The Lost & Found (Your Ship) and Tech You Have Access To

terrymixon
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terrymixon
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The Lost & Found (Your Ship) and Tech You Have Access To

#1 Post by terrymixon »

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And the secret cargo area.

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The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: The Lost & Found (Your Ship)

#2 Post by terrymixon »

Info about your guild:

You have a class V mercenary guild certificate. It authorizes you to purchase and possess weapons and military equipment that are not prohibited, such as nuclear weapons, chemical and biological weapons, starship-grade meson guns, and particle accelerators other than the particle weapons on your ship which have an official exemption, and electromagnetic pulse weaponry capable of large-scale effect.

The consolidated information about your ship:

While Mad Dog didn't take the full BCr 2 bounty, it is arguable that he nickeled and dimed them to death with add-ons and other equipment that likely came close to that threshold. The man could spend money on things that might never be useful but were certainty extravagant.

The Lost & Found is capable of Jump-2 and Thrust-5 performance and can operate for four weeks in addition to that. In addition, there is a collapsible fuel tank in the cargo bay that can support an additional Jump-2 and another four weeks of operation. When the fuel tank in the cargo bay is filled, it will take up roughly 2/3 of the available space but allow the ship to reach worlds four parsecs away from her starting point. The ship has fuel scoops and fuel processors capable of handling the seventy-nine tons of fuel for the tanks in a day. That would mean filling the fuel tank in the cargo bay would take an additional day.

The changes to the hull are, in some ways, the most extensive work done on this vessel. The ship originally had crystaliron armor with a rating of five. Mad Dog decided that it would be best to upgrade that to molecular bonded armor with the same rating. That gave him extra internal space to work with. It also meant that the entire hull had to be stripped off, which infuriated the Navy commander.

In addition, the improved stealth capabilities of the hull were upgraded to advanced stealth. This makes the Lost & Found roughly three times more difficult to detect in normal space. Also, Mad Dog added holographic capability so the ship’s paint scheme could be changed on a whim, and it could be used for full-motion 2D advertising on surface.

Unbeknownst to him and Roscoe, Madam Treegarden added Active Camouflage to the Navy to-do list as revenge for all the complaining the admiral was doing. She also made him pay for it out of his budget, which made him scream much more loudly. This has never been done to a starship (or even any small craft) before and the cost was double that of the Advanced Stealth coating (so MCr 800). She did not count that toward Mad Dog's reward because she expects to get data on its use so that her next ship can be so equipped if it proves worthwhile. As they were already adding holographic capability to the hull, it could be done in parallel once the Navy builders had mastered the process. To say the admiral is now an enemy of the Madam Treegarden and PCs is an understatement. Too bad they don't know about him. ;)

Active Camouflage:

Going beyond the light-bending properties of visilight camouflage, an active camouflage surface uses quantum waveguides to bend light, making the robot practically invisible across the entire electromagnetic spectrum, providing DM-4 to both Recon and Electronics (sensors) checks. Active camouflage grants the robot effective Stealth 4 and the Invisible trait. This can be either active or turned off. It cannot be run at the same time as the holographic hull as it would use that same power and be in conflict with it in trying to hide.

The final thing done to the hull was that it was reinforced while they were working on it. At the end of the day, the hull itself cost roughly half a billion credits, making it the most expensive portion of the refurbishment and almost half the cost of the ship itself.

There are some aspects of the jump and maneuver drives that deserve a bit more attention. The jump drive was designed to use less fuel but at the same time be able to jump out of a system about ten percent sooner than other vessels, giving it the capability of a quick escape.

It also utilizes a technology for stealth jumping. As everyone knows, upon emergence from jump space, there is a burst of energy that is easily detectable. That is not the case with this ship. There is still a release of energy, but it is significantly less intense and can often be missed by even diligent observers. This vessel was originally designed as a smuggler, so she was meant to be unseen. That effect has been improved. She was also made to outrun whatever trouble she could and fight anything that caught her.

The maneuver drive is relatively standard but engineered to be significantly smaller than comparable units. This once again gave more space inside the ship for the remodeling efforts. The power plants are something of an unknown quantity. They are very small as well but utilize many standard Imperial parts. Doctor Metz believes that it was the creation of someone quite gifted in engineering. It was retained from the previous iteration of this vessel, where the other drives are brand-new. This means the ship generates an incredible amount of power, and it was utilized to the fullest to make the holographic projectors on the hull function, whereas before, it was mostly going to waste. Our best guess is that the power plant is tech level 18.

Moving on to the bridge. Mad Dog decided that since Roscoe was controlling all the ship’s functions that it could be cut in half to create an office and briefing room. If the crew were biological, that would hamper their ability to do their jobs, but it is no inconvenience to him. The controls are holographic rather than standard, and if anyone needs to utilize them, they are quite good.

The office contains a safe that has all the ship’s paperwork. The briefing room is quite comfortable and has the necessary technology to display data and maps on wall screens. There is also a small refrigeration unit with refreshments and some snacks.

The original Computer/20 was removed and replaced by two Core/110 computer systems. That is vastly more processing power than this vessel requires, even with Roscoe's program and numerous advanced shipboard programs installed. Both of them have been re-engineered to work in tandem and for programs to be cross-loaded and data shared between the two, thus increasing their effectiveness. Those computers and the modifications made to them cost almost 400 million credits. The hull and computers make up over three-quarters of the cost of this vessel. They are loaded with the following software: an extremely extensive library, Advanced Fire Control/3, Anti-Hijack/3, Auto Repair/2, my Conscious Intelligence/3 program, Evade/3, Intellect—which is wholly unneeded with me running the show, Jump Control/2, Maneuver/0, Virtual Crew/2, Virtual Gunner/2, Jump Filter, and Jump Analyzer/4.

The sensors aboard the ship were originally Class III - Military grade. They have been upgraded to Class VI - Superior. The original sensors had the following systems: jammers, lidar, and radar. The upgraded sensors have the following systems: densitometer, jammers, lidar, neural activity sensors, and radar. They are significantly more capable now.

Additionally, there are a couple of programs loaded into the computers that can utilize these advanced sensors to triangulate where a ship has jumped to if we are in range to detect the jump. That should be very helpful if someone attempts to flee. Furthermore, the ship has a dedicated countermeasures suite to interfere with anyone attempting to fire on us and enhanced signal processing that makes our sensors even more capable. All of that added together makes this ship quite capable when it comes to detecting things and keeping others from detecting us or being able to hit us with their weapons.

And that brings us to our weapons. The Lost & Found is equipped with four triple turrets. One is made up of particle beams, another contains fusion guns, the third fires missiles, and the fourth deploys sand canisters. For those who might be worried that the ship isn’t capable of defending herself, allow me to assure you that she is. Additionally, the ship has a magazine with additional missiles and sand canisters. Two dozen of the former and forty of the latter. In total, the ship has thirty-six missiles and sixty sand canisters aboard. Twelve missiles and twenty sand canisters are in the turrets, and the remainder are in the magazine. They can be reloaded by the ship’s repair drones.

Twenty-four of the missiles are advanced missiles that are fifty percent faster than standard missiles and twenty-five percent more destructive. The remaining twelve are jumpbuster missiles that cause gravitic instability around a target vessel and makes it significantly more dangerous for them to attempt to jump after they are hit. The amount of time that is true is somewhat limited but might give you the opportunity to capture a ship before it can escape. These missiles are quite expensive, costing a million credits for a dozen. Make sure to use them only when your bounty is worth that kind of expense. The current loadout has eight advanced missiles and four jumpbusters loaded in the missile turret.

