The ‘Verse – Lightning Bug LARP Sourcebook v1.01 0 The ‘Verse Contents Chapter Page Introduction 2 Ship Born 2 Mechanic 3 Mechanic Specialisations 4 Cortexing 6 Armoury 7 Equipment 12 Transport 15 Ships 16 Ship Scale Comparisons 37 Ship Equipment 38 Shuttles 39 Mules 39 The ‘Verse – Lightning Bug LARP Armoury v1.01 1 The ‘Verse Introduction This document contains the supporting rules and information for playing the game. Everything you need to know to play a cortexer, mechanic or mad scientist in the game should be here, along with equipment of all shapes and sizes from six shooters to star-ships. Ship Born In the main rules, Into the Black, you can choose from three types of home world; Core, Border and Frontier worlds. However not every kid was born or raised with dirt under their feet, to represent these ‘ship born’ types we have included a fourth background. Build 1 Ship Born Sophistication 1 Schoolin’ 3 The free skills for Ship Born characters are: Ship Born Mechanic, Navigation, Shuttle Note: Ship Born receive the Mechanic skill once for free however this still counts towards the maximum number of times that they can acquire the skill. Ship Born characters may not purchase the flaw ‘Space Sickness’. Ship Born characters were born and raised in the Black therefore are not as hardy as their gravity bound colleagues from the Border or Frontier worlds. They have 3 Body as standard. There is also a new flaw that can be purchased ‘Agoraphobia’. You are not comfortable under the open sky. When not working indoors or under the night sky, complicated actions take 150% as normal. This flaw grants 1 extra skill point when chosen. The ‘Verse – Lightning Bug LARP Armoury v1.01 2 The ‘Verse Mechanic If trade and commerce are the lifeblood of the ‘Verse then ships would be its veins. But it is the humble, or not so humble, mechanics who keep those ships flyin’. Whether it is the filthy greasemonkey, the educated engineer or the crazed tinkerer, these people fix that which needs to be repaired, improve that which needs to be better and salvage that which is beyond all hope. The basic Mechanic skill provides you with 3 Mechanic solution cards for the initial purchase and a further two each additional time it is acquired. You can purchase this skill as many times as twice the level of Schoolin’ you have. There are four Mechanic Specialisation skills (Demolitions, MacGuyer, Engineering, and Salvage) which provide a further three specialised cards each time they are purchased. You can purchase these specialisations the same number of times that you can Mechanic to acquire more cards. Fixin’ stuff When faced with a problem the Mechanic will be informed of the following: The type of problem; Mechanical, Electrical or Explosive The severity of the problem; the number of solution cards required to solve the problem. Then the Mechanic decides what they wish to do. Whether it is to fix the issue, salvage the device for spare parts, jury-rig it or, in the cases of traps or explosives, disarm it. If the Mechanic intends to fix the device, assuming it is broken, they will draw the number of solution cards up to a maximum of their hand size. So for example, Henry Carter has chosen Mechanic three times, therefore his maximum hand size would be 9 (3 for the initial purchase and 2 for each time her purchased the skill thereafter). If Henry is working on salvaging something he can add 3 cards per level in his salvaging specialisation to his maximum hand size. So Henry’s salvaging specialisation of 3 gives him a total hand size of 18, of which some or all of these cards can be drawn from his deck of Salvaging solutions cards or his basic deck of Mechanic solution cards. This will tell them how long it takes to role-playing fixing the problem. Certain Virtuoso skills will reduce the time shown on the solution cards depending on the nature of the problem, whether it be Explosive, Mechanical or Electrical. If it wasn’t broke before it is now! Mechanics and Surgeons have much in common in the ‘Verse as such within every Mechanic’s deck of solution cards are several complications cards. When one of these is drawn the complication must be immediately attended to before work can continue on fixing the original issue. Each specialisation deck also contains complications unique to that type of mechanism, needless to say a MacGuyver deck may have slightly more complication cards but none of these are anywhere as serious as complications in the Demolitions deck. The ‘Verse – Lightning Bug LARP Armoury v1.01 3 The ‘Verse Mechanic Specialisations Salvagin’ Sometimes things are just way beyond saving but that don’t mean they aren’t worth having and that is where Salvagin’ comes in. There are ships out in the Black who make their living by salvaging spare parts from hulks and wrecks that have come to the end of their useful working life. If you want to remove working parts from a device to use again you can make use of the Mechanic Specialisation (Salvage) cards as well of the normal Mechanic skill cards in order