Drinax Highguard.

tytalan

Cosmic Mongoose
So I’ve been working on Updating/fixing the various ships either in one of the Drinax books or that have a significant impact from other books. I figured we could talk about them here and I take suggestions. As a gift here’s a Fixed Gazelle write up. 1732662216162.jpeg
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The base spreadsheet is actually in the forum. I’ll have to add a copy of the file this weekend it’s on my computer and that’s not available right now
Thanks! I use the base spreadsheet all the time. Starting with something in it makes the job easier.
 
The Harrier actually has a few issues which have always bugged me:
- Bonded Superdense Armor 4 woud not be that tonnage/price on a 200 ton streamlined ship.
- If you do the math, neither the tonnage nor the costs actually add up to the numbers given.
- The costs of components that have modifiers don't fit the pricing scheme given in Highguard.
- Most egregiously, the ship diagram clearly shows 4 High Staterooms and 4 Standard Staterooms, yet the ship stats give it 8 standard staterooms. The high staterooms are mentioned in the ship's write up as well, so we know it's not just an artistic liberty on the ship diagram part.

Here is my fix, please let me know if you think I've done anything wrong --
 

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Thanks! I figured 'Commerce Raider' meant essentially 'pirate'. It is built for combat vs civilian & commercial ships (the adjustable & holographic hull help); if anything more formidable it slips away -- early / stealth jump & Advanced stealth. But the primary function is to live off the land / loot needed materials -- that means a decent cargo bay & boarders (marines), plus a med bay to fix them up.

I had a 'Virtual Gunner' program; but realized that it was easier on the bandwidth to just use 'Virtual Crew'. Limitation of the Google-sheets imported version -- I cannot remove the 'Virtual Gunner' software. Honestly, I would like a little more armor, a Workshop, and / or Training Facilities... but this is already paring stuff down to the essentials. I could still cut a little more; the Captain/Astrogator is really one person, the Officer/Engineer is another, and the Medic makes 3. Virtual Crew/2 covers 1x Pilots, 2x Sensor Operators, and 2x Gunners; Aurorepair/2 & drones cover Maintenance & Damage Control.
 
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Thanks! I figured 'Commerce Raider' meant essentially 'pirate'. It is built for combat vs civilian & commercial ships (the adjustable & holographic hull help); if anything more formidable it slips away -- early / stealth jump & Advanced stealth. But the primary function is to live off the land / loot needed materials -- that means a decent cargo bay & boarders (marines), plus a med bay to fix them up.

I had a 'Virtual Gunner' program; but realized that it was easier on the bandwidth to just use 'Virtual Crew'. Limitation of the Google-sheets imported version -- I cannot remove the 'Virtual Gunner' software. Honestly, I would like a little more armor... but this is already paring stuff down to the essentials. I could still cut a little more; the Captain/Astrogator is really one person, the Officer/Engineer is another, and the Medic makes 3. Virtual Crew/2 covers 1x Pilots, 2x Sensor Operators, and 2x Gunners; Aurorepair/1 & drones cover Maintenance.
I’ll be honest the Harrier never made much sense to me. A single missile turret🙄, and a Particle Barrette, I could see the Particle I suppose as the main gun and to deal with escorts but why a single missile. The ship is increasing underpowered and has no real way to capture its prey. I would think an Ion Barbette and a Dual Particle turret would make a ton more sense.
 
Thanks! I figured 'Commerce Raider' meant essentially 'pirate'. It is built for combat vs civilian & commercial ships (the adjustable & holographic hull help); if anything more formidable it slips away -- early / stealth jump & Advanced stealth. But the primary function is to live off the land / loot needed materials -- that means a decent cargo bay & boarders (marines), plus a med bay to fix them up.

I had a 'Virtual Gunner' program; but realized that it was easier on the bandwidth to just use 'Virtual Crew'. Limitation of the Google-sheets imported version -- I cannot remove the 'Virtual Gunner' software. Honestly, I would like a little more armor, a Workshop, and / or Training Facilities... but this is already paring stuff down to the essentials. I could still cut a little more; the Captain/Astrogator is really one person, the Officer/Engineer is another, and the Medic makes 3. Virtual Crew/2 covers 1x Pilots, 2x Sensor Operators, and 2x Gunners; Aurorepair/2 & drones cover Maintenance & Damage Control.
I don't know why it won't let you switch back to the blank, but I've fixed the summary so that if you have zero crew/gunners, virtualX won't show up on the summary. It will be in the next update, or you can use the temporary link below. (No idea how long it will last)

