Saturday, 20 April 2013

Website Update #21

I seem to be running about half a month behind at present. Finally got my modeling blog updated for March - which was actually kinda fun revisiting finished projects.

So far this month, I have completed another seven mixed civilians and adventurers, as well as two grav tanks. More pictures to come.

Friday, 5 April 2013

Further on Marines

The 478th Imperial Marine Division – Miazan Subsector


The 478th Imperial Marine Division is deployed in Miazan Subsector. The Division’s elements are divided between the two Naval Bases in the Subsector; Miazan/Miazan and Celephais/Miazan.


The 478th Marine Division consists of:
  • 1203rd Marine Regiment – 3 battalions, stationed at Miazan/Miazan
  • 1205th Marine Regiment – 3 battalions, stationed at Miazan/Miazan
  • 1206th Marine Regiment – 3 battalions, stationed at Celephais/Miazan
  • 1209th Marine Regiment – 3 battalions, stationed at Celephais/Miazan
  • 556th Marine Tank Battalion – 57 Grav tanks, stationed at Celephais/Miazan
  • 223rd Light Armour Reconnaissance Battalion - 57 Light Grav tanks, stationed at Miazan/Miazan.
  • 293rd Light Armour Reconnaissance Battalion – 57 Light Grav tanks, stationed at Celephais/Miazan
  • 9094th Commando Battalion – stationed at Miazan/Miazan
  • 1553rd Marine Engineer Regiment – 2 battalions, 1st battalion stationed at Miazan/Miazan, 2nd Battalion stationed at Celephais/Miazan.
  • 97985th COACC Wing – 1st Group, battalion landing craft, 9791, 9793 and 9795 Squadrons stationed at Miazan/Miazan; 9792, 9794, and 9796 Squadrons stationed at Celepais/Miazan; 2nd Group, close support craft, 9802, 9806 and 9807 Squadrons stationed at Celephais/Miazan, 9803, 9805, and 9808 Squadrons stationed at Miazan/Miazan; 3rd Group, Lift Units, stationed at Miazan/Miazan.
  • 895th Marine Meson Artillery Regiment – 4 batteries of four Meson grav sleds. Battery A and C stationed at Miazan/Miazan, Battery B and D stationed at Celephais/Miazan.
  • 10221st Marine Logistics Regiment – 1st Battalion stationed at Miazan/Miazan and 2nd Battalion stationed at Celephais/Miazan.

Marine Expeditionary Units are mixed ground units usually formed around the core of a battalion combat team, and deployed as missions require. Marine Expeditionary Units are normally deployed from Battalion Landing Craft and Lift Units. Marine Expeditionary Units for the 478th Marine Division are as follows:

29th MEU:
  • 1 battalion from 1203rd Marine Regiment
  • 1 coy from 223rd LAR Battalion
  • 1 coy from 1/1553rd Marine Engineer Regiment
  • Battery A 895th Marine Meson Artillery Regiment
  • 1 coy from 1/10221st Marine Logistics Regiment
  • 9803 Squadron COACC Close Support
  • 9791 Squadron COACC Battalion Landing Craft


30th MEU:
  • 1 battalion from 1205th Marine Regiment
  • 1 Coy from 223rd LAR Battalion
  • 1 coy from 1/1553rd Marine Engineer Regiment
  • Battery C 895th Marine Meson Artillery Regiment
  • 1 coy from 1/10221st Marine Logistics Regiment
  • 9805 Squadron COACC Close Support
  • 9793 Squadron COACC Battalion Landing Craft


31st MEU:
  • 1 battalion from 1206th Marine Regiment
  • 1 Coy from 556th Marine Tank Battalion
  • 1 Coy from 293rd LAR Battalion
  • 1 coy from 2/1553rd Marine Engineer Regiment
  • Battery B 895th Marine Meson Artillery Regiment
  • 1 coy from 2/10221st Marine Logistics Regiment
  • 9802 Squadron COACC Close Support
  • 9792 Squadron COACC Battalion Landing Craft


32nd MEU:
  • 1 battalion from 1209th Marine Regiment
  • 1 Coy from 556th Marine Tank Battalion
  • 1 Coy from 293rd LAR Battalion
  • 1 coy from 2/1553rd Marine Engineer Regiment
  • Battery D 895th Marine Meson Artillery Regiment
  • 1 coy from 2/10221st Marine Logistics Regiment
  • 9806 Squadron COACC Close Support
  • 9794 Squadron COACC Battalion Landing Craft


