Eldrytch Suns Part 3
In the Buffer of Reaver’s Deep, starships are old, small, and (when compared to the Imperium, the Confederation, or the Hierate) archaic. The systems in the sector do not have the resources, nor the facilities to build the multi-kiloton heavy freighters and warships. Because of the Rebellion War, the bordering Imperial, Confederation and Hierate sectors have withdrawn their major fleets towards their core systems.
Civilian Vessels
These ships are common throughout the sector, represented by endless different makes and models. These profiles are meant to represent a typical example of these ship classes.
- 10 dTon Snub Fighter
- TL: 10
- Hull: 10 dTon, Streamlined, Non Gravity
- 4 Hull Points
- Reaction Drive: 6G Thrust (TL 10)
- Fuel Efficient: consumes 60% less fuel
- 180 Thrust Points
- Power Plant (Fusion TL10): 10 Power Points
- Size Reduction: (-20% Size)
- Feul: Reaction Drive Endurance: 3 hours
- Power Plant: 4 Weeks
- Total Fuel Tank capacity: 3.7 dTons
- Power Plant: 4 Weeks
- Bridge: Cockpit
- Computer: Model/5
- Maneuver/0
- Library/0
- Fire Control/1
- Sensors: Military Grade
- Jammers
- Lidar
- Radar
- Weapons: Fixed Mount (Forward)
- Pulse Laser
- Acceleration Seat
- Aerofins
- Cargo: 0.3 dTon
- Crew: Pilot
- Cost: 7.65 MCr
- Maintenance: Cr 637.13
The Snub Fighter is a common space interceptor and fighter. Cheap, fast and mounting a forward facing weapon (usually a Pulse Laser). By itself, the Snub Fighter is only a threat to other snub fighters, or lightly armed civilian ships. But in Squadrons or Wings, Snub Fighters can threaten vessels many times larger, and even in numbers, the Snub Fighter’s cost is a fraction of the cost of much larger vessels.
- 20 dTon Launch
- TL: 10
- Hull: 20 dTon, Streamlined, Non-Gravity
- 8 Hull Points
- Reaction Drive: 1G Thrust (TL 10)
- Fuel Efficient: consumes 60% less fuel
- 10 Thrust Points
- Power Plant: (Fusion TL 10): 10 Power Points
- Size Reduction: (-20% Size)
- Fuel: Reaction Drive Endurance: 1 Hour
- Power Plant: 4 weeks
- Total Fuel Tank Capacity: 1.2 dTons
- Power Plant: 4 weeks
- Bridge: Cockpit
- Computer: Model/5
- Maneuver
- Library
- Sensors: Basic
- Lidar
- Radar
- Cargo: 16.1 dTons
- Crew: Pilot
- Cost: MCr 1.88
- Maintenance: Cr 156.67
The Launch is a versatile and small ship used for a variety of purposes. It is mostly cargo hold, and can be modified to a variety of specialized models. In many ways it can fill the same jobs that the Modular Cutter can (though the Launch cannot switch out modules, each Launch is modified to it’s job and needs a full refit to change those modification). Due to it’s poor thrust and limited fuel capacity, the Launch has limited Military applications.