The ship is equipped with two StarTek engineering robots—named Frick and Frack by Mad Dog—that handle the engineering section and all necessary maintenance and repairs with the assistance of eight medium repair drones that had been upgraded to Standard Engineer Droids. As any one of those ten units could act as an engineer, that is overkill. Even so, the ship also has twelve small repair drones and another twelve very small repair drones. All of this taken together, there will be no difficulty repairing anything aboard the Lost & Found.”

The ship has a breaching tube with gravitic control rods to attach to another ship’s hull and cut its way in. This will allow you to board other vessels wherever you choose. The breaching tube compartment is directly adjacent to the ship’s armory, which makes getting prepared for such an operation more straightforward. The armory itself is designed to hold weapons, armor, and all the accouterments for seven Marines, so it should be sufficient for seven bounty hunters. Or rather, six bounty hunters and a scientist. Additionally, the ship is equipped with a tow cable if you need to move a vessel.

Both the breaching tube compartment and the ship’s single airlock are booby-trapped. If someone unauthorized attempts to board the vessel, they can be hit with lasers, ignited with a flamethrower, taken down by overpressure that would crush them, or dealt with more humanely with knockout gas. The original system had nerve gas, but Mad Dog decided a nonlethal option would be preferable.

The ship’s locker is directly attached to the airlock and also contains a safe, though it is empty at this time. The ship’s locker and armory have not been stocked, as Mad Dog wished to discuss all the options with you before making any purchases.

The quarters you are moving into are high staterooms, so you have more room to move around than would otherwise be the case, and the finish to the trimmings inside the room are also of high quality: polished woods, burnished metals, and leather where appropriate. I am told the beds are also quite comfortable and adjustable to suit your needs with a thread count that isn't to be believed.

The ship is equipped with a luxury-grade advanced entertainment system. That includes computer terminals and holo projectors in your rooms that are capable of playing the most advanced games in the Third Imperium, as well as a wide selection of entertainment videos stored in the library. Whatever you’re looking for to distract yourself with while in jump space, these systems and the terminals in your quarters are more than capable of meeting your needs.

You’ve already sampled the wares in the gourmet kitchen and expansive wet bar. Mad Dog told Roscoe to ‘go nuts’ when filling it with supplies. I hope that the selection and quality are to your satisfaction.

The medical bay is capable of handling three patients at once and includes an advanced autodoc. This unit can do everything that the basic model can but can also perform many greater functions. For example, if someone is killed but placed inside the autodoc quickly enough, it may be able to revive him or her. If not, it is capable of preserving that person for a later attempt at a more advanced facility by flash-freezing them. It is also capable of acting as a low berth. This device is able to reconstruct or rebuild every organ in your body except for the brain and can even repair certain portions of that. If it is broken inside you, odds are that a short stay in the autodoc will put you back to rights even if you have lost limbs, eyes, or other portions of your anatomy. It is also capable of diagnosing and treating novel illnesses and diseases. It is an extremely capable unit.

The Lost & Found is equipped with a brig that is capable of holding six prisoners under normal circumstances and a full dozen if crowded. The door to the brig is an iris door and the whole space is fully soundproofed to keep them from disturbing you, though there are cameras and microphones that monitor the prisoners at all times. There is a fresher unit so they can see to their cleanliness, and food and water are delivered through a small chamber that only allows either the exterior door or the interior door to be open at one time. Mad Dog indicated that he would feed the prisoners ration bars and give them bottled water. There are stunners in the ceiling that can subdue anyone desired, or all of them at need. Each is armored so that the prisoners will be unable to damage or acquire the weapons.

We have eight low berths. Each is an advanced model that can flash freeze someone if needed or put them into a standard state for transport as well. I believe Mad Dog intended to use the low berths to transport prisoners once it was time to claim their bounties.

In the cargo bay, there is a semi-portable robotics laboratory with an advanced fabrication unit and robotic brain, and an avatar chair. Doctor Metz convinced Mad Dog to purchase this for use in developing and building robotic appliances for the guild and as an incentive for him to relocate to the ship and continue his research. It is owned by the guild, but Mad Dog made it clear that Doctor Metz was to have use of it so long as it was also used to benefit the guild.

It is capable of constructing a size 6 robot. That is the size of a fully-grown bovine. Due to the advanced modifications made by Doctor Metz, it is a tech level 18 device and can build anything of a mechanical or biomechanical nature. Cyborgs, anyone? It could even be used over a period of time and with sufficient resources to clone itself. It has been modified to include a bunk, fresher, and small kitchen area in case the good doctor is too busy to come back to his quarters. The advanced brain that controls everything under the direction of Doctor Metz has the following software available for its use: Clone Creator/3, Drone Control/2, Fab Creator/4, and Swarm Control/4.

Its presence reduces the cargo bay capacity, and in conjunction with the collapsible fuel tank in its smallest configuration, the crane from moving cargo, the loading belt, and the area holding the stealth grav bikes and air/raft the ship is capable of carrying 110 tons of cargo. With the collapsable fuel tank full, it can hold 31 tons of cargo. While Mad Dog never specifically mentioned cargo, Roscoe can load the necessary skills to act as a broker, and speculative cargo might very well be a way to make ends meet.

You have a number of mechanicals aboard to see to your needs. First of all, there is Roscoe. He intends to handle all personal interactions where possible, but if he is unavailable, there are other options.

As previously mentioned, there are two StarTek engineering robots, eight standard engineering robots, twelve small repair drones, twelve very small repair drones, six Skitter units to keep the ship clean, a surgeon bot, a nurse bot, a BDVSR bartender robot, a steward droid, and a prototype ceiling cat named Void. All of these can be controlled by me with the exception of Void. Also, all of them come with every option available. All the systems on the ship are the same. No expense—quite literally—was spared.

Mad Dog indicated that Roscoe was not to clean his quarters and that he would take care of that himself. Doctor Metz allows him to clean his. Roscoe will do the same for each of you should you desire it. This would allow for the cleaning of your clothes and for them to be hung back up and be ready for your use. As demonstrated by Doctor Metz’s cabin, he can leave your belongings where you prefer them to be and not move things so that you cannot find them. This is a convenience to you, and Roscoe urges you to take advantage of the service.

The final piece of technology is a built-in psionic shield that covers the entire ship. It was on the vessel when Mad Dog took possession. It is not a complete barrier for the use of psionics, but that it makes telepathy and any type of distance perceiving significantly more difficult.

Roscoe felt the need to stress which systems are above tech level 15, which might raise eyebrows: the psionic shielding, the molecular bonded armor, the Class VI sensors, the powerplant, the two Core/110 computers, his Conscious Intelligence Program, his modified superior android body, the robotics laboratory, and Void.

Of those, all are tech level 16 except for Roscoe's program (tech level 18), the powerplant (tech level 18), Roscoe's android body (tech level 18), the robotics laboratory (tech level 18), and Void (tech level 17). While tech level 16 items will raise eyebrows, that latter things will be unheard of. He advised you all to be extremely cautious in allowing knowledge of any of this to become known. As powerful as this ship is, it would also become a prime target for hijacking and piracy.

There is a an autolaundry in engineering. At TL17 (which Metz has upgraded this unit to) autolaundries use a low-level matter disintegrator to eliminate dirt, bacteria, stubborn stains and even pests such as moth larvae. All autolaundries steam, iron, fold and lightly deodorize clothing.