to extract the parts you wish however using your Salvage cards gives you a chance of extracting either better quality or more items. When attempting to salvage explosives you must also have the Mechanic Specialisation (Demolitions) and may choose to draw your solution cards from both decks. Engineerin’ A Mechanic can repair stuff all day long but it takes a real engineer to build something from scratch properly, any crazy fool can jury-rig a device that might work a few times but to craft a machine that works each and every time requires patience and a head for planning. When attempting to repair Mechanical or Electrical problems you can use both Mechanic and the Mechanic Specialisation (Engineerin’) solution cards to fix the problem. If you wish to build something that will last more than a day/event you will need to use (Engineerin’) solution cards and seek a ref. Mechanical Specialisation (Engineerin’) solution decks generally have less complication cards in them but the cards themselves have longer time frames than other decks. Demolitions Messing around with explosive devices is plain dangerous, doing so without knowing what you are doing is the equivalent of playing Russian roulette with a semi-automatic. In order to disarm an explosive device you require either Knowledge (Demolitions) or Mechanic Specialisation (Demolitions). There are two ways to disarm a bomb in Serenity LARP, both methods require either the appropriate knowledge or Mechanic Specialisation as mentioned above. The first method is to use your The ‘Verse – Lightning Bug LARP Armoury v1.01 4 The ‘Verse specialisation solution cards and roleplay disarming the device. When the time is over the ref will disarm the trap. The second method is to actually attempt to disarm the trap phys-rep, this may often be quicker but does run the risk of triggering the bomb. If a character has Knowledge (Demolitions) only and no levels in Mechanic they may still place demolitions or disarm bombs that have a solution card rating of 1. This will take a standard five minutes if they do not wish to physically dis-arm the phys-rep. If you wish to jury-rig, engineer or salvage an explosive device you require Mechanic Specialisation (Demolitions) in addition to the relevant specialisation and can make use either of the appropriate decks of solution cards to deal with the task at hand. Jury Riggin’ Some things are just plain broken or were never designed to do what you want them to, so that’s were Jury-rigging or MacGuyverin’ as it is often called comes into play. A Mechanic with the Mechanics Specialisation MacGuyver can opt to solve a problem using ‘unorthodox methods’. means. In game terms this means that if you are trying to fix something that is either beyond conventional repair or that you do not have the appropriate tools or spare parts to fix you can instead opt to draw your Mechanic Specialisation (MacGuyver) solution cards instead of your ordinary Mechanic cards to solve the problem. If you wish to build a temporary device using the items to hand you will need to use MacGuyver solution cards and seek a ref. If you are attempting to jury-rig something that would ordinarily use a differing form of Mechanical Specialisation, say explosives or in an attempt to salvage something, you may opt to draw from both decks in order to produce the required number of solution cards. Be warned jury-riggin’ something isn’t always as hardy, effective or safe as actually repairing or crafting it properly. As such whilst MacGuyverin’ solution cards have a shorter time frame on them than other types there are more complications cards in your average MacGuyver solution deck. Knowledge is power If you have a knowledge skill that is applicable to the task at hand the number of solution cards required to fix the problem are reduced by 1, this can only effect each problem once. For example, Saul needs to fix a problem with gravity drive in the Mei Mei, he has Knowledge (Ship Engines) and Knowledge (Cargo Haulers) however for this task he may only get the benefit of one of his knowledge skills even though both would be applicable. The ‘Verse – Lightning Bug LARP Armoury v1.01 5 The ‘Verse Cortexing The Cortex Someone once said that information is power, and in the ‘Verse information travels across the Black via the Cortex. A Cortexer is someone who knows full well how to manipulate programs and traverse code walls to get their virtual hands on that data. The basic Cortexer skill provides you with 3 Cortexer solution cards for the initial purchase and a further two each additional time it is acquired. You can purchase this skill as many times as you have Sophistication and Schoolin’ combined. There are four Cortexer Specialisation skills (Diagnostics, Infiltration, Clean Up, and Programming) which provide a further three specialised cards each time they are purchased. You can purchase these specialisations the same number of times that you can Cortexer to acquire more cards. Hacking systems Getting where you are not supposed to be on the Cortex