- 40 dTon Pinnace
- TL: 10
- Hull: 40 dTons, Sphere, Non-Gravity
- 16 Hull Points
- Reaction Drive: 5G Thrust (TL 10)
- Fuel Efficient: Consumes 40% less fuel
- 50 Thrust Points
- Power Plant: (Fusion TL 10): 10 Power Points
- Size Reduction: (-20% Size)
- Fuel: Reaction Drive Endurance: 1 hour
- Power Plant: 4 weeks
- Total Fuel Tank Capacity: 4 dTons
- Power Plant: 4 weeks
- Bridge: Cockpit
- Computer: Model/5
- Maneuver
- Library
- Sensors: Civilian Grade
- Radar
- Lidar
- Weapons: Fixed Mount (Forward)
- No weaponry installed
- 3x Acceleration Benches: Accommodates up to 12 Passengers
- Acceleration Seat (for the Pilot)
- Aerofins
- Fuel Scoops
- Airlock
- Cabin Space: Accommodates up to 12 Passengers
- Cargo: 5.3 Tons
- Crew: Pilot
- Cost: MCr 7.71
- Maintenance: 642.5
- 40 dTon Slow Pinnace
- TL: 10
- Hull: 40 dTons, Sphere, Non-Gravity
- 16 Hull Points
- Reaction Drive: 3G Thrust (TL 10)
- Fuel Efficient: Consumes 60% less fuel
- 30 Thrust Points
- Power Plant: (Fusion TL 10): 10 Power Points
- Size Reduction: (-20% Size)
- Fuel: Reaction Drive Endurance: 1 Hour
- Power Plant: 4 Weeks
- Total Fuel Capacity: 2.2 dTons
- Power Plant: 4 Weeks
- Bridge: Cockpit
- Computer: Model/5
- Maneuver
- Library
- Sensors: Civilian Grade
- Weapons: Fixed Mount (Forward)
- No weaponry installed
- Acceleration Bench: Accommodates up to 12 passengers
- Acceleration Seat: For the Pilot
- Cabin Space: Accommodates up to 12 passengers
- Aerofins
- Fuel Scoops
- Airlock
- Cargo: 7.5 dTons
- Crew: Pilot
- Cost: MCr 7.43
- Maintenance: 619.77
The Pinnace and Slow Pinnace share the same basic hull design, an ellipsoid that tapers towards the aft and ends with the reaction drive exhaust funnels. The aft end is where the aerofins are mounted, giving the Pinnace a retro, pulp-age rocket feel. Both models are workhorse in-system transports ferrying teams of passengers back and forth between worlds and stations. The Pinnace is also common as a ship’s boat (not to be confused with the small craft by the same name). The only real difference between the two models is the size of the Reaction Drive. The Slow Pinnace being designed for orbital and lunar travel around a given world, or the inner orbits of a System, and the Pinnace travelling to the outer orbits and gas giants.
- 50 dTon Heavy Fighter
- TL: 10
- Hull: 50 dTon, Streamlined, Reinforced, Non-Gravity
- 22 Hull Points
- Armor: 10 Points Crystaliron
- Reaction Drive: 6G Thrust (TL 10)
- Fuel Efficient: Consumes 40% less fuel
- 180 Thrust Points
- Power Plant: (Fusion TL 10): 15 Power Points
- Size Reduction (-20% Size)
- Fuel: Reaction Drive Endurance: 3 hours
- Power Plant: 4 weeks
- Total Fuel Capacity: 14.5 dTons
- Power Plant: 4 weeks
- Bridge: Dual Cockpit
- Computer: Model 10
- Maneuver
- Library
- Fire Control/2
- Sensors: Military Grade
- Jammers
- Lidar
- Radar
- Weapons: Single Turret
- Pulse Laser
- Fixed Mount
- Missile Rack
- Ammunition: 20 Missiles
- Missile Rack
- 2 Accelerator Seats
- Aerofins
- Armored Bulkhead: Dual Cockpit
- Cargo: 1.18 dTons
- Crew: Pilot, Copilot/Gunner
- Cost: MCr 17
- Maintenance: 1416.3
Heavy Fighters are durable, two seat ships, designed to drive off smaller fighters, and attack small warships in squadrons. They commonly mount a turreted pulse laser and a forward mounted missile rack. They are common attack craft on carrier warships and are often employed by local planetary defense guards.
- 50 dTon Modular Cutter
- TL 10
- Hull: 50 dTons, Streamlined, Modular, Non-Gravity
- Module: 30 dT0ns, Streamlined, Modular, Non-Gravity
- Reaction Drive: 4G Thrust
