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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Mon Apr 06, 2009 8:32 pm Post subject: Question: What would make a good "Privateer" ship? |
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I am going to be starting a campaign of somewhere from 4 to 6 characters that will be the crew of the Soccoran's Luck, a privateer ship in the employ of the fledgling Rebel Alliance.
Would anyone like to share suggestions on ships (including if possible pictures and or stats) for a crew of 4-6 (or possibly more with NPC extras)?
Corellian Corvettes (and frankly most Corellian ships) are a little overplayed in the genre, so I'd love to give them a fairly distinctive and reasonably original ship model. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Mon Apr 06, 2009 9:51 pm Post subject: |
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Modify this a bit and I think you'll have a really interesting privateer vessel for only six people. (I mean, you can't crew anything huge.)
Quote: |
Gozanti Cruiser
Craft: Gozanti-class Cruiser
Affiliation: General
Era: Old Republic
Source: Starships of the Galaxy – Saga Ed. (page 90)
Type: Cruiser transport
Scale: Starfighter
Length: 42 meters
Skill: Space transports: Gozanti Cruiser
Crew: 6, gunners: 6
Crew Skill: Varies
Passengers: 12
Cargo Capacity: 75 metric tons
Consumables: 1 month
Cost: 150,000 (used)
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 3
Atmosphere: 138; 400 kmh
Hull: 6D
Shields: 1D
Sensors: Passive: 15/0D Scan: 30/1D Search: 55/2D Focus: 4/4D Weapons:
4 Laser Cannons
Fire Arc: front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/1.5 km
Damage: 4D
2 Quad Laser Cannons F
ire Arc: Turret Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/1.5 km
Damage: 5D
Proton Torpedo Launcher
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 9D |
_________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Mon Apr 06, 2009 11:13 pm Post subject: |
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Defecting Gamma-class Assault Shuttle
Deckplans and stats in the Imperial Sourcebook _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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Orgaloth Vice Admiral
Joined: 23 Sep 2003 Posts: 3754 Location: Melbourne, Australia
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Posted: Tue Apr 07, 2009 12:26 am Post subject: |
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The HT-2400
It's Correllian, but not the saucer shape as the others. _________________ "I take orders from just one person: Me!"
"You know, sometimes I amaze even myself."
Du Cass' Dream |
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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Tue Apr 07, 2009 1:24 am Post subject: |
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Well there several you could try but with your crew of 2-3 i would suggest a space transport and with so many virtualy identical stat wise there are many to choose from.
my recomendations are:
The functional but silly looking Mobquet Medium Cargo Hauler:
Mobquet Medium Cargo Hauler
Craft: Mobquet Custom Medium Cargo Hauler
Type: Medium transport
Scale: Starfighter
Length: 79.3 meters
Skill: Space transports: Mobquet Custom hauler
Crew: 2, skeleton: 1/+10
Crew Skill: Varies widely
Passengers: 8
Cargo capacity: 700 metric tons
Consumables: 2 months
Cost: 120,000 (used)
Hyperdrive Multiplyer: x2
Hyperdrive Backup: x11
Nav Computer: Yes
Manuverability: 1D
Space: 4
Atmosphere: 280: 800 kmh
Hull: 7D
Sheilds: 2D
Sensors:
Passive: 20/0D
Scan: 50/1D
Search: 80/2D
Focus: 4/3D
Weapons:
Two Laser Cannons (fire seperately)
Fire Arc: Turret
Crew:
Scale:
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
Capsule: +5 bonus to modification and replacement checks.
The HT2200 medium freighter:
Craft: Corellian Engineering Corperation HT-2200
Type: Medium frighter
Scale: Starfighter
Length: 54.8 meters
Skill: Space Transports: HT-2200
Crew: 2
Crew Skill: Varies widely
Passengers: 8
Cargo capacity: 800 metric tons, in four cargo bays
Consumables: 3 months
Cost: 240,000 (new), 110,000 (used)
Hyperdrive Multiplyer: x2
Hyperdrive Backup: 12
Nav Computer: Yes
Manuverability: 0D
Space: 3
Atmosphere: 206: 750 kmh
Hull: 5D
Sheilds: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Two Pulse Laser Cannons
Fire Arc: Turret
Crew:
Scale:
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
or the Helix Light Freighter.