or a stand-alone computer is a Cortexer’s protein and soya (bread and butter if you are really rich). Cortexing tasks are slightly more complicated than Mechanical tasks, as they are split into four phases: Diagnosis, Infiltration, Tampering and Clean up. Diagnosis During the diagnosis phase you are studying the system, to find out if there is a fix, or a way into a secured system. Infiltration During the infiltration phase you are gaining access to the system. Tampering During the tampering phase, you are making changes to the system, obtaining data, inserting viruses etc. Clean-up. During the clean-up phase, you are covering up your tracks. Each phase runs as a task described above; a Ref presents a set of problem cards, one at a time, and the Cortexer must use their solution cards to solve each problem. The Cortexing problem and solution cards are each marked to show which phases they may be used in. Cortexers may pool their cards provided there is appropriate role-playing between them during the challenge. A failure at any particular phase, or skipping a phase (such as going straight to infiltration) will increase the difficulty of all successive phases. However, you may decide the problem is too difficult for you to solve and immediately skip to the clean-up phase without further affecting the difficulty of clean-up. Knowledge is power If you have a knowledge skill that is applicable to the task at hand the number of solution cards required to fix the problem are reduced by 1 this effect can only once per hack, regardless of the number Cortexers working on the problem. The ‘Verse – Lightning Bug LARP Armoury v1.01 6 The ‘Verse Armoury “Praise the Lord and pass the ammunition!” Shepherd Locke during a reaver attack on Zenith Whether you are ‘packing’, ‘strapped’ or just plain armed, many folks in the ‘Verse travel the Black with a little friend or two, or fifteen. Whether you wield a knife, a toolkit, a six shooter, a scalpel or sniper rifle the equipment you carry is there to help you live your life. Within this chapter we document how you go about obtaining and using your tools. Ammunition Each firearm carried has a set number of shots, whilst it is understood that in the normal game situations you will have a large amount of ammunition for your pistols and ordinary rifles, you should still reload once you have fired as many shots as the weapon should carry. For the most part ammunition is considered part of people’s upkeep costs in downtime, however specialist ammunition requires seeking out the right authorisations or someone who has and a fairly flexible definition of your entitlement to it. As such ammunition for sniper rifle, advanced devices, chem-plast, assault and heavy weapon clips are considered restricted goods so their availability and thus price will reflect this. Specialist ammunition or shaped charges require an ammunition card which must be kept on your person when the weapon is carried. Each time the weapon is reloaded, the card is torn to demonstrate that once the clip or drum is used up it is discarded. For the purposes of logistics and post-event clean-up we ask that you do not discard the used ammunition card except in the bins provided. In certain situations damage calls such as Suppression Fire and Heavy Fire take a drain on your ammo reserves, should a weapon be drained of rounds for the day using these abilities attach a red elastic band to the weapon barrel or handle that will be supplied at event start from games control. This will allow other players to recognise that the weapon is empty without breaking immersion. If your assault rifle has used its three Suppression Fire abilities, or four with virtuoso skill ‘Gun Bunny’, you can accept ammunition from other players by sharing ammo cards, purchasing them from vendors or finding them on the bodies of the fallen. The ‘Verse – Lightning Bug LARP Armoury v1.01 7 The ‘Verse Firearms Below is a list of common weapons and also some unusual ones that make their way into the ‘Verse. Derringer Damage Single Skill Pistols Reload Every two shots Special Can be concealed with Conceal skill Holdout Pistol Skill Special Damage Reload Single Pistols Every four shots Can be concealed with Conceal skill Six-Shooter Skill Pistols Special Cannot fit a silencer Magazine-fed Pistol Skill Pistols Special Stun Pistol Skill Special Rifles/Shotguns Special Shotgun Skill Special Single Every Six Shots Damage Reload Single Every ten shots None Damage Pistols Reload Non-lethal damage, Advanced Weapon Rifle Skill Damage Reload Single Stun Classified Damage Reload Double Dependent on phys-rep Damage Reload Double Knockdown Rifles/Shotguns Dependent on physrep. If placed against a door handle can perform Open Lock on non-armoured doors. The ‘Verse – Lightning Bug LARP Armoury v1.01 8 The ‘Verse Pump-action Shotgun Skill Special Damage Double Knockdown Rifles/Shotguns Reload Every eight shots If placed against a door handle can perform Open Lock on non-armoured doors. Stun Rifle Skill Special Damage Rifles/Shotguns