/70, Fusion=9486MW, Duration=25/75
Loco: 86/115, Manuever=3, 43/58, Jump=3, NOE=190, Cruise=750,
Top=1000, Agility=2
Commo: Radio=System, Laser=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/1km, Neutrino=10kW, ActObjScan=Routine,
ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine,
PasEngScan=Simple, PasEngPin=Routine
Off: Missiles=x04, Batt=1, Bear=1, w/ 30 battery rds, BLasers=x05,
Batt=3, Bear=3
Def: DefDM=+5
Control:Computer=4x3, Panel=Holodynamic link x 300, Special=HoloHUD x 6
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=4
Accomm: Crew=18(Bridge=3, Engineering=4, Gunnery=8, Command=2, Medic=1)
Staterooms=32, EmergencyLowBerths=3(12), Subcraft=40ton
Pinnace x 2, GCarrier
Other: Cargo=135kl, Fuel=5001kl, Scoops, PurificationPlant=100h,
ObjSize=Average, EMLevel=Moderate
Common Naval ship used by smaller Vargr nations. These ships are
beginning to appear as corsairs in Corridor under command by
charismatic captains who thought that there was better prospects
looting than staying in the various Vargr Navies.
VARGR SEEKER
CraftID:Seeker, Type VJ, TL12, MCr 33.535
Hull: 180/450, Disp=200, Config=4USL, Armor=40F, Unloaded=1513tons,
Loaded=3148tons
Power: 7/15, Fusion=672MW, Duration=30/90
Loco: 4/7, Manuever=1, 4/7, Jump=1, VaccumCruise=900, VaccumTop=1200,
Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/50m, ActObjScan=Routine, ActObjPin=Routine,
PasObjScan=Difficult, PasObjPin=Difficult, PasEngScan=Routine
Off: PLasers=x01, Batt=1, Bear=1
Def: DefDM=+2
Control:Computer=1x3, Panel=Dynamic link x 332, Special=HUD x 3,
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=1
Accomm: Crew=4(Bridge=2, Engineering=1, Medic=1), Staterooms=4,
EmergencyLowBerth=1(4), SubCraft=Launch
Other: Cargo=1226kl, Fuel=511kl, PurificationPlant=30h,
ObjSize=Average, EMLevel=Faint
Cheap n dirty ship for Vargr Belters and others who don't care that
the Air-regenerators smells mouldy. These ships are always sold at
a price that is 1D * 5% lower than the listed value (The listed value
represents the value of a imperial-standard version of the Vargr
Seeker). The lower the price, the lower the quality. If bought second-
hand they might be the cheapest ships in Charted Space.
Nothing about these ships is 'Standard' but in most cases they come
equipped with extra external lights and a big workbay, just like
imperial seekers. Some versions do away with the inertial plates and
some don't have any interior grav at all.
VARGR SEEKER
CraftID:Seeker, Type VJ, TL13, MCr 31.082
Hull: 180/450, Disp=200, Config=4USL, Armor=40F, Unloaded=1286tons,
Loaded=2934tons
Power: 5/10, Fusion=684MW, Duration=30/90
Loco: 4/7, Manuever=1, 4/7, Jump=1, VaccumCruise=900, VaccumTop=1200,
Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/100m, ActObjScan=Routine, ActObjPin=Routine,
PasObjScan=Difficult, PasObjPin=Difficult, PasEngScan=Routine
Off: PLasers=x02, Batt=1, Bear=1
Def: DefDM=+2
Control:Computer=1x3, Panel=Holodynamic link x 81, Special=HoloHUD x 2,
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=1
Accomm: Crew=4(Bridge=2, Engineering=1, Medic=1), Staterooms=4,
EmergencyLowBerth=1(4), SubCraft=Launch
Other: Cargo=1264kl, Fuel=544kl, PurificationPlant=32h,
ObjSize=Average, EMLevel=Faint
See above.
VARGR SEEKER
CraftID:Seeker, Type VJ, TL14, MCr 31.536
Hull: 180/450, Disp=200, Config=4USL, Armor=40G, Unloaded=1008tons,
Loaded=2987tons
Power: 5/10, Fusion=684MW, Duration=26/78
Loco: 4/7, Manuever=1, 4/7, Jump=1, VaccumCruise=900, VaccumTop=1200,
Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=HiPen/250m, ActObjScan=Routine, ActObjPin=Routine,
PasObjScan=Routine, PasObjPin=Routine, PasEngScan=Routine
Off: PLasers=x02, Batt=1, Bear=1
Def: DefDM=+2
Control:Computer=1x3, Panel=Holodynamic link x 125, Special=HoloHUD x 2
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=1
Accomm: Crew=4(Bridge=2, Engineering=1, Medic=1), Staterooms=4,
EmergencyLowBerth=1(4), SubCraft=ShipsBoat
Other: Cargo=1120kl, Fuel=501kl, PurificationPlant=30h,
ObjSize=Average, EMLevel=Faint
See above.