- Fuel Efficient: Consumes 40% Less Fuel
- 40 Thrust Points
- Power Plant: (Fusion TL10): 10 Power Points
- Size Reduction (-20% Size)
- Fuel: Reaction Drive Endurance: 1 Hour
- Power Plant: 4 Weeks
- Total Fuel Capacity: 3 dTons
- Power Plant: 4 Weeks
- Bridge: Dual Cockpit
- Computer: Model/5
- Maneuver
- Library
- Sensors: Civilian Grade
- Lidar
- Radar
- Acceleration Seats for Pilot and CoPilot
- Airlock
- Cabin Space: Accommodates up to 2 passengers
- Cargo: 2.6 dTons
- Crew: Pilot, Co-Pilot
- Cost: MCr 7.97
- Maintenance: Cr 664.13
- 30 dTon Modules
- Vehicle Cradle
- Module Hull: 30 dTons, Streamlined
- Docking Space: 20 dTons of Vehicles
- Acceleration Bench: Accommodates up to 12 Passengers
- Cargo: 5 dTons
- Cost: MCr 5.79
- Passenger Transport
- Module Hull: 30 dTons, Streamlined
- Cabin Space: Accommodates up to 10 Passengers
- Acceleration Bench: Accommodates up to 60 Passengers
- Cost: MCr 1.62
- Cargo Transport
- Module Hull: 30 dTons, Streamlined
- Acceleration Bench: Accommodates up to 12 Passengers
- Cargo: 27 dTons
- Cost: MCr 0.84
- Fuel Skimmer
- Module Hull: 30 dTons, Streamlined
- Fuel Scoops
- Fuel Tanks
- 20 dTon Capacity
- UNREP System
- Fuel Processor
- 20 dTons per Standard Day
- Acceleration Bench: Accommodates up to 4 Passengers
- Cargo: 7 dTon
- Cost: MCr 2.08
- Pressurized Shelter
- Module Hull: 30 dTons, Streamlined
- Power Plant: (Fusion TL10) 10 Power Points
- Size Reduction (-20% Size)
- Fuel: 1 dTon (4 weeks)
- Computer: Model/5
- Library
- Airlock
- 4 Standard Staterooms
- Cabin Space: Accommodates 4 Passengers
- Cargo: 4.17 dTons
- Cost: MCr 3.06
The Modular Cutter is a highly variable, easily modifiable craft capable of switching between standardized modules to adapt to specialized missions without requiring a time-consuming and expensive refit.
- 100 dTon Scout/Courier
- TL:11
- Hull: 100 dTons, Streamilined, Non-Gravity
- 40 Hull Points
- Armor: 10 Points Crystaliron
- Reaction Drive: 2G Thrust (TL11)
- Fuel Efficient Consumes 60% less Fuel
- 80 Thrust Points
- Jump Drive: Jump -2
- Power Plant: (Fusion TL11): 40 Power Points
- Size Reduction (-20% Size)
- Fuel: Reaction Drive: 4 hours Endurance
- Jump Drive: one Jump-2
- Power Plant: 4 weeks
- Total Fuel Capacity: 25 dTons
- Bridge: 10 dTons
- Computer: Model 5/bis
- Maneuver
- Intellect
- Library
- Jump Control /2
- Sensors: Military Grade
- Jammers
- Lidar
- Radar
- Weapons: Double Turret
- No weapons installed
- Fuel Processor: 20 dTons per Standard Day
- 4 Standard Staterooms
- Mail Distribution Array (TL10)
- Docking Space (4 dTon capacity)
- Air/Raft
- Cargo: 13.4 dTons
- Crew: Pilot/Astrogator/Engineer
- All three positions can be operated by 1 – 3 individuals
- Cost: MCr 47.7
- Maintenance: Cr 3,974.63
The Scout/Courier is nearly universal in Reaver’s Deep. A cheap, Jump-2 ship that has been in production for centuries. Makes and models vary, but this profile has been refined over countless iterations. Parts for the Scout/Courier can be found nearly anywhere, mothballed ships float in salvage yards, reserve fleets, and forgotten in the occasional barn or warehouse.
- 200 dTon Jump 1 Light Freighter
- TL: 11
- Hull: Streamlined, Non-Gravity
- 80 Hull Points
- Reaction Drive (TL11): 1G Thrust
- Fuel Efficient: uses 60% less fuel
- 10 Thrust Points
- Jump Drive (TL 11): Jump-1
- Size Reduction (-20%)
- Power Plant (Fusion TL11): 65 Power Points
- Size Reduction (-30%)
- Fuel: Reaction Drive 1 hour endurance
- Jump Drive: 1x Jump 1
- Power Plant: 4 weeks
- Total Fuel Capacity: 21 dTons
- Bridge: 10 dTons
