Jorus Q. Merrill
I'm a Vima-da-Boda, honey
- Intent: Jorus Merrill's personal ship since his retirement in the 860s.
- Image Source: A Nereus from EVE Online
- Canon Link: N/A
- Permissions:
- Primary Source: N/A
- Manufacturer: Designed by Alndys D'Lessio-Merrill, manufactured by Subach-Innes (defunct) and Silk Holdings, heavily modified by the Wretched Hive
- Affiliation: Jorus Merrill
- Market Status: Closed market
- Model: Reclaimer-class Repair Vessel
- Production: Unique
- Material: Durasteel hull
- Classification: Modular repair vessel
- Length: 200 meters (pilot can remove default central cargo module and drop to 160 meters per stock specifications)
- Width: 33 meters
- Height: 35 meters
- Armament: None
- Defenses: Very High
- Hangar Space: High (equivalent to two squadrons)
- Hangar Allocations: Room for personal craft equivalent to one squadron of starfighters and one squadron of support craft.
- Single Craft Hangar: No
- Maneuverability Rating: Low
- Speed Rating: Very High (High down to Average when towing additional cargo containers)
- Hyperdrive: 0.25
- Standard life support (atmosphere in crew module and engine room only)
- Standard repulsors
- Standard communications and sensor equipment
- Standard tractor beams
- Heavily modified hyperdrive
- Highly capable automated repair/salvage systems with modular automated or manually-controlled tool/gripping arms
- Heavily modified sublight engines
- Heavily modified shield generators
- Advanced mapping sensors
- Rigger table
- Turret-mounted tractor shroud launchers x4
- Redundant cap drains
- Stygium cloaking device
- Lighthouse navigational aid
- SCINTEL flat-plane interdiction projector
- Capable of repairing larger or heavily damaged ships, even in battlefield conditions with the right staff support.
- Capable of salvaging efficiently and in high volume, and turning that salvage into usable components.
- Extraordinarily fast when traveling faster than light, and pretty quick at sublight too.
- Top-notch shields.
- Can escape tractor beams with prudent use of tractor shrouds.
- Unmatched navigational database of the Outer Rim and beyond.
- Can keep operating even if hit with ion cannons.
- Capable of cloaking
- Can serve as a high-powered navigational beacon. (See Merrill Lighthouse.)
- Capable of flat-plane battlefield-scale interdiction. (See SCINTEL Interdiction Projector.)
- Flexible.
- Use of navigational beacon makes the ship a target. (See Merrill Lighthouse.)
- No life support (other than standard radiation shields, relativistic shielding, artificial gravity, and inertial compensators) throughout the bulk of the ship. Everywhere but the main crew compartment up front and the engine room out back is hard vacuum. If Jorus wants to move from the controls to the engine room, he needs to wear a space suit or send Saggy.
- Totally unarmed.
- Slow to turn.
- Even while the cloaking device is active, the ship's location could be vaguely estimated by magnetic and gravitic sensors and thrust trace analysis.
The good ship City of Nar Shaddaa is Jorus Merrill's personal repair/salvage vessel. Totally unarmed but very durable, it's blisteringly quick on a straightaway — especially for a ryvving space train.
Jorus' wife, the shipwright and explorer Alndys ('Alna') D'Lessio, designed this ship in the mid-830s. She sold the design to a now-defunct shipwright called Subach-Innes, and the profits of the sale funded Alna and Jorus' charting of the Mara Corridor, the first new super-hyperlane in thousands of years. As the Mara Corridor project made Alna and Jorus unspeakably wealthy, they bought back the rights to the design, and Jorus squirrelled away a few of the actual boats too. Later, when they'd walked away from their fortune to reclaim a more authentic life, Jorus began tinkering with this particular hull.
He continued to tinker throughout his tenure as captain and principal engineer of the Wretched Hive, the notorious mobile ship-mod shop. After he retired in the early 860s, the City of Nar Shaddaa became his primary vessel, a ship that he and his droid Saggy could operate alone.
Common ports of call:
- Port Mynock
- Zoronhed
- The Daytrader
- The City of Wake
- Port Neverwhere
- Kyrikal and the Levantine Spur
- Kal'Shebbol, gateway to the Kathol Outback
- Q-27 (secret planet — cloaked visits only)
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