NPC Parties
NPC Parties
Submitted parties can be as detailed as you wish to make them.
Click the "
" button at the bottom to submit your NPC party
Dark Tramp crew
SS Dark Tramp
pirate frigate
The Tramp has been modified with an External Docking Module (aka "fish hook") for a pair of
S-3 Barracuda fighters, otherwise it is as depicted in the pirate frigate link. Consider the ship to be 5d10 years of age when encountered, although the current crew is not the original crew, having possessed it for only a few years.
This ship can be encountered in any Frontier system. The Tramp has yet been identified by UPF or Star Law as a pirate vessel so any information gained by players will reveal it to be a clean ship. If the players are carrying anything valuable and/or important, there is a good chance the Tramp will engage, otherwise the pirates will most likely ignore and evade them. Players without a ship may encounter the crew (either on a station or planet/city) and may be encouraged to enlist with the pirates...and they may be persuaded as such with no clue as to the criminal nature as well.
CREW
Plus 2d10 random "mooks" for assault troopers.
Human & Yaz Duo
Dirk Manhak (mH)
STR/STA - 45/55
DEX/RS - 60/60
INT/LOG - 65/75
PER/LDR - 55/45
Special Abilities: N/A
Equipment
SkeinSuit
Automatic Pistol w/4 20r BulletClips
StunStick w/20SEU PowerClip
ChronoCom/CoverAlls/ID/PocketTool
Backpack w/Flashlight, PolyVox, 25m Rope, EnviroKit, & MedKit
SKILLS (PSA:Bio-Social)
Environmental lv-3
Medic lv-1
Technician lv-2
Robotics lv-1
Projectile Weapons lv-1
Thrown Weapons lv-1
Sarvo "Lightfoot" Grun
(mY)
STR/STA - 60/50
DEX/RS - 70/70
INT/LOG - 60/50
PER/LDR - 45/45
Special Abilities: Gliding, Night Vision, Battle Rage (5%)
Equipment
SkeinSuit
Laer Pistol w/4 20SEU PowerClips
StunStick w/20SEU PowerClip
SunGoggles
ChronoCom/CoverAlls/ID/PocketTool
Backpack w/RobComKit & TechKit
SKILLS (PSA:Technical)
Robotics lv-3
Computer lv-3
Beam Weapons lv-2
Melee Weapons lv-1
Martial Arts lv-1
* expanded from the "Layover at Lossend" scenario from Polyhedron magazine
Inspired by the Cover
Name Zac Quasar
Race Human (Caucasian)
Handedness Right
Sex Male
Age: 33
Ht: 1.9m
Wt: 80kg
Hair: Black
Eyes: Green
STR/STA: 50/55
DEX/RS: 65/60
INT/LOG: 55/50
PER/LDR: 55/55
IM: 6
PS: 3
RW: 34
MW: 34
Racial Abilities: none
Weapons: Laser Pistol/Rifle w/Power Backpack
Defenses: Skeinsuit, Albedo screen w/Power Beltpack
Other Equipment:
Skills: [Note: Uses “A Skilled Frontier” rules]
PSA: Military
SSA: Pilot, Scout
Significant Skills: Beam Weapons (3), Ground Vehicles (2), Survival (2)
History: Zac's full legal identity is Zachary Thomas Quasirian. Born into a UPF military family, he grew up in and around Landfleet bases across the Frontier. It was only natural that Zac would “follow in the family business”, and he entered Landfleet's OCS as soon as he was eligible after school, graduating as a Lieutenant.
His career however, turned out to be shorter than he expected. Zac uncovered a conspiracy within his unit's quartermaster corps to divert equipment and resources to the Star Devil pirate clan. Zac did his duty and reported the matter to his superiors, who promptly 1) overhauled the staffing of the QC, and 2) cashiered Zac. He also received word that his family could be at risk. Reading the way the wind was blowing, Zac set out on his own, making his way as a hired gun and general adventurer.
Personality: Zac is understandably bitter about losing his military career. It opened his eyes to the not-so-shiny aspects of life in the Frontier, and has made him more than a little cynical. Nonetheless, Zac retains a great deal of his sense of duty and is generally a decent person. He just has to be talked into it from time to time (usually by Gemma).
Name: Gemma Lane
Race: Human (Caucasian)
Handedness: Right
Sex: Female
Age: 32
Ht: 1.75m
Wt: 60kg
Hair: Strawberry blonde
Eyes: Blue
STR/STA: 45/45
DEX/RS: 60/50
INT/LOG: 45/45
PER/LDR: 50/45
IM: 5
PS: 3
RW: 30
MW: 30
Racial Abilities: none
Weapons: Laser Pistol/Rifle + 5 powerclips
Defenses: Skeinsuit
Other Equipment:Toolkit
Skills: [Note: Uses “A Skilled Frontier” rules]
PSA: Tech
SSA: Scholar, Military
Significant Skills: Technician (3), Beam Weapons (2), Merchant (2)
History: Gemma Lane grew up as a Merchant's daughter. She learned the skills of the trade at her father's knee. She also showed an aptitude for fixing machinery when it broke down, always a good skill to have for a budget-conscious family.
Her generally happy family ended the night raiders attacked the border world they called home. Gemma was the only survivor, and left only with enough resources to barter her way to one of the central planets. With very little else she could do, she used her skills as a mechanic to eke out a living. One day, she found herself being accosted by a local gang, only to be rescued by a passing stranger named Zac. Since then, she has found herself rocketing from one adventure to another with him, picking up several other companions along the way.
Personality: Gemma misses her family, even after all the time that has passed. She maintains a “good ol' girl” demeanor most of the time to cover it. She also has a strong sense of right and wrong that sometimes gets her (and the others) into trouble.