Reload Non-lethal damage, Advanced Weapon Double Stun Classified Automatic Pistol Skill Assault Weapons Damage Reload Single Every fifteen shots When using Suppression Fire, call ‘Suppression Fire’ only three times instead of five per use. Standard shots have a two second cool-down in between. Special Automatic Rifle Skill Assault Weapons Special Machine Gun Skill Special Heavy Machine Gun Skill Special Sniper Rifle Skill Special Damage Reload Double Every thirty shots Can use Suppression Fire ability up to three times per day. Standard shots have a two second cool-down in between. Damage Triple Heavy Weapons Reload Every sixty shots Can use Heavy Fire three times per day. Standard shots have a two second cool-down in between. Damage Reload Triple Every two hundred shots Can use Heavy Fire five times per day. Standard shots have a two second cool-down in between. Phys-rep must be belt-fed. Heavy Weapons Damage Quad Sniper Rifle Reload Every five shots Ten second warm-up before each shot, grants use of Virtuoso Dead Shot only whilst firing a sniper rifle. The ‘Verse – Lightning Bug LARP Armoury v1.01 9 The ‘Verse Rocket-propelled Grenade Launcher Skill Heavy Weapons Special Rocket Launcher Skill Special Damage Reload Quad Boom Every shot Damage See Ref Heavy Weapons Reload Every shot This weapon will affect an area around the target as well as directly behind you. Unusual weapons Some folks for whatever reason just don’t like normal or occasionally come across something a little out of the ordinary and take a liking to it. Here are some examples below: La Matte Grapeshot The La Matte Grapeshot was originally an antique from Earth that was but due to a vid-hero of a popular show on the Cortex was re-made as a cartridge firing weapon. The large and heavy revolver is distinctive for the secondary barrel that fires a single shotgun round at reduced capacity. La Matte Grapeshot Skill Special Damage Single Single Knockdown x1 Every nine shots Pistols Reload Rifle/Shotgun Can be used as ordinary nine shot revolver, if have Rifles/Shotgun skill and both hands on the weapon can call for single knockdown once per day. If placed against a door handle can perform Open Lock on nonarmoured doors using the shotgun round. Assault Rifle with under barrel armaments Alliance infantry often opted to sacrifice a degree of accuracy for a little extra oomph on the battlefield and instead of attaching handy lights or laser sights to the under rail of their assault rifles they would instead use either a one-shot shotgun or a grenade launcher. Assault Rifle with under-slung shotgun Damage Double Double Knockdown Skill Assault Weapons Reload Every thirty shots and every shot for knockdown Special If placed against a door handle can perform Open Lock on non-armoured doors. Assault Rifle with under-slung Grenade Damage Launcher Skill Assault Weapons Reload Heavy Weapons Special Requires mini-grenades The ‘Verse – Lightning Bug LARP Armoury v1.01 Double Triple Boom Every thirty shots and every shot for grenade 10 The ‘Verse Laser Pistol Since Lassetter made the first laser pistol these age old stalwarts of science fiction have become science fact to anyone rich enough to own one. Laser Pistol Damage Classified Skill Pistols Reload Classified Special Advanced Weapon The ‘Verse – Lightning Bug LARP Armoury v1.01 11 The ‘Verse Equipment Starting Money Each player begins play with equipment up to a value dependent upon their Sophistication. Any unspent money from this equipment allocation will be placed in the characters bank account or given to them physically depending upon their origin and background. Sophistication Starting Credits 1 50 2 100 3 150 Core worlders will have Credits and Border/Frontier worlders will have Dollars unless requested otherwise beforehand. A character with the Assets merit has an additional 100 Credits (5,000 Dollars) with which to purchase starting equipment. Exchange Rate 1 Credit = 50 Dollars Starting equipment The following is a list of items that may be purchased at start up. Some items listed here have roleplayed IC effects (such as a first aid kit) and are of value, some have actual effects (such as vision enhancement goggles) but are sufficiently rare IC to have a cost despite their effects not having a rules mechanic. Other items listed have either an IC mechanic or actual effect but are of negligible IC cost so are listed simply to remind players they may possess these items. Interesting gadgets and gizmos are encouraged. You will be able to purchase most items from local traders once play begins but the prices will vary from world to world depending on the local supplies. Name / Description Non-Combat Vision-enhancement Goggles Items such as night-vision goggles. Interface Flexi A flexible display screen that operates by touch input. Similar to a present day laptop, it is capable of receiving and transmitting data to the local cortex source and storing information. It cannot write data to a physical storage media. Handheld Computer Similar to the Interface flexi in