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   Traveller and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence can be obtained from Mongoose Publishing. The mention or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned. Traveller and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing. 
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  CREDITS
  AUTHOR & DECKPLAN DESIGN 
  Michael Thomas 
  DECKPLAN EXECUTION 
  Arthur Pollard 
  BASED ON AN ORIGINAL CONCEPT BY 
  Constantine Thomas 
  COVER ART & INTERIOR ILLUSTRATIONS 
  David Redington 
  EDITOR, INTERIOR DESIGN & LAYOUT 
  John Griffiths 
  PLAYTESTERS 
  John Griffiths 
  Richard Hazlewood 
  Arthur Pollard 
  David Redington 
  Constantine Thomas 
  Michael Thomas 
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text 
  herein are copyrighted by Spica Publishing. 
  This game product has been published under the Open Game Licence. A copy of this licence is shown on page 16 of this book. To learn more about the Open Game Licence, please go to 
  www.mongoosepublishing.com. 
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or 
  events is purely coincidental. 
  
   
   
  C
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  NTTEEN
  NTTSS
  INTRODUCTION ................................................ 3 
  NEMESIS CLASS PURSUIT SHIP ...................... 3 
  REQUIRED MATERIALS .................................. 3 
  FEEDBACK ................................................... 3 
  ABOUT THE AUTHOR ..................................... 3 
  NEMESIS CLASS PURSUIT SHIP ......................... 4 
  OVERVIEW ................................................... 4 
  OPERATIONS ................................................ 4 
  THE SHIP'S LOCKER ...................................... 4 
  INTERIOR ACCOMMODATIONS ........................ 5 
  PURSUIT SHIP TECH LEVEL 12 ....................... 6 
  DECK PLAN ...................................................... 7 
  THE LAW, THE LAWLESS & THE HUNTERS ......... 8 
  SPACE PATROL: JUSTICE .............................. 8 
  ENFORCERS: CANCER ................................... 9 
  BOUNTY HUNTERS: WANDERER ................... 11 
  VEHICLES ...................................................... 12 
  THE GUN SLED ........................................... 12 
  THE BEETLE ............................................... 12 
  THE SPINNER ............................................. 13 
  THE NEMESIS IN YOUR TRAVELLER UNIVERSE .. 14 
  ADVENTURE POSSIBILITIES .......................... 14 
  ROGUE MERCENARY ................................... 14 
  PIRATE ...................................................... 14 
  ON THE RUN .............................................. 15 
  SILENT RUNNING ........................................ 15 
   
   
  NEMESIS CLASS PURSUIT SHIP 
  SP 0104 
  © Spica Publishing. 
  First edition. 
  April 2009. 
  Printed and published in the United Kingdom. 
  1 2 3 4 5  
  ISBN 978-0-9560893-4-2 
  
   
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  NEMESIS CLASS PURSUIT SHIP 
  This book describes the Nemesis class pursuit ship: a 100 ton 
  starship for use with the current edition of the Traveller 
  science fiction role-playing game. 
  This book contains a detailed deckplan of the ship and a 
  room-by-room description of the interior, as well as three new 
  vehicles. Also included are full details of three very different 
  crews of Nemesis starships, each with unique backgrounds, 
  relationships and methods of operating. The Nemesis class 
  pursuit ship is an ideal “adventure class” starship for both 
  Referees and players alike. 
  Page References and Abbreviations 
  A number of abbreviations and typical notations are used 
  throughout this book. 
  Page references are given in the format of page number 
  followed by book title. For example, 26 CB1 means page 26 
  of Career Book 1, or 108 TMB means page 108 of the 
  Traveller Main Rulebook. 
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this book are 
  the same as those described on 3 TMB. 
  Tasks and Skills 
  The rules for tasks (and the use of skills in tasks) in this book 
  are the same as those in the Tasks and Skills chapter on 48 
  TMB. 
  Starship Design 
  The Nemesis class pursuit ship was designed using the 
  starship design rules (beginning on 105 TMB) without 
  modification. 
  REQUIRED MATERIALS 
  This book requires the use of the following: 
   
  The Traveller Main Rulebook (referred to as the TMB 
  hereafter) by Mongoose Publishing. 
   
  Career Book 1 (CB1) by Spica Publishing, if the ship is 
  to be used with the Bounty Hunter (18 CB1) or Space 
  Patrol (28 CB1) careers from that book. 
   
  Pens/pencils, paper, at least two six-sided dice or a 
  computer and the usual paraphernalia associated with 
  your favourite table top role playing game! 
  FEEDBACK 
  Spica Publishing welcomes feedback. You can email us your 
  feedback, ideas, suggestions and corrections at: 
  enquiries@spicapublishing.co.uk 
  ABOUT THE AUTHOR 
  MICHAEL THOMAS has been playing Traveller since 1983; it 
  would have been 1982, but his friendly local game store didn't 
  have it in stock in time for Christmas. Living a proper boy's life 
  of Airfix models, Japanese anime and Blakes 7, he has been 
  drawing spaceships for far longer than that. He is married and 
  lives on an island in the Pacific, where he works hard to make 
  the cities of the world more beautiful places to live in. 
  PAYING THE RENT 
  “This has to stop. This is the third crew that has been murdered by that 
  scum in sixty days. Well, no more. Not in my subsector! I know I can rely 
  on you, Lieutenant-Colonel." 
  "Always, General," replied Toi, flashing her best „can-do‟ smile at the 
  screen. "Those pirates will be cooling their heat sinks in the brig in no time 
  at all." 
  Flicking off the recorder, she turned to her navigator. "Mall, take a break 
  from writing love letters and get a message to Nebrox. I've got a job for 
  her. This one ought to be worth a month's rent – but don't tell her that. 
  Start by offering half!" 
  Lieutenant-Colonel Toi Molto, captain of the Space Patrol pursuit ship 
  Justice, smiled in anticipation of taking another step up the ladder of 
  power, influence and riches within the ranks of the service. 
  And if there was one thing losing half a leg in the service had taught her, 
  these things were best attained through skilful delegation and people 
  management. Particularly the superior-officer-type people management. 
  Still, better to be on hand at, or at least shortly after, the capture. 
  "Captain to pilot: Trebin? Get up here. We're going to Kalkos V." 
     
  "Gotcha!" 
  Aboard the Wanderer, Piri Nebrox gave her console an affectionate pat. It 
  had certainly taken her no time at all to deduce that this would be where 
  her 'landlady' would find her pirates, which spoke volumes for both her 
  investigative instinct and the lack of any such thing amongst the local law 
  enforcement agencies. 
  Ten days of silent running, slipping through the asteroid belt in search of 
  stray emissions or heat traces, anything which could be a clue to the 
  location of the corsair's lair, and she had struck gold - metaphorically 
  speaking. What the ship's highly tuned (and, in many systems, highly 
  illegal) sensor suite had picked up was, in fact, a carelessly dumped load 
  of refuse, still minutely warmer than its surroundings. 
  The Black Freighter – and Nebrox had no doubt that this was her quarry - 
  was hiding on asteroid C-11 Sardos. 
  Piri turned to her left. "Tando, check the lasers. I'm gonna come at them 
  from the blind side. They're way too big for us to take on in a stand-up 
  fight, so you're going to have to blow their manoeuvre drives in one pass. 
  Once they wake up, this region of space is not going to be a healthy place 
  to be." 
  From the other side of the bridge, Hanna called up data on the asteroid. 
  "Not much to go on, Cap'n. Looks like a rubble pile. We're going to make a 
  mess coming in low, might give us some cover for the getaway." 
  Piri's answering grin was icy. This was how she liked it. Go unobserved, 
  one fast, vicious strike, and then call in the glory brigade to make the 
  arrest. She just wanted to get paid. And payday was just about... 
  "Wait!" cried Hanna, "There's another ship, closer in! They're firing!" 
  Piri hissed in frustration as her hands frantically swept the board, aborting 
  the Wanderer's incipient charge. "Tando, power down the lasers! Hanna, 
  passive sensors only! Find out who and what that is!" 
     
