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		| willg Lieutenant Commander
 
  
  
 Joined: 29 Apr 2014
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				|  Posted: Mon Aug 11, 2025 9:59 pm    Post subject: A Wartime Austerity Freighter/ Transporter |   |  
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				| I'm fascinated by real-life vehicle history, and I recently came across a video about the Liberty Ships of WW2, as well as the Q1 class locomotives that served the Southern Railway in Britain during and indeed after WW2. And I was thinking what would be an equivalent ship in Star Wars, say a Clone Wars era ship, or perhaps one that served with the Empire, essentially a no-frills type of ship one might see in the post-Imperial era. I believe a lot of the Liberty ships ended up in Greek ownership and resulted in various shipping tycoons amassing their fortunes.
 
 Alternatively, if no ship already exists, perhaps someone would come up with a ship concept to fill a hypothetical niche.
 
 https://youtu.be/8qDxqBvK3NA
 
 https://www.youtube.com/watch?v=Brwn_4ohmc4&pp=ygUNcTEgbG9jb21vdGl2ZdIHCQmtCQGHKiGM7w%3D%3D
 
 Any ideas?
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		| shootingwomprats Vice Admiral
 
  
  
 Joined: 11 Sep 2013
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 Location: Online
 
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				|  Posted: Mon Aug 11, 2025 10:26 pm    Post subject: Re: A Wartime Austerity Freighter/ Transporter |   |  
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 Oh I got ideas. Buckle up buttercup, its about to get real!
 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
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		| shootingwomprats Vice Admiral
 
  
  
 Joined: 11 Sep 2013
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				|  Posted: Mon Aug 11, 2025 10:28 pm    Post subject: |   |  
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				|  	  | Quote: |  	  | Liberty-class Bulk Freighter (Emergency Program) A standardized, emergency-build cargo hauler rushed out in vast numbers after the Great Hyperspace Disaster to reopen lanes and move relief cargo. The Senate later reactivated and expanded the program during the Clone Wars for GAR convoy duty. Boxy, slow, and cheap to maintain, "Liberties" earned the spacer nickname "Ugly Mynocks." Most mounts carry only light point-defense; they survive by moving hrough hyperspace in escorted convoys. Thousands outlived their five-year design life and were sold into commercial service or converted (vehicle transporter, troop carrier, depot/repair ship, picket).
 
 Liberty Bulk Freighter
 Craft: Republic "Liberty-class" Bulk Freighter
 Type: Convoy cargo ship (emergency production)
 Scale: Capital
 Length: 135 meters
 Skill: Capital ship piloting: bulk freighter
 Crew: 32 (pilot, co-pilot, nav/comms, chief engineer + 12 engineers, 8 deckhands, 8 gunners)
 Crew Skill: Capital ship piloting 4D, starship gunnery 3D+1, starship shields 3D, sensors 3D, starship repair 3D
 Passengers: 12 (riding berths; see variants)
 Cargo Capacity: 100,000 metric tons
 Consumables: 6 months
 Cost: 1.6 million (new, block contract); 350,000 used (demilitarized)
 Hyperdrive: x4 (backup x15)
 Nav Computer: Yes
 Maneuverability: 0D
 Space: 2
 Atmosphere: 250; 700 km/h (port approach only; repulsor-assisted)
 Hull: 3D
 Shields: 1D
 Sensors:
 Passive 20/0D
 Scan 40/1D
 Search 60/2D
 Focus 4/3D
 Weapons:
 2 Light Laser Cannon Turrets
 Fire Arc: Turret (dorsal and ventral)
 Crew: 1 each
 Skill: Starship gunnery
 Scale: Starfighter
 Fire Control: 2D
 Space Range: 1–3/12/25
 Atmosphere: 100–300/1.2/2.5 km
 Damage: 4D
 2 Blaster Cannon Sponsons (optional yard fit)
 Fire Arc: Left; Right
 Skill: Starship gunnery
 Scale: Starfighter
 Crew: 1 each
 Fire Control: 1D
 Space Range: 1–2/8/16
 Atmosphere: 50–200/800/1.6 km
 Damage: 3D+1
 Game Notes:
 Emergency Welded Hull: If the ship suffers a Severely+ damaged, roll 1D. On 1, micro-fractures require a starship repair (15) during/after the encounter; failure imposes –1D to Hull until dockyard repairs (8 hours + parts).
 Convoy Net: When slaved to an escort leader's datanet, add +1D to sensor Focus and comms coordination checks.
 Braking Barge: Any All-Out atmospheric move requires a capital ship piloting (20) roll; failure loses the Shields due to thermal stress.
 Cheap to Keep: Common, interchangeable parts—reduce Availability difficulty for spares by one step on civilized worlds.
 
