The forgotton ships...

GarethL

Banded Mongoose
A couple of ships that seem to have fallen by the wayside, modified up to High Guard (so some liberties taken with the specifics), have fun,

Code:
Corsair
Minimum crew: Pilot, Navigator, 3x Engineers
Costs:        Purchase Price     139.06 MCr 
              Running Costs      11.588 kCr (Maint) + Life Support / Month
Hull Points:  160

TL12                                                     Tons Cost /MCr Power
Hull          400 tons, Partially Streamlined               -      20.0    80
Armour        None                                          -         -     -
M-Drive       Thrust 3                                   12.0      24.0   120
J-Drive       Jump-2                                     25.0      37.5    80
Power Plant   Fusion, Power 210                          14.0      14.0     -
Fuel Tanks    95T (one Jump-2 and 15 weeks operation)    95.0         -     -
Bridge                                                   20.0       2.0     -
Computer      Computer 10, BW: 10                           -       0.16    -
              Software:
                  Interface, BW: 0                          -         -     -
                  Security, TL8, BW: 0                      -         -     -
                  Jump Control /2, BW: 10                   -       0.2     -
                  Library, BW: 0                            -         -     -
                  Manoeuvre /0, BW: 0                       -         -     -
                  Evade /1, BW: 10                          -       1.0     -
                  Firecontrol /2, BW: 10                    -       4.0     -
                  Auto-Repair /1, BW: 10                    -       5.0     -
Sensors       Military Grade (Jammers, LIDAR, RADAR)      2.0       4.1     2
Weapons       Triple Turret #1 (1x Beam Laser)            1.0       1.5     5
              Triple Turret #2 (1x Beam Laser)            1.0       1.5     5
              Triple Turret #3 (1x Beam Laser)            1.0       1.5     5
Systems       Repair Drones                               4.0       0.8     -
Staterooms    10x Standard, Double Occupancy             40.0       5.0     -
              20x Low Berths                             10.0       1.0     2
              Common Area                                 8.0       0.8     -
Cargo         167T Cargo                                167.0         -     -

Source: MtG Core rules v1.0


Code:
Heavy Freighter
Minimum crew: Pilot, Navigator, 3x Engineers
Costs:        Purchase Price     199.56 MCr 
              Running Costs      16.630 kCr (Maint) + Life Support / Month
Hull Points:  360

TL12                                                     Tons Cost /MCr Power
Hull          1,000 tons, Unstreamlined (dist. hull)        -      25.0   200
Armour        None                                          -         -     -
M-Drive       Thrust 1                                   10.0      20.0   100
J-Drive       Jump-2                                     55.0      82.5   200
Power Plant   Fusion, Power 450                          30.0      30.0     -
Fuel Tanks    203T (one Jump-2 and 4 weeks operation)   203.0         -     -
Bridge                                                   20.0       5.0     -
Computer      Computer 10, BW: 10                           -       0.16    -
              Software:
                  Interface, BW: 0                          -         -     -
                  Security, TL8, BW: 0                      -         -     -
                  Jump Control /2, BW: 10                   -       0.2     -
                  Library, BW: 0                            -         -     -
                  Manoeuvre /0, BW: 0                       -         -     -
Sensors       Civilian Grade (Jammers, LIDAR, RADAR)      1.0       3.0     1
Weapons       Triple Turret #1 (1x SandC., 2x Beam Laser) 1.0       2.5     9
              Triple Turret #2 (1x SandC., 2x Beam Laser) 1.0       2.5     9
Systems       -                                             -         -     -
Staterooms    8x Standard                                32.0       4.0     -
              20x Low Berths                             10.0       1.0     2
              Common Area                                 2.0       0.2     -
Cargo         Docking space – 1x 100T shuttle           100.0      25.0     -
              545T Cargo                                545.0         -     -
              
 Source: MtG Core rules v1.0


Code:
Serpent Police Cutter
Minimum crew: Pilot, Navigator, Engineer, Gunner
Costs:        Purchase Price     47.8 MCr 
              Running Costs      16.005 kCr (Maint) + Life Support / Month
Hull Points:  360

TL12                                                     Tons Cost /MCr Power
Hull          100 tons, Streamlined                         -       6.0    20
Armour        Crystaliron, Armour 4                       5.0       1.2     -
M-Drive       Thrust 6                                    6.0      12.0    60
J-Drive       None                                          -         -     -
Power Plant   TL8, Fusion, Power 90                      09.0       9.0     -
Fuel Tanks    1T (4 weeks operation)                      1.0         -     -
Bridge                                                   10.0       0.5     -
Computer      Computer 15, BW: 15                           -       2.0     -
              Software:
                  Interface, BW: 0                          -         -     -
                  Security, TL8, BW: 0                      -         -     -
                  Jump Control /2, BW: 10                   -       0.2     -
                  Library, BW: 0                            -         -     -
                  Manoeuvre /0, BW: 0                       -         -     -
                  Evade /1, BW: 10                          -       1.0     -
                  Firecontrol /1, BW: 5                     -       2.0     -
Sensors       Military Grade (Jammers, LIDAR, RADAR)      2.0       4.1     2
Weapons       Triple Turret #1 (1x PLaser., 2x Missile)   1.0       3.5     5
Systems       Fuel Scoops                                   -         -     -
Staterooms    2x Standard                                 8.0       1.0     -
              10x Low Berths                              5.0       0.5     1
Cargo         Docking space – 1x 20T launch              20.0       5.0     -
              33T Cargo                                  33.0         -     -

