0 The `Verse – Lightning Bug LARP Sourcebook v1.01

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
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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
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Double
Triple Boom
Every thirty shots and
every shot for grenade
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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
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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.
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Cost
(in credits)
10
30
50
30
12
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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.
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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
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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.
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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.
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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
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Cargo Capacity
Passengers
Speed
250 tons
0
8
Shuttle Pads
1
16
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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
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Cargo Capacity
Passengers
Speed
Shuttle Pads
2,400 tons
7
4
2
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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
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Cargo Capacity
Passengers
Speed
50,000 tons
18
1
Shuttle Pads
2
19
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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
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500 tons
6
5
2
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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
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Cargo Capacity
Passengers
Speed
Shuttle Pads
5,000 tons
0
3
2
22
The ‘Verse
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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
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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
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The ‘Verse
There are two predominant forms of Huntress available pattern A (above) and B (below)
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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
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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
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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
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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
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Cargo Capacity
Passengers
Speed
Shuttle Pads
5,000 tons
0
4
2
34
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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
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Cargo Capacity
Passengers
Speed
Shuttle Pads
3,000 tons
8
4
2
36
The ‘Verse
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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.
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