PoD Harrier 200t TL15 Commerce Raider

mavikfelna

Emperor Mongoose
So, I've heard alot about the Harrier, but hadn't actually looked at it until now. All I have to say is, I was disappointed to be honest. For a 200 ton combatant it does ok in the commerce raider role but it's obvious the Sindalian Empire had it's focus elsewhere. There is also a glaring error with the design, the Jump drive has too modifications to be legal, since Stealth Jump requires 2 modifications to be used. So, me being me, I did up my "official" version of the ship, and then I did my version that I tried to follow the design intent of the original. I'm really not sure about the cargo scoop, I don't see much point in it. But if all you do it blow up opposing ships, rather than board and capture them, then it make some sense, I suppose.

Ok, so with the original, I chose to drop the Early Jump advantage. it's useful for quick get-a-ways but the ship is fast enough that shouldn't be that big a deal. I question the value of Advanced Stealth. It's just too expensive for it's bonus. Against merchants, you could get just as much use out of Improved Stealth for 10% the cost and literally cut the price of the ship in half. Against system pickets, the -6 negates most of their bonuses to see you, but once you hit medium range or open fire, even a half blind SDB is going to see you. And a single missile? Really? in MgT 2e? You're better off saving money and using just the particle beam at long range rather than shooting missiles, at least if the target has a beam turret. And where are the boarding options? A Boarding Launch? Forced Linkage? You're suppose to be raiding commerce people! Also, Holographic Hull, why? If the ship is running the holo hull, it needs to reduce speed or reduce hull gravity to move power to the sensors if you wants sensor coverage.

Screenshot 2025-11-18 005600.pngScreenshot 2025-11-18 005611.png

Ok, enough ranting. Here's my take.
For the moment, I kept the Holographic Hull and Advanced Stealth, though I think I would drop the holo hull and reduced the stealth to Improved to save money. But the Sinalians like to be flashy and overspend, so they stay for now.
M-Drive Efficiency beats out size reduction with the size reduction you can do to the power plant unless both the drive and power plant have very low ratings. You get the same situation with the J-Drive but Size Reduction gets beaten out by Reduced Jump Fuel. If you also reduce the power plant to only powering one of the drives at a time, you save about a third of the tonnage.
I used most of the cargo space to really up the raiding game of the ship and made up for the loss of internal space by giving it a jump net, so now it actually take small hulls as prizes. I upped the crew to a full military crew so they had a decent boarding force and could function 24x7. This necessitated putting the gunners and sensor operators in barracks to keep size down, but that seemed a very Sindalian thing to do. I also dropped the low berths, for prisoners i presume, and replaced them 2 AutoBerth Clusters. Only 6 vs 8 berth spaces but it saved me 2 tons that I desperately needed. I though seriously about using Emergency AutoBerths to give even more carrying capacity but they aren't big enough to large people or Aslan so I went with the Clusters. Also added in the missing medical bay and workstation that a raiding vessel really needs to handle casualties and repairs, respectively. Oh, and with a full military crew you have 6 officers, Captain, Lead Pilot, Astrogator, Chiel Engineer, Medic and Officer, presumably the XO, that all get their own stateroom The remaining mid rankers are in two double staterooms
Added the Forced Linkage and Boarding Tube. Now all the extra crew can be put to work actually taking prizes. Also added robot capacity in case you want boarding bots or cargo bot or moving the loot or what have you.
I don't know if you can use a Cargo Scoop with a Jump Net but I don't see why not, so you can still scoop up cargo and now you have lots of space to put it, presuming you're ok with jump 1 performance.
The biggest change though, is adding a 3x small Ion Barbette. So now you disable those pesky freighters before they can get away. With an average of 360 ion damage a turn, most merchies are going to fold pretty quickly,

Screenshot 2025-11-18 011700.pngScreenshot 2025-11-18 011709.png

So, what you do y'all think? Am I on track or totally off beat here? You can free up 15 tons by going back to a commercial crew, and an additional 6 tons by dropping the workshop if you want internal cargo space back.
 
The Harrier is terrifyingly effective with a party that understands the rules, and especially with players who add beams for the damaged turret.

Properly handled with beams and a crew who understand the stealth and called shot rules she is a mortal danger to any ship up to 1,999 dtons. For a more risk averse group she’s great at kiting with the particle barbette.

Anything by way of a boost would make combat trivial in many situations. Fortunately an ion barbette with the upgrades wasted on size reductions is quite the opposite of a boost.

If you’re trying to carry out a forced boarding you’re doing Harriering wrong.
 
The Harrier is terrifyingly effective with a party that understands the rules, and especially with players who add beams for the damaged turret.

Properly handled with beams and a crew who understand the stealth and called shot rules she is a mortal danger to any ship up to 1,999 dtons. For a more risk averse group she’s great at kiting with the particle barbette.

Anything by way of a boost would make combat trivial in many situations. Fortunately an ion barbette with the upgrades wasted on size reductions is quite the opposite of a boost.

If you’re trying to carry out a forced boarding you’re doing Harriering wrong.
Yeah. Invite the customs inspectors on board or be killed with radiation. Seems an easy choice to me.
 
