Harrier - Commerce Raider
- Ship Classification: Commerce Raider - Small
- Ship Class Code: DNV - Drinaxian Naval Vessel
- Ship Type: Sindalian Harrier 200dT Non-Commercial
- Ship Model: TL15 Armed Courier
- Primary Stats
- Quirks/Repairs
- Crew
- Detailed Ship stats, power, etc
- Ship System Details
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)
TL: 15
Size: 200 tons
Speed: Thrust 6
Range: Jump 2
Supply duration: 1 month supplies, 1 month's fuel
Crew: 12 positions.
Accomodations: 4 single staterooms; 4 double staterooms
Cargo: 29.7 tons
Passengers: None
Low Berths: 8
Maintenance Costs: Cr2657/ Month
Life Support Costs: 8000 Cr / Month
Purchase Cost: MCr318.94875
Crew Salaries: TBD Cr / Month
There are many things that would need to be repaired to being the Harrier back up to fully ship shape. The V'Hurg is over 300 years old at this point (1105-001) and has seen better days. It was a derelict in the outer reaches of the Drinax system until found in 1104 and minimal repairs were done to bring it back online and functioning. King Oleb would like nothing more than to have the ship fully refurbished to its original glory.
- The holographic hull on the starboard side damaged and inactive.
- Investigation discovers that the power couplings are all working properly and are all drawing power when the holographic hull is activated. The port and and nose are acting correctly. The problem is the data port connectors need to be replaced.
- 1 Technical RU
- Ventral Turret is damaged, there is a hole through it making it unusable.
- Investigation determines that the turret is unusable as well as the ammunition feed mechanism. The turret area is inaccessible from the inside of the ship, the airlock to the turret is sealed shut and damaged.
- 1 Structural RU
- Power Plant
- As a result of being derelict for so long the power plant is only operating at 75% of normal capacity (Power 195). This can easily be brought back up to full capacity at any Class A or B starport and two weeks of repair time.
- 1 Technical RU
- Unreliable Jump Drive
- Investigations show that the jump drive does work, but there are fluctuations in the power draw. There are obvious tell tale signs for the Engineer to see this happening. This requires a DM-2 on all Engineer (J-Drive) checks.
- 1 Technical RU per negative DM removed
- Unreliable Maneuver Drive
- Experimenting shows that the Maneuver Drive is mostly reliable. Anytime there is a piloting check that rolls a natural 2 the ship's drive shuts down and needs to be restarted.
- 2 Technical RU to repair or full replacement of Maneuver drive
- Military Countermeasures Suite
- The entire computer system of the Harrier was severely damaged. The Scholar's Tower was able to repair and replace portions of the hardware and software to bring the ship to a standard counter measures suite. The systems could be brought back up to the full military specifications by replacing computer systems and software.
Note: Verify that it is running at +4 (TL13 Countermeasures Suite), but should be +6 (TL15 Military Countermeasures Suite) - 1 Technical RU per DM+1 to a maximum of DM+6
- The entire computer system of the Harrier was severely damaged. The Scholar's Tower was able to repair and replace portions of the hardware and software to bring the ship to a standard counter measures suite. The systems could be brought back up to the full military specifications by replacing computer systems and software.
- Microfractures in Hull
- The original hull strength for the Harrier was 88. However centuries in deep space as a derelict have taken its toll. There are many microfractures throughout the hull of the Harrier reducing the hull value of 72.
- 1 Structural RU for every 8 hull points repaired up to a maximum of the original 88
- Maintenance Costs
- The mixture of components at different tech levels, and centuries of different tech standards has wrecked havoc on the cost for maintaining the Harrier. Normal expected costs would be Cr2,657 per month for normal activities. Currently that cost is Cr10,000 per month with the existing mixture
- 1 Technical AND 1 Cosmetic RU to reduce the maintenance costs by Cr2,000 per month, able to be reduced to the standard rate per month
- Repair Costs
- The Harrier was originally built entirely as a Tech Level 15 ship. Because of an almost total lack of such facilities in the Trojan Reach spare parts are very hard to come by and must be cobbled together from various sources. Spare parts to have on the ship to repair various problems will cost Cr200,000 per ton of supplies. There is no way to reduce this cost without a reliable easily accessible Tech Level 15 base to operate from.
