Mercs in Orbit
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- dragonfett
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Mercs in Orbit
I was recently trying to use the Merc company rules to design a mercenary group for a group of players to be a part of in the Phase World setting when I realized something, while fine for land based units (or even a space unit that specializes in on ship security), I found it rather lacking for a merc unit that has a fleet of star ships. Has anyone here encountered similar problems?
Under the Pain of Death
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
- Zer0 Kay
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Re: Mercs in Orbit
Make it a book!
you some might think you're a but you're cool in book --Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
- dragonfett
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Re: Mercs in Orbit
What book?
Under the Pain of Death
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
- SpiritInterface
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Re: Mercs in Orbit
dragonfett wrote:I was recently trying to use the Merc company rules to design a mercenary group for a group of players to be a part of in the Phase World setting when I realized something, while fine for land based units (or even a space unit that specializes in on ship security), I found it rather lacking for a merc unit that has a fleet of star ships. Has anyone here encountered similar problems?
Hammer's Slammer in Space?
Interesting thought, but the technical support and economic base required would be prohibitive.
Veni Vidi Vici
Una Salus Victis Nullam Sperare Salutem
Sic vis pacem, Para bellum
Audentes fortuna iuvat
O Tolmon Nika
Oderint Dum Metuant
Una Salus Victis Nullam Sperare Salutem
Sic vis pacem, Para bellum
Audentes fortuna iuvat
O Tolmon Nika
Oderint Dum Metuant
- Zer0 Kay
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Re: Mercs in Orbit
dragonfett wrote:What book?
No. As in, you should make a book for it.
you some might think you're a but you're cool in book --Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
- dragonfett
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Re: Mercs in Orbit
Zer0 Kay wrote:dragonfett wrote:What book?
No. As in, you should make a book for it.
Ah. I misread what you had wrote, for some odd reason thinking that you had said that it's in a book. I am currently working on modifying the existing merc unit creation rules. I will post what I have as a first draft when I finish them.
Under the Pain of Death
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
- taalismn
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Re: Mercs in Orbit
Maybe add a chart to the existing Merc Tables for starships, with different types getting a point cost.
I've been working off and on on a Space Pirate Creation Tables, but have had some teething problems with point costs, but here's what I got specifically for starships:
The following was set up for both Random Roll and Point Construction methods:
d) Technology Level---The level of sophistication in equipment that a pirate band can field can often determine whether they are successful in pulling off their heists or wind up bug-splatter on the shields of an intended target.
1. 01-%Ancient---This stuff looks left over from the dawn of the space age, and the early days of FTL flight! Some of it may simply be pre-Warp intersystem ships retrofitted with an FTL drive! Drive performance is typically incredibly slow(0.5 or less- 2.5 light years per hour) and spare parts hard to come by.
Cost: 0 points
2. -%Old---Dated, but not ancient. The ships may be a bit slower than the latest models, and some parts hard to come by, but can still be competitive and profitable. For Phase World, these ships typically move at 3-4.5 light years per hour
Cost: 10 points
3. -%Modern---Average for the time, and fairly representative of most of what’s currently flying. Parts and servicing are readily available, and most ports will be able to deal with the technology. In Phase World, average speeds would be 3-5 light years per hour
Cost: 15 points
4. -%State of the Art----This is what’s just come out in the last two or three years, and is high performance....so new that few other carriers have the same gear, and spare parts and servicing still expensive until more businesses have the same gear in distribution. In Phaseworld, ships of this description can typically move at speeds of 5-6 light years per hour
Cost: 40 points
5. -00%Super-Tech---Typically a prototype technology unique to the band, likely robbed from somebody else. This technology represents a major jump in capabilities that gives the pirates a SERIOUS edge in its operations. Things like wormhole generators, foldspace drives, extradimensional engines, and other exotic technologies. Expensive to service, instantly distinctive, but worth every penny of it. Of course, the downside is that the pirates may be targetted by industrial spies or governments out to steal this new hardware, or by other pirates out to acquire it for themselves. Or others, like the originators of the technology or those with similar technology, may seek to stop the pirates from using it for fear of jeopardizing their own edge, or because of catastrophic risks associated with it.
Cost: 60 points
f) Ships---ESSENTIAL to space pirates. This can be taken multiple times to reflect a multi-ship squadron or fleet. Civilian vessels are easier to come by and have the advantage of being able to blend in with commercial traffic, but military craft are faster, and more heavily armed and armored.
1) 01-10% Modified Civilian Shuttle(1 pt)---The cheapest and most readily available ships, civilian shuttles lack range, endurance, and capacity, but are available and visible just about everywhere, can be readily serviced from open market parts and services, and can be replaced fairly easily.
2) 11-12% Military Assault Shuttle (3 pts)---Harder to get ahold of, but designed for fast-in-fast-out raiding. Also tend to be heavily armored and armed.
3) 13-16% Local Space Fighter(2 pts)--- Non-FTL fighters, mainly found with planetary militia and system defense forces. Might want to invest in a mothership for them if you’re planning on going interstellar.
4) 17-18% FTL Fighter---(5 pts) --- These are more advanced models that can be used for scouting, hit and run, and raids across several star systems.