Gemma is extremely grateful to Zac for saving her from the thugs. She could fall in love with him if she let herself, but deep down inside is unwilling to risk the pain of allowing herself to get too close to anyone only to lose them again. Her best friend in the group is probably Yk.
Name: Burundi
Race: Yazirian
Handedness: Right
Sex: Male
Age: 29
Ht: 1.9m
Wt: 45kg
Hair: Brown fur
Eyes: Black
STR/STA: 40/40
DEX/RS: 70/70
INT/LOG: 55/55
PER/LDR: 45/45
IM: 7
PS: 2
RW: 35
MW: 35
Racial Abilities: Night Vision, Gliding, Battle Rage
Weapons: Gyrojet Rifle + 5 jetclips
Defenses: none
Other Equipment:
Skills: [Note: Uses “A Skilled Frontier” rules]
PSA: Military
SSA: Agent, Scout
Significant Skills: Gyrojet Weapons (3), Hand to Hand/Melee (2), Stealth (2)
History:
Personality: Burundi likes to fight. There's nothing like a good scrap to get the blood going. Which is fortunate, because as a relatively small Yazirian, he frequently found himself on the wrong end of the boisterous social order of his society. So he decided to see what the rest of the Frontier had to offer.
Burundi has something of a crush on Gemma. In his eyes she's the embodiment of a strong, confident female. If only she weren't so hairless.
Occasionally, he gets a little jealous of the obliviously close relationship between Gemma and Zac.
Name: Dursend
Race: Draalasite
Handedness: Left
Sex: Male phase
Age: 37
Ht: 1.3m
Wt: 65kg
Hair: N/A
Eyes: N/A
STR/STA: 65/65
DEX/RS: 45/45
INT/LOG: 50/40
PER/LDR: 55/55
IM: 5
PS: 4
RW: 23
MW: 33
Racial Abilities: Elasticity, Lie Detection
Weapons: none
Defenses: Albedo Suit, Inertia screen w/Power Backpack
Other Equipment: Robocom Kit
Skills: [Note: Uses “A Skilled Frontier” rules]
PSA: Tech
SSA: Scholar, Scientist
Significant Skills: Computers (3), Robotics (3), Psycho-Social (2)
History:
Personality: Dursend is, simply put, a bit of a geek. He likes his orderly little world of circuits and programs much better than the messy world his companions seem to prefer. His primary motivation for even agreeing to be drug along on the group's various adventures is the chance to test his skills against whatever challenges come their way. Or as he likes to put it: “to seek out new tech, and new program iterations...”
Fighting makes Dursend very nervous, at least any fighting he's in the middle of himself. Programming a bot or remote weapon to do it for him? That he has no problem with.
Name: Yk'Kra'Nik
Race: Vrusk (grey-green carapace)
Handedness: Ambidextrous
Sex: Female
Age: 32
Ht: 1.5m
Wt: 85kg
Hair: N/A
Eyes: black, segmented
STR/STA: 50/55
DEX/RS: 55/55
INT/LOG: 65/65
PER/LDR: 55/50
IM: 6
PS: 3
RW: 28
MW: 28
Racial Abilities: Ambidexterity, Comprehension
Weapons: Needler Pistol +5 clips
Defenses: Skeinsuit
Other Equipment: Medkit, Envirokit
Skills: [Note: Uses “A Skilled Frontier” rules]
PSA: Scientist
SSA: Scholar, Artist
Significant Skills: Medic (3), Environmental (2), Xenolinguistics (2), Holography (2), Projectile Weapons (1)
History:
Personality: Yk is devoted to her search for knowledge, be it medical, environmental, or that of language. She is calm and dependable in a crisis. If she has a weakness at all psychologically, it is that she simply will not kill. She considers killing a waste of potential all around. After all, who knows what some new person or society might have to teach her? She will use a non-lethal weapon like a needler with sleep drugs, or a doze grenade, etc to defend herself, but nothing more damaging than that.
She is close friends with Gemma, who seems to like her un-excitable nature.
Katie Halifax crew
The SS Katie Halifax is an independantly owned freight hauler plying the space lanes and can be encountered in any Frontier system. Her owners have relocated the radar and chin battery for a more effective arrangement, and added a tail battery as well. Each battery is (still) restricted, albeit with a 180º field of fire (fore and aft respectively), but any target presenting itself flanking perpendicular to the craft can be targeted by both weapons.