  
   
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  The bane of anyone on the run in interstellar space, the 
  Nemesis class pursuit ship is a small, three person vessel 
  designed for one purpose: to track, pursue, and capture its 
  prey. Whether the targets are terrorists hunted by a planetary 
  government, criminals wanted by an interstellar police force or 
  deserters from an underground criminal organisation, the 
  chances of successful evasion are severely diminished if a 
  Nemesis manned by a competent crew is assigned to the 
  pursuit. 
  OVERVIEW 
  The Nemesis is built at TL-12 on a streamlined 100-ton hull, 
  fully capable of atmospheric flight. Fitted with two powerful 
  Dammler-Roys manoeuvre drives rated for 6-G constant 
  acceleration, there are few vessels which are able to evade a 
  Nemesis once it gets within sensor range. Even with one of 
  the engineering sections completely destroyed, a Nemesis 
  can still manoeuvre at 2-G acceleration. 
  The power plant and jump drive, as well as fuel scoops and 
  processors, are similarly self-contained within the two lateral 
  drive pods to minimise the danger of a lucky hit leaving the 
  ship without power. A remotely-operated dorsal turret, 
  mounting triple beam lasers, provides both offensive punch 
  and point-defence capability. 
  However, the Nemesis is not intended to be a fighting ship. 
  Fitted with stealth capability and advanced electronics, 
  carrying a suite of probe drones and running sophisticated 
  database software, this vessel is ideally suited for tracking 
  down its targets and striking when the time is right. 
  To this end, its small crew of three must by necessity be 
  highly skilled operatives, able to both handle all of the normal 
  ship functions as well as performing their main task as agents. 
  If the target is too much for the crew of three to handle, the 
  Nemesis will call in back-up, either from its parent 
  organisation or local forces (if available). 
  Interior accommodations are somewhat cramped, crew 
  quarters competing for space with the extensive sensor 
  systems, the four low berths which serve as secure cells, a 
  small cargo bay, and the hangar for the spinner (a 
  pressurised grav vehicle). The largest volume on the ship is 
  the bridge, and this is crammed with equipment leaving barely 
  enough space for the three control consoles. 
  Nevertheless, many crews become quite attached to their 
  vessels, because they are so well-suited to their task. Of 
  course, it is quite likely that the thrill of accelerating through 
  populated systems with a 6-G ship and a warrant in hand has 
  something to do with the Nemesis' popularity. 
  OPERATIONS 
  The ship carries enough fuel in its self-sealing tanks for four 
  weeks of normal operations, plus one Jump-2 (or two Jump-
  1s). Fuel scoops are fitted, and the on-board refinery can 
  process a full load of 32 tons of fuel in 1.6 standard days, or 
  38 to 39 hours. However, the ship is not really intended to rely 
  on wilderness refuelling, and refined fuel should be used 
  where available to maintain smooth functioning of the drive 
  systems. 
  The ship normally lands on planet (either grav-assisted VTOL 
  or rolling take-off and landing), but is capable of mating with 
  most standard docking assemblies via the ventral airlock. The 
  airlock is the normal means of entry or egress from the ship, 
  but both the spinner hangar and the cargo bay have 
  telescopic ramp doors which provide access for any larger 
  items of equipment or cargo. 
  Opening the doors or flying the spinner out of its hangar 
  breaks the ship's stealth envelope, however, so all hatches 
  are normally battened down tight when running silent. Other 
  than cutting through the hull, the only other route in or out of 
  the ship is by blowing the explosive connectors of the turret, 
  revealing an emergency exit hatch which is accessed from the 
  bridge. 
  Living accommodations consist of provision for a crew of up to 
  three - normally a pilot, an engineer, and a navigator/gunner. 
  Actual responsibilities vary considerably, of course, given that 
  the crewmembers are normally agents (bounty hunters, space 
  patrol, or whatever) first, and ship‟s crew second. 
  Similarly, the spinner is operated by whoever is most suitable 
  at the time, and it is generally advisable that all crewmembers 
  have some familiarity with grav vehicles should the need arise 
  for them to take the controls. 
  The four low berths are almost exclusively used as secure 
  holding cells for 'retrieved' persons, and it is normal to thaw 
  the occupants under the supervision of a doctor from the 
  destination starport. It is, of course, possible to carry 
  passengers instead, and the three staterooms could quickly 
  be converted for double occupancy should the need arise, for 
  a maximum capacity of 10 people. 
  However, given the lack of space on board for even a three-
  person crew, six people would need to be on very good terms 
  to survive a week or more of ship-board life on a Nemesis 
  without friction. 
  THE SHIP'S LOCKER 
  On a ship as small as the Nemesis, there is no dedicated 
  ship's locker as such. Every available nook and cranny is 
  used for storage of vital, useful, or forgotten equipment. The 
  bridge does contain a small safe which is usually reserved for 
  secure storage of volatiles and valuables (or grenades and 
  drugs). 
  There is a secure weapons locker in the lounge which can 
  hold up to five rifle-sized weapons, but the crew of a Nemesis 
  would normally carry their personal firearms around with them 
  and keep ammunition and other personal equipment in their 
  stateroom lockers. Vacc suits are stowed in the air lock, tool 
  kits in the hangar, and any bulky items in the cargo bay. 
  
   
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  INTERIOR ACCOMMODATIONS 
  The interior of the Nemesis is laid out on a single deck, giving 
  it a low profile and a relatively small frontal silhouette. 
  However, the resultant low ceilings can make it difficult to 
  manoeuvre any large objects within the ship, except in the 
  slightly taller cargo bay and hangar, with their 3-metre high 
  ceilings. The live portion of the deck is fitted with grav plates 
  and compensators providing a normal 1-G environment 
  unless switched off, which requires a safety override by the 
  crew. There are no particular internal security systems 
  beyond those found on most civilian ships, as detainees are 
  expected to be transported in low sleep. 
  The vessel is compartmentalised by interior bulkheads and 
  pressure hatches. There are interior monitoring devices, and 
  the bridge is an armoured unit that can be sealed off from the 
  rest of the ship in case of hijack or other emergencies. 
  Partition walls are thin and do little to dampen sound. Most 
  interior doors are simple sliding panels, except for pressure 
  hatches set in bulkheads. The latter are basic, manually-
  operated hinged models which close automatically. This is a 
  feature that annoys some crews enough to make them violate 
  space regulations and jam them open with furniture, fire 
  extinguishers, or whatever comes to hand. 
  1. Bridge: The bridge is the operations centre, both for the 
  ship itself and for the crew's mission of pursuit. There are 
  three control consoles that handle all functions: 
   
  The central command position is the master console; it is 
  possible to operate all of the ship's systems from here 
  alone if necessary. Normally it is configured as the pilot's 
  position and handles all normal spaceflight functions. 
   
  The port console is the navigator's position, which also 
  normally controls the ship's turret. It is also the mission 
  control centre, where all the various databases and 
  search functions for the pursuit of targets are accessed. 
   
