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How to make a Q-Ship...
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CRMcNeill
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PostPosted: Fri Dec 05, 2014 10:07 pm    Post subject: Reply with quote

I like it. Auxiliary Cruisers weren't intended to engage true warships, and the few times that they did generally resulted in mutual destruction, with the auxiliary cruiser maximizing its ambush ability for a powerful first strike, but then quickly overpowered once the warship recovered from the surprise.

I would think the best bet for the capacitors would be to have them installed, but only use them in circumstances where the heaviest possible firepower would be needed, such as ambushing a frigate or corvette.
_________________
"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.

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CRMcNeill
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PostPosted: Sat Dec 06, 2014 3:27 am    Post subject: Reply with quote

Another possible facet is the Armed Merchant Transport. These vessels are pretty much as described; merchant ships mounting heavy weaponry. I'm sure the Empire would be very choosy about who it allows to operate these ships, but when there is a need to transport high value cargo quickly, a regular bulk freighter just won't do. A potential example from the EU is the Action-Keynne XII-Class Transport. No stats exist for it, but from the premise, it wouldn't be too hard to gen some up...
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"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.

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CRMcNeill
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PostPosted: Sat Dec 06, 2014 4:59 pm    Post subject: Reply with quote

Also for consideration is that, depending on the scenario involved, it is possible for a ship to be designed as a disguised warship rather than just be converted. In the Honor Harrington series, both types of Q-Ships are seen, including one with a battle between a light cruiser and a Q-Ship designed from the keel up as a warship, complete with a much faster drive and heavier armaments, but visually identical to a standard bulk freighter.
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"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.

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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 12:52 am    Post subject: Reply with quote

Here is the first of two Q-Ship types, along with an experimental rule for using this ship to surprise your players, be they Rebel pilots, privateers or pirates.



Auxiliary Carrier
Craft: Corellian Engineering Corporation Auxiliary Carrier
Type: Escort Carrier
Scale: Capital
Length: 125 Meters
Skill: Space Transport Piloting: Auxiliary Carrier
Crew: 66 (10 @ +10) & 4 Gunners
Crew Skill:
Astrogation 3D
Capital Ship Shields 2D+2
Sensors 3D
Starship Gunnery 3D
Space Transports 3D
Passengers: 20 (Troops)
Cargo Capacity: 1000 Tons
Consumables: 6 Months
Cost: Not available for sale
Hyperdrive Multiplier: X2
Hyperdrive Backup: X12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 225;650 Kmh
Hull: 4D
Shields: 2D
Sensors:
Passive 40/1D
Scan 80/2D
Search 100/2D+2
Focus 4/3D
Weapons:
4 Twin Laser Cannons (Fire Separately)
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
Crew: 1
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5 km
Damage: 5D
Small Craft Complement: 12 starfighters, 2 pinnaces
Special Rule:
Ambush:
If an enemy is in combat range, any starfighters launched from the ship receive a one-time, +2D bonus to initiative for their first round of combat. Any enemy craft that loses its initiative roll by more than 10 points is considered surprised, and may not react to attacks that round. If the use of this tactic has become well known, or the enemy starfighters have faced this tactic before, the bonus is reduced to +1D.
Capsule:
The Auxiliary Carrier is based on the well-known Action VI bulk freighter design, and it looks exactly like one from the outside. However, it is heavily modified to take military hardware such as armor, weapons, a full sensor suite, and facilities to carry one starfighter squadron. All of the ship's weapons are concealed behind retracting panels, and the mounts and launch bays are sensor baffled to fool enemy sensors.

The modus operandi for the Auxiliary Carrier is to function as a convoy escort vessel, and its resemblance to a real bulk freighter makes it look more vulnerable than it is. The ship will behave just like a bulk freighter until attacking starfighters are close by, then launch its starfighters into battle with as little warning as possible. Since its introduction by the Empire, the Alliance has suffered increased starfighter losses when making attacks against convoys which they thought were only lightly protected.
_________________
"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.

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Last edited by CRMcNeill on Fri Jan 30, 2015 1:25 am; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 1:22 am    Post subject: Reply with quote

Here's the second one; it's basically the same model as the first, but outfitted as a gun platform instead of a carrier.



