3000t Vargr Warship

kevinknight

Banded Mongoose
Please look over this ship I've designed using the new High Guard rules. Hopefully no grievous errors. It's intention is to be a Vargr warship the player's encounter while refueling at a gas giant during the Fifth Frontier War.

Code:
                                2946	1912.7		-804	Total Crew:	80
                                Ton	Price	Value	Pwr	Cargo:	54
Hull TL12 3000t, reinforced	3000    225     1320			
radiation shielding                     75				
streamlined                             45                      Officers:	8
Armor                           450     135     12              Gunners:	40
Jump Drive                      225     337.5   3       -900	Eng Crew:	18
Jump Fuel                       900     0                       Maint Crew:	6
Maneuver Drive                  210     420     7       -2100	Admin Crew:	3
Power Plant                     210     210             3150    Pilots:	3
PP fuel (4 weeks)                21     0                       Astrogator:	1
basic ship systems                0     0               -600	Medic	1
bridge                           60     18.75                   holo controls	
Core/70 computer                  0     80      70			
Staterooms                      200     25      50			
improved sensors                  3	4.3             -4		
missile barbettes                35	60      10      0	reduced size (3)	
triple sandcaster turrets         7	26.25   10      0	reduced size (3)	
small part beam bay             450	220     10      -300	reduced size (1)	
fuel processor                   50	2.5     1000    -50		
repair drones                    30	6				
Docking space                    44	11				
missile storage                  20	0	240			
sandcaster storage                6	0	120			
armoury                           4	1				
briefing room                     4	0.5				
breaching tube                    3	3				
med bay                           4	2				
workshop                          6	0.9				
library                           4	4
 
As 2e High Guard hasn't actually been published yet, this should probably be in the High Guard Playtest forum.

I've got to admit I'm very curious about what, exactly, your PCs are packing the way of ship(s) if an encounter with a 3,000-ton destroyer with ten small particle bays and ten missile barbettes is anything resembling a level-appropriate/fair one.
 
Juums said:
As 2e High Guard hasn't actually been published yet, this should probably be in the High Guard Playtest forum.

The playtest section for High Guard has been removed.
 
I was going to but it's gone now... If the player's decide to just do a stand up duke it out fight with this ship they will probably lose (the vessel will be damaged); even though their ship is superior technologically, it's only one fifth the size. The campaign has been running for 5+ game years now, 2 and a half years real life. The ship they've been issued by the Imperial Navy is a raider/anti-raider. A TL16 experimental craft, 600 tons, with 16 armor, MD 9, armed with 4 triple particle beams, 1 small meson bay, 1 small missile bay...
 
I can't see any major problems after a cursory check.

The Jump Drive should be 230 dT = 3000 * 7,5% + 5. You should always add 5 dT to the Jump Drive as noted on HG, p12.

I might suggest skipping the Sandcasters, they only work against Lasers, and you have enough armour to not be very afraid of Lasers. Instead I would use Pulse Laser turrets, to get some missile defence and usable secondary armament.
 
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