I have always been rather underwhelmed by the Harrier as a basis of a Kingdom building campaign, and my players had already acquired an uprated Fast Trader that was pretty handy.
So I decided to play with the design, increasing it to 300dT, adding a fighter and a barracks for marines, etc..
I also deliberately made some equipment irreplaceable as it carries on going on about that in the books but it is very bog standard TL15. So the Jump Drive and the Power Plant are both deliberately rule-breaking. There's other things like adding in a gourmet kitchen, briefing room, a collapsible fuel tank in the cargo bay to allow 2 parsec + 1 parsec jumps, etc..
It is a far more capable vessel whilst still needing to avoid fights where it is outgunned.
Enjoy!


So I decided to play with the design, increasing it to 300dT, adding a fighter and a barracks for marines, etc..
I also deliberately made some equipment irreplaceable as it carries on going on about that in the books but it is very bog standard TL15. So the Jump Drive and the Power Plant are both deliberately rule-breaking. There's other things like adding in a gourmet kitchen, briefing room, a collapsible fuel tank in the cargo bay to allow 2 parsec + 1 parsec jumps, etc..
It is a far more capable vessel whilst still needing to avoid fights where it is outgunned.
Enjoy!