Auxiliary Cruiser
Craft: Corellian Engineering Corporation Auxiliary Cruiser
Type: Escort Gunship
Scale: Capital
Length: 125 Meters
Skill: Space Transports: Auxiliary Cruiser
Crew: 66 (10 @ +10) & 42 Gunners
Crew Skill:
Astrogation 3D
Capital Ship Shields 2D+2
Sensors 3D
Capital Ship Gunnery 3D
Space Transports 3D
Passengers: 20 (Troops)
Cargo Capacity: 1000 Tons
Consumables: 6 Months
Cost: Not available for sale
Hyperdrive Multiplier: X2
Hyperdrive Backup: X12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 225;650 Kmh
Hull: 4D
Shields: 2D
Sensors:
Passive 40/1D
Scan 80/2D
Search 100/2D+2
Focus 4/3D
Weapons:
8 Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 300m-1.5km/3.5km/7.5 km
Damage: 4D
2 Heavy Ion Cannon (Fire Separately)
Fire Arc: 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 100m-1km/2.5km/5km
Damage: 4D (ionization)
4 Proton Torpedo Tubes (Fire Separately)
Fire Arc: 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 0-100m/300m/700m
Damage: 9D
Ammunition: 8 per launcher
4 Twin Laser Cannons (Fire Separately)
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
Crew: 1
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5 km
Damage: 5D
2 Tractor Beam Projectors (Fire Separately)
Fire Arc: Turret
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 5D
Small Craft Complement: 2 pinnaces
Special Rule:
Ambush:
If an enemy is in combat range, the ship receive a one-time, +2D bonus to initiative for its first round of combat. Any enemy craft that loses its initiative roll by more than 10 points is considered surprised, and may not react to attacks that round. If the use of this tactic has become well known, or the enemy ships have faced this tactic before, the bonus is reduced to +1D.
Capsule:
The Auxiliary Cruiser is based on the well-known Action VI bulk freighter design, and it looks exactly like one from the outside. However, like its sibling, the Auxiliary Carrier, appearances are deceiving. The Auxiliary Cruiser has received many of the same system upgrades as the Carrier, but instead of starfighters, this ship conceals a powerful weapons suite, one which can be deadly to small capital ships if they are caught unaware at close range. All of the ship's weapons are concealed behind retracting panels, and the mounts themselves are sensor baffled to fool enemy sensors.

The modus operandi for the Auxiliary Cruiser is to function as a convoy escort vessel, and its resemblance to a real bulk freighter makes it look more vulnerable than it is. The ship will behave just like a bulk freighter until attacking forces close the range, then unleash a massive broadside with as little warning as possible. Since its introduction by the Empire, the Alliance has suffered increased losses when making attacks against convoys which they thought were only lightly protected. Auxiliary Cruisers have a tertiary effect above and beyond any actual combat capability; the Imperial Navy has noticed a statistical decrease in pirate attacks if auxiliary carriers and cruisers are known to be operating in a sector, regardless of whether or not a given convoy has an auxiliary escort or not.
_________________
"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.

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Jedi Skyler
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PostPosted: Sun Feb 01, 2015 10:00 pm    Post subject: Reply with quote

I personally really like how, in the X-wing books, the Wraiths used a Corellian Corvette as their base ship, turning it basically into a heavily modified carrier by removing the escape pods and docking captured TIE fighters in their access bays. It's been a long time since I read the books, but if I remember correctly, the Wraiths actually had to don vac suits and enter the TIEs from outside the ship. Personally, I'd think that, if you're actively planning to make a ship like this, you could do a bit of engineering to modify things further so a pilot could enter their fighter from inside the Corvette. I know this isn't exactly a Q-ship, since it's not disguised, but it would be a nasty surprise for someone to come upon, expecting a 'Vette, and suddenly having to deal with a small fighter squadron as well.

As for a more 'conventional' Q-ship, I agree with having to utilize a lot of sensor baffling to keep enemies from knowing the true potential of the ship. I like the retracting panels concealing the non-standard weapons emplacements. At first I didn't agree with costs for these mods being so high, unless they're done by black market techs, rather than being done by the Alliance or some other official or quasi-official entity. However, upon further reflection, that actually ought to more properly reflect the fact that such heavy modifications are being made, especially items like the retracting panels, which involves messing with the structural integrity of the hull. In fact, just that fact alone ought to almost REQUIRE sensor baffling the energy output of such a vessel, because it will then require a bunch of magnetic shielding to keep atmosphere in the ship..and that's on top of the vastly increased output caused by all the new weapons and, conceivably, sensors and shielding.

And, of course, for those GMs who like to pay attention to such things, there will be issues caused by higher crew numbers...more consumables, more crew space required, etc.
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CRMcNeill
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PostPosted: Sun Feb 01, 2015 11:39 pm    Post subject: Reply with quote

Jedi Skyler wrote:
I personally really like how, in the X-wing books, the Wraiths used a Corellian Corvette as their base ship, turning it basically into a heavily modified carrier by removing the escape pods and docking captured TIE fighters in their access bays. It's been a long time since I read the books, but if I remember correctly, the Wraiths actually had to don vac suits and enter the TIEs from outside the ship.

