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Vargr / K'kree Bloodbath!

Originally posted by trader jim:
Now everyone listen up...this is entirely new to me...its a real shock to my poor old system...here goes....I admit I dont have a clue about this subject!!!...whats going on??? I guess i need to buy the Gurps Traveller Alion Books.. is that correct??? :rolleyes: :confused:
Hey T-J, it's a little obscure, but let me see if I can help you get it.

The K'kree, that race of every loving vegeterians (unless you eat meat) happens to have a small bridge across the Lesser Rift, see Elvwood's sector map for the overview.

The Gelath map I mentioned in my first post shows this sector in more detail.
[Edit: The Vargr are orange, the K'kree are green.]

I'm just wondering what happens when these militant vegetarians run into a bunch of Vargr carnivores? (possibly not much as the bridge has been there for nearly a thousand years).
 
Originally posted by Falkayn:
]
The K'kree, that race of every loving vegeterians (unless you eat meat) happens to have a small bridge across the Lesser Rift, see Elvwood's sector map for the overview.

The Gelath map I mentioned in my first post shows this sector in more detail.
[Edit: The Vargr are orange, the K'kree are green.]

I'm just wondering what happens when these militant vegetarians run into a bunch of Vargr carnivores? (possibly not much as the bridge has been there for nearly a thousand years).
The K'kree keep their distance. They understand, sort of, that the Vargr are not all out ot get them. They also understand that the Vargr have a large, if not unified, interstellar community - much different than the planet-locked carnivores they exterminated in their Two-Thousand Worlds.

Their Jihad is over, for now. This means that if you decide to enter K'kree space, you need to act like they do (but I bet we all already know that
).
 
Grendel - I think I mean both, but I'd be happy with stats and a description. The K'kree will never see hide nor hair of me, unless it's truly the last thing they see
file_23.gif
!
 
I've got a 7,000-ton light carrier that the Star Legion has sent off to Gelath sector to be the core of an anti-corsair commerce-protection (ACCP) squadron, destroyers coming next ... I'll be posting it on my website tonight or tomorrow at the latest.

Having reviewed the State Colour class carriers, I think that one of them would be overkill - after all 200x 30-ton fighters and 200x 40-ton fighters is overkill for most ACCP situations!

Does anyone (Grendel?) want to design some 'typical' Vargr corsair vessels for out that way? Assume TL-12/13, and not too hefty a budget ... I'd just like some opposition to compare the ACCP squadron to. Thanks!
 
The Geography Direction class light carrier is up on the website for perusal.

I've used TL-15, which is a cheating just a little bit (but I figure if it's good enough for the Imperial Navy, it's good enough for the Star Legion). The ship manages to cram in 8x Polite Endeavour heavy fighters, and 16x Fearless Gesture space superiority fighters.

With Jump-4 the carrier can keep up with most squadrons, and the 2-G acceleration (with 2 agility) is the bare minimum Star Legion doctrine allows for.

The long-range (system wide) sensors are designed to allow the carrier to choose its battle venue, and give it plenty of time to launch fighters. Speaking of which ... the fighters are in streamlined external docks so they can launch faster - rather than rely on a launch tube (I know the design says unstreamlined docks, but I added in fuel scoops last minute and forgot to change that minor detail).

Next up ... the Sound Weapon class destroyers.
 
Falkayn,

there is a nice 800tn gunned corvette and a 7ktn strike cruiser in Digest 7. If you want I will post the high guard stats?

Cheers
Richard
 
Originally posted by RichardP:
there is a nice 800tn gunned corvette and a 7ktn strike cruiser in Digest 7. If you want I will post the high guard stats?
Richardm High Guard stats are better than nothing. I can have a go at converting them myself, once I can see the basic ideas they;ve gone for. I assume they are Vargr ships?
 
