Main / RaiderHarrier

Harrier - Commerce Raider

The Harrier is an extremely capable ship – however, all this sophistication comes at a price and it is one the installed power plant sometimes has trouble paying. When performing complex operations, the Travellers may have to make some painful choices with regards which systems to route power to. The basic power requirements are listed below, but the Travellers should also be aware of the power consumption of the additional systems.

J2, M6, Pwr260 (See Power Distribution below)

Quirks:

Crew:

(Provided for discussion, until we take posession)

Core - Flat Rate. High Guard - Start at Lvl 1, add 50% per skill above
Position#SkillsFlat RateHigh GuardBy Skill Level
Captain0--Cr10,000N/A
Pilot1PilotCr6000Cr60003 - CR12,000
Astrogator1AstrogationCr5000Cr50000 - CR0000
Engineer1EngineerCr4000Cr40000 - CR0000
Maintenance0MechanicCr4000Cr10000 - CR0000
Medic1MedicCr3000Cr40003 - CR6000
Gunner1GunnerCr1000Cr20003 - CR2000
Gunner1GunnerCr1000Cr20003 - CR2000
Marine1Gun CombatCr1000-3 - CR2000
Marine1Gun CombatCr1000-3 - CR2000
Marine1Gun CombatCr1000-3 - CR2000
Sub Total Crew9 Cr27,000Cr34,000Cr28,000
Officer0Leadership or Tactics-Cr5000N/A
Sensor Operator1Elect(Sensors)-Cr200013 - CR4000
Steward0StewardCr2000Cr20000 - CR0000
Sub-total Optional3 Cr2,000Cr9000Cr4,000
Totals12-Cr29,000-Cr32,000

Totals will change as crew positions are filled. Gunners are for future ships, not the Pioneer.
1 This position has been pro-rated, not an official rate

Power Distribution:

Total Power Available: 260

SystemPower
Full Maneuver120
Basic Systems40
Sensors8
Missle Turret1
Particle Barbette15
Holographic Hull100
Low Berths1
All Systems at Full:285

Note 1: Maneuver is 20 Power/Thrust level. M4 is 80 Power.
Note 2: Jump prep takes 20 Power/Jump Distance. J2 is 40 Power.

Basic Ship Systems
This includes everything a ship needs for day-to-day operations, including artificial gravity, heating, lighting and life support.

The number of Power points needed for basic ship systems is equal to 20% of the total tonnage of the hull (200 x 0.2 = 40).

Holographic Hull (TL10)
Multiple holographic projectors are embedded within the hull allowing the ship to change hull colours, add graphics and adopt a different appearance (though its shape remains the same). Changing the hull colour or adding a stored graphic can be done by anyone with access to the ship’s computer. Creating a complex colour scheme from scratch requires the talents of a skilled artist. Some young nobles try to outdo one another by changing the schemes daily or hiring artists to create the most complex scenes imaginable. Some pirates have made use of this system to simulate visual hull damage and lure other ships in with a GK distress call. However, most ship owner’s use it for the purposes of advertising.

A holographic hull system costs Cr100000 per ton of hull and uses 1 Power for every two tons of hull. The projectors are small enough that they do not consume tonnage themselves.

Advanced Sensors (TL15)
All ships come equipped with basic communications, sensor, and emission-control suites, usually as part of their bridge. However, specialised or military ships often benefit from more advanced systems that are far more sensitive and resistant to jamming.

Sensors include: Densitometer, Jammers, Lidar, Neural Activity Sensor, Radar

The Sensor +2 DM is applied to all Electronics (comms) and Electronics (sensors) checks made by crew in the ship.

The advanced sensors suite consumes 5 tons and costs MCr5.3 It requires 6 Power.

Military Countermeasures Suite (TL15)
The military countermeasures suite is the cutting edge of countermeasure technology in the galaxy, incorporating both powerful transmitters and advanced electronic–warfare programs to shut down enemy communications.

The military countermeasures suite grants DM+6 to all attempts at jamming and electronic warfare, regardless of the usual DM the sensor suite it is attached to.

Note: Depending on the ship being "jammed", it is entirely possible to have weapon targeting systems completely deceived, having a false ship target appear in a different place, with a different signature, making the enemy ship shoot in the wrong place entirely. At spatial distances, this can be by kilometers. Without visual verification, or tracking missiles that defeat Digital Radio Frequency Memory (DRFM) deception methods, shots at the Harrier will not hit.

A military countermeasures suite consumes 15 tons and costs MCr28. It requires 2 Power.