customized East Indiaman class freighter
HS:10 HP:50 Powerplant: 3 atomic B
ADF:3 MR:3 DCR:50
Weaponry: LB(x2)
Defense: RH
Communication & Detection: Radar, SubSpace Radio
Misc: Skin Sensors, External Camera System (full), Intercom Network
Computer
Alarm(3), Analysis(4), Astrogation(4), Bureaucracy(3), Commerce(1), Communication(1), Computer Lock-out(3), Computer Security(4), Damage Control(3), Drive-Atomic B(5), Industry(1), Installation Security(3), Laser Battery(1)x2, Life Support-cap:18(1)x2, Maintenance(3), Robot Management(4), Transportation(1)
Crew Accomodations: 8 single cabins*, 4 double cabins, 1 captain suite
Cargo Capacity:9
* 4 reserved for cargo security when needed
Osirys = (mD) roboticist/aux engineer
Omicron Crew
from the Referee Screen supplement adventure
Burug
(D)
STR/STA 65/85
DEX/RS 60/40
INT/LOG 70/70
PER/LDR 30/50
Lie Detection: 5%
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Automatic Rifle w/10 20r BulletClips
Laser Pistol w/2 20SEU PowerClips
(Machine Gun w/200r Ammo Belt)
Skills (PSA:Military)
Projectile Weapons lv-5
Beam Weapons lv-2
_______________________________________
Gloopurp
(D)
STR/STA 25/45
DEX/RS 40/40
INT/LOG 45/45
PER/LDR 60/80
Lie Detection: 5%
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/2 20SEU PowerClips
TechKit
(RobComKit)
Skills (PSA:Technical)
Computers lv-5
Technician lv-4
_______________________________________
Sheila DeLong
(fH)
STR/STA 30/50
DEX/RS 60/40
INT/LOG 70/70
PER/LDR 65/45
Equipment
Albedo Suit
Inertia Screen w/50SEU PowerBeltPack
Automatic Pistol w/5 20r BulletClips
RobComKit
Skills (PSA:Technical)
Robotics lv-5
Projectile Weapons lv-2
Computer lv-1
_______________________________________
Walt Ramson
(mH)
STR/STA 40/60
DEX/RS 60/40
INT/LOG 45/45
PER/LDR 50/30
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Rifle w/2 20SEU PowerClips
Laser Pistol w/2 20SEU PowerClips
RobComKit
Skills (PSA:Technical)
Robotics lv-5
Beam Weapons lv-2
_______________________________________
Ikikiktl
(mV)
STR/STA 30/50
DEX/RS 65/65
INT/LOG 30/30
PER/LDR 40/40
Comprehension: 15%
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/2 20SEU PowerClips
StunStick w/20SEU PowerClip
EviroKit
Skills (PSA:Psycho-Social)
Environmental lv-4
Melee Weapons lv-4
Beam Weapons lv-1
_______________________________________
Klikilitil
(fV)
STR/STA 55/75
DEX/RS 55/55
INT/LOG 50/70
PER/LDR 45/45
Comprehension: 15%
Equipment
Albedo Suit
Inertia Screen w/50SEU PowerBeltPack
2 Laser Pistols w/4 20SEU PowerClips
4 50g charges D-19 w/2 V/T Detonators
MedKit
Skills (PSA:Bio-Social)
Medic lv-4
Psycho-Social lv-3
Demolitions lv-2
_______________________________________
Mrak-a-Geego
(fY)
STR/STA 20/40
DEX/RS 60/40
INT/LOG 75/75
PER/LDR 45/45
Batle Rage: 15%
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/2 20SEU PowerClips
RobComKit
(TechKit)
Skills (PSA:Technical)
Computers lv-4
Tehcnician lv-3
Beam Weapons lv-1
_______________________________________
Ook-a-Lug
(mY)
STR/STA 40/60
DEX/RS 65/45
INT/LOG 45/45
PER/LDR 35/35
Battle Rage: 15%
Equipment
Albedo Suit
Inertia Screen w/50SEU PowerBeltPack
Laser Rifle w/3 20SEU PowerClips
Automatic Pistol w/5 20r BulletClips
2 Frag Grenades
1 Doze Grenade
1 Tangler Grenade
(Sonic Devastator w/100SEU PowerBackpack)
Skills (PSA:Military)
Beam Weapons lv-4
Projectile Weapons lv-3
Thrown Weapons lv-2
Melee Weapons lv-1
The Crimson Syndicate
The Crimson Syndicate is a new upstart faction of organized crime that could loosely be described as space pirates who have been usurping the Frontier as of late. They are well organized and operate out of an uncharted system (the unexplored system in the far NE corner of the AD Frontier Map). This system was believed to have been an entry point the Sathar utilized during the Second Sathar War and the UPF began to construct a small fortified station to serve as an early warning center in the future but the project was abandoned. The CS discovered this unfinished construction and made it habitable & operational, using it as a home base. One of the worlds has an atmosphere and the CS utilizes slave labor to operate a uranium mine, shuttling the refined ore up to their station for use as fuel for their fleet.
The station itself is a Size:3 space station able to accomodate up to HS:14 vessels, but the pirates have already sectioned off the bay to accomodate their fleet (the largest vessel being a HS:12 light carrier). Their flagship is a HS:8 escort cruiser accompanied by a destroyer, a pair of Condor class pirate frigates, some corvettes & assault scouts, and several squadrons of fighter craft along with numerous support craft.
It should be noted that their actions are not in accordance with the piracy confederation and as such the Star Devils have declared war on the Syndicate, fortunately the Syndicate's location remains unknown to the various other piracy factions but there have been numerous pirate battles that have taken place when ships belonging to the Devils and Syndicate are encountered in the same system together.
This does not concern the Syndicate in any way, their goal is not making friends rather generating cash in whatever manner they see fit. Such manners would include (but not limited to) piracy, smuggling, slavery, racial trafficking, extortion, loansharking, blackmail, gambling (legal or otherwise), fencing, cybercrimes, political & labor corruption, counterfeiting, and assassination.