Craft: Arakyd Helix Light Freighter
Type: Light freighter
Scale: Starfighter
Length: 30.9 meters
Skill: Space transports: Arakyd Helix
Crew: 2
Crew Skill: Varies tremendously
Passengers: 4
Cargo capacity: 35
Consumables: 4 weeks
Cost: 210,000(new), 182,000(used)
Hyperdrive Multiplyer: x2(B model is x1)
Hyperdrive Backup: x12
Nav Computer: Yes
Manuverability: 2D+1 (in space); 0D (in an atmosphere)
Space: 7
Atmosphere: 260; 750 kmh
Hull: 3D+2
Sheilds: 1D+2
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 50/2D+1
Focus: 2/3D+1
Weapons:
Two Plasburst Laser cannons(fire-linked)
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
Two Ion Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/10/20
Atmosphere Range: 100-300/1/2 km
Damage: 4D
Proton Torpedo Launcher
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 100/300/700 km
Damage: 9D
Hope this helps. |
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Orgaloth Vice Admiral
Joined: 23 Sep 2003 Posts: 3754 Location: Melbourne, Australia
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Posted: Tue Apr 07, 2009 2:49 am Post subject: |
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Bugger. I got my numbers wtong. It was the HT 2200 I meant. _________________ "I take orders from just one person: Me!"
"You know, sometimes I amaze even myself."
Du Cass' Dream |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Tue Apr 07, 2009 8:30 am Post subject: |
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Personally i would actually find a ship that already had a deck layout. That way you dont have to make one yourself (i always had trouble) so when boarding actions happen, you have your map all set out
I would just browse Gry's stat book and see if you find something you like _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Tue Apr 07, 2009 10:04 am Post subject: |
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vong wrote: | Personally i would actually find a ship that already had a deck layout. That way you dont have to make one yourself (i always had trouble) so when boarding actions happen, you have your map all set out
I would just browse Gry's stat book and see if you find something you like |
I definitely second that. Good stuff in Gry's Starship Compendium. (Is it ok to call it that? I think everyone refers to them as Gry's Starship/Droid/Alien Stat Book, but that's always a mouthful. )
Maybe we can help refine your choices for a privateer ship?
Starfighter scale ship? or Capital scale ship? (This makes a HUGE difference in the skills your crew needs and the targets you can go after.)
4 to 6 crew with possible NPC support. (how many gunners?)
Would you allow multiple ships? (e.g. attack craft to swoop in and disable the prize and then have a freighter to haul the loot?)
Along those lines, will your crew be doing "catch and release" or will they sometimes want to take the target whole?
In my opinion, a good privateer ship should have one or more of the following, or be able to outfit the ship with one:
Ion Cannons
Tractor Beam
Plasma Torch Boarding Device
Conner Web
Gravity Well Projector (assuming you can get one) _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Tue Apr 07, 2009 8:17 pm Post subject: |
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cheshire wrote: | Modify this a bit and I think you'll have a really interesting privateer vessel for only six people. (I mean, you can't crew anything huge.)
Quote: |
Gozanti Cruiser
Craft: Gozanti-class Cruiser
Affiliation: General
Era: Old Republic
Source: Starships of the Galaxy – Saga Ed. (page 90)
Type: Cruiser transport
Scale: Starfighter
Length: 42 meters
Skill: Space transports: Gozanti Cruiser
Crew: 6, gunners: 6
Crew Skill: Varies
Passengers: 12
Cargo Capacity: 75 metric tons
Consumables: 1 month
Cost: 150,000 (used)
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 3
Atmosphere: 138; 400 kmh
Hull: 6D
Shields: 1D
Sensors: Passive: 15/0D Scan: 30/1D Search: 55/2D Focus: 4/4D Weapons:
4 Laser Cannons
Fire Arc: front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/1.5 km
Damage: 4D
2 Quad Laser Cannons F
ire Arc: Turret Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/1.5 km
Damage: 5D
Proton Torpedo Launcher
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 9D |
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GOOD CALL!!