Each stateroom has the following for the occupant. A dark wood dresser for storing clothes. A matching desk for working. A high-end fresher. And the following:

Anti-Grav Bed:

For many a Traveller, the most important part of a home is where they sleep, a good night’s rest being directly connected to one’s success in the field. Anti-grav beds hold the Traveller in suspension as they sleep, at a height of up to three meters (although most select a much lower height, in the event of power failure) and in perfect comfort. There is an excellent mattress on the bed in case the user wishes to sleep the old-fashioned way, and still be very comfortable.

The bed comes with a built-in sleep inducer (in the headboard). The sleep inducer is a programmable system influencing brain waves to encourage first sleep and then alertness. No longer waiting to fall asleep naturally, a Traveller can now program downtime to the minute. At the end of the programmed sleep period, the sleep inducer functions as a silent alarm clock.

High-Fidelity Music System:

Many Travellers enjoy music as part of their private life, although onboard a ship the excessive volume these systems can produce might not be so private. This is solved at TL11 with the introduction of directional sound output focused in specific and adjustable arcs. The sound reproduction of this systems is sufficient to convince all but the most demanding audiophiles that the musicians could indeed be in the same room.

Environment Replicator:

The environment replicator automatically adjusts lighting, temperature and humidity to recreate that found on specific worlds. The environment replicator can be set to make minor changes (to reflect changing times of day or seasons) but does not affect the atmosphere of the room nor the setting of a spacecraft’s grav plates, as these are generally controlled globally by a ship’s life support systems. This item is often used in conjunction with holographic wallpaper to create a more immersive experience.

Holographic Wallpaper:

This coating can turn a wall or entire room into a ‘window’ overlooking a holographic scene. A variety of standard dynamic scenes, static or changing color schemes, and real-time or delayed images (such as views from outside a ship) are available. Mad Dog had it cover the entire room and it works in conjunction with a high-fidelity music system, home theatre, and environment replicator can transform a room into the center of an entirely alien world or a completely immersive performance, although interaction with holographic images is not possible.

Home Theater:

A home theatre allows the user to watch the latest vids as the directors truly intended (so they tell themselves). 3D holographic technologies allow an entire room to become the center of a home theatre, placing the Traveller in the center of the action or it can be narrowed down to part of the room or the walls.

Personal Safe:

Not every Traveller trusts their shipmates and the personal safe provides a measure of safety for valuables. The locker-sized personal safe is suitable for storing up to 40 kilograms of rifles or similar sized objects. Due tot the tech level of the safe (16) make it difficult to electronically bypass. Use of brute force, such as cutting through the safe with lasers or using explosives are still possible but may damage the contents of a safe or leave evidence of compromise. Treat a safe as having armor equal to twice its Tech Level (32).

Shere of Solace:

Using active sound-cancelling technology, the sphere of solace creates an adjustable area of silence through which only the loudest sounds are capable of penetrating. This is used to create a zone over the entire stateroom where a Traveller can enjoy both peace and quiet. As the walls area also soundproofed, you should be able to have some peace and quiet. The same soundproofing on the walls is used in the brig to keep any prisoners from disturbing the crew.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: The Lost & Found (Your Ship)

#3 Post by terrymixon »

Roscoe

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Conscious Intelligence - Tech Level 15

A Conscious Intelligence is far more than a basic Intellect package or a mere artificial intelligence. A Conscious Intelligence is a fully aware, completely sentient digital being, capable of thought, deduction, analysis and, it appears in every measurable way, emotion. A Conscious Intelligence is treated as a computer-bound Traveller with INT 15 and EDU 15, with a range of skills that can be uploaded, changed and improved (typically in the skill level 3–5 range). The Conscious Intelligence will have a name, an easily recognizable personality, and is considered, by all ways except the biological, alive.

Roscoe has a wide array of skills that can be loaded at need. If you can think of it, Roscoe can probably do it. His program has been modified to work directly with an android body. The two share the same personality and their memories sync up if they are separated and brought back together again. As odd as it sounds, Roscoe does not see these as two different beings. The body is now far more advanced than the ship's computer.

Android, Ancients - Tech Level 25

The data for the unmodified version:

Still an experimental development, the Superior Android is a robot designed to mimic sentient beings in every way bar one – free will. These robots can pass themselves off as human (or any other species), although they are typically marked in some way so confusion does not arise, and designed to be employed in tasks that would normally require sentience but are repetitive, unpleasant or dangerous. This includes long-ranged exploration, advanced construction and pleasure duties. Superior Androids can be programmed with any skill or range of skills, up to level 4. These androids are powered by a shielded short duration RTG, allowing completely independent field operations for five years, a built-in obsolesce feature which adds considerably to their cost, but provides a safety valve to ensure these highly advanced robots do not develop in unexpected directions.

Updated data for Roscoe:

Roscoe has free will, even when operating away from the main program aboard the ship. He also has no built-in obsolesce feature or RTG power supply as that would emit radiation. His body has been extensively modified by Doctor Metz, and again by Bilis. All the details are below, but he was made to be indistinguishable from a living being. He can in fact become a living being at need. His internals are shielded and hidden by stealth material so as not to stand out in a scan. Instead, he has the correct body heat and even a pulse at the neck that can be seen by those who care to look. He also breathes. He can be programmed with any skill or range of skills, up to level 6.

His personality and memories are continuously backed up to the ship's computer and the lab computer. If anything were ever to happen to him, his personality matrix and memories could be restored to a new brain/body.

Hardware Skills: (Athletics (endurance) 1, Athletics (dexterity) 4, Athletics (strength) 4, Recon 0, Stealth 8)
Software Skills: As loaded by Roscoe (100 Bandwidth Base +120 Bandwidth upgrade purchased = 220 Bandwidth Total)
Attacks: None as standard
Manipulators: 2x (STR 18, DEX 28)
Speed: 9
Endurance: 576 hours (24 days) (1 hour to charge)

Traits: Armour (+12), ATV, (idle), Heightened Senses, IR/UV Vision, Hardened (Protected in temperatures between -250 C and +250 C, high and low humidity, up to 2,300 rads of radiation, most biological attacks and Atmospheres 0-A, D, E and some F environments as well as underwater to a depth of 10 meters in standard atmosphere and gravity. His "skin" could be lost or damaged, but he would remain operational.)

Programming: Conscious (INT 30, EDU 18)

Options Purchased: Active Camouflage (enhanced), Auditory Sensor (broad spectrum), Avatar Controller (ancients), Brain Hardening, Encryption Module, Environment Processor, Expanded Bandwidth (120 base + 100 = 220 bandwidth for skill programs), Gustatory Sensor (advanced), Hostile Environment Protection (500 RADS), Individual Transformations, Laser Designator, Olfactory Sensor (advanced), Parasite Link, Power Packs (1), PRIS Sensor, Psi Comm, Radiation Environment Protection (x2 = 2,300 RADS), Robotic Drone Controller (ancients), Self-Maintenance Enhancement (improved), Stealth (ancients), Swarm Controller (ancients), Transceiver 500,000 km (advanced), Vacuum Environment Protection, Vacuum Environment Protection (biological), Visual Spectrum Sensor, Voder Speaker (broad spectrum), Wireless Data Link (ancients) with Security/6 protocol

PSI Skills and Traits:

PSI: 25 (+10 from Psi-Taps, DM +6)

Psionic Skills:

Awareness 1
Telepathy 3

Psionic Abilities:

Interpret 2
Psionic Devices 1
Ritual 1
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#4 Post by terrymixon »

Standard Skill Packages available for Roscoe. I'm putting this here in case you want to tell him to load a particular skill package at a certain level for something before a road trip where he cannot change his skills.