  The starboard console is the engineering position but in 
  practice it is primarily from here that the ship's electronic 
  systems, such as sensors, the probe drones, and 
  computer operations are monitored and controlled. 
  The rest of the bridge is filled with a variety of add-on 
  equipment, which tends to multiply and diversify the longer 
  any particular crew is assigned to a vessel. Emergency vacc 
  suits are stowed in compartments within the control couches, 
  and there are other life-saving items such as survival kits, 
  emergency oxygen, and a back-up power supply which can 
  maintain life support and essential functions on the bridge for 
  up to 200 hours. 
  A tiny personal fresher is secreted on the bridge for when the 
  crew cannot leave the bridge for long. The bridge is also the 
  location of the ship's safe and a micro-autochef. The autochef 
  is known for its facility with pastry products and stimulants, but 
  anything 
  more 
  complex 
  severely 
  taxes 
  its 
  culinary 
  programming. 
  2. Lounge: This is the most personalised space on any ship 
  of the Nemesis class, and every ship's lounge reflects the 
  lifestyle of its crew. Some may feature exercise equipment, 
  others favour less physical forms of entertainment such as 
  holo-displays or simulators. 
  Many crews find their work crowding into their leisure space in 
  the form of additional electronics or computer consoles that 
  can no longer be crammed into the bridge. 
  However, this being the usual space for crews to take their 
  meals, the lounge always contains some form of food-
  preparation centre, whether it be a galley or an auto-chef 
  (usually somewhat more capable than the one on the bridge). 
  The weapons locker is fitted into the base of the sofa, the only 
  standard fixture, providing secure storage for up to five rifle-
  sized weapons and their ammunition. 
  3. Captain's Stateroom: This is the largest stateroom on the 
  ship, but most of the extra volume is taken up with the 
  captain's 'office', where all the administrative details of running 
  a pursuit ship are dealt with - from obtaining weapons permits, 
  through finding new contracts, to finding ways around 
  planetary surveillance nets. 
  Other than this, the accommodation is fairly standard: two 
  fold-down bunks (one of which is normally stowed), a fresher, 
  a chair, and as much built-in storage as can be crammed in. It 
  is common to find retro-fitted weapons lockers or safes on 
  most ships. 
  PAYING THE RENT (CONTINUED) 
  Saymon Largo sounded emotionless, almost bored, as the Cancer 
  undocked from the corsair and drifted away from the asteroid. 
  "Take us out slow, Ms. Wallace. No need to stir up more dust than 
  necessary." 
  The 'Freighter's captain would no doubt be breathing a sigh of relief, 
  believing that Largo's employer had chosen to overlook his recent 
  depredations with no worse punishment than exile from the subsector. He 
  might even think that the loss of his right eye - another one for Dayner's 
  collection - was remarkably lenient. The thought amused Largo, although 
  no emotion animated his expression. The corsair was already dead, it just 
  didn't know it, yet. Just a small bomb, but expertly placed. No-one left his 
  employer's organisation of their own free will. Not in one piece. 
  Tara Wallace complied immediately, gently easing the Cancer away from 
  the almost-buried corsair. How had she come to this, flying this cold killer 
  and his equally frightening mate from star to star, 'making examples' of 
  even more despicable rogues who had the bad luck or stupidity to fall foul 
  of Largo's master. Then, a small pop-up winked at her from her console. 
  She knew better than to glance across the bridge at the navigator's station, 
  but she allowed herself a secret smile. At least one good thing had come 
  out of the purgatory that was her life. At least she had met Renor Artix. 
  Behind them, C-11 Sardos briefly expanded to twice its original size, 
  before slowly collapsing inwards again. A few pieces of debris reached the 
  miniscule escape velocity required to keep travelling outwards, joined by 
  some decidedly non-Chondritic projectiles. 
     
  "Piri, you never cease to amaze me." 
  Toi Molto looked about her at the cluttered lounge of the Wanderer. "You 
  actually took out a corsair in my ship. Minus the number three laser which 
  you 'lost' last year." 
  Piri Nebrox had no intention of mentioning the unexpected help she had 
  received. 
  "It was touch-and-go there, but this old girl has a lot of years left in her yet. 
  Which should make you happy, because it's going to take you two more 
  months to pay her off. This job was worth at least two month's lease, I 
  think." 
  Toi's smile froze on her face. "Two months?!" 
     
  
   
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  4. Crew Stateroom: This is nominally the navigator's room, 
  but most crews make their own sleeping arrangements. The 
  stateroom is very cramped, with room for little else other than 
  the two fold-down bunks, a fresher, and a personal computer 
  console and chair. Storage is built in wherever possible, but 
  most people find that there is never enough and personal 
  items eventually make their home in every available niche. 
  5. Crew Stateroom: Usually designated as the engineer's 
  cabin, this stateroom is identical to the navigator's, above. 
  6. Low Berths: Two low berth 'coffins' are arrayed one above 
  the other on each side of a narrow access space, and are 
  normally used to transport of prisoners. The hatches are 
  armoured and can be locked from the outside, although this is 
  not really necessary as escape from low sleep is unheard of. 
  The berths can be lowered through hatches in the belly of the 
  ship, and are usually disconnected and taken directly to a 
  medical facility for 'defrosting'. The low berths run off ship 
  power while plugged in, but have reserve power to operate for 
  100 hours before emergency revival kicks in. 
  As a Nemesis has no medical facilities other than a medical 
  kit, it is not possible to safely revive anyone in a low berth 
  without obtaining the services of a doctor. 
  7. Air Lock: The airlock is the ship‟s main entrance with a 
  ventral hatch and telescopic ladder providing access to the 
  world surface below. The standard docking ring allows the 
  ship to dock with other similarly-equipped vessels. Although 
  the airlock itself is fairly spacious, a lot of room is taken up by 
  the three vacc suits that hang on wall racks. It is not 
  recommended for all three crewmembers to attempt suit-up at 
  the same time. 
  8. Cargo Bay: The cargo bay is essentially an empty box. 
  The single cargo door at the rear folds down and extends to 
  form a ramp, allowing larger items to be loaded onto the ship. 
  The interior of the bay is studded with attachment points to 
  allow cargo to be tied down in any position, in order to 
  maximise the potential usage of this relatively small space. 
  Given the lack of storage facilities in the rest of the ship, the 
  cargo bay tends to accumulate many of the essential but 
  rarely used tools of the trade, especially the larger items such 
  as heavy weapons. This is not exactly a security conscious 
  system, but in such a small vessel it is almost inevitable. 
  9. Probe Drones: This space houses the automated probe 
  drone launch and recovery facility. The drones are launched 
  and recovered through a hatch in the rear, while most of the 
  bay is taken up with the storage chamber for the five drones. 
  The only direct access is through a removable service panel 
  connecting to the air lock. 
  10. Hangar: The hangar is physically very similar to the cargo 
  bay, but it is specifically fitted out to accommodate the ship's 
  vehicle, a spinner. It also has a telescopic ramp rear door, 
  although the gravitic spinner does not need it. The ramp 
  comes in handy because it is not uncommon for crews to 
  swap their vehicle for a less assuming type such as a ground 
  car, 
  especially 
  if 
  they 
  are 
  involved 
  in 
  undercover 
  investigations. 
  The forward bulkhead is fitted with tool lockers which can fold 
  out to transform the hangar into a basic workshop. In this 
  configuration, there isn‟t enough room for the spinner, which 
  has to partly rest on the platform created by the extended rear 
  door. 
  PURSUIT SHIP TECH LEVEL 12 
   
   
  Tons 
  Price (MCr) 
  Hull 
  100 
  Hull 2 
   
   2.000 
   
  Streamlined 
  Structure 2 
   
   0.200 
   
  Self-sealing 
   
   
   1.000 
   
  Stealth 
   
   
  10.000 
  Armour 
  Crystaliron 
  4 points 
    5 
   0.400 
  Jump Drive A 
   
  Jump 2 
   10 
  10.000 
  Manoeuvre Drive C 
   
  Thrust 6 
    5 
  12.000 
  Power Plant C 
   
  Rating 6 
   10 
  24.000 
  Bridge 
   
   
   10 
   0.500 
  Computer 
  Model 4/fib 
  Rating 20 (hardened against EMP) 
   
   7.500 
  Electronics 
  Advanced 
  +1 DM 
    3 
   2.000 
   
   
   
   
   
  Weapons 
  Hardpoint #1 
  Triple Turret (3 x Beam Laser-12) 
    1 
   1.000 
   
   
   
   
   
  Fuel 
   32 tons 
  One Jump 2 and four weeks of operation 
   32 
   3.000 
  Cargo 
    4 tons 
   
    4 
   
  3 Staterooms 
   
  Pilot, Engineer, Navigator/Gunner 
   12 
   1.500 
  4 Low Berths 
   
   
    2 
   0.200 
   
   
   
   
   
