The
Jean Bart, having recently arrived at Chrysolite, is fitted with turrets and weapons by 12 Apr 2172, as well as having her civilian ships boats replaced by military ones. The crates of hand weapons she had in her holds are unpacked and placed into the armoury, and crews are given their last leave in a while.
Vessel details are as follows:
Jean Bart, 800 dTon Hardrada Class raider
(3.5G/Move:3150, dDR:75, dHP:80/80, dTons of Cargo Space: 36 (53 with ships boats), SM: +10), Wedge shape
Weapons:16x Beams, 6x Missiles, 2x Sandcasters, 2 x Ships boats (Military, See Below)
Facilities: 3 Workshops, 3 Sickbays, 1 Biological and Pharmacist Laboratory added to assist with dealing with diseases.
Life Support: 146, Crew: 140 (included 79 Troops and 10 Gunners, 7 IT/Intelligence Specialists, 13 Medical Specialists and 3 Scientists to use the Labs)
Skills
Notes, Gunners have Skill 18. They get +2 (sAcc) +2 (Sensors)
For Point defence, -2 (Target profile) - 0 (Range modifier for point defence) + 0 (Size modifier) = 20
For Precision targeting at range 10,000 miles to 19,999 miles, -12 (Range), so Target 10, +2 for 5k to 10k, +4 for 1k to 5k, +6 < 1k (assume never more than 500 miles, speed would negate any nearer advantages), -2 out to 29,999 miles
Piloting: 17 (Dodge 9)
Navigation (Space): 17
Navigation (Hyperspace): 17
Mechanic (Jump Drive): 17
Tactics (Land Combat): 14
Intelligence Analysis: 15
Ships Boat (Military), 35.5 M Solars, 30 dTons
(4G/Move:675, dDR:27, dHP:25/30, dHP:30/30 dTons of Cargo Space: 8.5)
Weapons: 1 Turret, 1 x Beam, 1 x Missile, 1 x Sandcaster, Workshop, Sickbay, Life Support and bunks for 20
Note that Jump drives require a vessel of 100 dTon or more, so no smaller craft on either side has Jump capacity.
Stores approximately 7 weeks of supplies, 6 Grav Bikes and 2 Grav Jeeps, as well as weapons, ammo and protective suits. Full holds do slow the vessel a little. 144 Missiles, 72 Sandcasters. Fuel processors take 7 hours to process enough fuel for a jump. Tank holds enough for 2 x 2 Parsec jumps.
Items in the Jean Barts Armoury
100 x Nanoweave Body suit, internal skinsuit with Flexible Helmet, Cost: $2900, 10.5 lbs, DR 18/6*, pi/cut full protection
50 x Storm Rifle, 10mmCLR, 9d pi++, Acc:5, Range: 1300/5800, RoF: 3
10 lbs, 12+1(3) shots, ST:10, Bulk:-4, Rcl:3, $2700
100 x Laser Rifle, 6d(2) burn dam, Acc:12, 700/2100, ROF:10,
8 lb, Dp/83 shots, ST: 7, Rcl 1
100 x Heavy Laser Pistol, 4d(2) burn dam, Acc:6, 300/900, ROF:10,
3.3 lb, 2C/56 shots, ST: 6, Rcl 1
20 x Anti-Material Rifle, 15mm CL, 15d pi+, Acc 6+3, 2000/9000, ROF: 3
32 lb, 20 shots, ST: 12, Rcl 4, Bulk -6 (Has 8x sights)
100 x LAW 84mm,
Guns(LAW) [14], 6dx6, Acc: 3, 330/2300, 1 shot only, ST:10
10x Limpit Mine Dispensers,
100x Limpit Mines,
50 x Underbarrel 25mm Grenade Launcher
Guns(Grenade Launcher) [14], 4d pi++, Acc 4+2, 360/2200, ROF 1, 3 rnds
5 x Electromag Mortar, 64mm
6dx3 pi++, Acc: 4, Range: 1,000/6,000, 50 lbs (Ammo 2.5 lbs each), ROF: 1, 40 shots/ E cell
ST: 12M, bulk -10
Rounds
100 x Shaped Charge ($100) (6d+6)x7 (10) cr inc + linked 8d cr ex [3d]
100 x EMP ($500) Elec, HT-8(2) or knocked out (failure seconds), (8 yard range) +2d cr inc
500 x HE ($50) 8dx2 +2 cr ex [3d]
Hand Grenades
100 x Plasma, 6dx4 burn ex sur, 1 lb, fuse 2
400 x HE (frag), 8d+8 x2 cr ex, /10 x range, [3d, 15 yard frag], 1 lb, fuse 2
180 x HEC (Concussion), 8d+8 x2 cr ex, 1 lb, fuse 2
195 x EMP, HT-8(2), 8 yard + 2d cr ex
25mm Grenades
200 x Plasma, 6d burn ex sur
300 x HE (frag), 4d+4 cr ex [1d+1, 5 yard frag]
300 x HEC (Concussion), 4d+4 cr ex
100 x EMP, HT-8(2), 2 yard + 1d-2 cr ex
100 x Flare radius 250 yards
95 x Shaped Charges, 5d+5 x3(10) cr inc + 2d cr ex [1d+1]
10,000 x 10mm CLR rounds, 200 D cells with 100 packs, 300 C Cells and 5,000 15mm CL rounds.
There may be other items...but these would be standard issue.
Nominal Mission
Scout around the fringes on Vilani space, looking for dissident worlds to entice into supporting Terra by whatever means. Offering medical aid to cure diseases is seen as a good tool. Avoid starting a war at all costs, but defend yourself.
[
Private to Raymond 'Duke' Vurhund:
Actual Mission
The idea is to cause dissent amoung more distant worlds, utilizing the poorly protected links that the Jaques Cartier revealed in order to open up another front, in what is looming to be the next war, without actually triggering the war. Overt Terran involvement will trigger a war, but information gleaned by intelligence suggest that in these more outlying provinces far from Terra the Vilani have not been looking after their subjects and, due to high taxes and poor domestic policies, they are not happy about it. Combined with the Vilani thinking that they are 'safe' due to their distance from Terra, that makes them open for a little covert encouragement, which is where you come in. Avoid a war, but work with dissidents to assist them, where possible, in getting their independence, or at least in escaping from Vilani space. A large population of ex-Vilani will have a similar effect to Nusku in that it will encourage dissidents still under Vilani rule to be more rebellious.
https://travellermap.com/?opti...6&scale=68.59375]
This message was last edited by the GM at 02:46, Sun 11 Aug 2019.