The bandwidth cost shown is for skill 0. Most cost nothing (though some cost bandwidth even for a level 0 skill package) and a robot can have as many bandwidth 0 skill packages as their base bandwidth. For example, Roscoe's superior android has a base bandwidth of 30, so he can have 30 bandwidth 0 skills packages. Each level of skill above 0 costs 1 point of bandwidth. For example, pilot 5 would cost 5 bandwidth out of the 80 total bandwidth Roscoe's android body has available. Diplomat 5 would cost 6 bandwidth as level 0 costs 1 bandwidth. The skills must be loaded via a wireless link or direct connection.

For camouflage purposes, he can also load Vacc Suit.

Image
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: The Lost & Found (Your Ship)

#5 Post by terrymixon »

StarTek Engineering Droid

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Loosely based on the Aslan Hikare’ technician robot, the StarTek is designed to be an all-around replacement for a ship’s engineer. The humanoid robot is equipped with a grav propulsion system allowing it to access ship components not easily reachable by human technicians, while a third arm can perform delicate electronics work. Skilled in all aspects of engineering, electronics and mechanics and fully equipped with the tools of the trade, the StarTek can also act as a disaster relief robot with a built-in enhanced medikit and skills to perform explosive ordnance disposal. An armor coating, plus vacuum and radiation protection, allows StarTek to operate in hostile environments. As a defensive mechanism, the StarTek has a stunner built into its small arm to discourage or disable living obstacles to completing its tasks.

There are two aboard your ship.

This unit has been modified to allow direct control by Roscoe. It has an increased STR and DEX and could help with cargo loading and unloading.

Skills: Athletics (strength) 2, Electronics (all) 3, Engineer (all) 3, Explosives 2, Gun Combat 0, Mechanic 3, Medic 2, +1 available Bandwidth
Attacks: Stunner (3D Stun, Zero-G)
Manipulators: 2x (STR 18 DEX 17), 1x (STR 5 DEX 12)
Endurance: 72 hours (3 Days) (8 hours to charge)
Traits: Armour (+10), ATV, Flyer (idle), IR/UV Vision
Programming: Very Advanced (INT 12)
Options: Auditory Sensor, Avatar Receiver, Medikit (enhanced), PRIS Sensor, Radiation Environment Protection, Starship Engineer Toolkit (advanced), Transceiver 5km (improved), Vacuum Environment Protection, Voder Speaker, Weapon Mount (small), Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: The Lost & Found (Your Ship)

#6 Post by terrymixon »

Standard Engineer Droid (SED)

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The SED is a repurposed medium repair drone with an Advanced brain and extra bandwidth installed to convert the drone into a basic all-purpose engineering drone. The only other upgrade is the PRIS sensor replacing the advanced light amplifier. While the SED is not particularly skilled, it possesses a broad range of knowledge of starship systems and can act independently as a competent junior engineer. Some tramp freighters have an SED as the only engineer, which is acceptable in most routine situations and generally passes a flightworthiness inspection, but an SED lacks deep knowledge and adaptability, making Very Difficult tasks generally beyond its capability, and it tends to tackle even Difficult tasks slowly to ensure completion.

The SED retains an operational drone interface, allowing a remote operator to override or shut down its voluntary functions, an event which makes the SED rather cranky afterwards.

There are sixteen aboard your ship.

This unit can be directly controlled by Roscoe or the StarTek robots. It has an increased STR and DEX and could help with cargo loading and unloading.

Skills: Electronics (sensors) 1, Engineer (all) 1, Mechanic 1
Attacks: —
Manipulators: 2x (STR 18 DEX 15)
Endurance: 194 hours (8 Days) (8 hours to charge)
Traits: Armour (+8), ATV, IR/UV Vision
Programming: Advanced (INT 8)
Options: Auditory Sensor, Avatar Receiver, Cutting Torch (improved), Fire Extinguisher, Gecko Grippers, PRIS Sensor, Spare Slots x3, Starship Engineer Toolkit (improved), Storage Compartment (2 Slots), Transceiver 5km (improved), Vacuum Environment Protection, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#7 Post by terrymixon »

Small Repair Drone

Image

This drone is the size of a large child but optimized for working in tight spaces. With its walking limbs modified to act as manipulators it is often called the ‘chimp drone’, although this term is considered racist by uplifted Apes and generally not used in or near Solomani space. With an electronics toolkit fitted, it is not as adept as a medium drone with mechanical repairs but can access machinery difficult for a humanized being to reach. The drone is still large enough to handle mechanical tools designed for full-sized hands.

There are twenty-four aboard your ship.

This unit can be directly controlled by Roscoe, the StarTek robots, or the Standard Engineer Droids. It has an increased STR and DEX and could help with cargo loading and unloading.

Skills: —
Attacks: —
Manipulators: 2x (STR 14 DEX 13), 2x Manipulator Legs (STR 14 DEX 13)
Endurance: 130 hours (5.5 Days) (8 hours to charge)
Traits: Armour (+7), ATV, IR Vision, Small (-1)
Programming: Primitive (INT 1)
Options: Auditory Sensor, Cutting torch (improved), Drone Interface, Electronics Toolkit (enhanced), Fire Extinguisher, Gecko Grippers, Light Intensifier Sensor (advanced), Spare Slot, Storage Compartment (1 Slot), Transceiver 5km (improved), Vacuum Environment Protection, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#8 Post by terrymixon »

Very Small Repair Drone

Image

The extra-small Repair Drone is designed to work within a ship’s conduits and small access panels. The size and appearance of a small monkey, it is often referred to as a ‘monkey drone’; it is humans that are most offended by this designation, especially if voiced by a member of another species. With dexterous hands on modified legs, it can operate well with all four limbs in both zero- and high-gravity environments. In a 1G setting, its small size and gecko grippers enables it to hang from vertical surfaces with a single hand.

There are twenty-four aboard your ship.

This unit can be directly controlled by Roscoe, the StarTek robots, or the Standard Engineer Droids.

Skills: —
Attacks: —
Manipulators: 2x (STR 3 DEX 6), 2x Manipulator Legs (STR 3 DEX 6), 1x Manipulator Tail (STR 3 DEX 6)
Endurance: 130 hours (5.5 Days) (8 hours to charge)
Traits: Armour (+3), ATV, IR Vision, Small (-3)
Programming: Primitive (INT 1)
Options: Auditory Sensor, Drone Interface, Electronics Toolkit (enhanced), Fire Extinguisher, Gecko Grippers, Light Intensifier Sensor (advanced), Transceiver 5km (improved), Vacuum Environment Protection, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#9 Post by terrymixon »

Skitter

Image

The Skitter is a highly efficient autonomous cleaning robot. Its entire flattened half-sphere body is consumed by cleaning equipment, allowing it to clean 50 square meters every hour. With ‘sticky’ gecko wheels, the tiny robot is not limited to cleaning floors but walls and ceilings too. Many buildings and larger vehicles have one or more Skitters as permanent residents, constantly keeping their interior spaces clean.

Not much bigger than a fist, the Skitter is a prolific cleaning device, mainly limited by a lack of internal capacity for storing waste. A Skitter-patrolled space is usually equipped with many trash receptacles or disposal systems, allowing the Skitter to… skitter… back and forth as it cleans. Able to see in the dark and nearly silent in operation, it operates around the clock, pausing only to recharge every few days.