 Availability (Era):
 High Republic (post-Great Hyperspace Disaster): 2, R (relief priority); early lots sometimes Shields 0D+2.
 Clone Wars: 3, R (armed convoy hulls 4, X outside GAR).
 Imperial & Later Surplus: 2 (civil); armed 3, R.
 
 Common Variants (use base stats unless noted)
 Liberty-MT (Motor Transporter): Four holds racked for repulsor vehicles; one hold refit as drivers' berthing. Passengers 120 (drivers/techs); Cargo 7,500 tons.
 Liberty-TC ("Limited Capacity" Troop Carrier): Tiered bunks, field galleys, added lifesaving gear. Passengers 450; Cargo 2,500 tons; Shields 1D. Comfort ... arguable.
 Liberty-AR (Depot/Repair "Ivory" Refit): Workshops, machine bays, utility flight deck (4 workpods/cutters). Passengers 80 techs; Cargo 4,000 tons; add 2 tractor emitters (1D, 0–1/3/5, starfighter-scale).
 Liberty-GP (Guardian Picket): Sensor masts & EWAR fit; reduced hold. Sensors: Passive 25/1D, Scan 50/2D, Search 75/3D, Focus 4/4D; Shields 1D+1; Cargo –2,000 tons.
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 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
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		| shootingwomprats Vice Admiral
 
  
  
 Joined: 11 Sep 2013
 Posts: 3274
 Location: Online
 
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				|  Posted: Mon Aug 11, 2025 10:46 pm    Post subject: |   |  
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				|  	  | Quote: |  	  | Emergency Cargo Lighter ECL-70 (Clone Wars) When convoys needed to push cargo and evacuees from orbital rendezvous to hard-pressed worlds, the Republic commissioned a short-haul locomotive lighter: the ECL-70L. Think tug + shuttle + yard goat. It couples to standardized L-series train cars with rigid tow bars and mag-clamps, then shuttles the “consist” between moon ports, planetary depots, and convoy staging points.
 It’s not a long-leg freighter—its short-haul hyperdrive and limited nav buffer are tuned for local hops—but it can drag a surprising amount of mass safely through short jumps while escorts keep raiders honest.
 