function, it resembles a present day palm top. The Handheld has an edge over the flexi in that it may write data to a physical storage medium such as a disc or card. Case Computer Similar to the Handheld in function it resembles a present day tower system. They are large and require an outside power source in order to operate. The difficulty in finding a power source and transporting these systems makes them unpopular amongst those on the move. The ‘Verse – Lightning Bug LARP Armoury v1.01 Cost (in credits) 10 30 50 30 12 The ‘Verse Name / Description Lock-picks For use when attempting to pick a mechanical lock using the Open Lock skill. System-bypass Tools For use when attempting to pick an electronic lock using the Open Lock skill. Spacesuit For use in deep space salvage missions during downtime. Those who attempt to enter abandoned vessels without the protection of a space suit do so at their own risk. Mechanic’s tools For use with the Mechanic skill. Armour Repair Kit For use with the Virtuoso skill Armour Smith to repair damaged armour. Fake ID card A fake identity card allows you to avoid dealing with your past and lie to the feds. Of course the quality of these IDs vary with the seller as does the price. Love-Bot For satisfying those masculine or feminine urges whilst working a solitary lifestyle. Players who can provide a suitable phys-rep are welcome to bring their Love-Bot into game situations but please do so following our policy on appropriate conduct in regards to the sensibilities of others. Scrapper’s Gel A pistol shaped device that lays down a line of goo that has a conductor embedded inside. When a small surge of energy is applied, the goo turns into a powerful acid that can eat its way through most metal. Designed for work in space it only functions in a vacuum. Medical Immunisation Packet Immunises against common disease and infection for six months. First Aid Kit For use when transporting a bleeding character with the Paramedic skill or applying First Aid. Field Medical Kit For use when stabilising a bleeding character using the Medicine skill. Doctor's Bag For use when stabilising a bleeding character using the Medicine skill and for providing continued care to heal a wounded character with the Medicine skill. Surgeon's Tools For use when operating on a character using the Surgery skill. Combat Light Armour For use with the Armour [Light] skill. Medium Armour For use with the Armour [Medium] skill. Heavy Armour For use with the Armour [Heavy] skill. Assault Rifles Clip A clip of ammunition for an assault weapon. The ‘Verse – Lightning Bug LARP Armoury v1.01 Cost (in credits) 10 40 50 50 20 500-2,000 2,000 2 per 10 yards 5 20 35 50 50 30 40 50 20 13 The ‘Verse Name / Description Machine Gun A heavy weapon for delivering vast quantities of lead towards your enemies. Requires the Heavy Weapons skill. Note: All heavy weapons come with a complimentary single load of ammunition. Machine Gun Drum A magazine of ammunition for a machine gun. Heavy Machine Gun Belt A belt of ammunition for a heavy machine gun Rocket-propelled Grenade Launcher A heavy weapon for delivering explosives over large distances at high speeds. Requires the Heavy Weapons skill. Rocket-propelled Grenade A single rocket, for use with a launcher. Sniper Rifle A long-barrelled rifle for delivering bullets over great distances with precision. Requires the Heavy Weapons skill. Sniper Clip A clip of ammunition for use with a sniper rifle. Laser Pistol A laser-pistol for vaporising your target. Requires the Pistols skill. Note: It is illegal to own and operate a laser pistol without a license. Battery Cell A battery cell for use in a laser pistol, sold with full charge. Cell Charger A charger for recharging empty battery cells for use in a laser pistol. Requires an external power source. Cost (in credits) 600 45 90 800 80 300 10 150 30 100 Because some environments are more hazardous than bullets. The ‘Verse – Lightning Bug LARP Armoury v1.01 14 The ‘Verse Transport Ships are offered for sale all across the 'verse and vary in quality and facilities. Whilst a budding Captain might find a good purchase and acquire a vessel with full workshop and Infirmary this is not guaranteed and many second hand dealers strip such items out of their vessels and offer them as upgrades. Over time the value of a ship depreciates which enables a Captain to pick up a ship far beyond his normal means if he doesn't mind it having several million miles on the clock and a severe rust problem. Ship Quirks Every ship has its little quirks some good, some bad, and some frankly life threatening. Being a pilot or a mechanic means learning to love your ship whilst taking full advantage of the former and trying to avoid the latter. Ship Merits Guidance Systems Smuggler Hold Shielded Brig Weapons Solid Ship Flaws High Maintenance Infamy Mistaken Identity Brick on the Wind Thirsty Reduce fuel costs by an additional 10%. 