 Source: MtG Core rules v1.0
 
My version of the Corsair for HG2e:
400 tons. Standard configuration hull, Emission Absorption Grid, Stealth.
Maneuver 3g, Jump 2J, Fusion 12 (power 165). Fuel - One Jump 2 and 7 weeks operation.
Computer/10 with Maneuver/0, Jump Control/2, Evade/1, Fire Control/1, Library
Sensors - Military
Weapons - 3x Triple turrets (Beam Laser/empty/empty)
Options: Ship's Locker, Repair Drones, 68 tons cargo space, 100 ton Docking space,
Fuel Scoops, Fuel processors 80 tons/day, Breaching Tube, TL 12 Forced Linkage Apparatus.
10 Staterooms
20 Low Berths
MCr.184.86

I hope my math was done correctly.
 
Cool, I like the extras (linkage, docking space, breaching tube) - I seriously considered both, but I was trying to stay as true as possible to the original. That and the class background suggested that it was designed as a commerce raider (of course, I could easily see numerous pirates fitting it),
 
I used Docking Space as 'staying true'. It can hold 100 tons of ship or craft plus 10% while a full hangar is an extra 100% and all you really are doing is grab and run not repairs.

If you drop the Tube and Linkage, you have an extra 5 tons cargo. Fuel processor add another 4 tons for cargo.
 
Hi guys,

The Corsair has been reserved for the new Drinax. However, we are currently prepping another little supplement for High Guard in which we will be squeezing 2-3 new ships. One of these is likely to be the Jump Ship, but we are happy to take requests!
 
Matt, great to hear it. I want to see what the official versions will be like. Right now, it's just fun to test ship designs and conjecture.

Personally, as I find it a great little starting ship for the roguish, I would put in a request for an official 2e Jumpcusser.
 
For the corsair I would go with docking clamps (& jump net) and carry the loot externally. It could do J-2 with a Free Trader or J-1 with a Fat Trader. A ship is generally worth more than the cargo.

Docking spaces can probably only carry the specific craft it is designed for, it must be exactly big enough in three dimensions to fit. Full Hangars are probably more flexible.

If you specify a large empty space with a big hatch I would allow you to carry what actually fits. If you say 100 dT you have to specify the actual size, e.g. 100 dT = 1400 m³ = 30 m × 7,5 m × 6 m, which is slightly too short to fit a pinnace.
 
Jumpcusser built on a Scout chassis.

Code:
TL 12           Hull  40                                           43,3    
                             Desired    ∆TL    Rat    #    dTon    Cost    Power
Hull                            100                       100,0             20,0
Config          Streamlined       2             2                   6,0    
Hull strength   Standard          2             2                
Armour          Crystaliron       4             4           5,0     1,2    
                                
JumpD           Standard          2             2     1    10,0    15,0     20,0
ManœuvreD       Standard          2             2     1     2,0     4,0     20,0
PowerP (TL12)   Standard                              1     4,0     4,0     60,0

Fuel, Jump                        2             2     1    20,0        
Fuel, Power                       4           4 w     1     1,0        
Fuel Purification              12 h          12 h     1     2,0     0,1      2,0
                                
Bridge                            1                   1    10,0     0,5    
Comp            m/5/bis           1      1      5     1             0,0    
Jump Control/2  BW:10                                               0,2    
Sensors         Military          2             2     1     2,0     4,1      2,0

Staterooms                                            2     8,0     1,0    
Cargo                                                      31,7        
Collapsible Tanks                30                  30     0,3     0,0    
Cargo Scoop                       1                   1     2,0     0,5    
                                
Pulse Laser     High Technology   1      3   TL12     1     1,0     5,5     13,0
Popp-up                                                     1,0     1,0
I deviated from the original in having the second jump's fuel in fuel bladders in the cargo hold, so I can have either fuel for two jumps or more cargo.

The net total change from the MgT1 version is an additional 1,7 dT cargo, I could just have used the old version...
 
I like it :D

Instead of a "Jump Cusser" this is more like a "Mugger"

Using a pop-up turret adds some interesting tricks to the ships bag bag of dirty tricks. Settle into orbit around a gas giant when someone jumps into the system broadcast a distress signal...scanners show the ship is unarmed...when the target gets adjacent tot eh Jump cusser it pops it's turret and now has the drop on the target ship.

the target vessel has no jump fuel,is at point black range for a triple set of pulse lasers. not a lot of choices. The best thing to do is dump cargo when ordered to and let the pirate leave.

Best choice for the pirate is to scoop up the cargo and be on their merry way with no shots fired.... The navy gets a lot more motivated when people are being marooned or die.


Add in some external cargo clamps and it can carry away even more loot :D
 
A pop up turret can't be that much of a surprise; a pirate sensors estimate the mass of a victim, and Long John Silverborg looks at his watch calculator and divides it by a hundred.

Pop up barbette, on the other hand ...
 
Condottiere said:
A pop up turret can't be that much of a surprise; a pirate sensors estimate the mass of a victim, and Long John Silverborg looks at his watch calculator and divides it by a hundred.

Pop up barbette, on the other hand ...

Or a concealed bay......
 
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