Crew (As designed): Captain, Pilot, Astrogator, Engineer, Maintenance (Mechanic), Gunner X 2, Medic (Sandwich Maker), Marines X 3
(Provided for future crew acquisitions)
Position | # | Skills | Flat Rate | High Guard | By Skill Level |
---|---|---|---|---|---|
Captain | 0 | - | - | Cr10,000 | N/A |
Pilot | 1 | Pilot | Cr6000 | Cr6000 | 3 - CR12,000 |
Astrogator | 1 | Astrogation | Cr5000 | Cr5000 | 0 - CR0000 |
Engineer | 1 | Engineer | Cr4000 | Cr4000 | 0 - CR0000 |
Maintenance | 0 | Mechanic | Cr4000 | Cr1000 | 0 - CR0000 |
Medic | 1 | Medic | Cr3000 | Cr4000 | 3 - CR6000 |
Gunner | 1 | Gunner | Cr1000 | Cr2000 | 3 - CR2000 |
Gunner | 1 | Gunner | Cr1000 | Cr2000 | 3 - CR2000 |
Marine | 1 | Gun Combat | Cr1000 | - | 3 - CR2000 |
Marine | 1 | Gun Combat | Cr1000 | - | 3 - CR2000 |
Marine | 1 | Gun Combat | Cr1000 | - | 3 - CR2000 |
Sub Total Crew | 9 | Cr27,000 | Cr34,000 | Cr28,000 | |
Officer | 0 | Leadership or Tactics | - | Cr5000 | N/A |
Sensor Operator | 1 | Elect(Sensors) | - | Cr20001 | 3 - CR4000 |
Steward | 0 | Steward | Cr2000 | Cr2000 | 0 - CR0000 |
Sub-total Optional | 3 | Cr2,000 | Cr9000 | Cr4,000 | |
Totals | 12 | - | 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
Crew Members and Related Skills:
- Sultana: Leadership (3); Pilot (Spacecraft) (2); [Gunner] (-1); Mechanic (-1); Vacc Suit (-1);
- Silas: Astrogation (3); Pilot (3); Gunner (turret) (1); Leadership (1); Mechanic (0); Vacc Suit (1);
- Harison: Broker (3); Electronics (2); Sensors (4); Engineering (1); J-Drive (4); Gunner (Turret) (3); Leadership (3); Mechanic (2); Pilot (Spacecraft) (3); Tactics (Naval) (3); Vacc Suit (1);
- Iskavrin: Astrogation (3); Electronics (computers) (3); Gunner (1); Leadership (4); Mechanic (3); Navigation (3); Pilot (2); Tactics (Naval) (2);
Skill | 4+ | 3 | 2 | 1 | 0 | <0 |
---|---|---|---|---|---|---|
Astrogation | Silas, Iskavrin | Sultana | ||||
Broker | Harison | Sultana | ||||
Electronics* | Harison | Iskavrin | Sultana | |||
Electronics (Computers) | Iskavrin | Sultana | ||||
Engineering | Harison | Sultana | ||||
Gunner* | Iskavrin | Sultana | ||||
Gunner (turret) | Harison | Silas | Sultana | |||
J-Drive | Harison | Sultana | ||||
Leadership | Iskavrin | Sultana, Harison | Silas | |||
Mechanic | Iskavrin | Harison | Silas | Sultana | ||
Pilot* | Iskavrin | |||||
Pilot (spacecraft) | Harison, Silas | Sultana | ||||
Sensors | Harison | Sultana | ||||
Tactics (naval) | Harison | Iskavrin | Sultana | |||
Vacc Suit | Harison, Silas | Sultana |
Power Distribution:
Total Power Available: Designed:260 Current: 195
System | Designed Power | Current Power |
---|---|---|
Full Maneuver | 120 | 120 |
Basic Systems | 40 | 40 |
Sensors | 6 | 6 |
Countermeasures Suite | 2 | 1 |
Missle Turret | 1 | 0 |
Particle Barbette | 15 | 15 |
Holographic Hull | 100 | 50 |
Low Berths | 1 | 1 |
All Systems at Full: | 285 | 232 |
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).
Ship System Details
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.