Marine Platoon with Scout Section
Marine Expeditionary Units rotate their ready status between “Standby 1” Condition – all component elements are aboard transport ships and the transports are ready to Jump within the hour – and “Standby 24” Condition – all component elements are on base and can be aboard their transports and ready to Jump within 24 hours. “Standby 12” Condition is often observed during times of heightened political tension. Units currently not assigned to a MEU are usually involved in training, or the Infantry elements are assigned as Ships’ Troops or as security for bases or officials (“dry” targets or “wet” targets in Marine parlance).

For Jump capable transport, Marine Expeditionary Forces rely upon Imperial Navy transports, for moving ground units, and Light Carriers for moving COACC elements. The Marine Expeditionary Force is usually assigned a Sector Navy Task Force as an escort, or will be attached to a Sector Navy Fleet. All COACC vessels are crewed by Marine crews and fall under the command of the Force Commander, Marine Expeditionary Unit. The Lift Units of 3rd Group, 97985th COACC Wing are assigned to MEUs as and when they require heavy lift for armour deployment.

Thursday, 4 April 2013

Iain Banks is officially Very Poorly

I have been a fan of Iain Banks' Culture novels for a long number of years. Banks is a Big Idea writer and the Culture seems to rate up there as a Type III Civilization on the Kardashev Scale.

From a Traveller point of view, the Culture inhabits that airy-fairy technology topography somewhere north of Tech Level 16+, but some of the concepts do help illustrate technology concepts and systems at more mundane levels. Banks is also great at creating and describing very alien aliens in a very believable fashion.

It was very disappointing to read, today, that Iain Banks is suffering from cancer. The official announcement is on his website and it would appear that the prognosis is not good.

It would be great if this announcement is just a late-posted April Fool's joke, but I suspect that it is not.

"I wish you all the best" - Marain characters by Daniel Solis

Wednesday, 3 April 2013

Ghosts of Hefei on Kickstarter

I saw this announced on Dropship Horizon the day before yesterday:



From the creative team that brought you The Department, and using the Goalsystem game engine underlying Blasters and Bulkheads, the Fabricant story continues as rival criminal gangs battle for supremacy on the mean streets of 2060's Hefei. Compatible with The Department, players can move between the worlds of Investigator and gangster, pitting their DFM Agents against criminal gangs, or battle it out for dominance amidst the decaying glory of a rotting city.

A figure range, projected to be in both 15mm and 28mm, and sculpted by PF - the famous French MaƮtre du mastic, is planned for release with the rules.

I like both The Department and Blasters and Bulkheads, and I love PF's figures, so I'm really looking forward to this Kickstarter succeeding.

For more information on the game check out the Ghosts of Hefei website, while Kickstarter details can be found here.

Tuesday, 2 April 2013

Mercenary and Marines

Rereading the introduction to Book 4: Mercenary for the first time since the early 1980’s was a rather telling experience. Mercenary was the first Traveller rule book to suggest the likely shape of the future 3rd Imperium, and it was quite a different thing to what it later became. In fact, part of the passage is worth quoting as, on rereading it, I begin to remember what formed my ideas on Nobility within the Traveller setting, and where the general political shape of my RimWorlds campaign came from:

“Traveller assumes a remote centralized government (referred to in this volume as the Imperium), possessed of great industrial and technological might, but unable, due to the sheer distances and travel times involved, to exert total control at all levels everywhere within its star-spanning realm. On the frontiers, extensive home rule provisions allow planetary populations to chose their own forms of government, raise and maintain armed forces for local security, pass and enforce laws governing local conduct, and regulate (within limits) commerce. Defence of the frontier is mostly provided by local indigenous forces, stiffened by scattered Imperial Naval bases manned by small but extremely sophisticated forces.”
-Traveller Book 4: Mercenary 1978

I started thinking about the Imperial Marines again after a couple of my players rolled up Marine characters. How are Imperial Marines organised – beyond the company/regiment TO&E that appeared way back when in a (paper) copy of the Journal of the Travellers’ Aid Society? How are they deployed, and what is their mission?