- Computer: Model 5/bis
- Intellect
- Library
- Maneuver
- Jump Control /1
- Sensors: Civilian Grade
- Lidar
- Radar
- Weapons: 2 Double Turrets
- No weapons installed
- Fuel Processor: 20 dTons per Standard Day
- Loading Belt: 10 Laborer Loading Capacity
- Mail Distribution Array (TL 10)
- Docking Space: 4 dTon
- Air/Raft
- 10 Standard Staterooms
- 6 Low Berths
- Cargo: 85.05 dTons
- Crew: Pilot, Astrogator, Engineer, Medic, Steward
- Cost: MCr 46.53
- Maintenance: Cr 3877.13
- 200 dTon J2 Light Freighter
- TL: 11
- Hull: Streamlined, Non-Gravity
- 80 Hull Points
- Reaction Drive: 1G Thrust (TL11)
- Fuel Efficient: Uses 60% less Fuel
- 10 Thrust Points
- Jump Drive: Jump-2 (TL 11)
- Power Plant: Fusion (TL 11): 65 Power Points
- Size Reduction: -30% Size
- Fuel: Reaction Drive: 1 hour Endurance
- Jump Drive: 1x Jump-2
- Power Plant: 4 weeks
- Total Fuel Capacity: 43 dTons
- Bridge: 10 dTons
- Computer: Model 5/bis
- Intellect
- Library
- Maneuver
- Jump Control /2
- Weapons: 2 Double Turrets
- No weapons installed
- Fuel Processor: 20 dTons per Standard Day
- Loading Belt: 10 Laborer Loading Capacity
- Mail Distribution Array (TL10)
- Docking Space: 4 dTons
- Air/Raft
- 10 Standard Staterooms
- 6 Low Berths
- Cargo: 62.05 dTons
- Crew: Pilot, Astrogator, Engineer, Medic, Steward
- Cost: MCr 65.09
- Maintenance: Cr 5,424
As a free-trader forgotten to history once said, “Ain’t no such thing as ‘stock’ in a Stock Light Freighter”. These ships are the hopes, dreams, and homes for numberless crews throughout Reaver’s Deep and beyond. Endless arguments in Starport bars everywhere rage over which is more numerous, the Light Freighter, or the Scout/Courier. Nearly every crew will, at every opportunity, modify, tune, upgrade, and refit their Light Freighters to suit their specific needs. Thus, while the Light Freighters share the same configuration coming off the production lines, no two are alike for long.
- 400 dTon Frontier Freighter
- TL 10
- Hull: Streamlined, Non-Gravity
- 160 Hull Points
- Reaction Drive (TL 10): 1G Thrust
- Fuel Efficient: -60% Fuel Consumed
- 10 Thrust Points
- Jump Drive (TL 10): Jump -1
- Size Reduction: -10%
- Power Plant (Fusion TL 10): 65 Power Points
- Size Reduction: -20%
- Fuel: Reaction Drive: 1 hour endurance
- Jump Drive: 1x Jump-1
- Power Plant: 4 weeks
- Total Fuel Capacity: 45 dTons
- Bridge: 20 dTon
- Computer: Model 5/bis
- Maneuver
- Library
- Jump Control /1
- Sensors: Civilian Grade
- Lidar
- Radar
- 4 Double Turrets
- Turret #1: 2 Sandcasters
- Turret #2: 2 Missile Racks
- Turret #3: 2 Pulse Lasers
- Turret #4: 2 Pulse Lasers
- Ammunition
- 80 Canisters
- 48 Missiles
- Fuel Processor: 20 dTons per standard day
- Cargo Crane: 200 dTon cargo space capacity
- Loading Belt: 10 laborer capacity
- Cargo Airlock: 5 dton
- Docking Space: 20 dTons
- 20 dTon Launch
- 20 Standard Staterooms
- 10 Low Berths
- Cargo: 184.297 dTons
- Crew: Captain
- Pilot
- Astrogator
- Engineer
- Medic
- Steward
- 4 Gunners
- Cost: MCr 74.35
- Maintenance: Cr 6,195.56
The Frontier Freighter are the tramp freighters of the Jump-1 trade mains of Reaver’s Deep. These ships are cheap enough to operate that the interstellar transport corporations can send them to the less populated worlds in their territories, saving the larger capacity (and the overhead) for the more lucrative worlds. The Frontier Freighter is big enough and expensive enough to operate that it’s beyond the reach of most single-owner-operators like the Light Freighter. Instead, private ownership is often communal among the crew working as a business.