VARGR PACKET
CraftID:Packet, Type VM, TL15, MCr 115.449
Hull: 540/1350, Disp=800, Config=7USL, Armor=40G, Unloaded=2975tons,
Loaded=5880tons
Power: 12/25, Fusion=1683MW, Duration=30/90
Loco: 11/32, Manuever=1, 21/65, Jump=3, VaccumCruise=900,
VaccumTop=1200, Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit, Neutrino=10kW,
ActObjScan=Routine, ActObjPin=Routine, PasEngScan=Simple,
PasEngPin=Routine
Off: Missiles=x02, Batt=2, Bear=2, w/ 20 battery rds, BLasers=x03,
Batt=1, Bear=1
Def: DefDM=+5, SCaster=x03, Batt=2, Bear=2
Control:Computer=2bisx3, Panel=Holodynamic link x 79,
Special=HoloHUD x 4, Environ (Excludes Fuel Tanks)= basic env,
basic ls, extended ls, grav plates, inertial comp, AirLocks=4
Accomm: Crew=11(Bridge=2, Engineering=2, Gunnery=2, Command=1, Medic=1,
Stewards=3), Staterooms=36, LowBerths=10, HighPsg=25, LowPsg=10
Subcraft=95ton Shuttle
Other: Cargo=1057kl, Fuel=2293kl, Scoops, PurificationPlant=46h,
ObjSize=Average, EMLevel=Moderate
The Vargr Packet is a Medium merchantship that is employed much like
the Sub'sLiner is used in the Imperium. Mostly owned by interface and
subsectorwide lines in the Extents.
VARGR CORSAIR
CraftID:Corsair, Type VP, TL15, MCr 143.664
Hull: 360/900, Disp=400, Config=6SL, Armor=40G, Unloaded=3324tons,
Loaded=4820tons
Power: 33/44, Fusion=6012MW, Duration=9/27 (20/60)
Loco: 56/74, Manuever=4, 16/21, Jump=2, NOE=190, Cruise=750, Top=1000
Agility=2
Commo: Radio=System
Sensors:EMMask, PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
EMSJammer=FarOrbit, Densitometer=HiPen/1km, Neutrino=10kW,
ActObjScan=Routine, ActObjPin=Routine, PasObjScan=Routine,
PasObjPin=Routine, PasEngScan=Simple, PasEngPin=Routine
Off: Missiles=x04, Batt=1, Bear=1, w/ 20 battery rds, BLasers=x05,
Batt=1, Bear=1
Def: DefDM=+5
Control:Computer=2x3, Panel=Holodynamic link x 134,
Special=LargeHoloDisplay, Environ= basic env, basic ls,
extended ls, grav plates, inertial comp, AirLocks=2
Accomm: Crew=16(Bridge=3, Engineering=4, Gunnery=6, Command=2, Medic=1)
Staterooms=18, EmergencyLowBerths=2(8), SubCraft=2 GCarriers,
1 Modular Cutter w/ 2 Open Modules
Other: Cargo=(810kl), Fuel=1457kl+(810kl), Scoops, ObjSize=Average,
EMLevel=Faint
This is the infamous Vargr Corsair, the sight of which will make
Imperial merchants from Spinward to Vland shudder. It packs the same
disguisemeasures as the 'Imperial' Corsair but is heavily overloaded
and underfueled. The fuelproblem is solved a complex procedure of
collapsible tanks and fuel trasnfers. At the start of the journey the
Type VP has it's tanks filled and the Cutters open modules filled
with 810tons in collapsible tanks. After the jump (but still in jump-
space) this fuel is transferred to the main tanks and the collapsibles
collapsed and stored. After reentry the Corsair refuels and begin
hunting. As the fuel is consumed the space available in the open
modules is taken up by loot. The voyage is ended by using the last
fuel to jump home to a convenient gasgiant.
