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.