Temporary link for 2024.11.26a
 
I’ll be honest the Harrier never made much sense to me. A single missile turret🙄, and a Particle Barrette, I could see the Particle I suppose as the main gun and to deal with escorts but why a single missile. The ship is increasing underpowered and has no real way to capture its prey. I would think an Ion Barbette and a Dual Particle turret would make a ton more sense.
My problem with Ion weapons was the piddly damage output. A Ion Barbette does 2d6 x30 (for some reason my spreadsheet is showing 7D x3) reduction in Power for a single round; probably enough to shut down a Subbie, if you roll not-badly -- but it only lasts a single round; and the defenses vs Ion are 'Immune to Ion'. Any serious warship (or System Defense Boat) is likely to ignore it, and they ain't shootin' feather dusters at you. They just seemed an sub-optimal choice when something more effective could be in that hardpoint.
 
Here’s my baseline version of the Harrier. I had to do a few changes like it’s obvious that the Officer quarters are high but the sheet calls them standard while the description also call them high. The crew quarters were insufficient so I replaced 3 of the standards with a barracks which makes sense with the important that Drinax places on status. The fourth I turned into a med bay. I dropped the armor to 3 and replaced the low berths with a brig ( makes more sense with important prisoners). I also made the bridge small. With all this I think it at least come closer to actually matching the deck plan.
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My problem with Ion weapons was the piddly damage output. A Ion Barbette does 2d6 x30 (for some reason my spreadsheet is showing 7D x3) reduction in Power for a single round; probably enough to shut down a Subbie, if you roll not-badly -- but it only lasts a single round; and the defenses vs Ion are 'Immune to Ion'. Any serious warship (or System Defense Boat) is likely to ignore it, and they ain't shootin' feather dusters at you. They just seemed an sub-optimal choice when something more effective could be in that hardpoint.
Yes and no. First the ion gun is not for any escorts it’s for that Subby. Second you put very high yield on the ion gun and its damage is a totally different story now your damage range is 63 - 126 and if you crit it loses that power for the next D3 rounds. With a fartrader only running 90 power and a Subby only running 135 power you have a good chance to shut them down. Now the dual particle beam turret with accuracy and high yield mods is your anti escort weapon.
 
I’ll be honest the Harrier never made much sense to me. A single missile turret🙄, and a Particle Barrette, I could see the Particle I suppose as the main gun and to deal with escorts but why a single missile. The ship is increasing underpowered and has no real way to capture its prey. I would think an Ion Barbette and a Dual Particle turret would make a ton more sense.
In the original 2008 first edition version of PoD, the harrier's second weapon is left a little more ambiguous , it is listed as "Disabled" on the ship sheet, with a line mentioning "A direct hit from a fusion bay destroyed the hardpoint and the ammo feed mechanism. Reactivating the hardpoint costs 3 Ship Shares. Once the hardpoint is reactivated, weapons can be purchased for it." The fact that it's a missile turret at all is only mentioned on the ship map where the area in question is labeled as "Missile Turret (Disabled)". The intention seems to be that the particle barbette is the Harrier's main weapon and that the secondary weapon is one that the Travellers decide for themselves as they earn money and upgrade their ship.

I think that translated a little weirdly when they moved to second edition. The turret is a poor weapon and will likely be the first thing the Travellers replace, but the way things are presented, it implies that a single missile turret is the standard design for all Harriers, which doesn't make a ton of sense given it is a military ship. I like to think that the Harriers were kitted with triple missile turrets and that the one we have in PoD is just so badly damaged it only functions as a single turret by this point.

The Particle Barbette is a pretty scary main weapon, but it's not subtle. Missiles allow the harrier to scale up their attack based on the threat in question, or switch to secondary munitions, such as Ion missiles to capture enemy vessels.
 
Here’s my dream harrier based on a group that I was with that got as far a session zero before the GM had to relocate for work. The work shops are Robotic labs for the robot boarding parties.
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So this next two are the Fiery, the first is a conversion based on the MegaTraveller version which I understand Mongoose can’t use it since it’s DGP produced (we can only hope he who will not be named will sell at a reasonable price to mongoose all the DGP stuff because his beef is with Marc). The second I call the Hunter and is a Fix on the mongoose version in ships of the Reach
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