So, I've heard alot about the Harrier, but hadn't actually looked at it until now. All I have to say is, I was disappointed to be honest. For a 200 ton combatant it does ok in the commerce raider role but it's obvious the Sindalian Empire had it's focus elsewhere. There is also a glaring error with the design, the Jump drive has too modifications to be legal, since Stealth Jump requires 2 modifications to be used. So, me being me, I did up my "official" version of the ship, and then I did my version that I tried to follow the design intent of the original. I'm really not sure about the cargo scoop, I don't see much point in it. But if all you do it blow up opposing ships, rather than board and capture them, then it make some sense, I suppose.

Ok, so with the original, I chose to drop the Early Jump advantage. it's useful for quick get-a-ways but the ship is fast enough that shouldn't be that big a deal. I question the value of Advanced Stealth. It's just too expensive for it's bonus. Against merchants, you could get just as much use out of Improved Stealth for 10% the cost and literally cut the price of the ship in half. Against system pickets, the -6 negates most of their bonuses to see you, but once you hit medium range or open fire, even a half blind SDB is going to see you. And a single missile? Really? in MgT 2e? You're better off saving money and using just the particle beam at long range rather than shooting missiles, at least if the target has a beam turret. And where are the boarding options? A Boarding Launch? Forced Linkage? You're suppose to be raiding commerce people! Also, Holographic Hull, why? If the ship is running the holo hull, it needs to reduce speed or reduce hull gravity to move power to the sensors if you wants sensor coverage.

View attachment 6614View attachment 6615

Ok, enough ranting. Here's my take.
For the moment, I kept the Holographic Hull and Advanced Stealth, though I think I would drop the holo hull and reduced the stealth to Improved to save money. But the Sinalians like to be flashy and overspend, so they stay for now.
M-Drive Efficiency beats out size reduction with the size reduction you can do to the power plant unless both the drive and power plant have very low ratings. You get the same situation with the J-Drive but Size Reduction gets beaten out by Reduced Jump Fuel. If you also reduce the power plant to only powering one of the drives at a time, you save about a third of the tonnage.
I used most of the cargo space to really up the raiding game of the ship and made up for the loss of internal space by giving it a jump net, so now it actually take small hulls as prizes. I upped the crew to a full military crew so they had a decent boarding force and could function 24x7. This necessitated putting the gunners and sensor operators in barracks to keep size down, but that seemed a very Sindalian thing to do. I also dropped the low berths, for prisoners i presume, and replaced them 2 AutoBerth Clusters. Only 6 vs 8 berth spaces but it saved me 2 tons that I desperately needed. I though seriously about using Emergency AutoBerths to give even more carrying capacity but they aren't big enough to large people or Aslan so I went with the Clusters. Also added in the missing medical bay and workstation that a raiding vessel really needs to handle casualties and repairs, respectively. Oh, and with a full military crew you have 6 officers, Captain, Lead Pilot, Astrogator, Chiel Engineer, Medic and Officer, presumably the XO, that all get their own stateroom The remaining mid rankers are in two double staterooms
Added the Forced Linkage and Boarding Tube. Now all the extra crew can be put to work actually taking prizes. Also added robot capacity in case you want boarding bots or cargo bot or moving the loot or what have you.
I don't know if you can use a Cargo Scoop with a Jump Net but I don't see why not, so you can still scoop up cargo and now you have lots of space to put it, presuming you're ok with jump 1 performance.
The biggest change though, is adding a 3x small Ion Barbette. So now you disable those pesky freighters before they can get away. With an average of 360 ion damage a turn, most merchies are going to fold pretty quickly,

View attachment 6616View attachment 6617

So, what you do y'all think? Am I on track or totally off beat here? You can free up 15 tons by going back to a commercial crew, and an additional 6 tons by dropping the workshop if you want internal cargo space back.
How do you have 3 Ion Barbettes on 2 Hardpoints? Also, your drop tanks are Advanced Stealthed, so every time you drop them you lose 19 million credits.
 
How do you have 3 Ion Barbettes on 2 Hardpoints? Also, your drop tanks are Advanced Stealthed, so every time you drop them you lose 19 million credits.
3 Ion barbettes? There is 1 barbettet with size reduction 3 on it, reducing it to 3.5 tons.
If you're carrying the drop tanks, it's for long range travel so you are aren't dropping them until you reach your destination, like the Gazelle. They aren't stealthed so you would detatch them and stash them when not in use and come back for them later when you need them. Or drain them and fill them with cargo if you allow that, from discussions elsewhere on the forum here.
 
3 Ion barbettes? There is 1 barbettet with size reduction 3 on it, reducing it to 3.5 tons.
I need to learn how to read. :(
If you're carrying the drop tanks, it's for long range travel so you are aren't dropping them until you reach your destination, like the Gazelle. They aren't stealthed so you would detatch them and stash them when not in use and come back for them later when you need them. Or drain them and fill them with cargo if you allow that, from discussions elsewhere on the forum here.
So, you won't get the -6 from Stealth when jumping into a system. Also, you cannot be Stealth just before you jump either. Correct?
 
That happened because Stealth Jump was going to be changed to only require 1 modification, for whatever reason that change didn't end up making it into the rules.

IMTU, the harrier continues to have all of the jump high technology features despite the rules non-compliance. It makes the ship feel like a unique artifact that can't be reproduced.
 
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