5% of your cargo space is in hidden away in a smuggler’s hold safe from all but the most thorough examinations. Your entire cargo cannot be scanned for contraband, although this doesn’t help if your ship is searched. This ship has fully working and secure prison facilities. This ship is armed with cannons. Ammunition for these are both rare and expensive. This ship is not just structurally sound it is armoured and able to take a beating. Your ship costs a 10% more to maintain. The authorities tend to hold a very dim view of your ship’s class, meaning you are more likely to get pulled over than another ship of its size. Your ship is often mistaken for one of its type still in Federal service, this can make first impressions with less than legal people tricky. This ship handles like a sow in heat when in the atmosphere. Landings can be ‘interesting’. Fuel economy is not this craft’s strong point, add 10% to the fuel bill each quarter. The ‘Verse – Lightning Bug LARP Armoury v1.01 15 The ‘Verse Ships Prices are listed for new, twenty year old and forty year old vessels. (New/20yrs/40yrs.) In terms of maintenance a new ship costs 1% of its initial cost, a 20 year old craft is 10% of the ship’s cost and a 40 year old ship costs 50% when calculating quarterly maintenance. This means that whilst you might save money in the short term by buying used it could cost more in the end. Chariot A rapid courier vessel designed to get messages and small cargo from one side of Alliance space to the other in minimal time. Its innovative dual pulse drive system allows it to steer whilst in pulse drive but does result in an increased need for maintenance. Good manoeuvrability, sensors and auto-pilot facilities are the main features of this speedy ship. Cost Crew Notes Upgradable Space 20,000/4,000/1,000 4 Guidance Systems, High Maintenance 2 Rooms The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed 250 tons 0 8 Shuttle Pads 1 16 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 17 The ‘Verse Firefly Perhaps the most durable design of the past hundred years, the Firefly has endured initial design faults to become a popular choice for small scale cargo deliveries. Its manoeuvrability and easy maintenance coupled with a considerable cargo capacity make up for the lack of high tech systems and safety protocols now considered standard in modern boats. Cost Crew Notes Upgradable Space 57,600/11,520/2,880 5 Smuggler’s Hold, Infamy 1 Room The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed Shuttle Pads 2,400 tons 7 4 2 18 The ‘Verse Titan Designed with moving vast quantities of cargo from A to B in mind, the Titan is a no frills hauler with capacity being the name of the game. Whilst the average captain won’t even consider a Titan for speed and agility, it cannot be beaten in its sheer carrying capacity and the guidance systems installed to make sure the goods find their way to their destination. Take-off and landing a Titan in good conditions is best described as tricky, due to their size they handle badly within the atmosphere and are generally considered about as agile as a piano. Cost Crew Notes Upgradable Space 500,000/100,000/25,000 6 Guidance Systems, Brick on the wind 7 Rooms The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed 50,000 tons 18 1 Shuttle Pads 2 19 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 20 The ‘Verse Traveller As the boundaries of inhabited space expanded, so did the need for vessels to carry humanity to its new homes. The Traveller was one of the most successful ships designed to undertake the role of caretaker to those who wished to traverse the stars. The safety systems installed to ensure the well-being of all who take passage on a Traveller are superior to any other commercial ship out there and make up for its underwhelming abilities in other areas. To this date a Traveller has yet to report the loss of passengers to mechanical fault. Cost 25,000/5,000/1,000 Cargo Capacity Crew 4 Passengers Notes Speed Upgradable Space None Shuttle Pads The ‘Verse – Lightning Bug LARP Armoury v1.01 500 tons 6 5 2 21 The ‘Verse Grasshopper The safe transport of hazardous materials is not a task just any vessel can undertake, the Grasshopper is the vessel upon which this vital task has been placed. Its thick shielded hull make it little more than a flying container but it’s this very feature that made it the main choice of the smuggler during the post-Independence war period, as it is notoriously difficult to scan. However, Alliance officials quickly picked up on this fact and orders to search every Grasshopper on sight were issued. The resulting decrease in their popularity and subsequent retraction of search orders mean the Grasshopper is seeing a return as the smugglers friend. Cost Crew Notes Upgradable Space 65,000/13,000/3,000 10 Shielded, Infamy 1 Room The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed Shuttle Pads 5,000 tons 0 3 2 22 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 23 The ‘Verse Barracuda space superiority fighter At first glance a fragile fighter, the Barracuda is a fearsome opponent with its high speed and automated