There are six aboard your ship.

This unit has been modified for direct control by Roscoe.

Skills: Profession (domestic cleaner) 2
Attacks: —
Manipulators: —
Endurance: 72 hours (3 Days) (8 hours to charge)
Traits: Armour (+2), IR Vision, Small (-4)
Programming: Primitive (clean) (INT 1)
Options: Auditory Sensor, Domestic Cleaning Equipment (medium), Drone Interface, Gecko Grippers, Light Intensifier Sensor (advanced), Transceiver 5km (improved), Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#10 Post by terrymixon »

Surgeon Bot

Image

The Surgeon Bot is a replacement medical doctor optimized for hospital use. With four highly dexterous manipulators it is very capable of precision work, each arm including a hypodermic needle. Advanced sensors ensure the surgeon bot can see, hear, and smell clues to the patient’s condition and a set of forensic tools also allows the robot to act as a qualified medical examiner. Its embedded set of medical instruments do not allow it to fully use its skills, but its most common setting is a fully equipped medical bay or hospital, with access to diagnostic equipment and advanced surgical instruments. As a wheeled robot it is not intended for field use, but a telescoping ‘waist’ allows it to adjust its height to handle patients both on the ground and on a surgical bed.

There is one aboard your ship.

This unit can be directly controlled by Roscoe.

Skills: Athletics (dexterity) 2, Investigate 2, Medic 4
Attacks: Injector Needles x4 (1, AP 4)
Manipulators: 4x (STR 7 DEX 12)
Endurance: 108 hours (4.5 Days) (8 hours to charge)
Traits: Armour (+4), Heightened Senses, IR/UV Vision, Small (-1)
Programming: Very Advanced (INT 9)
Options: Auditory Sensor (broad spectrum), Drone Interface, Forensic Toolkit (enhanced), Injector Needles x4, Medikit (enhanced), Olfactory Sensor (advanced), PRIS Sensor, Transceiver 5km (improved), Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#11 Post by terrymixon »

Nurse Bot

Image

The Nurse Bot is designed for long term care of patients and light hospital duty. Taking advantage of the decreasing cost of Advanced brains at TL12, the Nurse Bot can handle most patient care tasks and has a sophisticated diagnostic program. The wheeled robot has two strong arms and a rounded shape designed to put patients at ease. Internal storage for medical supplies as well as materials to clean up patients ‘messes’ the robot is often found in a home care setting, performing light housework in addition to its assigned function, all in the name of keeping its patient comfortable.

There is one aboard your ship.

This unit can be directly controlled by Roscoe.

Skills: Athletics (strength) 1, Investigate 1, Medic 2, Profession (domestic cleaner) 2
Attacks: —
Manipulators: 2x (STR 9 DEX 7)
Endurance: 97 hours (4.1 Days) (8 hours to charge)
Traits: Armour (+4), Heightened Senses, Small (-1)
Programming: Advanced (INT 9)
Options: Auditory Sensor (broad spectrum), Domestic Cleaning Equipment (small), Drone Interface, Industrial Cleaning Equipment (small), Medikit (enhanced), Olfactory Sensor (basic), Storage Compartment (3 Slots hazardous material), Transceiver 5km (improved), Visual Spectrum Sensor, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#12 Post by terrymixon »

BDVSR Bartender Robot

Image

The Beverage Dispensary/Venue Security Robot or BDVSR, often referred to as the ‘Bartender robot’ is a four-armed bipedal robot optimized for autonomous operation of bars and mobile or pop-up establishments. The Bartender robot normally operates with an external beverage dispenser, such as a full bar or beverage cart, but has an autobar installed in its torso, with beverage dispenser nozzles and a 10-litre capacity integral refrigerated container that can hold up to 20 different beverages at a variety of temperatures. Spare capacity amounting to another eight liters allows for custom installation of additional dispensers or other specialized features. A vacuum/blower feature and internally stored mops and brushes allow the robot to keep its dispensation area clean.

With four arms, the BDVSR can dispense multiple drinks simultaneously, but its two stronger arms serve the additional purpose of maintaining ‘venue security’, namely removing unruly patrons from the vicinity. Normally it performs this task with the utmost courtesy, but owners may program different personalities and the robot itself tends to develop quirks over time. It is a decent conversationalist but lacks deep insight into human behavior.

There is one aboard your ship.

This unit has been modified for direct control by Roscoe.

Skills: Athletics (dexterity) 1, Athletics (strength) 2, Melee 0, Steward 2
Attacks: Fists (2D)
Manipulators: 2x (STR 12 DEX 7), 2x (STR 9 DEX 9)
Endurance: 108 hours (4.5 Days) (8 hours to charge)
Traits: Armour (+4), ATV, Heightened Senses
Programming: Advanced (INT 8)
Options: Auditory Sensor, Autobar (advanced), Domestic Cleaning Equipment (small), Drone Interface, Olfactory Sensor (advanced), Storage Compartment (5 Slots refrigerated), Spare Slots x4, Transceiver 5km (improved), Visual Spectrum Sensor, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#13 Post by terrymixon »

Steward Droid

Image

Replacing a qualified starship steward or all-around household butler, the Steward Droid is a humanoid robot designed to interact with people and food. It is a relative short and thin robot with long arms designed to reach high shelves or scoop items off the ground. With a built-in autobar, autochef and an advanced olfactory sensor, the Steward Droid is adept at preparing meals and ensuring the comfort of passengers and guests. With an integral medical kit, and basic first aid and dietary knowledge, the Steward Droid can treat minor ailments, recommend dietary changes and act as a basic medical aide in emergencies. Programmed with basic traffic regulations and flying vehicle operational guidelines, the robot can also act as an adequate chauffer, although this is often for show, as it is usually inferior to a vehicle’s autopilot functions. The Steward Droid’s internal refrigerated storage compartment has a capacity of two Slots beyond its inherent autobar and autochef capacity.

There is one aboard your ship.

This unit has been modified for direct control by Roscoe.

Skills: Flyer 0, Medic 0, Steward 2
Attacks: —
Manipulators: 2x (STR 7 DEX 7)
Endurance: 97 hours (4.1 Days) (8 hours to charge)
Traits: Armour (+4), ATV, Heightened Senses, Small (-1)
Programming: Advanced (INT 8)
Options: Auditory Sensor, Autobar (enhanced), Autochef (enhanced), Drone Interface, Medikit (basic), Olfactory Sensor (improved), Storage Compartment (2 Slots refrigerated), Transceiver 5km (improved), Visual Spectrum Sensor, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#14 Post by terrymixon »

Void, the Ceiling Cat

Image

A robotics exhibition concept model from the Shinku University Research Directorate (SURD), which became a status symbol among the wealthy, the Ceiling Cat or ‘the Cat That Walks Up Walls’ is an extremely realistic android cat. Its tiny front paws and prehensile tail are all dexterous manipulators and the gecko pads on all four paws allow it to climb not only up walls but also across ceilings. It requires a Very Advanced Brain to control its natural looking body and give it the quickness and sensory skills it needs, making it smarter than many of its well-heeled owners. Available in dozens of ‘breeds’ and with custom Zero-Slot options beyond the standard vacuum-proofing and ‘sticky’ paws, a Ceiling Cat can run up to MCr1 or more. The robot tends to develop a strong attachment to its owner and its cat-like personality makes secondhand Ceiling Cats finicky purchases. Although SURD offers a programming reset service for ‘only’ Cr20000, it sometimes does not take.