Crimson Syndicate Support Craft
CSS Dirty Dragon Para-Military FreighterHS:6 HP:42 Powerplant: 3 atomic B (Streel Big Bang)
ADF:4 MR:3 DCR:50
Weapons: LB(x2)
Defenses: RH, MS(x1)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: medium hull armor
Cargo Capacity:5
Ship's Vehicles: 2 workpods, lifeboat, small launch
CSS Stockade Para-Military Liner/CorsairHS:6 HP:36 Powerplant: 3 atomic B (Streel Big Bang)
ADF:4 MR:3 DCR:50
Weapons: LB(x2)
Defenses: RH, MS(x1)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: light hull armor
Passenger Capacity: 60 double occupancy cells
Ship's Vehicles: 2 workpods, lifeboat, 4 large launches
CSS Happy Night Freighter/CorsairHS:6 HP:36 Powerplant: 3 atomic B
ADF:3 MR:3 DCR:50
Weapons: LB
Defenses: RH
Communication & Detection: SubSpace Radio, Radar, Intercom Network
Misc Equipment: light hull armor
Cargo Capacity: 6
Passenger Capacity: four triple occupancy troop cabins in addition to crew quarters
Ship's Vehicles: 2 workpods, lifeboat, large launch
CSS Mad Sun Disease Para-Military Atlantic Class FreighterHS:5 HP:35 Powerplant: 4 atomic B (PGC Eureka)
ADF:4 MR:3 DCR:45
Weapons: LB(x2)
Defenses: RH, MS(x1)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: medium hull armor
Cargo Capacity:4
Passenger Capacity: four triple occupancy troop cabins in addition to crew quarters
Ship's Vehicles: 2 workpods, lifeboat
CSS Poisoned Secret, Blind James, &
Landlubber Freighters/CorsairsHS:5 HP:25 Powerplant: 3 atomic B
ADF:3 MR:3 DCR:45
Weapons: PLT(x2, concealed)
Defenses: RH
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: N/A
Cargo Capacity:5
Passenger Capacity: four triple occupancy troop cabins in addition to crew quarters
Ship's Vehicles: workpod, lifeboat, small launch
CSS Rambler &
Knave Para-Military Light FreightersHS:3 HP:21 Powerplant: 2 atomic A (Streel Big Bang)
ADF:5 MR:4 DCR:35
Weapons: PLT(x2)
Defenses: RH
Communication & Detection: SubSpace Radio, Radar, Intercom Network
Misc Equipment: medium hull armor
Cargo Capacity:2
CSS Sloth, Envy, Pride, &
Greed Light FreightersHS:3 HP:15 Powerplant: 2 atomic A
ADF:4 MR:4 DCR:35
Weapons: PLT
Defenses: RH
Communication & Detection: SubSpace Radio, Radar, Intercom Network
Misc Equipment: N/A
Cargo Capacity:3
Crimson Syndicate Battle Fleet
CSS Red Reign Light CarrierHS:12 HP:84 Powerplant: 4 atomic B
ADF:3 MR:3 DCR:80
Weapons: LB, EB, PB
Defenses: RH, MS(x3), ICM(x8)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: medium hull armor, six HS:2 cap fighter bays w/cargo arms
Cargo Capacity: 0
Ship's Vehicles: 12 workpods, 2 lifeboats, 4 large launches
CSS Blood Storm Escort Cruiser
HS:8 HP:64 Powerplant: 4 atomic B
ADF:3 MR:3 DCR:60
Weapons: LC, LB(x2), EB(x2); grapples
Defenses: RH, MS(x2), ICM(x6)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: heavy hull armor, four external HS:1 fighter docking collars w/1 HS:1 fighter each
Cargo Capacity:4
Ship's Vehicles: 2 workpods, lifeboat, 2 large launches
CSS Scorn Destroyer
HS:6 HP:42 Powerplant: 3 atomic B
ADF:3 MR:3 DCR:50
Weapons: LC, LB(x2), EB; grapples
Defenses: RH, MS(x2), ICM(x5)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: medium hull armor, four external HS:1 fighter docking collars w/1 HS:1 fighter each
Cargo Capacity:3
Ship's Vehicles: 2 workpods, lifeboat, large launch & 2 small launches
CSS Corrupted Cutlass Pacific Class Freighter/Carrier Conversion
HS:6 HP:36 Powerplant: 3 atomic B (PGC Eureka)
ADF:4 MR:3 DCR:50
Weapons: LB(x2)
Defenses: RH, MS(x2), ICM(x4)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: light hull armor, six HS:1 fighter bays w/universal bay access cargo arm
Cargo Capacity:0
Ship's Vehicles: 2 workpods, lifeboat
CSS Filthy Rift & Discourteous Princess Condor Class Pirate Frigates
HS:5 HP:40 Powerplant: 3 atomic B (Streel Big Bangs)
ADF:3 MR:3 DCR:50
Weapons: LC, LB(x2); grapples
Defenses: RH, MS(x2), ICM(x5)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: heavy hull armor,
Cargo Capacity:2.5
Ship's Vehicles: 2 workpods, lifeboat, 2 small launches
CSS Lustful Fortune Custom Corvette
HS:4 HP:32 Powerplant: 8 atomic A
ADF:5 MR:4 DCR:40
Weapons: LB(x2)
Defenses: RH, MS(x1)
Communication & Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom Network
Misc Equipment: heavy hull armor, single HS:1 fighter bay
Cargo Capacity:1
Ship's Vehicles: workpod, 2 small launches
CSS Red Taint, Scab, & Pillager Pirate Corvettes
HS:4 HP:25 Powerplant: 2 atomic A (Streel Big Bang)
ADF:4 MR:3 DCR:40
Weapons: LC, LB
Defenses: RH, MS(x1)
Communication & Detection: SubSpace Radio, Radar, WNB, Intercom Network
Misc Equipment: light hull armor
Cargo Capacity:1
Ship's Vehicles: workpod, 2 small launches
CSS Rusty Dagger, Swashbuckler, Noose, & Discgrace Scimitar Class Pirate Assault Scouts
HS:3 HP:18 Powerplant: 2 atomic A
ADF:5 MR:4 DCR:50
Weapons: PL(x2, linked), LB
Defenses: RH
Communication & Detection: SubSpace Radio, Radar, Intercom Network
Misc Equipment: light hull armor
Cargo Capacity:0
Ship's Vehicles: 0
(Tail Letter & Number Designated) Heavy Fighters (x12)
HS:2 HP:15 Powerplant: 2 atomic A
ADF:5 MR:4 DCR:40
Weapons: PL(x2, linked), PLT
Defenses: RH