5) 19-30% Small Civilian Freighter(4 pts)----Readily available and easily modified, light freighters are very popular with pirates, although their size limits the sort of armaments they can carry, and the sort of cargoes they can go after.
6) 31-38% Medium Civilian Freighter(6 pts)----Another readily available ship type, and common with pirate bands.
7) 39-43% Heavy Civilian Freighter(7 pts)---Easy to come by, but tend to be less agile and requiring more manpower to crew and operate, Heavy Freighters are still common in pirate organizations.
8) 44-47% SuperHeavy Civilian Freighter(12 pts, 13 points for asteroid mining craft or gas miners/tankers )---These giants are slow, but can carry a lot of cargo, or can be modified into decent motherships for smaller craft. Many pirates use SHCFs to ‘port their loot away. This category also includes large asteroid miners and tankers, which can provide a handy second income(and cover), or possible raw materials and fuel.
9) 48-54% Military Patrol Ship(8 pts)---Larger than a fighter, MPS’s often have the speed to intercept most merchant ships, making them a good match for pirates. Their range and endurance on long deployments, however, may limit their effectiveness.
10) 55-56% Depot Ship/Tender/Mobile Shipyard (40 pts)---Depot and Shipyard ships are invaluable craft for keeping a flotilla going in deep space, refining and distributing fuel, as well as providing repairs and modification work, and stripping down prizes.
11) 57-60% Tug(7 pts)--- Though slow and hardly agile, interstellar tugs can haul massive vessels and cargoes once they latch on.
12) 61-67% Runner (9 pts)---A ship specifically designed /configured for blockade running and smuggling; these light vessels are typically custom-built, but the occasional second-hand vessel will appear on the black market(with a history)
13) 68-74% Corvette(9 pts)---Military corvettes are among the more readily available military spacecraft that pirates can lay hands on. Generally fast, if lightly armed and armored, they are useful for scouting and raiding.
14) 75-81% Frigate(11 pts)---Frigates are good general purpose military craft that are useful in a variety of roles, making them good acquisitions for pirate organizations.
15) 82-87% Destroyer(14 pts for Guided Missile Destroyers, 13 pts for Destroyer Escorts)---Destroyers are a favorite of pirate bands with access to military-grade firepower. They are fast, well-armed, and able to perform hit-and-run raids.
16) 88-91% Cruiser(25 pts for Light Cruiser, 50 pts for Heavy Cruiser)--- Cruisers are at the upper limit of firepower that most pirate organizations are likely to be able to afford. Their armor and firepower allow them to overpower all but the most heavily armed merchantmen, and pose a threat to most escort vessels.
17) 92-95% BattleCruiser(80 pts)----Battlecruisers are what the larger pirate gangs aspire to acquire, despite the upkeep time and effort required to keep these craft operational. Battlecruisers are fast enough to be a threat to fast convoys, and heavily armed enough to blast all but the most powerful escorts out of space.
18) 96-98% Carrier(90 pts)---A fully-equipped carrier is another grail acquisition for a pirate organization; able to service dozens, if not hundreds, of small craft.
19) 98-99% Battleship(100 pts)---Battleships are a mixed blessing for pirates; while their armor and armament make them the kings of the starlanes, their generally poor speed and maneuverability, high maintenance, and high profile make them ill-suited for hit-and-run pirate bands preying on spacecraft. Against spacestations and colonies, though, they are powerful instruments of intimidation.
20) -00% Dreadnought(200 pts)---Like battleships, dreadnoughts tend to be rare in pirate groups. Their real value lies in intimidation and the ability to outgun most pursuers sent after a pirate band.
I've been working off and on on a Space Pirate Creation Tables, but have had some teething problems with point costs, but here's what I got specifically for starships:
The following was set up for both Random Roll and Point Construction methods:
d) Technology Level---The level of sophistication in equipment that a pirate band can field can often determine whether they are successful in pulling off their heists or wind up bug-splatter on the shields of an intended target.
1. 01-%Ancient---This stuff looks left over from the dawn of the space age, and the early days of FTL flight! Some of it may simply be pre-Warp intersystem ships retrofitted with an FTL drive! Drive performance is typically incredibly slow(0.5 or less- 2.5 light years per hour) and spare parts hard to come by.
Cost: 0 points
2. -%Old---Dated, but not ancient. The ships may be a bit slower than the latest models, and some parts hard to come by, but can still be competitive and profitable. For Phase World, these ships typically move at 3-4.5 light years per hour
Cost: 10 points
3. -%Modern---Average for the time, and fairly representative of most of what’s currently flying. Parts and servicing are readily available, and most ports will be able to deal with the technology. In Phase World, average speeds would be 3-5 light years per hour
Cost: 15 points
4. -%State of the Art----This is what’s just come out in the last two or three years, and is high performance....so new that few other carriers have the same gear, and spare parts and servicing still expensive until more businesses have the same gear in distribution. In Phaseworld, ships of this description can typically move at speeds of 5-6 light years per hour
Cost: 40 points
5. -00%Super-Tech---Typically a prototype technology unique to the band, likely robbed from somebody else. This technology represents a major jump in capabilities that gives the pirates a SERIOUS edge in its operations. Things like wormhole generators, foldspace drives, extradimensional engines, and other exotic technologies. Expensive to service, instantly distinctive, but worth every penny of it. Of course, the downside is that the pirates may be targetted by industrial spies or governments out to steal this new hardware, or by other pirates out to acquire it for themselves. Or others, like the originators of the technology or those with similar technology, may seek to stop the pirates from using it for fear of jeopardizing their own edge, or because of catastrophic risks associated with it.
