ics hostra
the hostra is a jenny-class 400 dton frontier merchant boat. built at tech 12, this one has been refitted with a retro-design model 6 computer/sensor suite manufactured at
mora and tech 14 turret weapons from del sol yards on
palique. "hostra" is a moran word for a front-line (in any context) matriarch.
ship
400 dtons, armor (4+0)
streamlined, fuel purifier
j2 m2 pp3 (12 energy points)
model 6 computer/sensor suite - 3 dtons, 1 energy point
4 triple turrets
----BBB (3 energy points), one gunnery station, one backup battery
----MMM, one gunnery station, one backup battery, one reload magazine
----SSS/SSS, one gunnery station, two backup batteries, two reload magazines
9 crew cabins, 2 robot bays, entertainment suite, lounge
2 damage control stations
2 airlocks, 2 cargo locks, 8 dtons ship locker, airraft bay
jump fuel 80 dtons, power plant fuel 12 dtons
130 dtons cargo, 4 passenger cabins, 8 lowberths
crew
the crew are all members of an extended
moran family who cut their trading teeth in harsh competition with fornice traders. all are competent, most are aggressive.
"grandma", enterprise matriarch
vacc suit 0G 1
broker 4*, administration 2*, forgery 2
leader 2*, liaison 1
sidearm 2
"grandma" is 72 and healthy as a horse. she can be charming and hardass as necessary. she knows where all the bodies are buried, she knows where all the high-class goods are, she knows what all the prices are, and she knows how to manipulate people, schedules, and deliveries. she often has the ship's entire cargo load sold and half the outgoing load bought before the ship even touches down.
hokara wilton, pilot
vacc suit 0G 1
pilot 3*, navigation 1, ship tactics 1
sidearm 1
hokara likes to fly too close to competitors' ships and crowd them out of landing zones and docking bays. when he can get away with it he'll crowd a ship about to jump, contaminating its navigation calculations and forcing it to delay while he jumps ahead of it. he has sufficiently angered enough competitors that he has picked up some ship combat handling skills. he listens seriously only to grandma and mitaka, almost never saying anything other than "yes ma'am" when they make a decision.
"mouse" mitaka wilton, navigator
vacc suit 0G 1
pilot 1, navigation 2*
communications 2* (navigation +1, computer +1)
computer 2* (navigation +1, communications +1)
hokara's lady. little mitaka taps into all the communications beams and facilities she can access, getting all the inside information and passing it on to grandma. she's also better than most navigators at her level in getting closer to the jump target sooner, getting cargo in for bid before other ships arrive.
bennet hill, chief engineer
vacc suit 0G 2*
engineering 2*, mechanics 2*, damage control 2* (engineering +1)
carousing 1
tactics 1, shotgun 1
an otherwise typical engineer, bennet has a gift for ambushing in-hull intruders. he's well-trained in preventing and getting control of any damage to an engineering plant and getting systems back on-line.
chewca, assistant engineer
vacc suit 0G 2*
mechanic 2*, electronics 1
wilderness 2, hunting 2, wilderness recon 2, urban recon 2
rifle 2*
open-air planetside or dome habitat, chewca is a nature boy who fits into any environment like a native. dogs and monkeys love him on sight and seem eager to obey him, and he has a special gift relating to any "vermin" that are present.
minaca tang, assistant engineer
vacc suit 0G 1
electronics 2*, robotics 2*
medic 2
minaca dreams of a better world where no-one fights, and her robots are civilized and polite as can be. but if forced to choose she sticks to her family with no compromise.
harman harrison, senior gunner/deckhand
vacc suit 0G 2*
turret gunnery 3* (lasers +1)
cargo 2*, streetwise 2
airraft 1
shotgun 2
harman looks forward to any ship-to-ship engagement. it's all a game to him and he's very very good at it. he's a hulking boy and also likes to intimidate and play chicken with any other cargo handlers on the docks.
publius maximus immanus, assistant gunner/deckhand
vacc suit 0G 2*
turret gunnery 2* (missiles +1)
cargo 1, streetwise 1
tracked vehicle 1
rifle 1, sidearm 1
publius likes to read up on history and travelogues, both ancient and modern, and he's always highly informed about every world his ship and crew visit. he's a patient and calculating missileer, quite willing to throw away one or two salvos as decoys or saturation in order to slam home the follow-up salvo.
shank, assistant gunner/deckhand
vacc suit 0G 1
turret gunnery 2*(sand +1)
cargo 1, streetwise 1
ground vehicle 2* (gravitic +2)
urban recon 2, combatives 2
on his ship "shank" is gentle and happy as a puppy. off the ship he's always in the background, to one side, behind you. he's always friendly, but he has this look in his eye that makes everyone who isn't family nervous. he drives like a maniac, but never seems to have an accident.