Communication & Detection: SubSpace Radio, Radar
Misc Equipment: heavy hull armor
Cargo Capacity:0
Ship's Vehicles: 0
(Tail Number Designated) Light Fighters (x40)
HS:1 HP:8 Powerplant: 1 atomic A w/jump governor
ADF:5 MR:4 DCR:30
Weapons: PL(x2, linked)
Defenses: RH
Communication & Detection: SubSpace Radio, Radar
Misc Equipment: heavy hull armor
Cargo Capacity:0
Ship's Vehicles: 0
Red Syn Station
Location: <uncharted system>
Owner: Crimson Syndicate
HS: IV (incomplete) fortified station
HP: 220
Mooring Bays: 12 (HS:18 max)
Population: 2400 maximum
ADF: 0 MR: 0 DCR: 120
Weapons: LB(x2), EB, PB
Defenses: RH, MS(x3), ICM(x8)
Computer
Alarm(4), Analysis(3), Bureaucracy(3), Commerce(4), Communication(4), Computer Lockout(6), Computer Security(6), Damage Control(4), Electron Beam Battery (2), Industry(1), Information Storage(2), Installation Security(6), Interceptor Missile(3), Laser Battery (1) x2, Life Support(4, capacity:3K, two programs), Maintenance(4), Proton Beam Battery(2), Robot Management(6), Transportation(1)
Communication: SubSpace Radio, VideoCom, Intercom network, WNB (deluxe, 4X range)
Detection: Radar (4X range), Energy Sensor(4X range), camera system
Misc. Equipment: Backup Life Support Equipment
Storage: 216 units
Quarters: 1200 single cabins, 800 double cabins, 400 luxury cabins
Vehicles: 16 launches, 12 small launches, 8 workpods
Emergency Vehicles: 80 lifeboats, 400 escape pods
Red Syn Station was once a UPF early warning center that was never finished, constructed around the fourth planet of this eight planet uncharted system. When the Syndicate discoverd this station they immediately got to work on it in order to make it habitable and operational despite its unfinished nature.
Due to the incomplete construction the station is not capable of rotating fast enough to reproduce 1g, however the current 0.6g status has been found acceptable to its inhabitants (particularly the Yazirians who prefer lower grav worlds anyways).
Through this station the Syndicate has managed to assemble an impressive fleet, more than enough to rival any planetary militia. Despite a rarity in the way of actual warships, the sheer numbers alone ranks their fleet with a SpaceFleet division. However, outside their own established system it is rare to see more than two or three of these vessels operating together on a single venture.
Said fleet consists of a light carrier, an escort cruiser that serves as a flagship, a destroyer, a scout carrier, two frigates, four corvettes, four assault scouts, numerous fighter craft, and a compliment of support ships (freighters and such).
The "Great Heap"
SS: 2 (x3, linked together) HP:120 Powerplant: N/A
ADF:0 MR:0 DCR:100
Weapons: LB(x2)
Defenses: RH, MS(x1), ICM(x6)
Communication: SubSpace Radio, Intercom Network
Detection: Radar, Energy Sensor
Misc Equipment: Skin Sensors, Camera System
The Great Heap is a recent construction ( which has been supervised by the Syndicate) orbitting the first planet of the system. The station is essentially comprised of three hubs/docking bays with minimal construction around the hubs, which is to say the "ring" is merely an extension of the hub construction rather than extended outward on heavy struts. As such gravity within is minimal, 0.2 at best.
The station serves as a "junk yard" where all of the captured craft are stored and as such it can loosely be defined as a Class III SCC. While Red Syn Station's docking bay is nearly filled with their own craft, this storage facility allows them to utilize victimized craft for other missions.
Syndicate Bosses
Lee "Sanborn" Colton BossmH
STR/STA 45/65
DEX/RS 45/45
INT/LOG 60/70
PER/LDR 60/80
HND: right
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Automatic Pistol w/2 20r BulletClips
Laser Rifle w/10 20SEU PowerClips
Skills (PSA:Tech)
Computer lv-6
Robotics lv-6
Technician lv-6
Psycho-Social lv-4
Medic lv-3
Bionics lv-1
Projectile Weapons lv-3
Beam Weapons lv-2
Pilot lv-4
Astrogator lv-4
Lee Colton quickly rose to power, having learned everything he could while serving under the Malthar at Darkworld Station prior to teh Third Dramune War. Once that operation had been decimated and everyone within fled to the stars, it didn't take long for Colton to dip into his fortune and use his moxy to muster up a new gang. The Crimson Syndicate grew quickly to fill the void left behind by the Malthar. All he needed was an out-of-the-way base of operations, and when he stumbled upon an abandoned & unfinished early warning station it was the answer to his problems.
____________________________________________________
D
STR/STA 55/55
DEX/RS 45/45
INT/LOG 60/60
PER/LDR 50/50
HND: varies
Lie Detection: 75%
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Gyrojet Pistol w/2 10r JetClips
Skills (PSA:Tech)
Computer lv-4
Environmental lv-2
Psycho-Social lv-2
fluency in Economics, Finances, Politics, & Law
Thorpe is Colton's chief advisor and a hold-out from MalCo enterprises, having served the same position under that former organization. Once the Malthar disappeared Thorpe was quickly absorbed into Colton's outfit to utilize his special talents in the new syndicate.