This unit looks like your average black cat and even close examination will not reveal it is artificial. Much like Roscoe, you would have to get under the skin to see it was an android.

His personality and memories are backed up to the ship's computer and the lab computer every day. If anything were ever to happen to him, his personality matrix and memories could be restored to a new brain/body.

This unit cannot be directly controlled by Roscoe. Or probably anyone.

Skills: Athletics (dexterity) 3, Recon 2, Stealth 3
Attacks: —
Manipulators: 4x (STR 6, DEX 21)
Speed: 8
Endurance: 144 hours (6 Days) (8 hours to charge)
Traits: ATV, Heightened Senses, IR Vision, Small (-3)
Programming: Very Advanced (INT 9)
Options: Android (advanced), Auditory Sensor (broad spectrum), Drone Interface (intentionally disabled), Gecko Grippers, Gustation Sensor (custom), Light Intensifier Sensor (advanced), Olfactory Sensor (advanced), Transceiver 500km (advanced), Vacuum Environment Protection, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#15 Post by terrymixon »

Advanced Low Berth

Image

An advanced low berth can provide the functions of both a fast-freezing cryoberth and a standard low berth hibernation chamber in a single unit and can operate without outside medical assistance.

It is a coffin-like machine similar to the low or frozen berths used on spacecraft and fits in a standard low berth mounting. The advanced low berth contains a casing fully protecting the occupant and entire unit from vacuum and hazardous conditions. Two internal arms allow basic placement of the occupant and can assist the occupant in entry, although they lack the ability to pick an occupant off the floor and, once the chamber is sealed, are unable to operate outside its confines.

The main difference between operating modes is that a cryoberth works much faster than a low berth, freezing and preserving its occupant almost instantly, although at some risk. A cryoberth can therefore be used to place a severely injured Traveller into stasis until they receive medical treatment. An internal power system can function for nearly four weeks on its own batteries, but a berth is usually connected to a vehicle or ship’s power supply.

The onboard robotic brain, while not terribly sophisticated, can provide enough assistance and monitoring to avoid the negative impact of an unskilled operator or unassisted hibernation, greatly enhancing the chances of survival during both the freezing and revival processes. The robot is equipped with a basic medical kit and accepts verbal commands regarding the duration of hibernation or the conditions for revival. The advanced low berth contains a refrigerated storage compartment stocked with common medical drugs, which may include Slow Drug, providing a third option for entering hibernation.

There are eight aboard your ship.

This unit cannot be directly controlled by Roscoe.

Skills: Medic 2
Attacks: —
Manipulators: 2x (STR 6 DEX 9)
Endurance: Unlimited when on ship's power, 648 hours (27 Days) (8 hours to charge) when not
Traits: Armour (+4), Large (+2)
Programming: Advanced (INT 8)
Options: Auditory Sensor, Medical Chamber (50 Slots), Medical Chamber Option: Cryoberth (improved), Medical Chamber Option: Low berth (improved), Medikit (improved), Spare Slots x20, Storage Compartment (5 Slots), Storage Compartment (2 Slots refrigerated), Transceiver 5km (improved), Vacuum Environment Protection, Visual Spectrum Sensor, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#16 Post by terrymixon »

Advanced Autodoc

Image

The advanced autodoc is a large, coffin-shaped box capable of holding an adult human or similarly sized lifeform. It is usually topped in a sealable transparent cover and mounted directly into a facility, connected to local power, although capable of independent operations for nearly two weeks. Spare slots allow for the expansion of the medical chamber to accommodate larger beings. The autodoc does not have a head but has sensory organs built into its manipulator arms to allow it to carefully control surgical procedures.

The robot’s small but precise manipulator arms are mounted inside the chamber, allowing it to operate on a subject placed within but unable to load a subject into its medical chamber without external assistance. In addition to a diagnostic and surgical medikit, the autodoc includes an advanced bioreaction chamber able to rapidly repair or regrow damaged limbs or organs. A sophisticated biology skillset allows the autodoc to better deal with difficult situations, such as novel diseases and destructive microbes, and a refrigerator stocked with common medical supplies.

It has the functionality to allow for the reanimation of a dead patient if quickly inserted within the chamber or preserved by other means prior to arrival. It includes low berth functionality to preserve a critically injured patient, or, on some ships, it can act as an extra low berth to squeeze out additional revenue.

The advanced autodoc includes a more sophisticated brain than previous models, a small fabrication chamber capable of printing out biological and cybernetic parts, and a full suite of scientific instruments including a bioscanner and neural activity sensor. Its advanced brain is equipped with an Investigate skill package and detailed knowledge of both biology and chemistry, allowing it to diagnose novel illnesses and develop treatments.

The advanced autodoc is capable of great feats, able to reconstruct every organ but the brain – and even some parts of the brain - but it can only repair, not improve a body.

There is one aboard your ship.

Skills: Medic 3, Science (biology) 3
Attacks: —
Manipulators: 2x (STR 6 DEX 12)
Endurance: Unlimited when on ship's power, 324 hours (13.5 Days) (8 hours to charge) when not
Traits: Armour (+4), Large (+2)
Programming Advanced (INT 9)
Options: Auditory Sensor, Bioreaction Chamber (10 Slots advanced), Medical Chamber (50 Slots), Medical Chamber Option: Low berth (improved), Medical Chamber Option: Reanimation, Medikit (advanced), PRIS Sensor, Scientific Toolkit (advanced), Spare Slots x8, Storage Compartment (2 Slots), Storage Compartment (3 Slots refrigerated), Transceiver 5 km (improved), Vacuum Environment Protection, Voder Speaker, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#17 Post by terrymixon »

Robotics Laboratory (Tech Level 19)

Image 

Robots can be built and maintained in a robotics laboratory. In the context of a spacecraft, this is a four-ton laboratory option or, if transported in a cargo bay, it takes five tons of hold space. The shell’s standard equipment includes a workbench large enough for a Size 6 robot and toolkits for mechanical, electronic and robotics work.

Metz is dissatisfied with the size and is planning on expanding to handle up to size 8 robots and machinery. That would necessitate increasing the lab to have a 512-slot fabrication/deconstruction chamber. He believes he can upgrade the device to tech level 19 and allow for superior fabrication that can implant memories in newly created robots and living beings and create microbots smaller than a milligram. This would mean disassembling his current lab and taking up an additional 11 tons of cargo area (32 squares on the deck plans, total).

There is one aboard your ship, and even though in the cargo bay, it is wired into the ship's power.

This laboratory includes a modified advanced lab control robot. The advanced Lab Control Robot is a more capable robotic brain box equipped with an advanced robotic drone controller capable of controlling up to eight drones at its full skill level. An advanced avatar controller allows it to fully control eight robots equipped with an avatar interface and an advanced swarm controller allows it to enable a swarm to perform up to four separate tasks. Smarter than its basic counterpart, this Lab Control Robot is knowledgeable in the science of robotics, allowing it to conduct independent research or diagnose reasonably complex problems with robotic systems.

The lab control robot has been modified to allow control by Roscoe.

