The Gnasher is a unique scro ship, because of the fact it is the first of the new generation of mantis ships, named crusader mantises. The crusader mantises are a remarkable improvement over the normal mantis class, being better armored and armed for long range combat. The gnasher is the 3rd of an initial batch of 5, and the first to be sent to battle. Scro high command thinks that the gnasher should be best used as a raider in the radiant triangle, where elven presence is not overwhelming yet substantial, allowing for the gnasher to surprise the elven forces operating in the area, assist the scro task forces, and test the class in actual combat conditions. The ship was given top notch crew, powerful war-priests and experienced officers, making a threat to be taken seriously. The gnasher is escorted by the rest of the 24th raiding group -- 2 viperships, the Ulzuptaag and the Grenshaar, and one tradesman supply ship, the Provider. The group now prowls in the radiant triangle, attacking mostly elven supply ships and various trading fleets associated with the I.E.N. The attacks are very mysterious, but few elven captains and admirals (most notably admiral Icarus) have figured what's going on, and are assembling a small task force to deal with the threat.

Name: Crusader-class Mantis
Built At: Greshroog shipyard, in orbit of Dukagsh.
Cost: Confidential (assumed around 100,000gp)
Tonnage: 60
Hull points: 62
Keel Length: 170'
Beam Length: 25'
Crew: 12/ 60 (ship's crew: 11 riggers, 2 helmsman, 4 officers, 28 weaponeers, 15 marines)
MC: C
Landing: Land- Yes; Water- No
Armor Rating: 5
Saves As: Metal
Power Type: Major Helm
SR: 4 (2 using bafflers)
Armament:
2 grappling rams (F)
4 dual medium balista (360) in protective turrets
1 greek fire projector (F)
1 medium jettison (A)
1 heavy catapult (F)
Cargo: 18 tons

Special bonuses/ equipment: +1 to initiative (sally room used as a crow's nest), greater anchor of staying.

Small craft: 2 two ton boarding boats (HP 3, AR 5, MC B, Power minor furnace, SR 3, Saves as metal, crew 2/2 - carries additionally 7 marines, weapons light catapult, cargo personal)

The ship is painted dark maroon, and the scro gonfalon flies from a jackstay at the rear. This ship shows virtually no wear & tear, and all metal surfaces are polished and gleaming. Inside, the ship is illuminated by a combination of lanterns, continual light spells and biolumisent moss. The atmosphere has a slight metallic tinge to it.

Use the ship's map in the goblin's return except:

  1. There are two more turrets on the upper deck, placed well away from the first pair.
  2. A greek fire projector is placed on the slide.
  3. A jettison room is placed at the end of the main deck (room 24#).

Crew

Captain Shon'zaar: (Scro LE F11 Hp 90 str: 18 int: 14 AC: 4), magical items 2 potions of healing, , long sword +2 shines red if there are elves in 60', main gauche +1 (attached to arm). Shon'zaar is one of the best scro captains around. He served a full term at the marines, getting the position of flag bearer for his unit after he charged and destroyed a fortified elven position alone. After losing his lower right hand in combat, he joined the navy and advanced quickly to reach this most esteemed position. He is a huge, black scro, and his right hand is replaced by a main gauche (forgive me the pun). He is extremely long tempered for a scro, and always acts cautiously (no scream and leap here, folks).

Navigator/ First Mate Adsh'rog: (scro LE F7 hp 55 str 15 int 16 ac: 5) magical items: cutlass +1, starwheel +1. Adsh'rog is the ship's first mate and navigator, graduate with honours of the Dukagsh astro navigation college. He cannot stand marines, who he thinks are barbarians, and the ship 's marine lieutenants think he is a squeamish wimp.

Chief War Priest Nerzx'ar: (scro LE P9 hp 60 int 15 wis 17 ac: 6) magical items: dagger +1 (poisoned), 3 Increase SR potions, 2 Increase maneuverability potions, cutlass +2. Of a race of religious fanatics, Nerzx'ar has taken fanaticism to new extremities. He is loyal, heart and soul, to the sayings of Dukagsh, and will always carry them out to the letter. He always a copy of dukagsh saying's.

Any way, he is a superb helmsman.

Ship Tactics

Cap. Shon'zaar prefers staging ambushes in areas such as asteroid belts, rings and the like, firing on lone elven vessels and closing only after their superstructure is broken to splinters. He also constantly stays on the move, moving from sphere to sphere and staying one step ahead of pursuit. The ship uses supplies stashed on asteroids to provision.

Ship Uses

Can be used in an adventure were an elven admiral hires the PC's to hunt down the raider. Or, make the raider force stalk them!