I recall reading somewhere - and I can’t remember where, though I think it was in connection with a discussion about the Fifth Frontier War boardgame on the Citizens of the Imperium discussion boards – an estimate that there is a regiment of Imperial Marines assigned to each Subsector. Looking at my population figures and likely budgets for the Imperial Navy, a regiment of Marines seems far too few to both serve as a ground force spearhead and to provide ships’ troops for the fleet. After doing a little research – reading up on the US Marines (basically a pocket army) and the Royal Marines (basically a short division within the British Armed Forces) - I began come up with ideas about how I wanted Imperial Marines to work in the RimWorlds.

The Imperial Marines are a pocket army. Serving primarily as Light Infantry (deploying on potentially hostile worlds, their support equipment is constrained by what can be landed from orbit in what could possibly be a “hot” landing zone), their primary roles are to spearhead planetary assaults and secure a perimeter for larger ground force commands to deploy; secure and protect Imperial property planetside, or within a system; and to protect Imperial Navy and Subsector Navy installations and starships. The Imperial Marines are a ready-reaction force intended for rapid deployment to stabilise situations of hostility, or to rapidly overwhelm hostile forces.

Marines have two initial career tracks – Marine Infantry and Support. All Marines, regardless of career track, are riflemen first. That is what they are trained as in Basic Training. The annals of Marine History include many famous actions where the cooks, drivers, storemen and datatechs dropped what they were doing, grabbed their FN187 Gauss Rifles, and manned the barricades alongside their more combat oriented brethren. Looking through the potential Skill List for Support track personal, we find the artillerymen and vehicle gunners, the drivers, the mechanics, and the Combat Engineers who support the Marine Infantry during planetside deployments. Marine Infantry are the teeth of the force. Trained to fight in hostile environments, and in space and aboard starships, as well as on conventional battlefields, Marine Infantry are combat specialists. A third career track, that of Marine Commando, is only open to the best of Marine Infantry and Marine Support. Marine Commandos are the eyes and ears of the Marine deployment force, reconnoitring and feeling out the enemy, and often operating deep behind enemy lines.


Fleet Marine Force Command RimWorlds Sector (FMFCRw) is based at Sector Fleet Command Headquarters, currently on Thiroor/Gazolan, and falls under Sector Fleet Command RimWorlds Sector. Fleet Marine Force Command consists of nine Imperial Marine Divisions, deployed in the nine Subsectors of the RimWorlds controlled by the Imperium. The deployments, from Coreward to Rimward, are as follows:

827th Marine Division, Kaorin Subsector
852nd Marine Division, Berimer’s Sceptre Subsector
853rd Marine Division, Daltharmai Subsector
900th Marine Division, Gazolan Subsector
902nd Marine Division, Thurgandarn Subsector
351st Marine Division, Gamelea Subsector
409th Marine Division, Nolgor Subsector
478th Marine Division, Miazan Subsector
496th Marine Division, Gazul Subsector

Each Marine Division consists of four Marine Infantry Regiments, an Armoured Battalion, two Light Armour Reconnaissance Battalions, a Commando Battalion, two Engineering Battalions, a COACC Wing, an Artillery Regiment, and a Logistics Regiment. From this formation are drawn the Ships’ Troops of all Imperial Navy and Subsector Navy ships within that subsector, all Navy Base and Starport Security details within that subsector, the Security details for many high ranking Imperial Officials within that subsector, as well as garrisons for important installations, troops deployed on Police Actions and Counter Insurgency Operations, and the Marine Expeditionary Units - Ready Reaction forces deployed aboard ship for months at a time, awaiting the order to Jump and deploy.

Tuesday, 26 March 2013

Languages Again


Language is like your Vacc Suit - don't leave home without it.
Semiotic by Dave Reddington Airlock 14
During the course of recent game play, the subject of Languages and Learnt Languages came up again – particularly as the player characters are interacting with various non-humans who don’t necessarily speak Imperial Basic as their first language. After an interesting discussion, I set to work to extend and streamline my original thoughts on Languages in Traveller.