systems. Used by Alliance military forces to deliver high yield explosives in lightning raids, it is without rival in fighter scale combat encounters. Whilst useless to the captain with cargo and transport on his mind the mercenary views this low crew capacity vessel with a glint in her eye. Cost Crew Notes Upgradable Space 250,000/50,000/12,500 2 Guidance System, Weapons, High Maintenance, Mistaken Identity Not even enough for a foot rest The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed 2 suitcases 0 9 Shuttle Pad n/a 24 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 25 The ‘Verse Huntress A sleek predator, the Huntress is a federal enforcement vessel still going strong in her service to the Alliance. Its efficient sensors and computer systems compensate for its average agility and damage response systems. Woe betide the ship that fancies its chances outrunning the Huntress. This is one of the few commercially available vessels capable of mounting weaponry, although licenses are required to operate ship mounted weapons, it is not uncommon to find the Federal Crowd-Suppression Cannon installed within this vessel. Federal holding cells are another feature of this vessel which make it the Bounty Hunter's choice. Cost 60,000/12,000/3,000 Cargo Capacity 800 tons Crew 8 /10 Passengers 11*/4* Notes Brig, Mistaken Identity Speed 6 Upgradable Space Prison area is modular Shuttle Pads 2 *’Passengers’ in the cells The ‘Verse – Lightning Bug LARP Armoury v1.01 26 The ‘Verse There are two predominant forms of Huntress available pattern A (above) and B (below) The ‘Verse – Lightning Bug LARP Armoury v1.01 27 The ‘Verse Mandrake The Mandrake is a monster of a craft, designed to deliver four APCs of infantry directly into combat as such it comes with three smoke launchers and dual linked barrage cannons. APCs are not included in the price and decommissioned Mandrakes can be purchased without weapons for 20% percent discount. Cost Crew Notes Upgradable Space 100,000/20,000/5,000 9 Solid, Thirsty, Mistaken Identity, (Weapons) 4 Rooms The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed 5,000 tons 29 3 Shuttle Pads 2 28 The ‘Verse Leviathan The Leviathan is similar to its namesake from the Earth that was, a large creature that plumbs the depths of the Black ferrying people and cargo from here to there. These ships are considered the back bone of trade in the Verse, between these and the Firefly, they account for 60 percent of the craft plying the trade lanes of the Black. Cost Crew Notes Upgradable Space 60,000/12,000/3,000 6 4 Rooms The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed Shuttle Pads 5,000 tons 6 4 2 29 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 30 The ‘Verse Mako The Mako is a light cruiser, whilst larger than the Barracuda the Mako is still a combat ship but is designed to deliver harm to other ships rather working as a speedy bomber like its little brother. It carries a nose mounted ship-to-ship pulse cannon. Cost Crew Notes Upgradable Space 60,000/12,000/3,000 5 Thirsty, Weapons None The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed Shuttle Pads 30 tons 0 8 0 31 The ‘Verse Lamprey A common stalwart of the Alliance Navy task forces the Lamprey is designed to provide escort duties to larger ships, including operating barrier combat patrols (known as BAR-CAP) as well as standard combat patrols and missile protection using a host of anti-missile, EMP, and point defence weaponry. Commissioned in the early days of the war when losses of civilian and logistical shipping at the hands of Independent commerce raiders began to mount, the Lamprey class escort carrier was designed to provide a suitably robust Tender and Control vessel for a flight of Barracuda fighters while still retaining limited combat capabilities itself. Capabilities: While the Lamprey has played a role in the alliance fleet for several years now it is easily identifiable from the rest of the fleet by its blocky exterior. As it was never designed to enter a planet’s atmosphere, this lack of aerodynamics is not seen as a disadvantage by the Alliance Admiralty although few if any take part in state sponsored events and "show" manoeuvres. Having said that, the boxy interior allows significant amounts of supplies and provisions to be carried, allowing it to operate independently for 2 weeks away from supply lines before it is forced to return to refuel. While this may seem a small amount of time in military terms, the high fuel usage of its accompanying fighters make this a significant feat. The weapons systems of the Lamprey are based around its SSCC (Strategic Small Craft Control) system, whose superior sensors allow the craft to track, identify and engage targets at extreme range. With all this in mind, the true offensive power of the vessel comes from its quad fighters and thus the ship mounted weapons really only come into play in desperate situations or when the ship intends to board a suspected pirate. Decommissioning: Lamprey escort carriers are usually dismantled