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The Fleet Ship designs, strategies, and tactics.

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Old November 21st, 2016, 04:13 PM
Brandon C Brandon C is offline
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Default 200-ton fast courier

MgT 1e, mostly core rules with a little from High Guard

While this is for my pocket empires campaign, it is really designed for PCs who are still on active duty or are working for the government. The modular nature of the ship gives them different adventure possiibitities as well as a change in NPCs to deal with from week to week. The ship's performance is alos better than the average merchant or scout PCs get

200-ton fast courier

The fast courier is a light warship designed to get a small number of people or cargo from one place to another quickly. This can be diplomats, medical supplies or a special ops team, among the many possibilities. It uses a 30-ton cutter module socket to carry passengers and/or cargo. Note that only one turret is normally manned; if both must be used, the engineer typically serves as the second gunner.

The fast courier has manoeuvre drive-D, jump drive-D and power plant-D, giving Jump-4 and 4G acceleration. 88 tons of fuel supports the power plant for 2 weeks and one Jump-4. One fuel processor is installed. A Model 4/fib computer and basic military electronics is located in the hardened bridge. There are 2 staterooms. The ship has two hardpoints, with a triple turret with a particle beam and a double turret with two beam lasers. A socket for a 30-ton cutter module is provided. Cargo capacity is 4 tons. The ship is streamlined, equipped with stealth and has armour 4.

There are several minor variants of the fast courier. Scout and government ships usually omit the particle beam turret. Those operated by nobles lack stealth as well.

Crew consists of a commander/pilot, navigator, gunner and engineer. The ship costs MCr 138.15, excluding the cutter module.
A generous and sadistic GM,
Brandon Cope

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