  Extras 
  Fuel Scoop 
   
   
   
   
  Fuel Processor 
  1.6 days to refine 32 tons of fuel 
    1 
   0.050 
   
  Spinner 
   
    4 
   0.300 
   
  Probe Drones 
   
    1 
   0.500 
  Software 
  Autorepair/1 
  Rating 10 
   
   5.000 
   
  Evade/2 
  Rating 15 
   
   2.000 
   
  Fire Control/3 
  Rating 15 
   
   6.000 
   
  Intellect 
  Rating 10 
   
   1.000 
   
  Jump Control/2 
  Rating 10 
   
   0.200 
   
  Library/0 
   
   
   
   
  Manoeuvre/0 
   
   
   
   
   
   
   
   
  Life Support Cost (monthly) 
   
   
   
   0.006 
  Total Tonnage & Cost 
   
   
  100 
  91.350 
  
   
  7 
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  TTH
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  AW
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  &  TTH
  HEE  H
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  NTTEER
  RSS  
  Provided below are the details of three groups of people that 
  make use of Nemesis class pursuit ships: members of a 
  lawful interstellar police organisation, bounty hunters legally 
  employed by a planetary government, or search agents 
  whose employers are far less concerned with the finer points 
  of interstellar law than they are with recovering their target. 
  The following section details three typical examples of such 
  crews and their ships. The characters were created using the 
  Traveller Main Rulebook by Mongoose Publishing and Career 
  Book 1 by Spica Publishing. 
  SPACE PATROL: JUSTICE 
  The Justice is a top-of-the-line pursuit ship, just refitted before 
  its assignment to Lieutenant-Colonel Toi Molto and her crew. 
  They have been working together for only one term, but 
  already show the makings of a well-knit team. The Justice has 
  not yet undergone 'personalisation' by its new crew, and thus 
  is a perfectly standard example of its class. Even the spinner 
  is just out of overhaul, and bits of plas-wrap continue to be 
  found in odd places. 
  Lieutenant-Colonel Toi Molto (Captain/Engineer) 
  Str 
  9 (+1) Dex 12 (+2) End 
  6 (+0) 
  Int 
  12 (+2) Edu 10 (+1) Soc 
  7 (+0) 
  Female, Age 38, 5 Terms 
  Space Patrol (Trooper) Lieutenant-Colonel 
  Cr 60,000 
  Skills: Advocate 1, Comms 0, Engineer 0, 
  Gun Combat (Energy Pistol) 1, Investigate 2, 
  Leadership 1, Medic 0, Melee (Bludgeon) 2, 
  Sensors 0, Survival 0, Tactics (Naval) 1, 
  Vacc Suit 0, Zero G 0. 
  Equipment: Contact (Bounty Hunter), 5 Ship Shares. 
  Toi Molto is an honest, successful, ambitious, but not overly 
  hard-working, Space Patrol officer. Early on in her career she 
  was severely injured in the line of duty, but her life was saved 
  by a brilliant young field medic named Maryatt (now a top 
  cybersurgeon), who replaced her left leg from above the knee 
  with a cybernetic prosthetic. Molto has adapted well, and has 
  regained full mobility since then. 
  When the minimum is not enough, Molto often drops a hint to 
  her 'old friend' (neither term is strictly accurate) Nebrox, a 
  bounty hunter, who captains the pursuit ship Wanderer - 
  which just happens to be part-owned by Molto. The policy has 
  paid off, and Molto is well on her way to the top, although 
  active duty has begun to affect her health in recent years. 
  Technician Mall Tayn (Navigator) 
  Str 
  7 (+0) Dex 
  7 (+0) End 
  4 (–1) 
  Int 
  9 (+1) Edu 
  8 (+0) Soc 
  4 (–1) 
  Male, Age 30, 3 Terms 
  1 Term Agent (Law Enforcement) 
  2 Terms Space Patrol (Operations) 
  Cr 50,000 
  Skills: Astrogation 2, Comms 0, Computers 0, 
  Drive 0, Gun Combat 0, Investigate 0, 
  Medic 0, Melee (Bludgeon) 1, Recon 0, 
  Sensors 2, Streetwise 0, Trade 0, 
  Vacc Suit 1. 
  Equipment: Subdermal Armour, Ship Share. 
  Mall Tayn began his career in law enforcement as an agent, 
  but after an anti-gang operation went badly wrong and left him 
  severely injured and scarred for life he decided to quit (and 
  invest in some insurance in the form of a subdermal armour 
  implant) and joined the Space Patrol. Unfortunately, his bad 
  luck followed him, and he failed to receive a commission after 
  officer training. 
  This led to his lover taking up with his former partner (who 
  had been promoted) and leaving him, sans the contents of 
  their joint credit account. However, since being assigned to 
  the Justice, things have started to look up - he is now even a 
  proud (part) owner of the Wanderer, together with Lieutenant-
  Colonel Molto. 
  
   
  9 
  THE LAW, THE LAWLESS & THE HUNTERS 
  Specialist Trebin Grist (Pilot) 
  Str 
  9 (+1) Dex 12 (+2) End 
  6 (+0) 
  Int 
  12 (+2) Edu 10 (+1) Soc 
  7 (+0) 
  Male, Age 30, 3 Terms 
  Space Patrol (Trooper)  
  Cr 20,000 
  Skills: Advocate 0, Animal 0, Comms 0, 
  Computer 1, Deception 1, Diplomat 1, 
  Flyer (Grav) 1, Gun Combat (Energy Pistol) 1, 
  Investigate 1, Mechanic 1, Medic 0, 
  Persuade 1, Pilot (Spacecraft) 1, Sensors 0, 
  Social Science (Psychology) 1, Vacc Suit 1, Zero G 0. 
  Equipment: Contact (Socialite), TL-11 Laser Pistol. 
  Trebin Grist has only recently been assigned to the Justice. 
  He joined the Space Patrol for the glamour, the excitement 
  and, well, the uniform, really. Being a handsome, intelligent 
  and urbane young man, his ambitions no longer lie within the 
  force since being introduced into the world of well-known 
  socialite and media darling, Miss Paxton-Levett. 
  ENFORCERS: CANCER 
  Saymon Largo and his crew work for a large criminal 
  organisation, hunting down and making an example of former 
  'employees' who foolishly try to renege on their non-disclosure 
  agreements. Although Largo is very effective, he is not well-
  known within the organisation - it is neither to his nor to his 
  employer's advantage that his identity become widely known. 
  The gleaming black Cancer is a scrupulously maintained 
  vessel, because Largo takes a personal interest in the ship - 
  after all, he owns part of it and has an agreement with his 
  boss to regularly acquire further shares. 
  The vessel is fairly standard, although the fact that it carries 
  four instead of the usual three crew members (Largo and Par 
  share the larger stateroom) means that it is even more 
  cramped than most. However, the better-than-average 
  cooking skills displayed by the new pilot (and engineer) have 
  prompted Largo to re-install some galley facilities, so at least 
  there is some compensation for the overcrowding. 
  The spinner was lost in an accident some time ago, and has 
  been replaced with an air/raft, retrofitted with concealed 
  armour, a fold-down RAM grenade launcher on a pintle 
  mount, and more powerful drives to make up for the increased 
  weight. 
  Saymon Largo (Commander) 
  Str 
  7 (+0) Dex 13 (+2) End 
  8 (+0) 
  Int 
  9 (+1) Edu 
  8 (+0) Soc 
  5 (–1) 
  Male, Age 38, 5 Terms 
  Rogue (Enforcer) 
  Cr 110,000 
  Skills: Advocate 0, Athletic 0, Carouse 0, 
  Computer 1, Deception 1, Gambling 1, 
  Gun Combat (Shotgun) 2, Medic 0, 
  Melee Combat (Blade) 3, Persuade 2, 
  Recon 0, Stealth 0, Streetwise 4. 
  Equipment: Combat Armour, Shotgun, Blade, 8 Ship Shares. 
  Largo is a ruthless, vicious, and cunning criminal, but he hides 
  it well. To most people he seems polite, charming, and 
  sophisticated - until they see him at work. He would have a 
  formidable reputation in the underworld, were it not for the fact 
  that no-one who has crossed him has ever lived to tell the 
  tale. 
  He is a trusted, long-time employee of a shadowy crime lord, 
  whose vast web of misdeeds spawns numerous would-be 
  informers or deserters which provide plenty of work for Largo 
  and his crew. Nevertheless, he is looking forward to the day 
  when he can retire from the active pursuit of victims (although 
  he knows he can never leave his career alive), to which end 
  he has been taking much of his payment in the form of shares 
  in his ship, the Cancer. 
  He plans to hand the chase to his long-time partner (and 
  sometime lover) Par, while he stays behind and performs the 
  'chastisement' of any recaptured turncoats. 
  