Cost: 60 points
f) Ships---ESSENTIAL to space pirates. This can be taken multiple times to reflect a multi-ship squadron or fleet. Civilian vessels are easier to come by and have the advantage of being able to blend in with commercial traffic, but military craft are faster, and more heavily armed and armored.
1) 01-10% Modified Civilian Shuttle(1 pt)---The cheapest and most readily available ships, civilian shuttles lack range, endurance, and capacity, but are available and visible just about everywhere, can be readily serviced from open market parts and services, and can be replaced fairly easily.
2) 11-12% Military Assault Shuttle (3 pts)---Harder to get ahold of, but designed for fast-in-fast-out raiding. Also tend to be heavily armored and armed.
3) 13-16% Local Space Fighter(2 pts)--- Non-FTL fighters, mainly found with planetary militia and system defense forces. Might want to invest in a mothership for them if you’re planning on going interstellar.
4) 17-18% FTL Fighter---(5 pts) --- These are more advanced models that can be used for scouting, hit and run, and raids across several star systems.
5) 19-30% Small Civilian Freighter(4 pts)----Readily available and easily modified, light freighters are very popular with pirates, although their size limits the sort of armaments they can carry, and the sort of cargoes they can go after.
6) 31-38% Medium Civilian Freighter(6 pts)----Another readily available ship type, and common with pirate bands.
7) 39-43% Heavy Civilian Freighter(7 pts)---Easy to come by, but tend to be less agile and requiring more manpower to crew and operate, Heavy Freighters are still common in pirate organizations.
8) 44-47% SuperHeavy Civilian Freighter(12 pts, 13 points for asteroid mining craft or gas miners/tankers )---These giants are slow, but can carry a lot of cargo, or can be modified into decent motherships for smaller craft. Many pirates use SHCFs to ‘port their loot away. This category also includes large asteroid miners and tankers, which can provide a handy second income(and cover), or possible raw materials and fuel.
9) 48-54% Military Patrol Ship(8 pts)---Larger than a fighter, MPS’s often have the speed to intercept most merchant ships, making them a good match for pirates. Their range and endurance on long deployments, however, may limit their effectiveness.
10) 55-56% Depot Ship/Tender/Mobile Shipyard (40 pts)---Depot and Shipyard ships are invaluable craft for keeping a flotilla going in deep space, refining and distributing fuel, as well as providing repairs and modification work, and stripping down prizes.
11) 57-60% Tug(7 pts)--- Though slow and hardly agile, interstellar tugs can haul massive vessels and cargoes once they latch on.
12) 61-67% Runner (9 pts)---A ship specifically designed /configured for blockade running and smuggling; these light vessels are typically custom-built, but the occasional second-hand vessel will appear on the black market(with a history)
13) 68-74% Corvette(9 pts)---Military corvettes are among the more readily available military spacecraft that pirates can lay hands on. Generally fast, if lightly armed and armored, they are useful for scouting and raiding.
14) 75-81% Frigate(11 pts)---Frigates are good general purpose military craft that are useful in a variety of roles, making them good acquisitions for pirate organizations.
15) 82-87% Destroyer(14 pts for Guided Missile Destroyers, 13 pts for Destroyer Escorts)---Destroyers are a favorite of pirate bands with access to military-grade firepower. They are fast, well-armed, and able to perform hit-and-run raids.
16) 88-91% Cruiser(25 pts for Light Cruiser, 50 pts for Heavy Cruiser)--- Cruisers are at the upper limit of firepower that most pirate organizations are likely to be able to afford. Their armor and firepower allow them to overpower all but the most heavily armed merchantmen, and pose a threat to most escort vessels.
17) 92-95% BattleCruiser(80 pts)----Battlecruisers are what the larger pirate gangs aspire to acquire, despite the upkeep time and effort required to keep these craft operational. Battlecruisers are fast enough to be a threat to fast convoys, and heavily armed enough to blast all but the most powerful escorts out of space.
18) 96-98% Carrier(90 pts)---A fully-equipped carrier is another grail acquisition for a pirate organization; able to service dozens, if not hundreds, of small craft.
19) 98-99% Battleship(100 pts)---Battleships are a mixed blessing for pirates; while their armor and armament make them the kings of the starlanes, their generally poor speed and maneuverability, high maintenance, and high profile make them ill-suited for hit-and-run pirate bands preying on spacecraft. Against spacestations and colonies, though, they are powerful instruments of intimidation.
20) -00% Dreadnought(200 pts)---Like battleships, dreadnoughts tend to be rare in pirate groups. Their real value lies in intimidation and the ability to outgun most pursuers sent after a pirate band.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------