Spaceships: Space PIRATES!

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Pirate Harrier
Tier 1/2
Tiny Interceptor
Speed 14; Maneuverability perfect (turn 0); Drift 1
AC 14; TL 12 (+1 pilot)
HP 30; DT —; CT 6
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (forward) linked light laser cannon (4d4)
Power Core micron ultra (80 PCU); Drift Engine basic signal; Systems basic computer, budget long-range sensors, mk 2 armor
Modifiers none; Complement 1
Pilot Computers +5 (1 rank), Engineering +5 (1 rank), gunnery +4, Intimidate +5  rank), Piloting +10 (1 rank)

A light interceptor whose primary role is threatening poorly armed merchant vessels into submission. Against better armed ships they usually attack in swarms to deplete their shields and make them vulnerable to EMP guns of heavier pirate units.

Pirate Gunship
Tier 2
Small Light Frighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12 (+2 pilot)
HP 40; DT —; CT 8
Shields light 60 (front 15, port 15, starboard 15, aft 15)
Attack (forward) light EMP cannon (special), light plasma cannon (2d12)
Attack (port) gyrolaser (1d8)
Attack (starboard) gyrolaser (1d8)
Power Core pulse black (120 PCU); Drift Engine basic signal; Systems basic computer, budget long-range sensors, mk 1 armor, mk 1 defense; Expansion Bays cargo hold (3)
Modifiers +1 Piloting; Complement 6
Captain Bluff +8 (2 ranks), Computers +8 (2 ranks), Intimidate +8 (2 ranks), gunnery +4, Piloting +8 (2 ranks)
Engineer Engineering +8 (2 ranks)
Pilot gunnery +5, Piloting +12 (2 ranks)
Gunners (3) gunnery +5

A heavier pirate vessel, with stronger punch, greater resilience, and ability to actually carry away the spoils of piracy. It tactics involves closing to its prey, punching through shields with its plasma cannon and disabling the systems with EMP cannon before demanding surrender of cargo and valuables.

Pirate Salvager
Tier 5
Medium Transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14 (+5 pilot)
HP 85; DT —; CT 17
Shields basic 40 (front 10, port 10, starboard 10, aft 10)
Attack (forward) gravity gun (6d6), light EMP cannon (special)
Attack (turret) flak thrower (3d4), flak thrower (3d4)
Power Core pulse black (120 PCU); Drift Engine basic signal; Systems advanced long-range sensors, basic computer, mk 4 armor, mk 4 defense; Expansion Bays cargo hold (4), salvage bay
Modifiers +4 Computers; Complement 6
Captain Bluff +13 (5 ranks), Computers +14 (5 ranks), Intimidate +13 (2 ranks), gunnery +7, Piloting +10 (5 ranks)
Engineer Computers +17 (5 ranks), Engineering +13 (5 ranks)
Pilot gunnery +8, Piloting +14 (5 ranks)
Gunners (3) gunnery +8

Pirate salvagers are the workhorse of looting operations. Their gravity guns carry big punch and are capable of stopping Medium or smaller vessels (DC 22 to break free), while their EMP cannons systematically disable the defenses. Once the prey is subdued, its cargo is apprehended, along with the worthwhile parts and hostages.

New Technology

Salvage bay is an expansion of a more traditional loading arrangement of a cargo bay. It includes multiple robotic arms or micro-tractor beams, combined with short-range cutting and welding beams. It is uses to salvage cargo and parts of ships whose damage was deemed beyond repair because of costs or time restraint, it can be also used for impromptu mining operations and field repairs. A salvage bay consumes 10 PCU when in use and costs 5 BPs to install.

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