Skills: Electronics (remote ops) 3, Science (robotics) 2
Attacks: —
Manipulators: —
Endurance: Unlimited when on ship's power, 324 hours (13.5 Days) (8 hours to charge) when not
Traits: Armour (+4), Small (-2)
Programming: Advanced (INT 9)
Options: Auditory Sensor, Avatar Controller (advanced), External Power, Robotic Drone Controller (advanced), Swarm Controller (advanced), Transceiver 5,000km (enhanced), Video Screen (improved), Voder Speaker, Wireless Data Link

This laboratory has a core/110 computer (fabricated from the pattern Metz got from deconstructing one that was meant for the ship. It acts as a backup computer in case Roscoe needs it, and has a backup of Roscoe's memories. It runs the following programs: Conscious Intelligence/3, Science (general), Advanced Science (computers), Advanced Science (cybernetics), Advanced Science (robotics), and Research Assistant/3. These programs eat up 63 Bandwidth, leaving 47 bandwidth for other purposes.

Not counting Roscoe's program, the programs combine to give Metz a DM +7 to his advanced science checks and a DM +4 to more general science checks. This is added to his own personal DMs when rolling.

This laboratory includes a 128-Slot fabrication chamber capable of building a Size 6 robot, including a power source and material input bins. At tech level 13 these chambers can also act as bioreactors or clone vats. As it is tech level 19 and a custom lab, it is also a deconstruction chamber. The fab unit has MCr 250 in raw materials stored in containers on the roof of the lab.

Deconstruction Chamber (combined with the fabrication chamber because Metz is a genius).

A deconstruction chamber is in some respects the opposite of an enhanced fabrication chamber. The chamber uses precise measuring devices and nanomachines to dissemble an object and record its composition at the molecular level. This process completely destroys the object but allows for construction of an identical object using an enhanced fabrication chamber. The materials are collected and placed into the input bins, so they are not lost.

It can be used to ‘harvest’ memories and personality of a biological or robotic brain, but the process is destructive. Enhanced fabricators can put the body back together but cannot restore memories or personalities, although they can be stored in electronic form for restoration onto an agent wafer in the case of a biological brain or a fresh robotic brain in the case of a robot.

Output from the deconstruction process requires Bandwidth.

Size 8 (Virushi, Rhino, Orca): Bandwidth 256
Size 7 (K’kree, Bear, Shark): Bandwidth 128
Size 6 (Aslan, Cow, Lion): Bandwidth 64
Size 5 (Human, Vargr, Dolphin): Bandwidth 32
Size 4 (Bwap, Droyne, Goat): Bandwidth 16
Size 3 (Dog): Bandwidth 8
Size 2 (Cat): Bandwidth 4
Size 1 (Rat): Bandwidth 2
Size 0 (Insect): Bandwidth 1

That data can be saved off on special high-density wafers (3 normal wafers wide, 3 normal wafers long, and 4 normal wafers thick) that can hold up to bandwidth 288 in one file or multiple smaller files up to the storage limit. There is a storage cabinet inside the lab and a backup cabinet in Metz's quarters.

Roscoe was deconstructed and fabricated prior to being activated for the first time, as was Void and each of the robots in use aboard the ship. So was one of the core/110 computers.

With appropriate raw materials, more could be easily made. The autolaundry, cold sleep pods, autodoc, and other high-tech equipment was also scanned and rebuilt. Some of it had to be disassembled and done in pieces.

Metz has stored fabrication files for everything in the lab so it can duplicate itself at need. Obviously, the copy protection features were removed.

This deconstruction chamber is tech level 19 and is combined with the tech level 19 fabrication chamber. It can disassemble anything up to a size 6 (fully grown bovine-sized) robot. It can also disassemble complex biomechanical items or beings, robots, equipment, and any robot brain.

Includes a deluxe avatar chair:

This is a bulky armchair equipped with a large neurosensory helmet that allows a Traveller without implants to control an avatar or drone. An occupant in the chair experiences full presence when connected to a remote avatar interface with full control of its actions. When connected to a remote drone interface, the occupant has an experience similar to a drone control helmet.

The avatar chair includes a 500-kilometer transceiver and can connect to an external transceiver for additional range, but beyond 500 kilometers light speed delays become noticeable, disrupting the feeling of ‘being’ the avatar and imparting DM-1 to checks requiring DEX. Beyond 5,000 kilometers, the avatar ‘experience’ fails, returning ‘consciousness’ to occupant of the chair, though drone control is still possible.

The avatar chair comes in two models: standard and deluxe. Both include restraints to prevent the occupant from injuring themselves while connected to the avatar, though voluntary moment is inhibited during the
experience. The deluxe version includes medical-grade connections allowing for feeding, waste disposal and muscle conditioning without terminating the avatar link, allowing an experience to last indefinitely.

The laboratory includes an advanced drone controller:

Robots have an advantage over biological controllers in that they can use multi-processors to control separate robots doing separate tasks in a manner unmatched by most ‘natural’ minds.

For successful control, both controller and drone must have transceivers installed, with the range of controller’s transceiver being the limiting factor in control distance. In addition to a robotic drone controller, the controlling robot must have an Electronics (remote ops) skill package installed. More advanced robotic drone controllers can command multiple drones but for each drone beyond the first controlled, the effective Electronic (remote ops) skill of the robot decreases by -1. For instance, an advanced drone controller installed in a robot with an Electronics (remote ops) skill package and skill DMs of 3 could control eight independent drones but at a DM-4 for all of them. For effective, but more limited, control of a large number of remote drones, a swarm controller (see following page) would probably be more effective. The robotic drone controller includes a communications multiplexor with enough channels to support the maximum number of drones and allow similar concurrent wireless data links to program drones or other robots.

Maximum skill indicates the highest level of Electronics (remote ops) a robot can use through the robotic drone controller. This is reduced by the DM for controlling multiple drones. If desired, a robot could install a less machine-optimized ‘biologically-controlled’ drone controller.

This lacks the multiplexor and limits control to one drone but does not limit the Electronic (remote ops) skill of the operator.

This laboratory includes a swarm controller:

A swarm controller allows a robot to control a large number of drones, microbots or nanorobots that have data links, receivers and control components. Swarms cannot be directly controlled by biological beings; in the absence of a robot, a computer or device running Swarm Control software is required.

A swarm controller can manage a theoretically unlimited number of machines, provided they are within wireless data link range and performing related tasks. For successful control, both controller and swarm must have wireless data links, limiting control distance to 50 meters and the controlling robot must have an Electronics (remote ops) skill package installed. More advanced swarm controllers can command a swarm to complete increasingly complex tasks, although maximum complexity of the tasks carried out by a swarm is also limited by the maximum skill complexity capability of the robot controlling the swarm. For instance, only a Self-aware or Conscious robot brain could attempt to command a swarm to perform a Formidable (14+) task.

More sophisticated swarm controllers allow the controlling robot to simultaneously command separate elements of a swarm to perform different tasks, although this decreases the maximum task complexity of the entire swarm by one level and as with a robotic drone controller, imposes DM-1 on all checks for every additional task. A single swarm task is any physical task that could be completed by one check by a single entity.

A Traveller can attempt to control a swarm using a swarm controller console or computer running Swarm Control software via a swarm control console.

This laboratory includes a swarm controller console.

A swarm controller console is an integrated console that enables a Traveller to command a swarm of robots. While swarms are normally microbots or nanorobots, nothing prevents the swarm controller from commanding a group of identical larger robots conducting synchronized tasks from construction to mining to storming a fortress – although as a mob, not a coordinated military force.

The console includes a computer specialized to run Swarm Control software through an Expert system, allowing an unskilled individual to verbally control the console to issue commands for the swarm to conduct tasks. A multi-channel wireless data link and 50-kilometer multi-channel transceiver is integrated.

