[GK Games] Coming soon! ARRRRRR!

Gypsy Knights Games

Cosmic Mongoose
Coming soon!

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Here we see the Demon-class pirate lembus. The Demon-class is from Gypsy Knights Games' upcoming Skull and Crossbones: Piracy in Clement Sector which will be available in PDF form on July 15.

Art by Ian Stead. Demon-class designed by Michael Johnson.

The majority of pirates prefer to use vessels such as the Rucker or Atlas-class because those ships are commonly seen in most systems in Clement Sector. Pirates can come into a system using something like this or a Jinsokuna Chirsahi-class yacht and not be immediately suspected of being up to no good.

Some pirates prefer to use a vessel which immediately strikes fear into their prey and announces to their target that they mean business. For those sorts of pirates, the ship of choice is often the lembus. The lembus, the name taken from a type of fast and maneuverable galleys used by pirates in the ancient Mediterranean, is a vessel designed for pirates and by pirates.

Most lembi are made by small shipyards at pirate bases such as Refuge or Golgotha though rumors have it that the ships are also being made at pirate friendly worlds such as Gagnon (Cascadia 0308), Chance (Cascadia 0405), or even Tupolev (Superior 0710) or Selu (Sequoyah 0405). Some lembi are designed and created from plans while others are simply extensive modifications to existing vessels.

The most popular lembus currently in production is the Demon-class. Created by the minor shipyard at Refuge (Winston 0705), the Demon is the epitome of the pirate lembus. A number of these have been created for pirates who can pay the price. They are most often seen on the trailing frontier in places like Dawn, Winston, Cascadia, Franklin, and Peel Subsectors.

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A quick question. I know this supplement is intended for the Clement Sector, but is it useable in other settings, in particular Mongoose's Third Imperium, 1105?
 
With some minor adjustments, absolutely possible.

Some things to note regarding the differences to the 3I OGL (both versions);

1. Clement Sector uses the OGL and at this juncture is not likely to move to second edition.

2. The principal means of interstellar travel is the Zimm Drive which is the equivalent to J2.

For fuller explanations and a lot more starship options I refer you to Anderson and Felix Guide to Naval Architecture - Clement Sector's ship design supplement.

3. The maximum TL of Clement Sector is 12, but computer and bio-sciences are roughly TL13.

There are other differences but those will not overly affect any conversion to a 3I use of "Skull and Crossbones"
 
Here we see the Ironbard-class longship. The Ironbard-class is featured in Gypsy Knights Games' upcoming Skull and Crossbones: Piracy in Clement Sector. The PDF version will be available on July 15.

Art by Ian Stead. Ironbard-class designed by Michael Johnson.

For those raiders and marauders who wish to attack a colony or station, some will modify an existing ship design for the attack. However, for those who are serious about the venture and want to strike fear into the targeted population as they come in, there is no better choice than an Ironbard-class longship.

Inspired by the Viking longships of old, the Ironbard is designed to not only quickly insert marauders into a raid but to get them out again with a full load of plunder.

The original design request was to provide a raider vessel able to enter planetary atmospheres, fully maneuver, defend itself against space borne or groundside opposition and be able to land at any starport or landing field. A full marauder/raider force was to be carried for such raids and finally, the ship was to be able to load plunder swiftly, re-embark the raider force and depart at high acceleration before any system or planetary defense forces could react.

The shipyard at Refuge, well versed in pirate and raider lore, created the Ironbard-class longship. The design was a tribute to the Viking longships of old and the Ironbard provided all that was requested of a design. Production progressed rapidly as enthusiastic and wealthy pirate clan chiefs or single pirate captains able to afford the cost ordered the new ships to augment or replace their modified merchant vessels.

The Ironbard is the product of naval architects working at Refuge though it has been noted that similar ships have been spotted in the pirate fleets of The Skull and The Free Apes of Leonidas. It has been theorized the pirates operating on the spinward side of Clement Sector have simply stolen the design.