__________________________________________________
"Mega-Hurtz" Underboss, real name unknown
mY
STR/STA 60/70
DEX/RS 60/50
INT/LOG 50/50
PER/LDR 40/60
HND: right
Battle Rage: 20%
Night Vision
Bionic left arm - STR:100/PS:5+d5 no off-and penalties
Surgically removed Dan (no gliding capabilities)
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/2 20SEU PowerClips
Dual Gyrojet Rifle w/10 10R JetClips
Machine Gun w/200R Belt
Sonic Sword
Skills (PSA:Military)
Beam Weapons lv-6
Gyrojet Weapons lv-4
Projectile Weapons lv-4
Melee Weapons lv-5
Martial Arts lv-4
Thrown Weapons lv-3
Energy Gunnery lv-4
Rocket Gunnery lv-3
Mega-Hurtz is an anamoly, nobody knows where he came from or what he did prior to joining the Crimson Syndicate. Colton merely recognized his unique skills as an enforcer, and it didn't take long for Mega Hurtz to rise through the ranks as such. When Colton needs something done, he trusts that if Mega-Hurtz can not get anyone to do it that Mega himself can take care of any business at hand and put the Hurtz on any situation.
__________________________________________________
Valeria "Vixen" Vance Capo, battle fleetfH
STR/STA 45/55
DEX/RS 50/50
INT/LOG 55/55
PER/LDR 70/60
HND: right
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/3 20SEU PowerClips
Skills (PSA:Tech)
Computer lv-2
Technician lv-6
Beam Weapons lv-3
Melee Weapons lv-2
Pilot lv-4
Valeria once made a name for herself as a pirate captain in the Vast Freehold's Piracy Ring. Colton recognized her leadership abilities and she proved herself worthy to lead his own fleet of assault vessels. She commands the Crimson Syndicate battle fleet from the bridge of the Blood Storm.
_________________________________________________
D'zlr-Dyr " Dazzler" Capo, Support Fleet
mV
STR/STA 40/50
DEX/RS 50/50
INT/LOG 70/70
PER/LDR 50/60
HND: ambidextrous
Comprehension: 25%
Bionic right forearm (STR:75 equivalent for combat resolutions only) and legs/abdomen (double movement rate up to encumbrance limits, no penalty for being encumbered)
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
2 Automatic Pistols w/6 20R BulletClips
Skills (PSA:Tech)
Computer lv-2
Technician lv-6
Projectile Weapons lv-3
Melee Weapons lv-1
Pilot lv-3
D'zler-Dyr was a frigate captain under MalCo Enterprises but did not fare so well in the Dramune War. Despite a bad landing from the escape pod jettisoned prior to losing his ship, he still managed to rack up a decent number of kills in the war. Colton financed Dazzler's bionic reconstruction and enlisted him into the Syndicate's support fleet, where he proved his worth in numerous smuggling and covert operations worthy of commanding thaat portion of the fleet.
__________________________________________________________
Preston "Cabin Boy" Soren Capo, Starfighter Wing Commander
mH
STR/STA 40/50
DEX/RS 50/50
INT/LOG 70/70
PER/LDR 50/60
HND: left
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/3 20SEU PowerClips
Skills (PSA:Tech)
Computer lv-2
Technician lv-6
Beam Weapons lv-2
Melee Weapons lv-1
Pilot lv-3
Preston Soren came to the SYndicate after serving in the Star Fighter Corps where he mustered out in good standing. As a seasoned combat pilot it did not take long for Soren to rise up to the rank of Wing Commander of the Syndicate's fighter squadrons.
_________________________________________________
Lula "Ugly Betty" Fiske Capo, Great Heap SCC
fH
STR/STA 45/60
DEX/RS 50/50
INT/LOG 50/60
PER/LDR 40/50
HND: right
Equipment
Skeinsuit
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol w/3 20SEU PowerClips
Skills (PSA:Tech)
Computer lv-2
Robotics lv-2
Technician lv-6
Beam Weapons lv-2
Melee Weapons lv-1
Martial Arts lv-3
Engineer lv-4
Pilot lv-2
Down & out Lula Fiske was a former engineer from Streel's Starship Construction Center who was initially contracted by Colton to get Red Syn Station operational. Her skills proved worthwhile, having salvaged the unfinished station into a habitable base of operations that the Syndicate could settle into. Colton entrusted her with the upkeep of his fleet and she was eventually promoted to overseeing the construction and management of their new storage facility/ship yard.
The SS Knight Owl Crew
This encounter can occur in Prenglar, Athor, & Scree Fron; and in rare circumstances Cassidine or Araks.
SS Knight Owl
RT-3100 Merchant Scout
HS: 3 HP: 21 Powerplant: 2 PGC "Twin Hammer" Atomic A
ADF: 5 MR: 4 DCR: 40 Crew: 4-8 Fuel: 6 uranium or plutonium pellets
Armament: PLT(x2); convertible PL system(-1 MR if utilized)
Defenses: RH, Medium Hull Armor
Communication/Detection: SubSpace Radio, VideoCom, Radar, Intercom
Misc Equipment: Streamlined, medium armor, Delux Astro, back-up LS
COMPUTER
(LVL:5 fp:464 SP/mass:300)
Alarm (4)
Analysis (6)
Astrogation (4)
Bureaucracy (2)
Commerce (1)
Communication (1)
Computer Lockout (6)
Computer Security (6)
Damage Control (4)
Drive (4)
Industry (1)
Information Storage (3)
Installation Security (6)
Language (3)
Laser Battery (1) x2
Laser Cannon (1)
Life Support, cap:8 (1) x2
Maintenance (4)
Robot Management (6)
Cargo Capacity: 2 (1.5 main hold, 0.5 aft hold)
Crew Accomodations: 4 double cabins
Passenger Accomodations: n/a
Ship's Vehicles: none
Home Port: Histran, Scree Fron
CREW
John Knightrazor II (mH), captain/pilot
Rin-Blanka (mY), 1st officer/co-pilot/ch.engineer
Kathryn "Nikki" Nichole (fH), astrogator/dorsal turret
Leah-Dia (fY), engineer/ventral turret
The SS Nomad Crew
A small band of independent merchant/mercenaries trying to get by in the Frontier. This encounter can take place in any Frontier system.