I like this one. Thanks guys!
http://starwars.wikia.com/wiki/Gozanti_Cruiser _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Wed Apr 08, 2009 5:40 am Post subject: |
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Rerun941 wrote: | I definitely second that. Good stuff in Gry's Starship Compendium. (Is it ok to call it that? I think everyone refers to them as Gry's Starship/Droid/Alien Stat Book, but that's always a mouthful. )
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This is something that has always bothered me, that my books don't have a proper name for the collection. When I eventually re-release all of them in revised fashion I would like to give them a different name, along with a more interesting layout. Sorry to hijack the thread but... any ideas? I was always a bit fond of in-universe names, like the Cracken or Platt books... _________________ "He's Gry Sarth, of course he has the stats for them." |
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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Wed Apr 08, 2009 11:18 am Post subject: |
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How about Moff Sarth's (insert name hear). |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Wed Apr 08, 2009 4:33 pm Post subject: |
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Gry Sarth is not a Moff, he's a renegade alliance fighter pilot. _________________ "He's Gry Sarth, of course he has the stats for them." |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Wed Apr 08, 2009 5:28 pm Post subject: |
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Commander Sarth, then? _________________ Blasted rules. Why can't they just be perfect? |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Wed Apr 08, 2009 5:35 pm Post subject: |
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Skipray (or is it Skypray?) Blastboats would make interesting attack craft. swoop in, disable the prize and then have a freighter with boarders claim the booty!
I mentioned the Gamma-class Assault shuttle... just replace the Spacetrooper ports with cargo bays and boarding tubes.
Most of the Patrol Craft-type ships have crews in the size you're looking for, have a hyperdrive and ion weapons.
Alternatively, trick out an Action IV Bulk Freighter with hangar bays and have your PCs use Y-Wings to provide the punch.
The possibilities are endless... _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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BreederofPuppets Ensign
Joined: 23 Aug 2009 Posts: 27
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Posted: Thu Aug 27, 2009 6:15 am Post subject: Re: Question: What would make a good "Privateer" s |
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TheDoctor wrote: | ...Soccoran's Luck, a privateer ship in the employ of the fledgling Rebel Alliance... |
Ion cannons. Privateers usually seized the ships they were attacking, not sinking them. Ion cannons let you do that.
Droids and/or NPC's. Once you board and take over a ship, you will need help pilot the ship back to friendly waters. Nice bonus: battle droids that double as captured-ship-crew can be folded up in a closet, and are pretty good at repelling boards on your ship.
Slave controls. For ships, not people (though that could work too...) if you don't want to use that many droids. Kinda like the Katana fleet, but step up for a quick install instead of being built in. Maybe good only for a single hyper-jump? Or advances in technology makes it possible?
Cells/Prison ships/lax morals/hungry Fluffy. You seize a ship, you'll have prisoners. What to do with them? Stun them, put them in the escape pods, and press eject? Stun them, put them in the air lock and press eject? Take them all prisoner and take them home? Lock them in the quarters and feed them gruel until they promise to be Rebels? Lock them in the cargo bay with Fluffy and ignore the sounds? Brain wash them all?
Personally, I like the idea of using the CRX-Tug to drag ships around. Crew of 2 needed, but it doesn't have a hyper drive.
Currently, I'm in love with the HT-2200 Medium Freighter, after some serious modifications. Lots of cargo room (800 metric tons) to store vehicles and other fun toys, good (5D) hull, and even has a bonus to modify/repair it. But...everything else needs to be iimproved before you go ISD hunting...
The munchkin in me suggests using the VCX-820 Escort Freighter as an "upgrade to" ship. Lots of guns, shields, hull, everything...but living space. Seriously, look at the bull design. Eight people are suppose to live in that for six months at a time?
All ships listed here can be found in that awesome Starship Stats book by Gry Sarth (I think he/she/that-over-there put it together; forgive me if I'm wrong). |
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