Actually, the Corvette was already modified as a carrier when they captured it; with the launch bay being in the bow, under the bridge. I don't recall them ever having to use vacuum suits to board their fighters , but they did have to get pretty ingenious in order to fit 11 X-Wings and 2 TIE Fighters in what little dock space they had. They ended up removing escape pods and backing the TIEs into the escape pod ports to make room.

Quote:
As for a more 'conventional' Q-ship, I agree with having to utilize a lot of sensor baffling to keep enemies from knowing the true potential of the ship. I like the retracting panels concealing the non-standard weapons emplacements. At first I didn't agree with costs for these mods being so high, unless they're done by black market techs, rather than being done by the Alliance or some other official or quasi-official entity. However, upon further reflection, that actually ought to more properly reflect the fact that such heavy modifications are being made, especially items like the retracting panels, which involves messing with the structural integrity of the hull. In fact, just that fact alone ought to almost REQUIRE sensor baffling the energy output of such a vessel, because it will then require a bunch of magnetic shielding to keep atmosphere in the ship..and that's on top of the vastly increased output caused by all the new weapons and, conceivably, sensors and shielding.

And, of course, for those GMs who like to pay attention to such things, there will be issues caused by higher crew numbers...more consumables, more crew space required, etc.

As of WWII, Q-Ships and Merchant Raiders pretty much just had to conceal their weapons from visual inspection, so they could use something as simple as a wooden or canvas panel covering a gap in the hull that served as a gun port. In a sci-fi setting, however, things get a little more complicated, so a gun mount that is concealed from both visual and sensor scanning is a necessity.

Plus, unlike in the Wraith Squadron books, Q-Ships are generally converted into auxiliary combatants in a shipyard, with official backing and funding and all that. Merchant Raiders, like the ones Germany used during WWII would be the other side of the coin, disguising themselves as merchantmen to engage in piracy and commerce raiding, whereas Q-Ships served almost exclusively as covert convoy escorts.
_________________
"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.

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Jedi Skyler
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PostPosted: Mon Feb 02, 2015 12:42 am    Post subject: Reply with quote

I get how Q-ships were generally made in history. However, I'm referring to something more along the lines of the Wraith's Corvette, where you perhaps have a covert group operating off the grid, where they don't necessarily have the resources or facilities to simply lay hands on a ship, take it to whomever has employed them, and say, "Here's a ship. This is what we want/need to be done to it. Make it happen. Oh, and don't forget to throw in a slushie machine in the galley, okay?"

While a Q-ship will most often be made by a government or business entity, there will be situations where such a ship is made by someone not operating with that level of resources, so I like the idea of coming up with scenarios to make this happen.
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CRMcNeill
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PostPosted: Mon Feb 02, 2015 1:45 am    Post subject: Reply with quote

Jedi Skyler wrote:
I get how Q-ships were generally made in history. However, I'm referring to something more along the lines of the Wraith's Corvette, where you perhaps have a covert group operating off the grid, where they don't necessarily have the resources or facilities to simply lay hands on a ship, take it to whomever has employed them, and say, "Here's a ship. This is what we want/need to be done to it. Make it happen. Oh, and don't forget to throw in a slushie machine in the galley, okay?"

The only problem there is that the Corellian Corvette is a warship that can be modified for a variety of different duties (including some noncombatant and civilian applications). A Q-Ship or Commerce Raider is the exact opposite; everyone knows the Corellian Corvette is armed, and while it may not be acting as a warship, most everyone who sees it will understand that it is a warship. A Q-Ship, on the other hand, is almost always based on the hull of a commercial vessel of some kind, and a key part of its design is that no one knows it is a warship until it is too late.

Quote:
While a Q-ship will most often be made by a government or business entity, there will be situations where such a ship is made by someone not operating with that level of resources, so I like the idea of coming up with scenarios to make this happen.

These ships could easily fit that bill. You might want to take away some of the weapons, or cut some dice here or there to represent the lower-budget nature of such a ship.
_________________
"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.

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Jedi Skyler
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PostPosted: Mon Feb 02, 2015 2:18 am    Post subject: Reply with quote

crmcneill wrote:

The only problem there is that the Corellian Corvette is a warship that can be modified for a variety of different duties (including some noncombatant and civilian applications). A Q-Ship or Commerce Raider is the exact opposite; everyone knows the Corellian Corvette is armed, and while it may not be acting as a warship, most everyone who sees it will understand that it is a warship. A Q-Ship, on the other hand, is almost always based on the hull of a commercial vessel of some kind, and a key part of its design is that no one knows it is a warship until it is too late.


Yeah, I realize I keep mentioning that particular example; it's just that it's the one with which I'm most familiar.