In my earlier post on Languages, I suggested that characters have a language pool of the average of their Intelligence and Education in points to allocate to Languages that they wish to learn. Some players might wish to allocate all their points at the beginning of play to ensure that their characters have a broad suite of languages. Others might chose to take one secondary language to a conversational level, or several languages to a basic information swapping level and effectively bank their remaining language points until the prospect of venturing into a new region of space requires them to learn a new language.

I’m still inclined to retain the Language Points pool because, as a resource allocation tool, it obliges players to make decisions, rather than just have their characters become polyglots. The process of making decisions about the languages characters learn tends to get the players more involved with both their characters and the milieu their characters inhabit. Languages served up in bulk, or for gratis, I find, tend to be noted and then forgotten about, including by the Games Master.

Languages and Learning Languages
A Character’s ability to learn languages is a measure of the Character’s Language Aptitude Skill. Once a Character has acquired Language Aptitude Skill, Language Potential points can be determined and then the Character can assign these Language Potential points to indicate his or her fluency in a particular language.

There are two ways a Character can acquire Language Aptitude Skill:
1) Following Character Generation, a Character may roll to see if he or she has received Language Aptitude Skill during service:
To receive Language Aptitude Skill: Roll 10+, DM+1 if Int 9+, +1 if Edu 9+, +2 if Int and Edu 10+, +1 per term with the potential for contact with other languages and cultures. Such terms can include Assignments to Training Schools or Officer Training Schools, or various missions in the field, or Navy Life, or Army Life, etc.
For every two points the Language Aptitude Skill roll is exceeded by, the Character gains +1 Language Potential points to his or her base Language Potential points pool.

2) Alternatively, a Character may convert one skill level in either Steward or Carousing into Language Aptitude Skill. Language Potential points are then determined in the manner outlined below.

Both of these methods permit a character to begin play with an existing suite of languages. Unassigned language points may be retained. These represent future language potential but, once play begins, these language points can only be assigned after the Character has undertaken a course of study – see below. Established Characters may determine their Language Aptitude as per method 1 at any time during their Adventuring career and, if successful, they can determine their Language Potential points pool. As Established Characters are deemed to be learning languages later in life, they will have to spend time actually learning a language (either via chip, or tape, or with an instructor) rather than starting play with already learnt languages – apart from their native language, of course.

Language Points pool:
Once a Character has gained Language Aptitude Skill, he or she gains a Language Potential points pool. This is determined by averaging Intelligence and Education stat scores, and can be modified if the Character exceeds the roll required to acquire Language Aptitude Skill – see above. This point pool can be used to buy a Skill Level in a new language, or to increase the character’s fluency in an already purchased language.
A character will have a native language to Fluency Level 3. Characters with Education of 9+ automatically increase their native language to Fluency Level 4 at no cost. Characters with Education 12+ automatically increase their native language to Fluency Level 5 at no cost.

Learning New Languages or Increasing Fluency in Learned Languages:
Characters without Language skill must first gain Language Aptitude Skill. By undertaking a six month course of study, they learn how to learn languages. Such a course can be undertaken by tape or chip, and the course software will set and evaluate course work. At the end of the six month course, the Character must attend a finishing course of two weeks duration at an A or B Class Starport to successfully graduate the course and gain Language Aptitude Skill. The course costs Cr500 and requires a roll of 10+ to pass, DMs, +1 if Int 10+, +1 if Edu 10+. Once the Character has gained Language Aptitude Skill (the course may be taken as often as required, at Cr500 per time), he or she gains a Language Potential pool of the average of Int and Edu in points to assign to learning languages.

A Character attempting to learn a new Language must undertake a six month period of study, either via chip or tape, or with a tutor (who must have both Instruction Skill and at least Level 3 Fluency in the language being studied). If a tutor is engaged, then the Character must remain based in the tutor’s locality for the duration of the course. A study course costs Cr500 (Cr2000 if using the services of a tutor, Cr6000 plus a High Passage return ticket if the tutor is required to accompany the Character) and requires a two week intensive study and evaluation period at its conclusion at either an A or B Class starport or at a school with a teacher who must have both Instruction Skill and at least one Level of fluency in the language higher than the level the Character wishes to attain. Roll 10+ to gain a Level 2 Fluency in the language being studied; DMs +1 Int 9+, +1 Edu 9+, +2 Int and Edu 10+, +2 if using a tutor. If the required roll is exceeded by 2, then a Level 3 Fluency is attained.