   
  10 
  THE LAW, THE LAWLESS & THE HUNTERS 
  Dayner Par (Lieutenant) 
  Str 
  5 (–1) Dex 
  9 (+1) End 
  6 (+0) 
  Int 
  12 (+2) Edu 
  5 (–1) Soc 
  3 (–1) 
  Female, Age 34, 4 Terms 
  3 Terms Army (Support) 
  1 Terms Rogue (Enforcer) 
  Cr 40,000 
  Skills: Admin 0, Animals 0, Athletics 0, 
  Drive 0, Flyer (Grav) 2, Gun Combat (Energy Rifle) 3, 
  Heavy Weapons 0, Medic 1, Melee 0, 
  Persuade 1, Recon 2, Streetwise 0. 
  Equipment: 
  Ally, 
  TL-11 
  Laser 
  Rifle, 
  Wafer 
  Jack, 
  Characteristic Augment (+1 Dex). 
  Dayner Par has been working with Largo for four years. 
  Coming from a background of grinding poverty, she originally 
  joined the army and excelled as a sniper and grav-vehicle 
  pilot. Disaster struck, however, when her incompetent (but 
  well-connected) commanding officer walked his unit into an 
  ambush from which only a handful escaped alive. 
  Although she had saved her commanding officer‟s life, he 
  made Par the scapegoat of the debacle and she was 
  dismissed from the service. She drifted into a life of crime 
  where her sense of loyalty and honour found an echo, 
  however twisted, in Largo when she refused to betray him to a 
  rival organisation. They trust one another implicitly, and both 
  know well that they would not have come so far without 
  watching each other's back. 
  Renor Artix (Navigator) 
  Str 
  6 (+0) Dex 
  9 (+1) End 
  6 (+0) 
  Int 
  6 (+0) Edu 
  6 (+0) Soc 
  2 (–2) 
  Male, Age 26, 2 Terms 
  1 Term Rogue (Pirate) 
  1 Term Rogue (Enforcer) 
  Cr 10,000 
  Skills: Astrogation 2, Athletics 0, Computer 0, 
  Deception 0, Gun Combat 0, Melee (Blade) 1, 
  Persuade 1, Recon 0, Seafarer 0, 
  Space Science 0, Stealth 0, Streetwise 0. 
  Equipment: Cloth Armour, Dagger, Enemy. 
  Artix is an irresponsible, callow hoodlum who left his water 
  world home for a life of adventure and space piracy. 
  Unfortunately, his specialty turned out to be astrogation, so 
  his swashbuckling dreams were unfulfilled. 
  Losing his nerve after a particularly brutal raid on a frontier 
  starport, he jumped ship and hooked up with Largo. He is 
  developing a romantic interest in the Cancer's pilot - 
  fortunately, neither of them know that her ship was one of the 
  ones which was destroyed by his former comrades. 
  Tara Wallace (Pilot/Engineer) 
  Str 
  3 (–1) Dex 
  6 (+0) End 
  5 (–1) 
  Int 
  10 (+1) Edu 
  4 (+0) Soc 
  2 (–2) 
  Female, Age 30, 3 Terms,  
  2 Terms Merchant (Free Trader) 
  1 Term Rogue (Enforcer) 
  Cr 50,000 
  Skills: Broker 0, Comms 0, Computer 0, 
  Deception 1, Drive 0, Engineer (J-Drive) 1, 
  Gun Combat 0, Persuade 1, Pilot (Spacecraft) 2, 
  Steward 1, Vacc Suit 0, Zero G 0. 
  Equipment: Enemy, TL-14 Vacc Suit. 
  Tara Wallace pilots the Cancer as well as looking after its 
  drives. Unbeknownst to her crewmates, she has a young 
  daughter to whose guardians she wires money when she can, 
  but has no other contact with. An uneventful life as the pilot of 
  a free trader was cut short by a pirate attack on the remote 
  starport where her vessel was berthed. Left for dead with the 
  rest of her murdered crew aboard the failing ship, she 
  managed to escape with nothing but her vacc suit. 
  She was picked up by Largo, who was following the pirates in 
  an effort to find an opportunity to teach them the error of their 
  ways - they had recently stolen a shipment belonging to his 
  masters. His erstwhile pilot was unceremoniously dumped 
  when he learned of Tara‟s skills. She is out of place among 
  these killers, but the handsome new young navigator offers 
  the possibility of some compensation for her lot - provided 
  neither of them finds out that he was one of the pirates who 
  destroyed her ship that day. 
  
   
  11 
  THE LAW, THE LAWLESS & THE HUNTERS 
  BOUNTY HUNTERS: WANDERER 
  The Wanderer is a typical example of the type of pursuit ship 
  operated by independent bounty hunters. It is owned by a 
  Space Patrol officer, who uses the lease money to pay off the 
  ship‟s mortgage. Rather like a detached-duty Scout ship, the 
  Wanderer is the crew's to do with as they wish, provided they 
  remain available to 'help out' the owner when called upon. 
  The ship is an ageing vessel, lovingly but inadequately 
  maintained due to a lack of funds. Many systems have failed, 
  some of which have been superseded by jury-rigged patches, 
  while the crew have learned to live without the rest. One of 
  the three beam lasers was sold long ago to finance repairs to 
  the life support systems, and there has never been enough 
  money since to buy a replacement. 
  When the auto-chef failed and almost poisoned the engineer, 
  it was simply ripped out and dumped. With no culinary talent 
  among the crew, they now subsist on a diet of instant noodles 
  or cafcao and pastries from the bridge micro-galley. 
  Nebrox leased The Wanderer without the usual spinner. 
  Initially the captain's off-road ground car was pressed into 
  service as the ship's vehicle, but then Nebrox „acquired‟ a 
  'beetle' - a six-wheeled all-terrain vehicle. 
  On the other hand, the database analysis system installed by 
  a previous owner is one of the best, and has netted the crew 
  more than one fat bounty. In spite of its deficiencies (and its 
  less-than-hygienic living quarters), the Wanderer is as much 
  part of the crew as its human counterparts. 
  Piri Nebrox (Captain) 
  Str 
  7 (+0) Dex 11 (+1) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  7 (+0) Soc 
  6 (+0) 
  Female, Age 34, 4 Terms 
  1 Term Bounty Hunter (Repossessor) 
  3 Terms Bounty Hunter (Skip Tracer) 
  Cr 60,000 
  Skills: Advocate 1, Carouse 0, Computers 0, 
  Drive 0, Gun Combat (Energy Pistol) 1, Investigate 3, 
  Mechanic 1, Persuade 1, Pilot (Spacecraft) 1, 
  Seafarer (Motorboat) 1, Sensors 0, Streetwise 2. 
  Equipment: Contact (Star Patrol), Pursuit Ship, TL-12 
  Stunner. 
  Captain Nebrox has not been fortunate in her career, but 
  persistence has kept her head above water. While she has no 
  moral qualms or illusions about her profession, she will only 
  accept legitimate bounties. As a result, she has come to the 
  notice of a somewhat less-than-diligent Space Patrol officer 
  with an ancient pursuit ship that needed to be paid off. The 
  informal 'partnership' has been lucrative for both of them: her 
  'own' ship gives Nebrox far greater opportunities, while her 
  formidable investigative skills have earned more than a few 
  brownie points for her Space Patrol contact. 
  Hanna Quute (Navigator) 
  Str 
  3 (–1) Dex 
  9 (+1) End 
  6 (+0) 
  Int 
  9 (+1) Edu 
  9 (+1) Soc 
  7 (+0) 
  Female, Age 34, 4 Terms 
  Bounty Hunter (Repossessor) 
  Cr 1,000 
  Skills: Admin 0, Advocate 0, Astrogation 2, 
  Carouse 1, Computers 2, Drive 0, 
  Gun Combat 0, Investigate 0, Medic 1, 
  Sensors 2, Streetwise 1. 
  Equipment: Cloth Armour, Connection (Galt), Gauss Pistol. 
  Quute has worked with Galt, the engineer, for many years. 
  While they cannot really be considered friends, they have 
  formed a competent professional partnership since working 
  together on a complex capture operation in an asteroid belt. 
  Quute is the temperamental opposite to her captain (and Galt) 
  - she loves to socialise, meet new people and go shopping. 
  Tando Galt (Engineer) 
  Str 
  4 (–1) Dex 
  5 (–1) End 
  4 (–1) 
  Int 
  12 (+2) Edu 
  8 (+0) Soc 
  4 (–1) 
  Male, Age 30, 3 Terms 
  Bounty Hunter (Support) 
  Cr 200,000 
  Skills: Advocate 0, Art 0, Comms 1, 
  Computer 0, Engineer (Electronics) 1, Engineer ( J Drive) 1, 
  Engineer (Life Support) 1, Engineer( M Drive) 1, 
  Engineer (Power) 1, Gun Combat 0, Gunner (Turrets) 1, 
  Investigate 0, Mechanic 1, Physical Science 0, 
  Sensors 0, Social Science 0, Streetwise 1. 
  Equipment: Connection (Quute), Shotgun. 
  Galt is a voracious learner, but nothing holds his interest long 
  enough for him to become truly expert. He is familiar with all 
  of the Wanderer's systems, but his engineering ability only 
  allows him to avert one breakdown after another without ever 
  really fixing the underlying problems. Nebrox appreciates his 
  ability to keep the ship running and would be loath to lose 
  him, as Quute, the navigator, would probably follow him. 
  
