Craft
Unique: "Union Jack"
Cost
NA - Unique Craft (3.5 mil [ new] 1.5 Mil [used] Estimated 6 million improved)
Type
Multi-purpose Mid-sized vessel
Consumables
1 year
Scale
Capital
Hyperdrive/Backup
x2 / --
Length
150 meters
Nav Computer
Yes
Crew
15 / 30 Droids
Space*/Maneuver.
10/3D+1
Passengers
50 luxury suites, 10 holding cells, 5 sensor resistant suites
Hull
5D+2
Cargo
1000 m. tons (75 smuggled)
Shields/Backup Shields
3D+21/1D
Sensors

Crew Skill

Astrogation:5D Captol Ship Piloting 5D Capitol Ship Gunnery: 5D Capitol Ship Shields: 5D Sensors: 5D Command: 7D Communications: 5D

"The Union Jack"

Written by: Wyzzard5@aol.com

Passive 40/1D
Scan 80/2D
Search 100/3D
Focus 5/4D

*Atmosphere: 330 ; 950 KMH

Welcome, and thank you for choosing Glovan Spacers Union Local 1. I'm Sebastian Sylk, Captain of the YT-1300 "Artful Dodger", and an Admiral of The Local Fleet.

Glovan Spacers Union Local 1 offers a wide variety of services to the illustrious clientelle of the sector, be it simple transportation, escort, or sentry contracts, thruogh to the more demanding assignments often requiring the special Union touch. We specialize in delivery of merchandice to some of the more "heated" systems in the area, including Settlik Prime, and both Gateway and Kwenn Space Stations. Among our Local Fleet are some of the fastest ships in the Sector, and quite possibly, the Galaxy, all guaranteeing delivery of your prized possessions to the destination of your choice, with a minimum of questions asked. Our pilots have decades of experience in moving merchandise through the sector, as Imperial Records can attest to. Our expertly programmed droid handlers assure that your cargo is handled with cybernetic precision and care.

Whether it's a datapad with the most crucial of documents, a few dozen tons you'd rather not talk about, or even essential supplies that the destination cannot do without, The Glovan Spacers Union Local 1 is your ticket to delivery. Smaller cargo with a need for speed can be lighted to its destination by our wing of starfighters. Our stock of light freighters include not only my own Artfull Dodger, but The China Hill , The Uh-Ruu( Bad Karma) , The Deephopper, and the Nightmare as well. But if your really in need of serious Union action, the anchor of our operation, our pride and joy, The Union Jack, is unmatched in what she offers. Luxurious accommodations and plenty of gambling and entertainment are protected by a package of bristling weaponry and speed built on the sound foundation of Corellian construction and engineering.

Hull Defenses/ Modifications:

Shaped Detonite Hull Plating 1D of hull plating is designed to explode outward on command, by remote , or when the hull suffers a loss of -1D to hull. This inflicts 2D of damage to the remaining hull of the ship, but also inflicts 3D damage to any docking/boarding ship within one hex proximity. This also serves to make the ship appear to have suffered a much larger hit than it really did, and appear disables. This system has yet to be tested...

Flare Wall 30 Mt of Cargo have been modified to be jettisonable. They contain 30 Mt of flares, rigged to fire in a mushroom pattern behind the ship, causing most seeking weapons, and weapons locks to loose thier hold (not tractor beams). This also creates an area of space with a 30 difficulty for one round in a one hex radius ( 7 hexes total ). Any ship passing through the flare wall must make a pilot roll and suffer the difference from 30 in points to the hull.

Cargo Modifications:

Topside Hold 500 Mt of this hold have been modified with docking clamps, blast walls, and life/power hookups in order to enable a Corellian YT-950 to dock perfectly. This -950, The China Hill is a fully functioning light freighter and when docked, the topside weapons are usable in defense of the ship. She must be locked down tight in order for the Union Jack to enter hyperspace while docked with the Hill.

Belly Hold 500 Mt of the belly are dedicated to the dock & stock facilities of a Y-Wing ( unnamed) , clamped up and ready for takeoff. The belly-hold doors open outward to 'drop' the Y-wing, and take 3 rounds to cycle fully. The doors won't function if the hull code is dropped by 2D or more. When open, the interior hull of the bay is exposed, granting a called shot ( all the mods apply) to the inside , and all damage thus inflicted is resisted to at starfighter-scale hull codes.

Forward Hold 100 mt of cargo have been converted into a luxurious gambling/ gaming lounge, complete with dealer/tender droids, gaming machines, holovids, and a 270-degree view forward through sweeping windows.

60 mt of cargo is custom jettisonable and contains racks of speeder-scale Magna-flux Capacitors, an integral part of repulsorlift technology, designed to disperse behind the 'Jack. When activated, the Mf Caps emit a small pseudo-gravitational effect, and renders hyperspace travel inert. These Mf Caps will disperse behind the ship in a widening cone or stream up to six hexes total, then attach themselves to any craft in their hex ( roll 1D / hex to determine how many attach). Each one increases the difficulty to enter hyperspace by 5, and generally must be removed by hand. This applies to starfighter-scale ships only.

2 Trickster Decoy Launcher Pods ( 10 Mt total) Decoys progammed to simulate a Y-Wing and an A-Wing starfighter when launched, executing a pre-programmed attack maneuver.

Ship's Quirks

* ship suffers a non-deadly hyperspace mishap every 13 jumps. * Deckplates rattle violently when ship enters hyperspace. * Computer virus randomly enables "Tie Assault" simulation, tricking operators into believing a real attack is in progress.

Crew Notes

The command functions of the Union Jack have been heavily modified to allow a minimum of live crew by replacing some operating systems with droid operators and high-grade computer systems. The ship is operated by approx. 15 humanoid crew members, supplemented by 30 droids which handle the ships weapons, astrogation, shields, and security.

 

Weapon Systems

Double Turbolaser Cannons
Crew: 1 droid
Fire Arc: 3 front; 3 left, 3 right, 3 back
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D+2
Range: 3-15/35/75
Damage: 6D+1
Quirks: Roll 2D to determine which turbolaser is down for repairs/modifications.
Concussion Missle Tubes
Fire Arc: 1 Front, 1 Turret
Crew: 1 droid
Scale: Capital
Skill: Missile Weapons
Fire Control: 3D
Range: 1-3 / 5 / 7
Ammo: 10 missiles each
Damage: 9D
Quirks: -4D to fire Control if humanoid attempts to fire due to baccii-droid interface
Heavy Ion Cannons ( removable Fire-linkage)
Fire Arc: 2 Turret
Crew: 3 Droids
Scale: Capital
Skill: Starship Gunnery
Fire Control: 4D
Range:  
Damage: 5D+2
Quirks: Due to several re-wirings to attach Ion dmg to hull, system shorts when any botch rolled with guns, 20+ to fix
Laser Targetting Designator
Fire Arc: Turret
Crew: 3
Skill: Sensors
Fire Control: Ship's Focus Die Code - 4D
Range: Ship's Passive Mode - 40
Damage: Adds +1D 'to hit' for friendly fire
 

Notable Blockade Runners

Stats and text are property of Wyzzard5@aol.com. First table format by Tim "Nealos" Salam.

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