"The Bloody Paw"

Secondary JumpShip of the Iron Dingoes


The “Bloody Paw” – Merchant-Class Jumpship

Mass : 120,000 tons
Length : 532 m
Sail Diameter : 950 m

Crew : 18 : 2 Officers, 8 Enlisted, 2 Small Craft Pilots, 6 Bay Personnel
Base Crew : 8 – 2p, 2e, 4se (Bridge – 1p,1se : Engine – 1e,1se)

DropShip Capacity : 2
Small Craft Complement : 2
Drive System : SelaSys KF Mark V
Introduced : 2503
Hull Laid Down : Unknown

Structural Integrity : 1
KF Drive Integrity : 3 : 110,000 tons
Energy Collector Sail Integrity : 3 : 45 tons
Station-Keeping Thrust : 0.1 Gs : 1440 tons
Fuel : Tons/Burn-Day : 19.75 : 85 tons
Docking Hard Points : 2
Small Craft Cubicles : 2
Small Craft Bay Doors : 1
Grav Decks : 1 (40m Diameter) : 100 tons
Bridge : 383 tons
Heat Sinks : 0 + 98

Escape Pods : 4
Life Boats : -

Cargo : 700 tons
Bay 1 : Cargo (1 Door) : 200 tons
Bay 2 : 2 Small Craft (1 Door) : 300 tons
Bay 3 : Cargo (1 Door) : 200 tons

Weapons Factor : None
Armor Factor (8 points per ton) : 240 : 30 tons
Command Section :
Nose : 20 : -
Right Side : 30 : -
Left Side : 30 : -
Cargo Section :
Right Side : 45 : -
Left Side : 45 : -
Engine Section :
Right Side : 25 : -
Left Side : 25 : -
Station-Keeping Drive : 20 : -

Note : -


The Merchant-Class JumpShip is the smallest JumpShip used by independent traders, corporations, and mercenary units. The ship’s name comes from its position as the mainstay of the Inner Sphere trading fleets, and derives from its intended market.

The Merchant masses just over 120,000 tons and is just over 320 kms long. At full
deployment, the sail is just under a kilometer long. The vessel’s two docking hard points are located along the reinforced portion of the main cargo section, about midway down its length. Also located on the long, cylindrical cargo section are a pair of doors, each facing one of the docking hard points. Behind each door is an airlock leading to three independent cargo bays, each capable of holding 200 tons of cargo. On the other side of the cargo section is a small craft bay. These bays are completely independent and are not connected except by standard passage corridors.

Just forward of the cargo section is a cylindrical section known as the grav deck. This deck rotates independently of the hull of the ship and provides occupants with a simulated sensation of gravity. The grav deck is approximately 5m wide and 40m in diameter. Crew of passengers can use the grav deck only when the main drives are shut-down, or simply at “Station-keeping” mode. Any greater acceleration places too much stress on the motor bearings and can cause the deck to malfunction or rotate with a great deal of noise or vibration. The deck itself is essentially a gigantic crew lounge and recreation center. On some vessels with smaller crews, this section is partitioned into independent staterooms for use as crew quarters. Because the Merchant normally carries a crew of 18, this makes the grav deck seem especially spacious.

At the front end of the Merchant is the unusually roomy bridge. Ringing the walls of this large, dome-shaped area are a set of large viewports. At the center of the bridge is a raised platform mounting the ship’s captain’s command chair and monitoring consoles. Surrounding the captain on the deck below are the pilot’s positions, engineering monitoring stations, various tracking monitors, and so on.

The Merchant is one of the oldest JumpShip designs still in use. The original ship had twice the crew, and now a portion of the cargo section occupies the former crew quarters. The original bridge was designed for six crew plus the captain. The bridge of the current version has been re-wired so that two people can operate the ship; one person at the pilot’s station and the other at the navigator’s station.

A problem that has plagued the Merchant since the days of the First Succession Wars is the lack of replacement parts for the JumpShip’s power convertors. This makes the average recharge time 10 to 20 percent greater than any other JumpShip, and delays both the solar energy collection process and the quick-charge process.

Because most Merchant’s are privately owned and operated, their on-board facilities vary greatly. These range from the remodeling of various staterooms to a complete reconstruction of the ship’s interior. One of the most common variations is a simple module that fits into the ship’s cargo bay to form an airtight seal with the cargo bay access hatch. Massing no more than 20 to 100 tons, the module can be used as an extra crew lounge, quarters, controlled environment, and so on. A standard combination module masses 100 tons, including the recreation room, large stateroom, independent life-support system, backup power supply, and an airlock for accessing the rest of the cargo bay.

Though large numbers of the Merchant-Class JumpShip operate throughout the Successor States, the greatest concentration is within the Lyran Commonwealth. It is estimated that 40 percent of all Merchant-Class JumpShips currently operate within the borders of the Commonwealth.

The Bloody Paw is presently commanded by Space Master Terrance Chantilas and his mixed crew of old House Davion naval “salts” and their children and grandchildren who are seeking a life in space. Although there is some raw talent and experience available, their age and the relative inexperience of a few members, tends to dim their abilities.The ship has a single ST-46 Shuttle for nearby JumpShip transit, and keeps a KR-61 Class Long-Range Shuttle for in-system transit, in its small craft bays. The Bloody Paw provides JumpShip transport for both * “The Dead Man’s Hand” and * “The Fold Fiends” for their missions when operating away from the main unit, and as such spends much of its time in sedentary isolation from the unit’s direct resources and landholds. The ship has been assigned a personal squad of marines from the Starguards to ensure the vessel’s safety when travelling.

"The Bloody Paw"

Battletech : The Farscape Campaign Robling