   
  12 
  V
  VEEH
  HIIC
  CLLEESS  
  THE GUN SLED 
  The vehicle used by the crew of the Cancer is colloquially 
  known as a „gun sled‟, although most of them are illegally 
  modified air/rafts. The „gun sled‟ is heavily armoured (armour 
  40), though open-topped, and has two concealed weapons: a 
  fixed, forward-firing auto cannon and an automatic RAM 
  grenade launcher on a retractable pintle mount in the rear. 
  The seats are fitted back-to-back, allowing one of the rear 
  passengers to operate the grenade launcher with a 180-
  degree rearward arc of fire. There is space for 20 RAM 
  grenades and 200 auto cannon rounds. 
  The gun sled has a maximum speed of 300 kilometres per 
  hour, a cruising speed of 225 kilometres per hour, and a nap-
  of-the-earth speed of 75 kilometres per hour. Endurance is 
  between 60 and 70 hours. 
  The gun sled is fitted with some unusual electronics and other 
  equipment. All of these extras significantly reduce the cargo 
  capacity, which amounts to little more than a luggage 
  compartment. 
   
  All-weather terrain-following radar; 
   
  Basic ECM; 
   
  Laser communicator; 
   
  Life support; 
   
  Map box; 
   
  Medium-range radio; 
   
  Searchlight; 
   
  Smoke dischargers (10); 
   
  Vision enhancement equipment. 
  The gun sled displaces 3.5 tons and costs Cr 350,000. 
  THE BEETLE 
  Captain Nebrox's 'beetle' is a 4-seat, 6-wheeled all-terrain 
  vehicle fitted with crystaliron armour (armour 20) against small 
  arms fire.  
  A small cargo bay doubles as a secure compartment to 
  accommodate two (prone and immobile) prisoners. Additional 
  prisoners have to be strapped to the roof rails. The beetle is 
  fitted with a folding crane, which is used to hoist the 
  Wanderer's low berth modules onto the roof rails. 
  The beetle is capable of 175 kilometers per hour on roads and 
  35 kilometers per hour cross-country, with an average 
  endurance of 500 hours. 
   
  Tactical computer; 
   
  Extensive ECM; 
   
  Laser communicator; 
   
  Laser sensor; 
   
  Long-range radio; 
   
  Radio direction finder; 
   
  Radio jammer; 
   
  Short-range radar jammer; 
   
  Vision enhancement equipment; 
   
  Searchlights. 
  The beetle displaces 3.5 tons and costs Cr 40,000. 
  
   
  13 
  VEHICLES 
  THE SPINNER 
  The usual ship's vehicle berthed in the rear hangar is a 
  „spinner‟, a high-speed pressurised grav vehicle capable of 
  reaching orbit. There is one driver's position and seats for two 
  passengers, with a separate cargo compartment which can 
  also be used for transporting up to two secured prisoners in a 
  prone position. 
  The spinner is capable of a maximum speed of 1,200 
  kilometers per hour, although avionics limit this to 140 
  kilometers per hour when flying nap-of-the-earth. Endurance 
  is about 300 hours before refuelling is required. 
  There are no weapons fitted, nor are there provisions for 
  such, but the spinner mounts an impressive array of 
  electronics including: 
   
  Long-range radio; 
   
  Radio direction finder; 
   
  Radio jammer; 
   
  Laser communicator; 
   
  Laser sensor; 
   
  All-weather terrain-following radar; 
   
  Short-range radar jammer; 
   
  Extensive ECM; 
   
  Vision enhancement equipment 
   
  Searchlights. 
  The spinner displaces 3.5 tons and costs Cr 300,000. 
  