Fluency levels:
Level 1: Basic Communication – “Where this?” “How much?” “Where food?”
Level 2: Average Communication – “ I needs hydropump for this many days” “You want how much for that?” A poorly educated native speaker (Education 3 – 5) with limited vocabulary. Otherwise, speaks with a heavy accent of origin and tends to mangle syntax or grammar.
Level 3: Good Communication – Native speaker with average education (Education 6 – 8) and vocabulary. Otherwise, speaks like a native, though still retains accent of origin.
Level 4: Excellent Communication – Native speaker with advanced education (Education 9 –11) and expanded vocabulary. Otherwise, speaks like a well educated native and able to debate history, art, poetry, politics, etc. Still retains a trace of accent of origin, though usually not noticeable to a native speaker.
Level 5: Superb Communication – Native speaker with superior education (Education 12 – 14) and extensive vocabulary. Otherwise, speaks like a well-educated native. Has possibly studied older forms of the language and can make allusions to classical authors, etc.

Language Point pool costs:
A Character’s native language does not cost any points and is usually at Fluency Level 3. Characters with Edu 9+ and Edu 12+ automatically gain Fluency Level 4 or 5 respectively at no cost. A Character with Fluency Level 3 or lower can increase his or her fluency in his or her native language in exactly the same way he, or she would increase Fluency in another language – by undertaking a six month course of study and rolling 10+ to raise the Fluency level by one, at the cost of one Language Point.

If Languages points are assigned during Character generation then each Fluency Level in each language learned costs 1 Language Pool point, except for the Character’s native language, which the Character gains for zero points. If the Character subsequently learns a new Language, and successfully completes the Language course (see above) then the initial Fluency Level of 2 is gained for 1 Language point. If the Character exceeds the required roll of 10+ by 2, the bonus of attaining Fluency Level 3 costs the same ie 1 Language point. Further courses of study cost 1 Language point per level of Fluency.

For example, Eeather swaps a level of Steward for Language Skill during Character generation. She has Intelligence 9 and Education 8. Averaging her two stats, she has a Language Point pool of 8 to play with. As a native of Feor, she already speaks Gamelean Basic (with a Feorian accent) to Level 3. Eeather is a Merchant and decides that picking up a couple of extra languages could be a good career move. Passage through Kalar-Wi space opens markets in the Cabria and Lymethius subsectors so she decides that taking Kalar-Wi to Level 2 for two points is a good starter. Beyond Kalar-Wi lies the Aslan Huiha Esoyatre in Lymethius subsector, so Eeather takes Trokh Esoyatre to Level 4 for four points, as Aslan, while pretty touchy about matters of pride and honour, respect someone who respects their language and culture. With her final two points, Eeather takes Trade Lingo, a pidgin language commonly used by merchants moving to and fro across the Imperial Border.

In summary, Eeather speaks:
Gamelean Imperial Basic Level 3 (Feorian accent)
Kalar-Wi Level 2 (Strong Feorian accent)
Trokh Esoyatre Level 4 (Slight Feorian accent)
Trade Lingo Level 2 (Strong Feorian accent)

As a Merchant Broker or Factor, she will be an asset to any ship crossing the Imperial Frontier.

Eeather’s cousin, Fargan, is also a Merchant. A bright (Int 9) and well-educated (Edu 10) scion of the family, he decides to roll for Language Aptitude Skill at the end of Character generation. Rolling 10, +1 for Int 9+, +1 for Edu 9+, +1 for an Exploratory Trade Mission assignment gives a total of 13, or three points more than the 10+ required to receive Language Aptitude Skill, so Fargan gains Language Aptitude Skill and +1 to his Language Potential points pool. With Int 9 and Edu 10, Fargan has a Base language Point pool of 9, +1 from his Language Aptitude roll equals 10 points.