SS Nomad
Trans Travel TT5050 "Atlantic" Class Freighter
HS:5 HP:25 PowerPlant: 4 Atomic B
ADF:4 MR:3 DCR:35 Crew:up to 8
Armament: LB
Defenses: RH
Communications/Detection: SubSpace Radio, Radar, Intercom (3 master panels, speaker/mike in each station/cabin/chamber)
Misc Equipment: Cargo Arm, Universal AirDock
Computer
(LVL:4 fp:171 SP:100)
Alarm (4)
Analysis (4)
Astrogation (4)
Commerce (1)
Communication (1)
Damage Control (4)
Drive - Atomic B (5)
Industry (1)
Information Storage (1)
Laser Battery (1)
Life Support cap:16 (1)
Maintenance (4)
Cargo Capacity:5
Crew Accomodations: Captain's Suite (double occupancy possible), Crew Cabin w/2 triple bunks
Passenger Accomodations: 1 First Class Cabin, 2 Journey Class Cabins (all double occupancy)
Ship's Vehicles: lifeboat, 2 workpods
LifeBoat is atmospheric capable and used as a shuttle. It can carry two at the helm and six passengers along with 5 metric tons worth of cargo.
More details here: http://www.starfrontiers.us/node/8974
CREW
Alistair Kane (mH) http://www.starfrontiers.us/node/8984
Cassy Dyne (fH) http://www.starfrontiers.us/node/8985
Kyle McGinty (mH) http://www.starfrontiers.us/node/8986
Drusilla (fV) http://www.starfrontiers.us/node/8987
Kisan (mY) http://www.starfrontiers.us/node/8988
TSC Magdalina Crew
The SS Magdalina is a privateer operating under Pale's government charter under the guise of a courier vessel. While her crew typically steers clear of civilian and military affairs, they are loyal to Streel and as such prone to harass Pan Galactic vessels and operations or any outfits known to contract or sub-contract under PGC.
The ship regularly plies the travel routes connecting with Truane's Star and can be encountered there along with Zebulon or Dixon's Star, with occasional sightings in Prenglar. It should be noted that the crew ultimately desires going independent, but will not do so in any manner that breaks contract. A suitable small craft impounded from PGC could fit such a bill...
UPF/SV Seeker Crew
Commander Harold 'Hal' Barnes (pilot), mH
STR/STA 40/50
DEX/RS 50/50
INT/LOG 55/55
PER/LDR 50/60
SKILLS (PSA: Military)
Beam Weapons-6
Gyrojet Weapons-4
Projectile Weapons-4
Melee Weapons-2
Thrown Weapons-1
Technicain-4
Computer-2
Pilot-3
Rocket Gunnery-2
EQUIPMENT
Military Skeinsuit
Laser Pistol w/50SEU PowerBeltpack
StunStick w/20SEU PowerClip
Lt. Jane Edwards (co-pilot), fH
STR/STA 55/60
DEX/RS 45/45
INT/LOG 50/50
PER/LDR 55/55
SKILLS (PSA: Tech)
Technician-6
Computer-2
Robotics-2
Beam Weapons-6
Melee Weapons-2
Pilot-2
Engineer-1
Energy Gunnery-1
EQUIPMENT
Military Skeinsuit
Laser Pistol w/50SEU PowerBeltpack
StunStick w/20SEU PowerClip
Alicia "Teeny" Fleischer (engineer), fH
STR/STA 60/70
DEX/RS 40/40
INT/LOG 50/50
PER/LDR 50/50
SKILLS (PSA: Tech)
Technician-4
Robotics-2
Beam Weapons-6
Engineering-2
Energy Gunnery-1
EQUIPMENT
Military Skeinsuit
Laser Pistol w/50SEU PowerBeltpack
StunStick w/20SEU PowerClip
Dr. Theodore Fields (astrophysicist, astrogator), mH
STR/STA 45/55
DEX/RS 50/50
INT/LOG 65/70
PER/LDR 35/45
SKILLS (PSA: Tech)
Computer-6
Technician-3
Astrogation-3
Beam Weapons - 2
EQUIPMENT
Military Skeinsuit
Laser Pistol w/5 x 20SEU PowerClips
TechKit
Dr. Harry Halperin (mathmetician), mH
STR/STA 50/60
DEX/RS 45/45
INT/LOG 60/65
PER/LDR 40/40
SKILLS (PSA: Tech)
Computer-5
Robotics-4
Martial Arts-3
EQUIPMENT
Military Skeinsuit
RobComKit
Dr. Elizabeth Morae (biologist), fH
STR/STA 35/45
DEX/RS 45/45
INT/LOG 60/60
PER/LDR 55/50
SKILLS (PSA: BioSocial)
Environmental-5
Medical-4
Computer-2
EQUIPMENT
Military Skeinsuit
EnviroKit, MedKit
Dr. Howard Goodman (psychologist), mH
STR/STA 45/45
DEX/RS 45/45
INT/LOG 55/60
PER/LDR 50/50
SKILLS (PSA: BioSocial)
PsychoSocial-5
Medical-2