   
  14 
  TTH
  HEE  N
  NEEM
  MEESSIISS  IIN
  N  Y
  YO
  OU
  UR
  R  TTR
  RA
  AV
  VEELLLLEER
  R  U
  UN
  NIIV
  VEER
  RSSEE
  The ship and deckplan presented in this book will be useful in 
  a wide variety of situations. The most obvious use for the ship 
  is as a vessel belonging or assigned to one of the player 
  characters, becoming the gateway to interstellar adventure. It 
  is an ideal ship for a small group, allowing great mobility and 
  some fighting ability when that isn't enough to get them out of 
  trouble. The ship can be obtained during character 
  generation, through accumulated ship shares, or as an 
  assigned vessel from an organisation, in a similar fashion to 
  how Scout ships are acquired. Better yet, gaining possession 
  of a Nemesis could be an adventure in itself. 
  The player characters may find themselves on the wrong end 
  of a pursuit ship's attentions. Characters such as the Star 
  Patrol, enforcers, or bounty hunters detailed earlier in this 
  book are some of the professions that may be encountered 
  aboard these vessels. They make excellent spy ships for 
  agents, interstellar navies or scout services. Their great speed 
  makes them superb customs or system defence vessels, able 
  to get to trouble spots long before most other ships. 
  ADVENTURE POSSIBILITIES 
  To help you introduce the Nemesis into your game, the 
  following section presents some adventure hooks and ideas 
  which can be slotted into any campaign. The format is simple: 
  a descriptive title followed by two sections of information, the 
  first for the players and the second for the Referee's eyes 
  only. Lastly, a series of possible plot twists are introduced, to 
  allow the Referee maximum flexibility in how the adventure 
  will turn out in his universe. 
  Although each adventure suggests possible player careers, 
  the adventures can be easily adapted to any group of 
  characters and the details are flexible enough to provide a 
  multitude of options for the Referee - including reversing the 
  plot so that the characters are the protagonists on the other 
  side. 
  ROGUE MERCENARY 
  Players' Information: The players are Agents, Space Patrol 
  or naval personnel who have been assigned to track down 
  and apprehend a rogue mercenary commander named 
  Beiban. Beiban committed a number of atrocities in a recent 
  civil war before fleeing the scene in a stolen 800-ton 
  mercenary cruiser. The cruiser is not believed to be fully 
  armed, although there is a full complement of marines aboard. 
  Referee's Information: Beiban stumbled across rumours of a 
  fabulous treasure while fighting rebels in the civil war. By 
  torturing and killing every prisoner he took, he eventually 
  uncovered the location of the supposed hoard - in an ancient 
  planetoid habitat in the far reaches of the system's comet belt. 
  He took the stolen ship and his trusted mercenaries and 
  blasted off, leaving the city he was supposed to be defending 
  to be razed by the vengeful rebels. 
  The planetoid is riddled with tunnels and huge chambers, 
  excavated tens of thousands of years ago by the previous 
  inhabitants of the system. The mercenary ship is low on fuel 
  and out of missiles, but the full complement of marines is 
  heavily armed and equipped to TL-12. 
  1. The planetoid is empty and lifeless. The mercenaries will not be 
  happy to see bounty hunters on their trail. 
  2. As 1, but there are some interesting archaeological artefacts on the 
  planetoid, and the mercenaries are in the process of gathering and 
  loading them onto the cruiser. 
  3. As 2, but the artefacts are technological relics of around TL-13 to 
  14, and will fetch a high price from the right buyer. 
  4. 5,000 descendants of the original inhabitants still live in the fully 
  functional habitat, although they have long forgotten the nature of 
  their home or how its automated systems function. They have nothing 
  of value, but the technology of their life support systems would be 
  worth a great deal. 
  5. As 4, but the descendants are vicious and highly trained killers, 
  whose entire society revolves around ritual duels involving lengthy 
  stalking of one-another in the maze-like tunnels of the planetoid. 
  6. As 5, but the real treasure is a functioning hyperspace gate at the 
  centre of the planetoid, protected by automated defences and the 
  most deadly of the inhabitants, who view the site as a training ground 
  for their duels. 
  PIRATE 
  Players' Information: A corsair ship has been making 
  murderous attacks on civilian shipping in a frontier region. 
  There are not enough military assets in the area to deal with 
  the problem, so the players are hoping to use their pursuit 
  ship to track down and collect the bounty on the pirate vessel. 
  Referee's Information: The players have to follow the trail of 
  the corsair to its hiding place in an asteroid belt, from where it 
  is planning an attack on an ore transport. The pirate ship is 
  buried inside a loose 'rubble-pile' type of asteroid, making it 
  hard to locate. 
  1. All is as presented. The players are faced with the task of disabling 
  the corsair and/or calling in the authorities to make the arrest. 
  2. As 1, but the ore freighter arrives on the scene. The players must 
  try to deal with the corsair before it kills the freighter crew and 
  escapes. 
  3. As 2, but the freighter is carrying a cargo of valuable heavy metal 
  ingots. 
  4. As 2, but the freighter is a Q-ship. The players may also be 
  mistaken for pirates, and could come under fire themselves. 
  5. As 1 or 2, but a second Nemesis is hiding in the belt, crewed by an 
  enforcer for the former master of the pirates who is less than happy 
  with his ex-employees' high profile activities. The enforcer may make 
  an attack on the corsair, or try to disable it by more subtle means. 
  6. As 5, but the 'pirates' are discontented belters who have taken the 
  law into their own hands. They have an ore freighter and are armed 
  with improvised weapons The belters have been liberating slave 
  workers and their ships by killing or imprisoning the mining company's 
  security guards. The second Nemesis is a Space Patrol vessel which 
  will shoot first and ask questions later. 
  
   
  15 
  THE NEMESIS IN YOUR TRAVELLER UNIVERSE 
  ON THE RUN 
  Players' Information: The characters are just normal 
  adventurers going about their business. There is nothing 
  untoward going on. 
  Referee's Information: The characters have an enemy in 
  their past, who has sent a Nemesis to track them down. 
  Whether their actions were intentional or not, or even if they 
  are unaware of them, they will be found eventually. Their 
  pursuers will act intelligently and with skill, choosing the best 
  moment to make their move. 
  1. The characters recovered a stolen medical shipment to a colony 
  world, and returned it to the rightful recipients for a suitable reward. 
  Unable to exact revenge against the world in question, the criminal 
  organisation responsible for the theft has sent a gang of enforcers to 
  find the characters and make a very visible example of them. 
  2. The characters are wanted by a minor world for crimes committed, 
  imagined or trumped-up. The planet has no interstellar jurisdiction, 
  but has hired a bounty hunter to track the characters down and return 
  them for trial. 
  3. The characters are the crew of a scout or navy courier, and are 
  being shadowed by a pursuit ship from an enemy power. The 
  Nemesis will try to board the characters' vessel and capture them and 
  the communications they carry. 
  4. The characters are caught in the crossfire of a pirate attack on a 
  luxury liner. They make their escape, but not before being identified 
  by the crew of the liner. Assuming them to be part of the pirate fleet, a 
  Space Patrol ship is dispatched in pursuit. 
  5. While working for a criminal overlord, the characters are boarded 
  and forced to jettison a cargo of smuggled goods. Their employer is 
  less than pleased, and puts a price on their head, which has every 
  bounty hunter in the civilised worlds on their trail. 
  6. The characters unknowingly stumble into an interdicted system. 
  Whether they actually find out that the reason for the interdiction is 
  not plague, but a secret experiment in mass drug-control of a world 
  population is immaterial. The black ops Nemesis now following their 
  ship will not give up until they are silenced. 
  SILENT RUNNING 
  Players' Information: Although they are not at war, the 
  players' home government is deeply distrustful of their psionic 
  neighbours and both sides are locked in an ongoing cold war 
  of espionage and subversion. 
  The players are naval intelligence personnel, assigned to a 
  Nemesis outfitted with the latest stealth and surveillance 
  technology and armed with a triple particle beam turret. 
  They have been assigned to a secret mission deep inside the 
  territory of a neighbouring power. Their task is to investigate a 
  report of a massive construction project taking place in orbit 
  around a gas giant in a system some 20 parsecs beyond the 
  frontier. 
  Referee's Information: The players have to avoid detection 
  on the way to their target system, possibly by avoiding 
  populated worlds or, conversely, trying to mingle with the 
  teeming traffic of a busy, high-tech system. Their target is, in 
  fact, a prototype hyperspace portal. Although unfinished, it will 
  have the potential to transport vessels of up to 2,000 tons and 
  could provide a decisive advantage should war break out 
  along the frontier. 
  To complete their mission, the characters must get close 
  enough to the portal to gather sufficient data to determine its 
  nature, which will prove difficult unless they find a way to 
  actually get onboard the structure. 
  1. All is as presented. There is some in-system security in the form of 
  system defence boats, but the character's TL-15 stealth technology 
  should enable them to fulfil their mission if they are careful. 
  2. As 1, but there is a naval squadron engaged in exercises in the 
  inner system. They are not specifically tasked with guarding the 
  portal, nor do they even know the nature of this classified project. 
  However, they will engage if the characters' ship is discovered. 
  3. As 1, but there is a psionic security squad aboard the portal, tasked 
  with maintaining secrecy. They will work by subterfuge if possible, 
  convincing the characters that the portal is an ordinary space station 
  so that there will be no follow-up missions. However, they will use any 
  means necessary to keep the nature of the portal secret. 
  4. As 2, but the portal is almost complete and a small scout equipped 
  with an experimental hyperspace drive is standing by. However, there 
  is a flaw in the system, and it will fail to function when the test 'flight' is 
  initiated. The hyperspace ship will be destroyed, causing the naval 
  squadron to send ships to investigate. 
  5. As 4, but the portal will suffer a catastrophic malfunction and 
  begins to break up. The characters must escape and reach a safe 
  distance before the entire structure implodes. 
  6. The portal is fully operational and exceeds expectations - the 
  hyperspace drive aboard the scout vessel is not necessary, as is 
  revealed by the fact that the characters' ship is drawn along with it on 
  the first test flight. Unfortunately, navigation seems to be a problem - 
  both the scout vessel and the Nemesis are transported to an 
  unknown region of space, tens of parsecs from the intended goal. The 
  characters and the crew of the scout are faced with a choice - fight, or 
  work together to find a way back. 
  
