For When Your Type P Corsair Just Isn't P Enough

Terry Mixon

Emperor Mongoose
I was recently building a Q-Ship and that got me looking at the archetypical Type P 400-Ton Corsair and I found the ship had issues. First, the 20 low berths for prisoners was double booked. Bad editing there. Then it stated that it was designed to snatch up 100-ton merchants whole. What 100-ton merchants, I asked. There really isn't such a beast.

Considering tweaks that could make it a better pirate ship led me to making this, the Type P6.5 650-Ton Corsair. I heaped on the add-ons I thought would make it a terror of the spaceways. It's 3X as expensive but can get targets that are twice as big and are so very much more capable. If I missed something or you have an additional suggestion, please speak up.

Now, the narrative.

This ship is the Type P 400-Ton Corsair's big, slightly lower tech brother. It can devour 200-ton ships whole and is more appropriately armed with 2 ion cannon barbettes to render the target helpless, a fusion gun barbette to deal heavy damage to anyone that disputes their right to do so, and three triple laser turrets to fight at range when need be. That said, it uses virtual gunners rather than live ones to give more space for use elsewhere.

The jump drive has the early jump advantage x3 to allow it to jump at 70 diameters if it senses a trap. It is equipped with additional sensor options to scout prey at greater ranges and is fueled and supplied for 14 weeks to allow it to lurk until suitable prey wanders into its sights. It has a crew of 5 and 10 thugs to subdue any resistance on the target. This is not the ship that any self-respecting merchant crew ever hopes to meet.

Imperial investigators have begun to suspect that while this class of ship is built with what seems to be Imperial technology, it is not originating from inside the Imperium. Is a rival polity building ships to destabilize trade inside the Imperium? Suspicions have turned toward the Zhodoni Consulate as this is exactly the kind of ploy they would try, and it is becoming more difficult to dismiss as a conspiracy theory with every new attack.

The spreadsheet is linked in the document in my signature.1736808132711.png1736808138612.png
 
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And as I've noted the lack of a 100-ton merchant, I should be sporting and create one. Here it is.

Kinhome-Class 100-Ton Merchant

A Mongoose 2e design. The Kinhome-Class 100-Ton Merchant is designed for a pilot/astrogator and engineer team (preferably a couple as they will be sharing a cabin). At 2/3 the cost of a Type A Free Trader, it boasts more than 3/4 of the other's ship's cargo capacity. It is armed with a triple turret hosting a beam laser, a sandcaster, and a missile rack. There are no reloads aboard ship, so the dozen missiles and 20 sand canisters are it until port.

It comes equipped with a 20-ton fuel/cargo container to add to the 10 tons built into the ship. That allows it to go up to 3 parsecs when needed though that reduces the cargo capacity, but lets the ship achieve J2 without permanently sacrificing 10 tons of potential cargo space to fuel. It doesn’t have enough power to use all systems and must cut thrust, laser weapons fire, and sensors before jumping.

There are no passenger cabins, and everything is as basic as one could imagine, but it comes with a top-of-the-line entertainment system to keep the crew occupied when they aren't pursuing more... intimate pastimes. In all, it is one of the least expensive ships available and a bargain at the price. They are so affordable that they are actually even more common than the ubiquitous Free Trader and are seen all over the Imperium.1736823871645.png1736823876506.png
 
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A jump 2 drive costs and displaces the same amount as a J1 on a 100 ton ship. The only downside is that is needs 10 more power.
By giving the ship 2 jumps of fuel and converting 10 tons of the main tanks into Cargo/Fuel tanks, you get more for the money and the ship becomes more versatile... apart from the space you lose by making the power plant bigger.
Edit: The fuel bladder works too.
 
A jump 2 drive costs and displaces the same amount as a J1 on a 100 ton ship. The only downside is that is needs 10 more power.
By giving the ship 2 jumps of fuel and converting 10 tons of the main tanks into Cargo/Fuel tanks, you get more for the money and the ship becomes more versatile... apart from the space you lose by making the power plant bigger.
Edit: The fuel bladder works too.
Hmmm. Definitely a point. *scurries off to make changes*
 
The updated write up. I'll change the images above in a bit and add it there, too.

I decided to jury rig it as this seems the kind thing this ship would do. I didn't increase the permanent fuel area so to get J2 they have to use 1/2 of the fuel bladder. It's short of power by 10 points, so it has to stop maneuvering to jump. Otherwise, it's the same.

The Kinhome-Class 100-Ton Merchant is designed for a pilot/astrogator and engineer team (preferably a couple as they will be sharing a cabin). At 2/3 the cost of a Type A Free Trader, it boasts more than 3/4 of the other's ship's cargo capacity. It is armed with a triple turret hosting a beam laser, a sandcaster, and a missile rack. There are no reloads aboard ship, so the dozen missiles and 20 sand canisters are it until port. It comes equipped with a collapsable 20-ton fuel bladder to add to the 10 tons built into the ship. That allows it to go up to 3 parsecs when needed though that reduces the cargo capacity, but lets the ship achieve J2 without permanently sacrificing 10 tons of potential cargo space to fuel. It doesn't have enough power to use all systems and must cut thrust, laser weapons fire, and sensors before jumping.

There are no passenger cabins, and everything is as basic as one could imagine, but it comes with a top-of-the-line entertainment system to keep the crew occupied when they aren't pursuing more... intimate pastimes. In all, it is one of the least expensive ships available and a bargain at the price. They are so affordable that they are actually even more common than the ubiquitous Free Trader and are seen all over the Imperium.
 