Personally, I think it would be fun to work up a Cargo Empress Super Freighter as a Q-ship; it already has the room to be a true mobile base of operations. There's PLENTY of room to make WHATEVER modifications you need or want to do. And, quite honestly, with enough time and credits, you could make one into a truly bad mamma jamma...
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CRMcNeill
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PostPosted: Mon Feb 02, 2015 2:29 am    Post subject: Reply with quote

That would be a good one, but I can't help but feel using a starfighter-scale freighter as a base of operations is somewhat overdone. Personally, I'd like to see something like the SWU version of the SS Oregon. On the outside (and some of the inside) it looks like nothing more than a dilapidated tramp freighter, but it is actually a sophisticated intelligence gathering platform and special operations base that is also fast, maneuverable and well armed.

Naturally, if characters had access to something like this, the opposition would have to be well thought out, but a ship like this sounds like an awesome platform for a Rebel SpecOps Team...
_________________
"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.

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Jedi Skyler
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PostPosted: Mon Feb 02, 2015 5:48 pm    Post subject: Reply with quote

Agreed. I've never read the series, but that does sound like a great Spec Ops platform.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 07, 2019 1:31 am    Post subject: Reply with quote

So, circling back around to the Oregon concept, the ship has some interesting features designed to make the ship pass as fully loaded, when in fact its cargo bay has been completely converted into an operations base for the team. I've had some thoughts as to how stellar-level tech might work here...
    1). A ship with a high performance drive could be equipped with what I'm tentatively calling a Mass Shunt, which diverts engine power through a field effect generator that increases the ship's effective mass (particularly w/r/t sensors being used on the ship) that make the vessel appear much more heavily laden than it is. Of course, it's all a bluff, and the apparent mass of the ship can literally be turned off with the flip of a switch in order to engage in combat or make a quick getaway.

    2). A piece of tech from WH40K that I've always thought about crossing over is the Phase Field Generator, which takes solid objects like ship hull plating and makes it effectively immaterial, so that other solid objects can pass through as though it wasn't even there. The main use in WH40K is for boarding actions (and the ability to have a hole in a ship's hull that you can literally turn on and off as needed is pretty handy), but it could also be used to disguise entrances to secret areas of the ship by using phase-field tech to create secret doors in otherwise solid bulkheads.

    Put simply, the best concealed entrance is to have no entrance at all, so that there is no physical opening to locate. All it takes is a hidden switch to activate the phase field mounted on a specific section of internal bulkhead, and the crewer who knows its there can simply walk right through a wall, turn the phase field off, and the wall simply returns to its normal state.

    3). This is probably the most mundane suggestion, but it would be pretty obvious to any onboard inspection if the entire ship's cargo bay has been converted to a secret base, so a way to physically disguise such inside of a bulk freighter is to build the "base" into the lower 2/3's of the main cargo hold, then cover most of the remainder with some sort of particularly unpleasant bulk cargo (bantha pudu for use as fertilizer on some ag-planet somewhere). It would take a particularly devoted inspector to want to go digging deep enough to find out the layer of poo (or whatever) is just camouflage.

So, combining these three, you get what is, to all appearances, a dilapidated bulk freighter laden down with some particularly unpleasant cargo, but one that actually has a concealed base of operations hidden in the cargo bay, with no physical hatches leading to the other portions of the ship (only accessible through "solid walls" via phase field generators).
_________________
"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.

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PostPosted: Thu Sep 19, 2019 8:25 am    Post subject: Reply with quote

CRMcNeill wrote:
3). This is probably the most mundane suggestion, but it would be pretty obvious to any onboard inspection if the entire ship's cargo bay has been converted to a secret base, so a way to physically disguise such inside of a bulk freighter is to build the "base" into the lower 2/3's of the main cargo hold, then cover most of the remainder with some sort of particularly unpleasant bulk cargo (bantha pudu for use as fertilizer on some ag-planet somewhere). It would take a particularly devoted inspector to want to go digging deep enough to find out the layer of poo (or whatever) is just camouflage.[/list]


There was a Navy SEAL biography I read where the author talked about his team boarding and searching a North Korean freighter that intelligence suggested was smuggling weapons. When they got to the cargo hold they found it was filled with bags of Quikrete. He describes the great frustration of spending the better part of a day moving heavy bags of concrete around searching for weapons and not finding any. Although i suppose it's not a perfect corollary since in the SWU you could just send in labor droids to move the bags for you.
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PostPosted: Sat Sep 21, 2019 4:54 pm    Post subject: Reply with quote

That sounds familiar for some reason...

Of course, it all depends on how deep of a cover the ship needs to operate with. The Oregon, for example, was deliberately as messy and dilapidated as possible while still being seaworthy. The idea was that any harbor pilots or inspectors who came on board would be given cause to want to be off the ship as quickly as possible.
_________________
"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.

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