Raider Variants

These are some variants of hulls I have come up with to be used with the raider fleets. The first two are also on another thread, the third is a new variant. All comments are welcome, thanks.

Raiders Avioki-class Heavy Cruiser Battle

Whilst the larger raider groups buy Novas from third parties to ensure the EA armaments remain entact, they see no need to do the same from the Brakari, so instead buy Aviokis which are no longer needed. Similar to the Batrados Transport variant, except no weapons systems remain as the Brakari do not want their own weapons being used against them - but their own hulls are a different matter! However, this is not a problem to the raiders who would have removed the weapon systems anyway as they prefer to stick with what they know and dislike the long reload time of the Graviton Beam, so instead fit their own weapons systems, and in some eyes, do a better job than the Brakari manage.

Speed 5 Damage 60/15 Craft 2 Delta V2s
Turn 1/45 Crew 70/15 Special Rules Jump Point, Interceptors 3
Hull 5 Troops 5 In Service 2266+

Weapon Range Arc AD Special
Medium Laser Cannon 20 F 4 Beam, DD, AP
Medium Pulse Cannon 10 F 10 -
Medium Pulse Cannon 8 A 8 -
Medium Pulse Cannon 8 P 8 -
Medium Pulse Cannon 8 S 8 -
Particle Beam 4 P 5 Anti-Fighter, Weak
Particle Beam 4 S 5 Anti-Fighter, Weak


G'Karith-Class Patrol Cruiser Raiders Variant - Raid

After the Narn were set free by Londo, they set about rebuilding their homes, lives, and most importantly their defenses and fleets, all of which cost a great deal of money. They quickly realised that they could sell some of their ships at a vast profit, whilst the Raiders realised that even with their new V2's they still had problems with fighters protecting cargo ships, and their anti-fighter weapons were too weak and had too-shorter range to aid their own fighters, so they needed a new weapon. They quickly discovered the G'Karith hulls, complete with Energy Mine tubes, and set about buying as many as they could, with a plan to using the mines to destroy cargo-ship-protecting-fighters before they intercepted their own fighters. However, they quickly ran into problems with the Narn reactors and the energy mines - Raiders cannot tolerate as higher radiation levels as the Narn can! This meant that nearly everything had to be replaced, which only pushed up the ever increasing cost of the ships. However, eventually they succeeded in converting the hull and perfecting the energy mines (mainly due to buying Brakari expertise from the Tashkat variant which used energy mines), and their finished product was quickly put to use, although every raider captain in control of such a vessel must remember not to use the energy mines against the cargo ships, as any captain that does will quickly find all other raider weapons turned on him after the battle!

Speed 6 Damage 30/6 Craft 1 Delta V2 Flight
Turn 2/45 Crew 36/7 Special Rules Jump Point, Interceptors 1
Hull 4 Troops 3 In Service 2267+

Weapon Range Arc AD Special
Gravitic Mine 25 F 3 Energy Mine
Medium Pulse Cannon 10 F 10 -
Twin Particle Array 8 F 5 Twin-Linked
Light Pulse Cannon 8 A 4 -
Medium Pulse Cannon 8 P 6 -
Medium Pulse Cannon 8 S 6 -

NB
The Raiders G'Karith uses the same energy mines as the Brakari Takata, and therefore uses all the same energy mine rules and stats.



Vorchan/Vorchat-class Warship Raiders Variant - Skirmish

Although Londo freed the Narn, some Centauri houses still felt that they should have the Narn as slaves, and resented the way that the Narn were a free race recovering from their enslavement. As such, they looked for ways of hampering the Narns efforts to rebuild their lives. They knew that they could not openly attack, especially with the ISA keeping a close eye (and helping hand) on the Narn. And so they turned to the raiders; they offered them cheap vessels - with some of the armament and other equipment that usually can be found in Centauri ships (but not enough to reveal their plans to any whom should glipse the raiders Centauri hulls) - and in return all they asked was that the raiders did not attack their cargo ships, instead focussed on the Narn transport routes. Some raider groups did not involve themselves, realising that they were better off staying as they were, but for some, especially those wishing to grow quickly, the opportunity of cheap, good ships that would fill a gap in their fleet list well was too good to miss! And so the raiders came to have a deal with certain Centauri houses to attack Narn shipping lanes, until the Centauri houses could one day openly attack Narn themselves...