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Terry,

I like the 100 dton merchant ship, interesting build. Cool intro ship.

But I must confess, I have always hated the idea of a purpose-built pirate ship. I prefer the visual image of pirates using existing ships for their nefarious ill deeds. Now I know I am in the minority here, but I do like this little merchant that you made to offer. :) (y)
 
Terry,

I like the 100 dton merchant ship, interesting build. Cool intro ship.

But I must confess, I have always hated the idea of a purpose-built pirate ship. I prefer the visual image of pirates using existing ships for their nefarious ill deeds. Now I know I am in the minority here, but I do like this little merchant that you made to offer. :) (y)
Thanks. I think I'll write it up for the next JTAS set. I just tweaked it as collapsable fuel tanks didn't work.

I agree on the Corsair angle. I only made it because Mongoose made one and I wanted it to make more sense. I think ad hoc is the way to go.
 
Terry,

I like the 100 dton merchant ship, interesting build. Cool intro ship.

But I must confess, I have always hated the idea of a purpose-built pirate ship. I prefer the visual image of pirates using existing ships for their nefarious ill deeds. Now I know I am in the minority here, but I do like this little merchant that you made to offer. :) (y)
You have to admit, though, that a small number of ship eating ships like that from "You Only Live Twice" is cool.

I like the idea of stolen/mortgage jumping merchants and stolen/mutinied patrol ships as pirates/privateers.
The majority of pirates IMTU tend to be former merchant convoy escort ships from 200 - 400 tons.
 
You have to admit, though, that a small number of ship eating ships like that from "You Only Live Twice" is cool.

I like the idea of stolen/mortgage jumping merchants and stolen/mutinied patrol ships as pirates/privateers.
The majority of pirates IMTU tend to be former merchant convoy escort ships from 200 - 400 tons.
Better be sure the jump drive in the target is locked down, though. I'd imaging having a ship inside another ship jump would be Very BadTM. Probably worse if it attempts to jump while the other ship is already in jump space.
 
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A Q ship 100t has room for a 35t bay... just saying :)

Oh, and stick to purpose. The reason for the 200t jump1 free trader is that it maximises cargo and therefore revenue. A 100t no frills trader is going to be jump 1 and maximise cargo. Once you are making money you can updrade to a jump2 drive and spend credits on fuel bladders that will take up valuable cargo space. Merchant ships merchant, they are not built for versatility, they are built to maximise profit.
 
A Q ship 100t has room for a 35t bay... just saying :)

Oh, and stick to purpose. The reason for the 200t jump1 free trader is that it maximises cargo and therefore revenue. A 100t no frills trader is going to be jump 1 and maximise cargo. Once you are making money you can updrade to a jump2 drive and spend credits on fuel bladders that will take up valuable cargo space. Merchant ships merchant, they are not built for versatility, they are built to maximise profit.
For a 100 ton ship, jump 1 and jump 2 are the same size and cost. It makes no sense to put a J1 on a 100 ton ship.
 
For a 100 ton ship, jump 1 and jump 2 are the same size and cost. It makes no sense to put a J1 on a 100 ton ship.
Quite, and with Docking Clamps and External Cargo Mounts it can be a 100 Dt J-2 ship or a 200 Dt J-1 ship as the user sees fit for the current situation.

Merchant ships merchant, they are not built for versatility, they are built to maximise profit.
Versatility is what makes it possible to make money under different market conditions. Versatility makes money.
 
Considering tweaks that could make it a better pirate ship led me to making this, the Type P6.5 650-Ton Corsair. I heaped on the add-ons I thought would make it a terror of the spaceways. It's 3X as expensive but can get targets that are twice as big and are so very much more capable. If I missed something or you have an additional suggestion, please speak up.
Sadly I don't think the concept with a Docking Space works. A Docking Space is for a specific hull shape with perhaps an extra inch of clearance, it isn't for any generic ship.

The Space Station has the Docking Facility for any generic ship, but it's prohibitively expensive at three times the size of the carried ship.


You don't need Power for both M-drive and J-drive simultaneously, especially with the batteries to power the J-drive. You can even save half of the basic hull Power in combat. So, you can shave quite a few tons off the power plant...


The Fusion barbette is fearsome, but short-ranged. Perhaps a PA-barbette instead?
 
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Quite, and with Docking Clamps and External Cargo Mounts it can be a 100 Dt J-2 ship or a 200 Dt J-1 ship as the user sees fit for the current situation.
Docking clamps are free and take up no voulme?
Versatility is what makes it possible to make money under different market conditions. Versatility makes money.
Not when trading on a jump 1 main to maximise profit from freight delivery (ie standard free trader modus operandi). Anything you are carrying through jump space that adds to your mortgage and takes money from your bottom line is costing you.
 
Docking clamps are free and take up no voulme?
No, of course not, but they can be modular so you can quickly and cheaply retrofit them if you want them.


Not when trading on a jump 1 main to maximise profit from freight delivery (ie standard free trader modus operandi). Anything you are carrying through jump space that adds to your mortgage and takes money from your bottom line is costing you.
On a J-1 main you carry external cargo, so you become a virtual 200 Dt ship, carrying more cargo for more profits.

When you want to leave the mains you carry more fuel or less external cargo, as befits the situation, because versatility.
 
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