The console can also be operated as an improved drone control interface with an effective Electronics (remote ops) 0 for an unskilled individual or at full skill level for an expert drone operator. Control of swarms is limited to the 50-meter range of the wireless data link but drones can be controlled up to 50 kilometers distance. External multichannel transceivers to extend this distance are available at 10 times the cost of a standard transceiver of equivalent range.

This one can has the following capability: 4 max tasks, 3 max skill or 8 drones.

The lab comes with the following software: Clone Creator/3, Drone Control/2, Fab Creator/4, and Swarm Control/4.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Posts: 3924
Joined: Tue Sep 25, 2018 4:21 am

Re: The Lost & Found (Your Ship)

#18 Post by terrymixon »

Air/Raft

Image

An open-topped vehicle supported by anti-gravity technology, Air/rafts are capable of reaching orbit but passengers must wear vacc suits. They are ubiquitous, remarkably reliable and flexible vehicles.

Mad Dog had it extended to allow 8 people, then upgraded to add active camouflage, audible camouflage, navigation, and sensor systems. He had the existing systems upgraded.

The ship has 1 of these.

Equipment

Active Camouflage, Audible Camouflage (advanced), Autopilot (advanced), Communications Systems (advanced), Computer/5, Navigation (advanced), Sensor System (advanced, hardened, increased range 2,500 km), Stealth (advanced), Visual Camouflage (superior, can be used for full motion 2D advertising on surface)

Armor: Front 10 Rear 10 Sides 10

Skill: Flyer (grav)
Agility: +1
Speed (cruise): Very Fast (Subsonic) 500-800 kph (800-1,200 kph)
Range: Antimatter Battery (~1 year)
Crew: 1
Passengers: 7
Cargo: 2 tons if passenger seats removed.

Autopilot: (skill level) 3
Communications: (range) 5,000 km, Encrypted, Satellite Uplink, Tightbeam
Navigation: (Navigation DM) +4
Sensors: (Electronics (sensors) DM) +2 (Hardened (ignores DM -1 from jamming), 2,500 km)
Camouflage: (Recon DM) -4
Stealth: (Electronics (sensors) DM) -4
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
Rider of Rohan
Rider of Rohan
Posts: 3924
Joined: Tue Sep 25, 2018 4:21 am

Re: The Lost & Found (Your Ship)

#19 Post by terrymixon »

Stealth G/Bike

Image

Simple in concept but effective in execution, the stealth G/bike has become a staple of bounty hunters across Charted Space. Small enough to weave through traffic, fast enough to evade any would-be pursuers, and cheap enough not to break the bank, what this bike lacks in equipment it makes up for in maneuverability. The camouflage and stealth systems help the rider become almost undetectable, especially on lower-tech worlds or those with outdated sensors.

Mad Dog had them upgraded to add active camouflage, audible camouflage, a computer, navigation, and sensor systems. He then had the existing systems upgraded.

The ship has 9 of these. They have recently been upgraded by Metz to achieve fast speeds. Really fast speeds. There is an Ancients energy screen to protect the passengers from the wind at these high speeds.

Equipment

Active Camouflage, Audible Camouflage (advanced), Autopilot (advanced), Communications Systems (advanced), Computer/5, Navigation (advanced), Sensor System (advanced, hardened, increased range 2,500 km), Stealth (advanced), Visual Camouflage (superior, can be used for full motion 2D advertising on surface)

Armor: Front 3 Sides 3 Rear 3

Skill: Flyer (grav)
Agility: +1
Speed (cruise): Hypersonic (Supersonic) 6,000-12,000 kph (1,200-6,000 kph)
Range: Antimatter Battery - decades of constant use
Crew: 1
Passengers: 1
Cargo: —

Autopilot: (skill level) 3
Communications: (range) 5,000 km, Encrypted, Satellite Uplink, Tightbeam
Navigation: (Navigation DM) +4
Sensors: (Electronics (sensors) DM) +2 (Hardened (ignores DM -1 from jamming), 2,500 km)
Camouflage: (Recon DM) -4
Stealth: (Electronics (sensors) DM) -4
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
User avatar
terrymixon
Rider of Rohan
Rider of Rohan
Posts: 3924
Joined: Tue Sep 25, 2018 4:21 am

Re: The Lost & Found (Your Ship)

#20 Post by terrymixon »

Rexwell Military Vacc Suit (Modified)

Image

One of the more common pieces of equipment used by vacc trooper units, the ‘Rexwell Suit’ is a militarized vacc suit with a number of features not normally required by civilian users. The original suit was more lightly armored for better movement, focusing on chest and head protection. Mad Dog had tech level armor put in place to add protection everywhere and keep the ability to move freely. A self-sealing layer between the inner and outer skins of the suit is designed to limit the effects of a penetrating injury and radiation protection is a little better than standard. All connectors are keyed to an automated identification friend-or-foe system, which also projects the location and status of nearby unit members onto the user’s faceplate upon demand.

The Rexwell suit has magazine/grenade pouches and holders for standard military equipment, including three safety tethers, which can be instantly fixed to almost any solid surface using molecular glue. Although frequently used with snub or accelerator weapons the suit has two standard options, both of which are based around laser weapons. The standard combat package uses a laser carbine of unusual design; the fore end of the weapon is conventional, with a vertical foregrip for two-handed firing. However, the rear of the weapon is designed to be braced against the user’s forearm, terminating in an elbow hook rather than the more normal full or folding stock. The carbine is balanced for one-handed shooting—using either hand—leaving the other free to brace or manipulate controls. The suit’s chest protector is grooved to seat the projections of the elbow hook if the weapon is to be shouldered for aimed fire, although this is not a comfortable position due to the shortness of the stock. Power for the carbine is provided by a standard power pack that attaches to the rear of the chest protector.

The second option is intended for close assault work. A lightweight shield can be fitted to the forearm—usually but not always the weak hand—and provides an additional Protection +6 against attacks from this direction. The shield is designed for quick detachment in an emergency but is otherwise very firmly attached. The user can pair the shield with any one-handed firearm, including the Rexwell laser carbine, but is often used with a dedicated hand weapon. This is a twin-pronged stabbing implement, with spikes protruding 25 centimeters ahead of the user’s fist. 10 centimeters from the tip are a set of downward hooking secondary blades, which are sharp on the reverse face. These can be used to hook onto any nearby object for assistance in movement or to rip flesh or suits with a grab-and-pull action. Like the shield, the hand weapon is firmly attached but easy to jettison, allowing the user to switch to a sidearm or other weapon.

Mad Dog had vislight chameleon layers added. When activated, it makes the wearer almost invisible. He also added a tech level 15 grav assist harness and a tactical video suite smf up armored them with tech level 15 armor to match the protection of regular boarding vacc suits.

The ship has 9 of these.

Protection: +16
Rad: 90
Required Skill: Vacc Suit 1

Friend or Foe HUD: DM+1 to any Tactics (military) checks, shows friends and foes detected and transmits the latter to the unit.
Camouflage, Vislight: tech level 13, DM +4 Stealth at 5+ meters.
Grav Assist: tech level 15, (200 kph max, 100 kph cruise) 12-hour endurance.
Tactical Video Suite (advanced): 72-hour high-quality 360-degree video and audio storage.
Transceiver 5,000 km (advanced).
Magnetic Grapples
Armor improved to +16.

Combat Shield

Melee 1D

Rexwell Laser Carbine

Ranged 200m 4D+1
Magazine: 50

Combat Spike

Melee 2D+2
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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