Scorpion ship

The Nucharnut is a scorpion class spelljammer, recovered by the scro Tarantula Fleet from the Flow outside Moragspace where it was floating derelict. Investigation revealed its orcish crew had been abandoned it centuries ago, during the First Unhuman War, for reasons unknown. Admiral Halker was never one to let a good thing go to waste, however, so he ordered the vessel refitted and taken into service as soon as the conquest of Spiral was complete. The crew was drawn from two destroyed mantis ships, and they set to the refitting with vigor, greatly desiring to return to wildspace. The refit wasn't quite finished, however, when Admiral Halker and General Vorr took most of the Tarantula fleet out of the sphere on a wild goose chase for the Spelljammer itself.

The Nucharnut was left as one of the few scro vessels on Spiral, and for a year her captain and crewed worked feverishly to maintain scro authority over the orcs and goblins of the planet while guarding against the expected elven counterattack (which has yet to meterialize). Admiral Dushgoi's fleet was greated with enthusiasm as every scro was aware that two more elven worlds remained within the sphere.

Since Admiral Dushgoi's arrival, the Nucharnut has been used for long range patroling and interdiction missions, attacking elvish vessels within the trade routes. This is the mission the crew truly enjoys, and one which often leads to personal fortune as well. Captain Bushnak carefully watches the lanes, hoping against hope to encounter a man-o-war, for a victory over such a vessel with his scoprion would bring him great prestige and a chance for advancement.

Tonnage: 60 tons
Hull Points: 60
Crew: 6/60
Maneuverability Class: C
Landing;Land: Yes
Landing;Water: No
AR: 4
Saves As: Metal
Power Type: Lifejammer
Ship's Rating: per victim
Armament:
1 Med. Ballistae (FPS) Crew: 2
2 Heavy Catapults (360') Crew: 5 each
2 Ram Claws Crew: 4 each (not standard, my interpretation)
Cargo: 12 tons
Keel Length: 75'
Beam Length: 20'

Deck Key (follows the standard Scorpion deckplan, though rooms may have different uses):

1. Catapult Deck (both Hvy Catapults, must fire towards same target)

2. Ratlines, provide access to catapult deck

3. Maindeck, Ballista position

4. Helm, Bridge, and Shrine to Dukagsh
This room contains a Silver Statuette of Dukagsh (1,000 gp), he has two orl gems (red, 500 gp each) for eyes. Also in this roon, in a cast iron strongbox, are a Potion of Longevity (Clear & Light Purple), a Potion of Growth (Phosphorescent & Apricot), a Wizard Scroll(Enhance Rating, Create Portal), & a Priest Scroll (Create Minor Helmn). A set of starcharts for Bralspace, and the ship's log are inside the strongbox as well. The strongbox is locked and firetrapped (5th level). The ship's Planetary Locator takes up one corner of this room, the center of the room holds the coffin-like Lifejammer. Standard Scro practice is to cast an _Aid_ spell on the victim just before placing him or her within. This reduces the number of slaves needed and increases their chance of surviving each day, thus stretching the "fuel" supply.

5. Mess/Galley [Note a door opens from here up onto to the "head" for boarding, though it is not shown on the map.]

6. Crew/Marine Quarters
A search of this room turns up standard gear and 400 cp (in various small caches)

7. Captain's Cabin
A search of this room reveals standard gear, 50 cp, 100 ep, & 150 gp. There is also a jewelled Copper Chalice (780 gp) and a Silver Sceptre (160 gp) both of elven make. The captain's spellbook is in a fire-trapped desk drawer.

8. Claw Machinery

9. Cargo Hold/NCO Quarters
A search of this room reveals standard gear, 100 cp, & 200 sp (in various small caches)

10(Port). 1st Mate, Helmsmen, Marine Lt's quarters
A search of this room reveals standard gear, 50 cp, 50 sp, & 150 ep (in various small caches). The spellbooks of the 1st Mate and Helmsmen are here inside their respective, fire-trapped chests.

10(Starboard). Prisoners cell for the lifejammer. Currently 15 prisoners (8 elves, 5 humans, 2 dwarves)

11. Cargo/Boarding hatch

Standard gear includes weapon oil, sharpening stone, clothing, eating utensils, tinder box, and perhaps some other small, relatively worthless items.