Speed 11 Damage 15/5 Craft 1 Delta-V Flight
Turn 2/45 Crew 20/6 Special Rules Jump Point
Hull 5 Troops 1 In Service 2264+

Weapon Range Arc AD Special
Medium Pulse Cannon 10 F 8 -
Twin Particle Array F 6 Twin-Linked
Twin Particle Array A 3 Twin-Linked
Twin Particle Array P 4 Twin-Linked
Twin Particle Array S 4 Twin-Linked


EDIT: Below no longer applies. :)
NB
Due to the agreement, and fearing reprisal if they should break the agreement, these Centauri hulls cannot be used to attack known centauri ships, unless the Centauri attack the raiders, as opposed to the raiders attacking Centauri ships.
 
Centauri one is fine - although I would loose the bit about not attacking Centauri ships - its too suspicious and a few lost cargo ships are a neccesary evil. Plus even with Centauri crew etc they would probably enjoy raidig whoever once they get into the raiding life?
 
i have to say well done. That is some fine raiders ships. I just hope that in 2nd ed raiders get some new hulls, i know they will always be the underdogs but the amount of battlewagons always used is getting a bit tiring.
 
Heres another one, whilst it uses a sagittarius' hull, the weapons are almost completly different.

Sagittarius-class Cruiser Raider Variant Raid

The Sagittarius was never particularly popular in fleet command, so they were more than happy to sell them off as soon as a chance arose. Whilst the Earth Alliance sold them to reputable companies, after the numerous wars most of the companies that still had the Sagittarius' (and most that had brought them from the EA still owned them as they had not yet found a need for them!) were more interested in getting at least some of their investment back, rather than the morales and uses of the buyers. As such, most found their way into the hands of raider groups who saw the potential to use the hull as a large platform for some of their own weapon systems. They kept a few of the missile racks, but all the other weapon systems were replaced with what the raiders knew and trusted - and some of the extra space was used to improve the defensive measures to try to at least make up for the weak armour of the hull. A few groups tried to include a hangar but were only left with hulls that would come apart after the slightest of fire, so most hulls were left unchanges, only the usage of the space inside was changed. Although most raider groups found during their modifications that the hull lent itself well to particle arrays, and their was enough space for once to have computers which would be able to handle them all.

Speed 6 Damage 26/6 Craft None
Turn 1/45 Crew 30/6 Special Rules Interceptors 4
Hull 5 Troops 2 In Service 2263+

Weapon Range Arc AD Special
Missile Rack 30 F 4 Precise, SAP, Slow-Loading
Railguns 12 F 5 AP, DD
Twin Particle Array 8 A 2 Twin-Linked
Twin Particle Array 8 P 3 Twin-Linked
Twin Particle Array 8 S 3 Twin-Linked
Particle Beam 4 P 5 Anti-Fighter, Weak
Particle Beam 4 S 5 Anti-Fighter, Weak

NB

The raiders Sagittarius can only use the standard missile type.
 
Interesting ideas...how about something more generic and let the player see what suits him:

Raiders Scavenged Ship [Skirmish]

Speed 5
Turns 1/45
Hull 4
Damage 20/5
Crew 22/6
Troops 1

Light Pulsar 8" 8AD Front, 6AD Port/Starboard

+any three of the following choices (may only select each choice once):

+8/0 Damage, +8/0 Crew
+1 Hull
Dodge 5+
Interceptors 2
Anti-Fighter 2, Escort

Light Pulsars gain Twin-Linked
Missile Racks 20" 3AD Front, Super AP, Precise, Slow-Loading
Laser Cannon 18" 1AD Boresight, Beam, Double Damage, Super AP
Railgun 12" 2AD Front/Aft, AP, Double Damage
Plasma Cannon 8" 3AD Front, 2AD Port/Starboard, AP

Auxilliary Craft: 2 Delta-V Fighters
Command 1
Speed 9, Turns 2/45, Dodge 6+
Atmospheric, Troops 4, Shuttles 2

Even optimal configurations here are not actually better than other Skirmish PL craft (as compensation for the choice that is offered) and the options do not allow ships that go particularly over the top in any particular discipline. Models for this ship would be scratch built/kitbashed and allow a real modelling opportunity for people.
 