VARGR SCOUT
CraftID:Scout, Type VS, TL15, MCr 31.504
Hull: 90/225, Disp=100, Config=3SL, Armor=40G, Unloaded=810tons,
Loaded=1210tons
Power: 5/10, Fusion=675MW, Duration=31/93
Loco: 5/9, Manuever=2, 3/5, Jump=2, Cruise=750, Top=1000, Agility=0
Commo: Radio=System, Laser=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=LoPen/100m, Neutrino=10kW, ActObjScan=Routine,
ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Difficult,
PasEngScan=Simple, PasEngPin=Routine
Off: Missile=x02, w/ 10 battery rds, BLaser=x02, In Shared Turret
Def: DefDM=+3, SCaster=x03, Also in Shared Turret
Control:Computer=2x3, Panel=Holodynamic link x 72, Special=HoloHUD x 1,
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=1
Accomm: Crew=1(Pilot/Navigator/Engineer=1, (Gunnery=1)), Staterooms=4,
SubCraft=Speeder
Other: Cargo=258kl, Fuel=482kl, Scoops, PurificationPlant=29h,
ObjSize=Average, EMLevel=Moderate
The Vargr Scout is often used for exploration by Vargr navies,
corporations and individuals.
VARGR COURIER
CraftID:Courier, Type VX, TL14, MCr 86.633
Hull: 180/450, Disp=200, Config=1AF, Armor=40G, Unloaded=1445tons,
Loaded=2498tons
Power: 19/25, Fusion=1710MW, Duration=22/68
Loco: 22/29, Manuever=3, 13/18, Jump=4, NOE=180, Cruise=1924,
Top=2565, Agility=0
Commo: Radio=System
Sensors:PassiveEMS=Interstellar, ActiveEMS=FarOrbit, Neutrino=10kW,
ActObjScan=Routine, ActObjPin=Routine, PasEngScan=Simple,
PasEngPin=Routine
Off: BLasers=x03, Batt=1, Bear=1
Def: DefDM=+5
Control:Computer=4x2, Panel=Holodynamic link x 139, Special=HoloHUD x 1
Environ (Excludes Fuel Tanks)= basic env, basic ls, extended ls
grav plates, inertial comp, AirLocks=1
Accomm: Crew=3(Bridge=1, Engineering=1, Medic=1), Staterooms=5,
SubCraft=30t ShipsBoat
Other: Cargo=68kl, Fuel=1188kl, Scoops, PurificationPlant=71h,
ObjSize=Average, EMLevel=Moderate
This ship is use by the special Vargr class of 'Emmisaries'. They
use it to carry decrees, messages and diplomatic missions all over
the Extents. The armament is for self defence only and the lasers
are often traded for sandcasters to increase agility.
Unfortunately I haven't found any info on the Price of the following vehicles,
but since they are strictly Military Issue it is of no concern 8^)
IMPERIAL MARINES ISHKIIAKIM AFGV
CraftID:Ishkiiakim ArmoredFightingGravVehicle, TL15
Hull: 118/297, Disp=10, Config=4SL, Armor=40G, Unloaded=87.7tons,
Loaded=103.8tons
Power: 12/16, Fusion=129MW, SolarCells=0.94MW, Duration=17/51
Loco: 9/12, StdGravThrust=200tons, NOE=190, Cruise=750, Top=1000
Commo: Radio=Continental, Maser= Continental
Sensors:PassiveEMS=Interplanetary, ActiveEMS=Continental, Neutrino=10kW
Synthetic Vision=2, ActObjScan=Routine, ActObjPin=Routine,
PasEngScan=Routine, PasEngPin=Routine
Off/Def:Missiles=x03, Batt=1, Bear=1, w/ 27missiles, 1 200mm
MassDriver, 1 VRF Gauss Gun, The VRF Gauss Gun is capable of
Point Defence as TL9.
Control:Computer=1fibx3, Panel=Holodynamic link x 2,
Special=HoloHUD x 2, Environ= basic env, basic ls, inertial
comp for crews quarters, Airlock=1
Accomm: Crew=2(Pilot=1, Commander=1), Seats=Adequate x 4
(24h occupancy)
Other: Cargo=1kl, Fuel=40kl, ObjSize=Small, EMLevel=Faint
Specially designed to fit in the IMC dropships, the Ishkiialim AFGV
is used to provide firesupport to the IMC MFG's and Commandos. It
is considered a mobile artillery gun with some vehicle-to-vehicle
combat capability. The ballistic trajectory of the rounds enables
it to hide behind mountains and other obstructions that will prevent
the conventional energy and laserweapons from firing back.