Crew

Ship's Captain-

Captain Bushnak Scro M/P 5/5
AC: 0 HP: 24 Thaco:18 MR 10%
Weapons:scimiter, dagger, starwheel pistol
Spells:Varies as needed, usually has enhanced rating
Equipment:He wears a Jadeite (brown,100 gp) in his ear, and has a Rhodochrosite (light pink,10 gp) encrusted on his left canine. He wears Plate Mail Armor +3. SpellBook(1st level:Read Magic, Detect Magic, Protection From Hunger and Thirst(CWHB), Taunt, Map(Dr235), Charm Person, Copy(CWHB), Protection From Evil, Change Self - Level 2:Locate Portal(SJ), Melf's Acid Arrow, Eagle Eyes(Dr235) - Level 3: Pain Touch(CWHB), Airsphere(SJR1), Enhance Rating(SJ))

Captain Bushnak is trying to live down the lost of his first ship, a Mantis ship, in battle with a pair of hammerships. Though he was the first officer, he feels that the other scro officer snicker about that defeat behind his back (he is a bit paranoid, few but him remember, as most involved are now dead). He is tough minded, but fair in the scro manner (if you break the rules you get flogged and fined, but no one is flogged randomly, for no cause). Like most Warpriests he is fanatically devoted to the War of Revenge.

1st Mate-

Lt Erugor Scro M/P 4/4
AC: 7 HP: 18 Thaco:18 MR 10%
Weapons:Cutlass +1, dagger, starwheel pistol,
Spells: Wizard[Detect magic, Melf's Acid Arrow, ect] Priest[Aid, Find Traps, ect]
Equipment:Wand of Wonder (80 charges), Spellbook(Level 1:Read Magic, Detect Magic, Corpse Visage(CWHB), Map(Dr235), Protection From Hunger and Thirst(CWHB), Protection From Evil, Alarm, Burning Hands, Divining Rod(CWHB) - Level 2: Ghoul Touch(CWHB), Melf's Acid Arrow, Eagle Eyes(Dr235), Locate Portal(SJ)

Lt Erugor is in awe of his captain, and feels that without Bushnak's leadership that Spiral would have been lost following Halker's folly. He expects Bushnak to make it to admiral, and fully intends to ride his coat tails all the way up.

Helmsmen-

Lts Pragdish, Vrulg, & Erort Scro M/P 3/3
(each commands one ship's watch)
AC: 7 HP: 18 Thaco:18 MR 10%
Weapons:scimiter, dagger, starwheel pistol
Spells: Wizard[Detect magic, Melf's Acid Arrow] Priest[Find Traps]
Equipment: Spellbook((1st level:Read Magic, Detect Magic, Protection From Hunger and Thirst(CWHB), Map(Dr235), Protection From Evil- Level 2:Locate Portal(SJ), Melf's Acid Arrow, Eagle Eyes(Dr235)

Gunners- 12 Sailors Scro F3
AC: 7 HP: 10 each Thaco:18 MR 10%
Weapons:scimiter, dagger

Chief Deckhand- Bosun Vung Scro F4
AC: 7 HP: 18 Thaco:18 MR 10%
Weapons:scimiter, dagger, Light Crossbow, 14 Bolts +1, 20 std bolts

Deckhands- 12 Sailors Scro F3
AC: 7 HP: 10 each Thaco:18 MR 10%
Weapons:scimiter, dagger

Total Naval complement- 30

Other Crew

C & D Platoons, 3rd Company, 9th Marines

Marines-24 Scro F3
AC: 7 HP: 15 each Thaco:18 MR 10%
Weapons:scimiter, dagger, 6 w/ arquebus & 10 charges smokepowder

Corporals- 8 Scro F3
AC: 7 HP: 18 each Thaco:18 MR 10%
Weapons:scimiter, dagger, 2 w/ arquebus & 10 charges smokepowder

Sergeants- Sgts Erishnak & Hoshnak Scro F4
AC: 7 HP: 18 Thaco:18 MR 10%
Weapons:scimiter, dagger, arquebus & 10 charges smokepowder

Lieutenant- Lt Vishnak Scro F5
AC: 6 HP: 30 Thaco:18 MR 10%
Weapons:scimiter, dagger, Matchlock Arquebus +1 & 15(14) charges smokepowder
Equipment:Studded Leather Armor +1

Lt Vishnak arrived with the reinforcement fleet, and has been working hard to "whip Vorr's curs into shape" (he views former General Vorr's mongrel ancestry as an insult to all prueblooded scro, and blames the General for the debacle). Vishnak's father is General Ugluuk, who now commands all the scro marines in the Tarantula Fleet.

Total Marine Complement- 32 (Two platoons +1 Lt)

Bibliography