   
   
   
   
   
   
   
   
  Bringing you more resources for you TRAVELLER game! 
  Designed to be used with the current edition of TRAVELLER, Spica Publishing 
  has more products for players and Referees! 
   
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  CAREER BOOK 1 Includes expanded Mishap and Events tables for eight of the core careers in the 
  TRAVELLER Main Book, and two alternative Life and Unusual Events tables for use during 
  character generation. Also inside you’ll find eight new careers for use in your game or campaign: 
  Adventurer, Bounty Hunter, Clergy, Colonist, Corporate Citizen, Militant Religious, Space Patrol, 
  Worker. Also includes 48 pre-generated NPCs. 
  CAREER BOOK 1 is available to download from DriveThruRPG.com at: 
  http://rpg.drivethrustuff.com/product_info.php?products_id=58674 
  Product code: SP 0101 
  ISBN: 978-0-9560893–1–1 
    
   
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  Inside the sequel to the highly successful CAREER BOOK 1 you'll find: Two alternative methods for 
  generating Background Skills; An alternative Injury Table; University and Graduate School pre-
  career options Two new skills: Manipulation and Psychohistory, and an expanded Trade skill 14 
  new careers for use in your Traveller game or campaign: Athlete, Chancer, Companion, 
  Cosmonaut, Enforcer, Insurgent, Media Practitioner, Politician, Port Authority, Prisoner, Puppeteer, 
  Secret Police and Slave. Also included are 57 pre-generated characters! Three are from each of the 
  new careers, plus 14 multi-career characters, pre-generated and ready for when you need 
  characters in a hurry! 
  CAREER BOOK 2 is available to download from DriveThruRPG.com at: 
  http://rpg.drivethrustuff.com/product_info.php?products_id=64239 
  Product code: SP 0102 
  ISBN: 978-0-9560893-2-8 
    
   
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  ACER includes stats and information on six allies, six contacts, six enemies and six rivals. Also 
  included are the crew of the Free Trader Olathe Bypass, the crew of the Scout/Courier Sirocco, a 
  complete Marine Strike Platoon, a Psionic Tactical (PsiTac) Team, six further general NPCs and 76 
  ‘redshirt’ NPCs for your TRAVELLER game! 
  ALLIES, CONTACTS, ENEMIES & RIVALS is available to download from DriveThruRPG.com at: 
  http://rpg.drivethrustuff.com/product_info.php?products_id=81098 
  Product code: SP 0103 
  ISBN: 978-0-9560893-3-5 
    
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  A  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. („Wizards‟). All rights reserved. 
  1. Definitions: 
  (a) ’Contributors’ means the copyright and/or trademark owners who have contributed 
  Open Game Content; 
  (b) ’Derivative Material’ means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which 
  an existing work may be recast, transformed or adapted; 
  (c) ‘Distribute’ means to reproduce, Licence, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; 
  (d) ’Open Game Content’ means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by this Licence, 
  including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. 
  (e) ‘Product Identity’ means product and product line names, logos and identifying 
  marks including trade dress; artefacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or 
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  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; 
  (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game Licence by the Contributor 
  (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. 
  (h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement. 
  2. The Licence: This Licence applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this Licence. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this Licence except as described by the Licence itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this 
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  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Licence with the 
  exact terms of this Licence to Use, the Open Game Content. 
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  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this Licence. 
  6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of 
  this Licence to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder‟s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly Licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly Licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  The following are classified as Open Game Content: 
   
  Starship Statistics Block 
  The starship statistics block at the bottom of page 6. 
   
  Character Data 
  The character data on pages 8, 9, 10 and 11, as shown in the character profiles. 
  Each character profile consists of a characteristic block and DMs, gender, age, 
  careers and terms of service, Credit balance, list of skills and list of equipment. 
  The following are not Open Game Content and are © 2009 Spica Publishing unless 
  otherwise stated: 
   
  Artwork/Images 
  The artwork/image on the front cover. 
  The artwork/images appearing on pages 1, 8, 9, 10, 12 and 13. 
  The artwork/images on the back cover. 
   
  Deckplan 
  The starship deckplan on page 7. 
   
  Text 
  All of the text on the front cover. 
  All of the text on pages 1, 2, 3, 4, 5, and 6 (excluding the starship statistics block 
  at the bottom of page 6). 
  The character names and background texts on pages 8, 9, 10 and 11. 
  The vehicle descriptions and details on pages 12 and 13. 
  All of the text on pages 14 and 15. 
  All of the text on the back cover. 
   
  Open Game Licence 
  The text of the Open Game Licence on page 16 which is © 2000 Wizards of the 
  Coast, Inc. 
  9. Updating the Licence: Wizards or its designated Agents may publish updated 
  versions of this Licence. You may use any authorised version of this Licence to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this 
  Licence.  
  10. Copy of this Licence: You MUST include a copy of this Licence with every copy of 
  the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  Licence with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This Licence will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  Sub-Licences shall survive the termination of this Licence.  
  14. Reformation: If any provision of this Licence is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game Licence v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Traveller System Reference Document Copyright © 2008,2009 Mongoose Publishing. 
  Traveller is © 2008, 2009 Mongoose Publishing. Traveller and related logos, character, 
  names, and distinctive likenesses thereof are trademarks of Far Future Enterprises, Inc. 
  unless otherwise noted. All rights reserved. Mongoose Publishing Limited, authorised user. 
  Career Book 1 (CB1) is © 2008, 2009, 2010 Spica Publishing. All rights reserved. 
  Career Book 2 (CB2) is © 2009, 2010 Spica Publishing. All rights reserved. 
  Allies, Contacts, Enemies and Rivals (ACER) is © 2010 Spica Publishing. All rights 
  reserved. 
  Nemesis Class Pursuit Ship (NCPS) is © 2009, 2010 Spica Publishing. All rights reserved. 
  
   
   
  SSPP  00110044 
   
  This book requires the use of the Traveller main rulebook, which is available from Mongoose Publishing. 
  NNEEM
  MEESSIISS  CCLLAASSSS  PPUURRSSUUIITT  SSHHIIPP  
  © Spica Publishing. 
  Printed in the United Kingdom. 
  Visit Spica Publishing’s website at www.spicapublishing.co.uk. 
  This book is available to download from www.drivethrurpg.com. 
   
  978-0-9560893-4-2 
   
   
   
   
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  The first ship book from Spica Publishing, the NEMESIS CLASS PURSUIT SHIP book details a 100 ton starship designed for 
  use with Traveller. 
  Pursuit ships are small, fast vessels with one, simple mission - to find their prey, chase it down and bring it to justice - 
  although that 'justice' may be meted out by a wide variety of employers from interstellar police to criminal 
  masterminds. NEMESIS includes everything needed to use the ship in your Traveller game: 
   
  Full Traveller starship statistics 
   
  A detailed deckplan of the entire ship 
   
  Complete descriptions of the ship’s interior 
   
  Detailed statistics and backgrounds of three very different and unique NEMESIS crews 
   
  Three new vehicles that can be used with the Nemesis or as everyday vehicles 
   
  Scenario hooks to use as jumping-off points for your Traveller adventures 
  The NEMESIS is the ideal ship for Agents, Bounty Hunters, Space Patrol officers and Enforcers. 
  Ideal for player characters, the NEMESIS is an excellent Adventure Class starship. With a NEMESIS at your command you 
  become significantly more dangerous to your enemies. 
  With a NEMESIS on your tail, you'd better start running, and fast!  
   
   
   
   
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Ships and Vehicles/MGT - Nemesis Class Pursuit Ship (dewm).pdf