IMPERIAL MARINES GUKAKHAADAR APGC
CraftID:Gukakhaadar ArmoredPersonellGravCarrier, TL15
Hull: 108/270, Disp=10, Config=4SL, Armor=20G, Unloaded=23.1tons,
Loaded=49.0tons
Power: 12/16, Fusion=6MW, SolarCells=0.94MW, Duration=46/138
Loco: 9/12, StdGravThrust=100tons, NOE=190, Cruise=750, Top=1000
Commo: Radio=Continental, Maser= Continental
Sensors:PassiveEMS=Interplanetary, ActiveEMS=Continental,
Synthetic Vision=2, ActObjScan=Routine, ActObjPin=Routine,
PasEngScan=Routine
Off/Def:1 VRF Gauss Gun, 2 Twinmounted 4cm RAM Auto GL-11's,
The VRF Gauss Gun is capable of Point Defence as TL9.
Control:Computer=1fibx3, Panel=Holodynamic link x 2, Special=HUD x 2,
Environ= basic env, basic ls, inertial comp for crew areas and
hold, Airlock=1
Accomm: Crew=2(Pilot=1, Commander=1), Seats=Adequate x 16
(or "x 8" with 24h occupancy)
Other: Cargo=25kl, Fuel=10kl, ObjSize=Small, EMLevel=Faint
This is the other vehicle designed for the IMC dropships. It is
capable of wreaking havoc among most TL-15 infantry by using its
VRF GG and RAM Auto to spray the enemy infantry while it uses its
speed and agility to keep out of harms way.
MBGT-X
CraftID:Experimental MainBattleGravTank, TL15
Hull: 118/297, Disp=12, Config=5SL, Armor=72G, Unloaded=614tons,
Loaded=103.8tons
Power: 12/16, Fusion=306MW, Duration=10/29
Loco: 9/12, StdGravThrust=1171tons, NOE=190, Cruise=750, Top=1000
Commo: Radio=Continental, Maser= Continental x 2
Sensors:EMMask, PassiveEMS=Interplanetary x 2, ActiveEMS=Continental,
Neutrino=10kW x 2, Synthetic Vision=2, ActObjScan=Routine,
ActObjPin=Routine, PasEngScan=Routine, PasEngPin=Routine
Off/Def:200mm MassDriver x 1, VRF Gauss Gun x 1, The VRF Gauss Gun is
capable of Point Defence as TL15, 2 18cm MRLs.
Control:Computer=4x2, Panel=Holodynamic link x 1, Special=HoloHUD x 1,
Environ= basic env, basic ls, grav plates, inertial comp for
crew areas, Airlock=1
Accomm: Crew=2(Pilot=1, Commander=1), Seats=Adequate x 4
(24h occupancy)
Other: Cargo=1kl, Fuel=40kl, ObjSize=Small, EMLevel=Faint
This vehicle is presently just a experimental model designed by a
small upstart company in the Spinward Marches (Machinetools Inc).
They are advocating heavy massdrivers for groundcombat and anti-
landingforces-fire.
IMPERIAL MARINES OPEN TOP AIR/RAFT
CraftID:Open-Top Air/Raft, TL15
Hull: 21/54, Disp=2, Config=1USL, Armor=22G, Unloaded=2.3tons,
Loaded=5.8tons
Power: 8/16, Fusion=1.5MW, Duration=60/180
Loco: 6/12, StdGravThrust=8.0tons, NOE=190, Cruise=225, Top=300
Commo: Radio=Planetary
Sensors:PassiveEMS=VDistant, ActiveEMS=VDistant, ActObjScan=Difficult,
ActObjPin=Difficult, PasEngScan=Formidable
Off/Def:4 Pintel Mounts for 7mm Gatlng or 4cm RAM Auto Grenade Launcher
Control:Computer=0 x 2, Panel=Holodynamic link x 5, Environ= basic env
Accomm: Crew=1(Operator=1), Seats=Adequate x 6
Other: Cargo=3.4kl, Fuel=3.3kl, ObjSize=Small, EMLevel=Faint
Standard open-top air/raft modifyed for military service. It has
increased armor and comes equipped with 4 pintelmounts. This vehicle
is popular with the IMC Commandos who use it as a cheap gunship on
counter-insurgency missions.
Tha-tha-tha-tha-thats all folks.
- --
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: [email removed]
VOICE: [phone removed] / +46 300 61004 "Don't worry,I've got Pilot-7"
[address removed] (Famous last words)
"There's Medellin. Drugs 'R Us, all in that one little city in the valley.
One nuke could settle things..." Tom Clancy 'Clear and Present Danger'
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