As a Feorian native, Fargan speaks Gamelean Basic (with a Feorian accent) to Level 3, but his Education of 10 increases this to Level 4 (Slight Feorian accent) for zero points. As Kalar-Wi is handy to Feor, Fargan decides that taking Vriok (the Kalar-Wi language) to Level 3 (Feorian accent) for three points is a good move. He decides to spend a further 2 points on Trade Lingo Level 2 (Strong Feorian Accent). Undecided where adventure might take him, Fargan decides to “bank” his remaining 5 Language points until he works out where he might be travelling. After a year spent pottering around the Gamelea Subsector, the opportunity for a long voyage to Rimward presents itself. Consulting his Library Data, Fargan picks up Learn Language chips for Arrghoun – a Vargr language spoken in the Hunt of Rronurl – and Kassuriik – the language of the Purvions, a Minor Race native to Lithia/Miazan. During the six month trip to Lithia, Fargan dutifully completes his language course and then spends a two week lay-over at Miazan on his finals. He rolls 8, +1 for Int9+, +1 for Edu 9+ gives him a total of 10+. He gains Kassuriik Level 2 (Strong Feorian Accent) for 1 Language Point and now has to start work on his Arrghoun.

At this point he speaks:
Gamelean Imperial Basic (Slight Feorian Accent) Level 4
Vriok (Feorian Accent) Level 3
Trade Lingo (Strong Feorian Accent) Level 2
Kassuriik (Strong Feorian Accent) Level 2
He is in the process of learning Arrghoun and has four Language points still to assign.

Wednesday, 20 March 2013

Secrets in Sulphur - Design Notes

The Akhska is of a type of Far Trader known as a "Rim Runner". Favoured by Vargr Special Forces and raiders for its J-3 range, the Gaeouz Class' reduced cargo hold makes it barely economical as a trading vessel.

In the Outrim, Gaeouz Class Rim Runners are often found serving as couriers or packet ships, moving important personal between far flung systems.


Ship: Akhska
Class: Gaeouz
Type: Far Trader
Architect: David Billinghurst
Tech Level: 12





USPAP-2633431-030000-10000-0 MCr 156.332200 Tons
Bat Bear 24 Crew: 7
Bat  2 4 TL: 12




Cargo: 17 Passengers: 4 Crew Sections: 1 of 7 Fuel: 68 EP: 8 Agility: 1
Craft: 1 x 4T Air/Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 1.557   Cost in Quantity: MCr 125.186


Detailed Description
  (High Guard Design)

HULL
200.000 tons standard, 2,800.000 cubic meters, Flattened Sphere Configuration

CREW
Pilot, 2 Engineers, Steward, Medic, 2 Gunners

ENGINEERING
Jump-3, 3G Manuever, Power plant-4, 8.000 EP, Agility 1

AVIONICS
Bridge, Model/3 Computer

HARDPOINTS
2 Hardpoints

ARMAMENT
2 Triple Mixed Turrets each with: 2 Beam Lasers (Factor-1).

DEFENCES
1 Sandcaster in each Mixed Turret, organised into 2 Batteries (Factor-3)

CRAFT
1 4.000 ton Air/Raft (Crew of 0, Cost of MCr 0.600)

FUEL
68 Tons Fuel (3 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
8 Staterooms, 4 High Passengers, 17 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 157.289 Singly (incl. Architects fees of MCr 1.557), MCr 124.586 in Quantity, plus MCr 0.600 of Carried Craft

CONSTRUCTION TIME
57 Weeks Singly, 46 Weeks in Quantity

COMMENTS
Known as "Rim Runners", Gaeouz Class Far Traders are favoured by Vargr Special Forces and raiders for missions to Rimward of the RimWorlds, or for deep penetration raids within Imperial space.


Gaeouz Class Far Trader

HULL
Hull: 0.000 Td; MCr 16.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-3: 16.000 Td; MCr 8.000
J-Drive Factor-3: 8.000 Td; MCr 32.000
P-Plant Factor-4: 24.000 Td; MCr 72.000; +8.000 EP

FUEL
P-Fuel: 8.000 Td; MCr 0,000
J-Fuel: 60.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.200
Purification: 6.000 Td; MCr 0.032
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 1.000
Computer Model/3: 3.000 Td; MCr 18.000; -1 EP

WEAPONRY
2 x Mixed Turrets: 2.000 Td; MCr 4.500

SCREENS

CRAFT
1 x Air/Raft: 4.000Td; MCr 0.000; Cost of craft: MCr 0.600

ACCOMODATIONS
8.0 x Staterooms: 32.000 Td; MCr 4.000
Cargo: 17.000 Td; MCr 0.000

USER DEFINED