 ECL-70
 Craft: Republic Emergency Shipbuilding Program ECL-70
 Type: Short-haul cargo/coach locomotive (train lighter)
 Scale: Starfighter
 Length: 52 meters
 Skill: Space transports piloting: ECL-70
 Crew: 5 (pilot, co-pilot/nav, engineer, loadmaster, coupler) + up to 2 gunners (as fitted)
 Crew Skill: Space transports 4D, starship gunnery 3D+1, starship shields 3D, sensors 3D, starship repair 3D
 Passengers: 8 (bridge jumpseats & bunks)
 Cargo Capacity: 50 tons internal (tools/spares) plus towed cars (see below)
 Consumables: 2 months
 Cost: 265,000 (new wartime contract); 140,000 used (demilitarized)
 Hyperdrive: x3 short-haul (see Game Notes)
 Backup: x18
 Nav Computer: Yes (limited buffer; see Game Notes)
 Maneuverability: 1D
 Space: 5 (see Train Handling)
 Atmosphere: 280; 800 km/h
 Hull: 3D
 Shields: 1D+1
 Sensors:
 Passive 15/0D
 Scan 30/1D
 Search 45/1D+2
 Focus 2/3D
 Weapons:
 Twin Light Laser Cannon
 Fire Arc: Turret (upper hemisphere; limited aft depression)
 Crew: 1 (or pilot linked at –1D)
 Skill: Starship gunnery
 Scale: Starfighter
 Fire Control: 2D
 Space Range: 1–3/10/20
 Atmosphere Range: 100–300/1/2 km
 Damage: 4D
 Light Blaster Cannon
 Fire Arc: Front (chin mount, optional yard fit)
 Crew: 1 (pilot-fire capable at –1D)
 Scale: Starfighter
 Fire Control: 1D
 Space Range: 1–2/7/14
 Atmosphere Range: 50–200/700/1.4 km
 Damage: 3D+1
 Game Notes:
 Short-Haul Hyperdrive/Limited Nav Buffer: The ECL-70’s micro-hyperdrive and buffer are optimized for local lanes. A single plotted jump may not exceed 10 parsecs without a fresh solution or a convoy nav uplink. Exceeding this adds +10 to Astrogation. With an escort datanet/nav buoy, ignore the +10 and time penalty.
 Coupling System: Rigid tow bar + mag-clamps + power/data umbilicals. Couple/uncouple in 1 round (calm), 1D rounds (under fire). Emergency jettison is a free action once per round by the loadmaster (Moderate Sensors or Easy Mechanical to confirm clear).
 Shield Extension: The loco can project shields along the consist. Each full car protected reduces Shields by –1 pip (min 0D). Re-allocation takes 1 round.
 Work Tractors: 2 × utility tractor emitters (starfighter-scale, 1D, 0–1/3/5). Used for fine positioning only; no combat pinning.
 Rugged Build: On a Severely+ Damaged, roll 1D; on 1, stress fractures impose –1D to Hull until a starship repair (15) at a yard (4 hours + parts).
 All-Out in atmosphere is prohibited while towing; High Speed requires Moderate (15) piloting or drop one speed category.
 If any unpressurized cargo car is breached in atmo, pilot must make Difficult (20) piloting to keep the train stable; failure forces immediate jettison of the breached car or lose control.
 
 Availability (Clone Wars Era): 3, R (GAR logistics); 4, X if armed and sold outside GAR.
 
 L-Series Cars (attachable modules)
 All cars are towable, unpowered craft built to the same coupler spec. They have no hyperdrives; they ride the locomotive’s jump bubble.
 
 LTF-300 Freight Car
 Type: Cargo/supplies car (pressurized)
 Scale: Space Transports
 Length: 34 meters
 Crew: 0
 Passengers: 0
 Cargo Capacity: 200 tons (pallets/containers)
 Hull: 2D
 Shields: 0D (may receive loco shield extension)
 Cost: 45,000 (new); 28,000 used
 Game Notes: Wide side hatches + internal rollers grant Rapid Load/Off-Load (halve loading time; +1D to cargo handling).
 
 LTP-200 Passenger Coach (Evac/Transit)
 Type: Passenger coach (pressurized, life-support independent)
 Scale: Space Transports
 Length: 36 meters
 Crew: 2 stewards (optional)
 Passengers: 120 seats or 48 bunks
 Cargo Capacity: 10 tons luggage
 Consumables: 1 month (coach only)
 Hull: 2D+1
 Shields: 0D
 Cost: 85,000 (new); 52,000 used
 Game Notes: Med alcove, galley, and sanitary block. First aid performed aboard gains +1 pip due to stocked med lockers.
 
 LTV-220 Vehicle Flat
 Type: Vehicle carrier (open-frame, pressurized envelope)
 Scale: Space Transports
 Length: 32 meters
 Crew: None
 Passengers: None
 Cargo Capacity: 180 metric tons (8 speeder trucks or 4 AT-RTs))
 Hull: 2D
 Shields: 0D
 Cost: 60,000 (new)
 Game Notes: Integrated tie-downs & chocks. Loading ramps grant +1D to repulsorlift ops when embarking/disembarking.
 
