Starship Christine

The Starship Christine is the ship currently owned by Drake Masterwood embedded with the Virtual Intelligence (VI) of his late wife Christine. It is currently undergoing an upgrade.

## Statistics

The Starship Christine is a modified Free Merchant with the following stats.

## Fittings

The Fittings on the Starship Christine are as follows:

### Amphibious Operation

(Power 1, Mass 2).

This fitting includes the benefits of the Atmospheric Configuration fitting, as well as allowing the ship to operate while immersed in a liquid medium. Submerged ships cannot be detected with conventional planetary traffic sensors and require military sonar and naval sensors to fix their position, resources often unavailable on less developed worlds. So long as the ship stays away from military naval craft and bases, it is almost impossible to track while submerged.

### Boarding Tubes

(Power 0, Mass 1).

Armored tubes equipped with laser cutter apertures can be used to forcibly invade a hostile ship, provided the target’s engines have been disabled. Ships without boarding tubes have to send invaders across empty space to either make an assault on a doubtless heavily-guarded airlock or cut their way in through the hull with laser cutters and half an hour of work.

### Cargo Space

(Power 0, Mass 3).

Free mass can be traded for pressurized cargo space. Tracked by weight for convenience, one cubic meter is usually one ton, with most vehicles requiring ten tons when loaded, tanks taking 25, and aircraft or mechs taking up 50 tons of cargo space.

### Fuel Bunkers

(Power 0, Mass 1).

Most ships require refueling after each drill jump, no matter the distance. Installing fuel bunkers allows the ship to carry one additional load of fuel. This fitting can be installed multiple times for ships that wish to minimize fueling.

### Sensor Mask

(Power 1, Mass 0).

The ship can disguise its long-range sensor readings, spoofing scans with the ID tags and apparent hull type of any other ship of its choice. To penetrate this masquerade, the scanning entity must beat a Wis/Program skill check against difficulty 10 plus the Program skill of the masking ship’s comms officer. Once the ship is close enough to visually identify, the masking is useless.

### Ship's Locker

(Power 0, Mass 0).

Much like an armory, this option allows a captain to lay in a general supply of equipment likely to be useful to explorers and spacemen. Any TL4 equipment on the gear list can be found in the ship’s locker in amounts commensurate with the ship’s size. A few guns and some basic armor might be included as well, but for serious armament an armory is required. There is enough gear available to outfit the entire crew for normal use, but giving it away or losing it in use may deplete the locker until it is restocked

### Smuggler's Hold

(Power 0, Mass 2).

Carefully-designed storage space intended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 200 kilograms of cargo space in a fighter, 2 tons in a frigate, 20 tons in a cruiser, or 200 tons in a capital ship. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check

### Tractor Beams

(Power 2, Mass 1).

Gravitic projectors allow the ship to manipulate objects within its immediate area, pushing, pulling, and sliding objects no larger than a ship of one hull class smaller. Targets with shipscale propulsion can resist the beams, but lifeboats, individual suit jets, or other smaller propulsors are inadequate. The beam can focus on only one object at a time but can move it into the ship’s cargo bays or hurl it out of the ship’s immediate vicinity within three rounds. The beams can only effectively manipulate objects in very low gravity, and not those on the surface of planets or other objects with significant natural gravity

### Workshop

(Power 1, Mass 1).

On-board workshops can be bought at smaller than maximum sizes than a hull would allow, if additional TL4 tech facilities aren’t strictly needed. A frigate-sized workshop is sufficient for modding any personal gear as per the modification rules on page 90. A cruiser-sized workshop handles vehicle modding and starship maintenance, and a capital-class workshop can build vehicles or similar large work from scratch at full cost.