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A PIRATE book?! I'm singing and dancing with joy!

Yar har, fiddle di dee,
Being a pirate is all right with me,
Do what you want 'cause a pirate is free,
You are a pirate!
Yo Ho, ahoy and avast,
Being a pirate is really badass!
Hang the black flag at the end of the mast!
You are a pirate!



Ahem... In other news, I think I've found an additional use for your latest ship, the Boyne: Belting support. I haven't done any kind of math on this, so it might not be economically feasible, but having a Boyne passing by and refilling a Broken Hill will maximize the Hill's time mining. The UNREP equipment would also let it transfer some ore and take it away for processing/selling, again letting the Hill stay and do its job.

I'm not sure if the cutters should stay, or if the hangars are better off as additional cargo space, but they could resupply smaller belters in the area, or be equipped with belting modules themselves and help out with the mining business.

I think I'd prefer to have the replenishment fuel in bladders though, so the Boyne can carry even more ore back to he refinery per trip.
 
Annatar Giftbringer said:
A PIRATE book?! I'm singing and dancing with joy!

Yar har, fiddle di dee,
Being a pirate is all right with me,
Do what you want 'cause a pirate is free,
You are a pirate!
Yo Ho, ahoy and avast,
Being a pirate is really badass!
Hang the black flag at the end of the mast!
You are a pirate!


ARRRRRR! I love it!


Annatar Giftbringer said:
Ahem... In other news, I think I've found an additional use for your latest ship, the Boyne: Belting support. I haven't done any kind of math on this, so it might not be economically feasible, but having a Boyne passing by and refilling a Broken Hill will maximize the Hill's time mining.

That sounds like a brilliant idea!
 
Annatar Giftbringer said:
A PIRATE book?! I'm singing and dancing with joy!

Yar har, fiddle di dee,
Being a pirate is all right with me,
Do what you want 'cause a pirate is free,
You are a pirate!
Yo Ho, ahoy and avast,
Being a pirate is really badass!
Hang the black flag at the end of the mast!
You are a pirate!

Hopefully by the time the setting takes place, pirates will be something to be genuinely horrified about and terrified of again, not some stupid romanticised dumbed-down version of what they actually were.
 
fusor said:
Hopefully by the time the setting takes place, pirates will be something to be genuinely horrified about and terrified of again, not some stupid romanticised dumbed-down version of what they actually were.

It's my hope that I've captured both types in this book.

Some of them are going to have a very romanticized view of themselves and what they do, at least up to a certain point. Others will be merchants who simply dabble in piracy whereas others will be stone cold killers that would kill you rather than speak to you.
 
Aye. Piracy can be so much. Jolly adventurers/merry marauders, just another form of business, something borne from desperately trying to survive, letters of marque/disrupting trade for enemies without getting one's own hands dirty, or someone genuinely evil that believes that might makes right.

Whichever version ends up being "real" is up to every group of players and their GM, in accord with the plot and the flavor they want for the game, but I could easily see all of them represented within the same setting, and if the book conveys a little of all, then congrats on a job well done :)
 
Annatar Giftbringer said:
Aye. Piracy can be so much. Jolly adventurers/merry marauders, just another form of business, something borne from desperately trying to survive, letters of marque/disrupting trade for enemies without getting one's own hands dirty, or someone genuinely evil that believes that might makes right.

Whichever version ends up being "real" is up to every group of players and their GM, in accord with the plot and the flavor they want for the game, but I could easily see all of them represented within the same setting, and if the book conveys a little of all, then congrats on a job well done :)

Well, in Clement Sector, piracy is all of those things. I certainly hope we have all of those represented in the book.

In Clement Sector, you are going to have down on their luck merchants who have compromised their morality to make ends meet, you have people who watched one too many episodes of Superpirate! and think they can do that too, you have ex-military people who are working for one government to disrupt the trade of another, you have dedicated pirates who are just stone cold killers, and you have marauders who are attacking new colonies along the frontier.

It runs the spectrum.
 
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