 LTT-250 Tanker (Fluids/Bulk)
 Type: Liquids tanker (water, fuel, med-grade fluids)
 Scale: Space Transports
 Length: 34 meters
 Crew: None
 Passengers: None
 Cargo Capacity: 150,000 liters
 Hull: 2D
 Shields: 0D
 Cost: 70,000 (new)
 Game Notes (Hazard): If Destroyed, spill/explosion hazard: Space 0–1: 5D, 1–3: 3D (starfighter-scale) to struck units along the plume. Atmo spill forces Difficult (20) piloting to avoid chain loss.
 
 LTM-210 Med Coach (Optional, relief fit)
 Type: Field hospital car
 Scale: Space Transports
 Length: 36 meters
 Crew: 4 medics (typical)
 Patients: 24 bed spaces
 Cargo: 5 tons medical stores
 Hull: 2D+1
 Shields: 0D
 Cost: 140,000 (new)
 Game Notes: Counts as a shipboard medbay: +1D to Medicine (extended care), doubles natural healing rate while embarked.
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 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
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		| willg Lieutenant Commander
 
  
  
 Joined: 29 Apr 2014
 Posts: 233
 
 
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				|  Posted: Mon Aug 11, 2025 11:57 pm    Post subject: |   |  
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				| I am in awe, Don, I really am. I have to conclude you had that idea buzzing about already, or did you just come up with that off the cuff? 
 I am very impressed.
 
 I have a soft spot for Ugly ducklings and /or basic, stripped-down designs that are easy and cheaply manufactured. The Q1 locomotive and the Liberty Ship are prime examples.
 
 Bravo, Sir.
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		| shootingwomprats Vice Admiral
 
  
  
 Joined: 11 Sep 2013
 Posts: 3274
 Location: Online
 
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				|  Posted: Tue Aug 12, 2025 1:55 am    Post subject: |   |  
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				|  	  | willg wrote: |  	  | I am in awe, Don, I really am. I have to conclude you had that idea buzzing about already, or did you just come up with that off the cuff? | 
 
 Saw the post and slapped them together in about 30-45 minutes. I had nothing sitting to the side or research. I will say though, I have been in a creative zone for the past two weeks. Check out some of my posts such as D6 Conversion Galaxy of Intrigue Ultimate Addendum, The Unlnown Regions Ultimate Addendum, The Theadbound, and B1 Battle Droid Et Al (18 B1's and 4 pieces of equipment).
 
 
  	  | willg wrote: |  	  | I am very impressed. | 
 
 Thank you!
 
 
  	  | willg wrote: |  	  | I have a soft spot for Ugly ducklings and /or basic, stripped-down designs that are easy and cheaply manufactured. The Q1 locomotive and the Liberty Ship are prime examples. | 
 
 The idea really appeal to me. I have created Star Wars vehicles from World War II in the past. I really liked the idea of disposable ships moving cargo into war zones to help a populace and felt that was very keeping in the ideas and themes of the Clone Wars. When I first approached this I had to wrap my head around the idea of how the ships would be used in the Star Wars universe. For example the Liberty ship was a slow inexpensive ship to you move large amounts of cargo into a war zone and need to be disposable. The idea of the steam engine was that of a shuttle between systems moving people and Equipment out of a war zone. I have to say I really enjoyed working on this project.
 
 
 
 You're welcome!
 _________________
 Don Diestler
 Host, Shooting Womp Rats
 The D6 Podcast
 http://d6holocron.com/shootingwomprats
 @swd6podcast, Twitter
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Fri Aug 15, 2025 3:32 pm    Post subject: |   |  
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				| Another possibility would be the Imperial Galleon from SW: Rebellion. Essentially, it’s the slower, smaller, unarmed sibling of the Star Galleon. I did stats for it here, along with a Q-Ship variant. _________________
 "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 The CRMcNeill Stat/Rule Index
 
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