Projectile Weapons-3
EQUIPMENT
Military Skeinsuit
Needler Pistol w/3 Anesthetic NeedleClips
MedKit
Danaka Grawaharr (security/enforcer), mY
STR/STA 45/55
DEX/RS 60/60
INT/LOG 50/50
PER/LDR 40/40
Battle Rage:25%
SKILLS (PSA: Military)
Beam Weapons-5
Melee Weapons-4
Thrown Weapons-3
Demolitions-2
Martial Arts-1
EQUIPMENT
Military Skeinsuit
Laser Pistol w/50SEU PowerBeltpack
VibroKnife w/20SEU PowerClip
3 Frag Grenades
___________________________________________________________
UPF/SV Seeker (Scientific Vessel)
HS:3 HP:15 PowerPlant: 2 outboard Ion "A" w/2 inboard Chemical "A" Thrusters
ADF:1(2) MR:4 DCR:40 Fuel: 20,000units LHyd + 12 loads SOx
Weaponry: Laser Pod Turret
Defenses:Reflective Hull
Comm/Detection: SubSpace Radio, VideoCom, Intercom Network, Radar, Energy Sensor
Misc: Camera System, Skin Sensors, Back-Up LS, Atmoprobes (x3), Remote Probe (x1). Laboratory
COMPUTER (Level:4 FP:163 Mass/SP:100)
(Control panels at each bridge station and engineering)
ALARM (4)
ANALYSIS (4)
ASTROGATION (4)
ATMOPROBE (2)
BUREAUCRACY (3)
COMMERCE (1)
COMMUNICATION (1)
COMPUTER LOCKOUT (3)
DAMAGE CONTROL (4)
DRIVE (Ion) (3)
DRIVE (Chemical) (1)
INDUSTRY (1)
INFORMATION STORAGE (1)
INSTALLATION SECURITY (3)
LABORATORY (3)
LANGUAGE (3)
LASER BATTERY (1)
LIFE SUPPORT cap:12 (1, x 2)
MAINTENANCE (4)
ROBOT MANAGEMENT (4)
Cargo Capacity: 0.5
Crew Accomodations: 4 double cabins
Passenger Accomodations: 4-bunk barracks in hold
Ship's Vehicles: Explorer (in hold)
Ship's Locker
12x Space Suits(8H/2Y/1V/1D) w/2 LS Refills, 2 Patches, Magnetic Boots
4 x Rocket Packs (fueled) and 4 refills
8 x Laser Rifles
4 x Automatic Rifles
4 x Automatice Pistols
4 x Gyrojet Pistols
1 x Heavy Laser
1 x Light Machinegun
1 x Grenade Rifle
1 x Rocket Launcher
12x 100SEU PowerBackpacks
8 x 50SEU PowerBeltpacks
36x 20SEU PowerClips
24x Rifle BulletClips
24x Pistol BulletClips
4 x 200 round belts for LMG
24x Pistol JetClips
10x Grenade Bullets
4 x Rockets
12x Frag Grenades
12x Tangler Grenades
5kg D-19 w/16 V/T Detonators
1 x Laser PowerTorch w/PowerPack
Yazirians on the Town
from p.21 of SF/KH-1 Dramune Run
Dokar
(mY)
STR/STA - 50/50
DEX/RS - 60/50
INT/LOG - 55/55
PER/LDR - 50/50
Special Abilities: Gliding, Night Vision, Battle Rage (5%)
Equipment
SkeinSuit
Laser Pistol w/4 20SEU PowerClips
StunStick w/20SEU PowerClip
SunGoggles
ChronoCom/CoverAlls/ID/PocketTool
SKILLS (PSA:Technical)
Technician lv-6
Computers lv-2
Beam Weapons lv-3
Melee Weapons lv-1
Pilot lv-3
_______________________
Riva
(fY)
STR/STA - 50/50
DEX/RS - 65/55
INT/LOG - 50/50
PER/LDR - 60/60
Special Abilities: Gliding, Night Vision, Battle Rage (5%)
Equipment
SkeinSuit
Gyrojet Pistol w/4 12r JetClips
StunStick w/20SEU PowerClip
SunGoggles
ChronoCom/CoverAlls/ID/PocketTool
Backpack w/RobComKit
SKILLS (PSA:Technical)
Computers lv-6
Gyrojet Weapons lv-2
Projectile Weapons lv-1
Thrown Weapons lv-1
Astrogator lv-3
_______________________
Shirpa
(fY)
STR/STA - 50/60
DEX/RS - 50/50
INT/LOG - 50/60
PER/LDR - 45/55
Special Abilities: Gliding, Night Vision, Battle Rage (5%)
Equipment
SkeinSuit
Laser Pistol w/4 20SEU PowerClips
StunStick w/20SEU PowerClip
SunGoggles
ChronoCom/CoverAlls/ID/PocketTool
Backpack w/TechKit
SKILLS (PSA:Technical)
Technician lv-4
Robotics lv-2
Beam Weapons lv-2
Melee Weapons lv-1
Demolitions lv-1
Engineer lv-3
_______________________
Binshi
(mY)
STR/STA - 60/70
DEX/RS - 70/60
INT/LOG - 45/45
PER/LDR - 40/40
Special Abilities: Gliding, Night Vision, Battle Rage (45%)
Equipment
SkeinSuit
Laser Pistol w/4 20SEU PowerClips
StunStick w/20SEU PowerClip
SunGoggles
ChronoCom/CoverAlls/ID/PocketTool
Backpack w/TechKit
SKILLS (PSA:Military)
Beam Weapons lv-6
Gyrojet Weapons lv-3
Melee Weapons lv-3
Martial Arts lv-3
Energy Gunnery lv-3