So what's escort do? Allow you to use your anti-fighter to protect another ship? Automatic success on move to shield them actions?
 
I was thinking that the introduction of a generic set of ships, perhaps made by an independent arms corperation , would kill two birds with one ppg shot.
Perfect for Raiders lists and Races that haven't been represented yet (Hyach, Ipsha,Cascor etc).
 
Da Boss said:
Celisasu said:
So what's escort do? Allow you to use your anti-fighter to protect another ship? Automatic success on move to shield them actions?

I think he slipped into 2nd Ed :D

I figured that from the anti-fighter trait. So I want to know what Escort does. :wink:
 
As you'd guessed; it allows your anti-fighter trait to be added to that of other, nearby ships.

The exact mechanics and ranges I don't know.
 
Triggys idea is a good one, and it would be a good way of allowing fleets to build up before the races can be fleshed out a bit more. I realise he probably isn't allowed to say if it is, but is it something hes seen in 2e?
 
Valen is my name said:
Triggys idea is a good one, and it would be a good way of allowing fleets to build up before the races can be fleshed out a bit more. I realise he probably isn't allowed to say if it is, but is it something hes seen in 2e?

I like his idea as well, it will also give Raider forces a distinctive feel which would be good.

One thing I have noticed about all the ships listed so far is that they are SLOW. Shouldn't raider ships be fast... they need to be able to get away with the loot before troubles turns up...
 
well most have the jump point but thats the reason why i used the vorchan, as its a good ship to do lightning raids or hold off attackers as the other ships make their escape
 
i was also thinking about doing a raiders starfury variant, not as good as an EA SF because the raiders had found partly damaged ones that weren't used anymore after the t-bolt replaced the aging SF, but the raiders had to try to repair them so they aren't as good, but still better dogfighters than the delta-vs
 
Cheers, erm I did seem to slip into 2nd ed mode there for a second :)

It's something I've suggested but I don't know whether it will happen. Raiders seem particularly suited to this sort of choice of ship given their scavenging nature. It also allows a lot of opportunities for conversions.

As for the ships being slow - generally the motherships will be slow with the fighters doing most of the donkey work. It's not like they have brand new engines and military personnel to maintain them is it? (there are options to make much faster and more agile ships in there though this would be at the expense of firepower/toughness).
 
Triggy said:
Cheers, erm I did seem to slip into 2nd ed mode there for a second :)

It's something I've suggested but I don't know whether it will happen. Raiders seem particularly suited to this sort of choice of ship given their scavenging nature. It also allows a lot of opportunities for conversions.

As for the ships being slow - generally the motherships will be slow with the fighters doing most of the donkey work. It's not like they have brand new engines and military personnel to maintain them is it? (there are options to make much faster and more agile ships in there though this would be at the expense of firepower/toughness).

When your neck depends on how fast you can get out of somewhere I would imagine that looking after your engines would come very high up the priority list. What was the fastest ship in the Starwars universe....

Maybe rather than just making the ships faster, you could have an option to grab afterburners for your ship 8).
 
Valen is my name said:
Triggys idea is a good one, and it would be a good way of allowing fleets to build up before the races can be fleshed out a bit more. I realise he probably isn't allowed to say if it is, but is it something hes seen in 2e?

Have to agree, I really like the idea. There is plenty of scope for variety and it's a converters dream.

Now, I'm off to pray it has been included in 2nd edititon. :roll:
 
Also helps with the lack of raider hulls, there are currently 4 official ones, i came up with 4 variants of other hulls (although they probably aren't very good raider ships but nm) and then Triggys idea allows for lots of variations. Even if a fleet only had one of each, and one of triggys system there would be nine hulls to choose from rather than 4!
 
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