on decommissioning since they are exclusively a warship and are not sold off to private individuals, as such captains of Naval ships would expect any Lamprey to be in direct military service. Cost Crew Notes Upgradable Space 1,750,000/350,000/87,500 49 Weapons, Mistaken Identity, Guidance Systems, Infamy, Brick on the wind. None The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed 5,000 tons 16 4 Shuttle Pads 4 32 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 33 The ‘Verse Eagle Sister ship to the grasshopper, the Eagle is a ship with an undeserved bad reputation. Unlucky punters have purchased Eagles assuming that they share the same shielding that the Grasshoppers do whilst some unscrupulous dealers often market Eagles as grasshoppers. Eagles were built off the same design system as her sister since the parent organisation approved of the Grasshopper’s configuration with the four rotating engines. However, the Eagle’s lack of shielding means that is considerably lighter than its sister which saves on fuel burned leaving the atmosphere. Cost Crew Notes Upgradable Space 65,000/13,000/3,000 10 Infamy, Guidance systems 1 Room The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed Shuttle Pads 5,000 tons 0 4 2 34 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 35 The ‘Verse Humpback Horizon Industries entry into the mid-bulk transport market was hoped to wrestle superiority from the venerable Firefly and Leviathan ships. A fairly new ship compared to others on the market, the Humpback is only 25 years old but has failed to significantly dent the stranglehold of the veteran freighters possibly due to its unusual configuration which one reviewer branded as ‘uglier than road kill and that was before someone bent it out of shape’. Cost Crew Notes Upgradable Space 57,600/11,520/n/a 5 1 Room The ‘Verse – Lightning Bug LARP Armoury v1.01 Cargo Capacity Passengers Speed Shuttle Pads 3,000 tons 8 4 2 36 The ‘Verse The ‘Verse – Lightning Bug LARP Armoury v1.01 37 The ‘Verse – Lightning Bug LARP Sourcebook v1.01 38 The ‘Verse Ship Equipment Gear Description Garden Bunk Hydroponics Bay 20% reduction for food costs for up to 4 people 20% reduction for food costs for up to 10 people per ton of cargo hold devoted to this purpose. A fully stocked and well equipped Infirmary for installation on a ship. Should there be no suitable area for performing medical procedures planet side you will be glad of an Infirmary. During downtime, an Infirmary increases your chances of succeeding in a dangerous mission. A portable device for reattaching lost extremities and repairing massive tissue loss using the Surgery skill. All the machines and tools needed to maintain and construct equipment. During downtime a Workshop allows a mechanic to repair broken parts and construct new devices. All the tools needed to salvage parts from derelicts and obtain access to sealed areas. During downtime it increases the success of salvage actions. Large scale industrial equipment for effecting repairs and upgrades to a ships external hull. It can be stored within a ship whilst not in use. During downtime it allows a mechanic to upgrade the ships exterior. Allows secure access to the cortex. Whilst a flexi allows general cortex access a terminal box is designed with the less legitimate user in mind. It is difficult to trace a user accessing the cortex through one of these devices. It is a large box and can be mistaken for a case system. A highly illegal piece of equipment and thus hard to acquire, a comms-scanner is capable of accessing secured Alliance communications channels enabling a Cortexer to predict Alliance movements and avoid running in with the law during downtime. A scanner has to be wired into a ships long range communications systems in order to function. Converting Cargo bays into quarters. Infirmary Dermal Mender Workshop Salvage Gear External engineering tools Cortex Terminal Box Federal Communications Scanner Additional Living Space The ‘Verse – Lightning Bug LARP Armoury v1.01 Cost (Credits) 500 1,000 per ton 1,700 Space 1 Room 800 N/A 1,200 1 Room or 30t 1 Bunk Special 500 900 50t when stored inside 800 Negligible 10,000 External 800 + 200 per person 15t per person 39 The ‘Verse Shuttles Used for short atmospheric runs, transferring cargo between ships with incompatible docking hatches or entering the atmosphere when your ship doesn't have an atmospheric flight capability. Shuttles commonly sell for 6,000 credits new or 1,200 for 20 years old. Mules Mules are smaller planet based cargo or personnel haulers designed to carry and run around. Some feature anti-gravity drive whereas others employ the trusty wheel to get about. Investors will not purchase second hand or dated mules as they are considered little more than scrap, however second hand dealers can be found on most frontier settlements if you have spare dollars. Grav mule: 1000 credits new. Land mule: 200 credits new. The ‘Verse – Lightning Bug LARP Armoury v1.01 40
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