- 400 dTon Corvette
- TL: 11
- Hull: Streamlined, Non-Gravity
- 160 Hull Points
- Armor: 6 points Crystaliron
- Reaction Drive: 5-G Thrust
- Fuel Efficient: uses 60% less fuel
- 150 Thrust Points
- Jump Drive: Jump -2
- Power Plant: Fusion (TL11) 132 Power Points
- Increased Power (+10%)
- Size Reduction (-10%)
- Fuel: Reaction Drive – 3 hours endurance
- Jump Drive- 1x Jump -2
- Power Plant – 4 weeks
- Total Fuel Capacity: 93.2 dTons
- Bridge: 20 dTons
- Computer: Model 10/bis
- Maneuver
- Intellect
- Library
- Jump Control /2
- Sensors: Military Grade
- Jammers
- Lidar
- Radar
- 4 Triple Turrets
- Turret #1: 3 Missile Racks
- Turret #2: 3 Beam Lasers
- Turret #3: 3 Pulse Lasers
- Turret #4: 3 Pulse Lasers
- Missile Ammunition: 36 Missiles
- Armory: 1 ton capacity
- 16 Acceleration Seats
- Brig: 6 prisoner Capacity
- 8 Standard Staterooms (Double Occupancy)
- 1 Standard Stateroom
- Cargo: 133 dTons
- Crew:
- Captain
- 3x Pilots
- Astrogator
- 3x Engineers
- Medic
- 8x Gunners
- Cost: MCr 136.35
- Maintenance Cr 11,362.5
The Corvette is a military ship that fills a variety of roles, Customs Enforcement, Interdiction, Anti-Piracy, Raiding and Reconnaissance. So far as military ships go, the Corvette is cheap, and require a relatively small crew. With almost a third of the ship open to cargo space, there is enormous room for modification to adapt the Corvette to specialized missions.
More common than it’s naval uses are the Corvette’s utility when applied to Piracy. Even an unmodified Corvette, with it’s 133 dTon cargo hold, can turn enormous profits raiding cargo ships along the mains. It’s small crew is very manageable for a charismatic (and successful) Captain, or democratic command. Popular media also contributes, using exaggerated exploits of colorful ships as content for entertainment. This leads the Corvette to being synonymous with “pirate ship” in the public mind.
- 2000 dTon Cargo Freighter
- TL 10
- Hull: Sphere, Non-Gravity
- 800 Hull Points
- Reaction Drive (TL 10): 1G Thrust
- Fuel Efficient (Uses 60% less fuel)
- 10 Thrust Points
- Jump Drive (TL 10): Jump -1
- Size Reduction (-10% Size)
- Power Plant (Fusion TL10): 500 Power Points
- Size Reduction (-20% Size)
- Fuel: Reaction Drive: 1 Hour Endurance
- Jump Drive: 1x Jump-1
- Power Plan: 4 weeks
- Bridge: 40 dTons
- Computer: Model 5
- Maneuver
- Library
- Jump Control /1
- Sensors: Civilian Grade
- Lidar
- Radar
- Weapons: 10 Double Turrets
- No weapons installed
- 2 dTon Armory
- 50 dTon Dock #1
- Modular Cutter
- 50 dTon Dock #2
- Modular Cutter
- Cargo Crane, 1000 dTon Capacity
- 5x Loading Belts: 10 laborer capacity each
- 4 Standard Staterooms for Crew
- 16 Double Occupancy Staterooms for Crew
- 20 Standard Staterooms for Passengers
- 5 High Passage Staterooms for Passengers
- Cargo: 987.5 dTons
- Crew: Captain
- 3x Pilots
- Administrator
- Officer
- Astrogator
- 13x Engineers
- 2x Stewards
- Medic
- 10x Gunners
- Cost: MCr 497.42
- Maintenance: Cr 41,451.75
The Cargo Freighter is the common corporate transport running the trade mains in Reaver’s Deep. At 2000 dTons this ship is an example of the bulk transports that move the volume of cargo from systems that produce vast amounts of goods and material for export. Cargo Freighters operate on bulk volumes to turn profit as a fleet for the corporations that operate them. They are considered too expensive to run without a trade contract to guarantee regular cashflow, but they are common enough to encounter Travellers who are following the major trade mains.
Design Considerations
Re-imagining these ships from the published material is a little more (but not by much) involved that simply swapping the Reaction Drive for the Maneuver Drive. For one thing, fuel for a Reaction Drive is measured in hours instead of weeks. But as mentioned in Rocket Jockeys last week, the burn-and-coast method at 1G still gets ships to the 100d Jump limit for a Size 7 world in about 22 1/2 hours. So 1 hour (10 combat rounds) of fuel is sufficient for most traders. For ships with Reaction Drives capable of Thrust greater than 1G, Acceleration Benches and Seats are installed, crew and passengers should also wear G suits and take G Tolerance drugs if high acceleration is called for. On those vessels, those supplies can often be found in the Ship’s Locker. Finally, since the TL of several components are low enough to benefit from advantages, we used the rules from the Prototype/Advanced table on page 71 of High Guard.

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