Ship: Ugznaezdouzgzu
Class: Ugznaezdouzgzu
Type: Corsair/Light Frigate
Architect: Father Fletch
Tech Level: 13

USP CF-92344E2-250000-44004-0 MCr 718.618 900 Tons
Bat Bear 1/1/1/1 Crew: 27
Bat 1/1/1/1 TL: 13
Cargo: 109.400 Frozen Watch Fuel: 306 EP: 82.500 Agility: 2 Marines: 12 Pulse Lasers
Craft: 1 x 30T Ships Boat, 1 x 10T G-Carrier, 1 x 5T Air-Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Architects Fee: MCr 6.926 Cost in Quantity: MCr 550.121
Detailed Description (T20 Design)
HULL
900.000 tons standard, 12,600.000 cubic meters, Cone Configuration, 100.000 Structure Points
CREW
Pilot, Navigator, 7 Engineers, Medic, 4 Gunners, 1 Flight Crew, 12 Marines
ENGINEERING
Jump-3, 4G Manuever, 82.500 Ton Power Plant, 82.500 EP, Agility 2/Emergency Agility 3
AVIONICS
Bridge, Model/5fib Computer, Model/2 Flight Avionics, Model/5 Sensors, Model/5 Communications
HARDPOINTS
9 Hardpoints
ARMAMENT
2 Triple Missile Turrets organised into 1 Battery (Factor-4), 2 Triple Pulse Laser Turrets organised into 1 Battery (Factor-4), 3 Dual Plasma Gun Turrets organised into 1 Battery (Factor-4)
DEFENCES
2 Triple Sandcaster Turrets organised into 1 Battery (Factor-5), Armoured Hull (Factor-2)
CRAFT
1 30.000 ton Ships Boat (Crew of 1, Cost of MCr 25.000), 1 10.000 ton G-Carrier (Crew of 0, Cost of MCr 0.750), 1 5.000 ton Air-Raft (Crew of 0, Cost of MCr 0.254)
FUEL
306 Tons Fuel (3 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant
MISCELLANEOUS
13.5 Staterooms, 14 Low Berths, 1 Autodoc, 2 Additional Airlocks, 4 Tons of Missile Magazines (holding 80 missiles), 109.400 Tons Cargo
USER DEFINED COMPONENTS
None
COST
MCr 699.540 Singly (incl. Architects fees of MCr 6.926), MCr 554.091 in Quantity, plus MCr 26.004 of Carried Craft (Hardpoints and Turrets charged)
CONSTRUCTION TIME
118 Weeks Singly, 94 Weeks in Quantity
COMMENTS
Ugznaezdouzgzu-Translated, as "Stinging Nettle" is an appropriate name for this deadly corsair, known throughout the Gelath sector as a ship to avoid. Named after a Vokskhon native plant that produces beautiful but painful spike covered flowers, it is also a play on words. Since the main prey of this ship is K'kree merchants and those who trade with them, the Vargr designers wanted to name a ship after a plant the K'Kree couldn't eat, at least not without a great deal of discomfort.
In appearance it also looks much like the nettle it is named after. With ornate cooling fins, weapon blisters, sensor and communications antennae and other typical Vargr garishness this ship bristles with points. And it does sting!
The sensors are very long ranged, more than twice what the typical merchant mounts and similar to what anti-piracy forces carry. This gives the Ugznaezdouzgzu a chance to both find prey and avoid becoming prey.
The weapons suite is oriented more to close range combat; especially since the Ugznaezdouzgzu is not meant to duke it out with military ships. Her combination of long range hitting missiles, with magazines, mean that she is a threat coming and going. Her pulse lasers are optimized for anti-missile defense, as are her sandcasters. The armored hull allows her to take a few hits and keep fighting, or running!
The coup-de-gras weapon is the three-double plasma turrets, meant to peel open a merchantman with ease. Short ranged they may be, but deadly, and they also help keep anti-piracy fighters at a distance.
With over 100 tons of cargo space the Ugznaezdouzgzu can take on large amounts of prize cargo, without having to go back to rear areas often. Her missile magazines, fuel scoops and processors, and the extra capacity in her cargo bay for ships stores allow her to remain on station for a long time. This allows her to pick a system clean before anti-piracy forces can respond. One of the greatest dangers to a corsair is the initial system entry and egress. During these times she cannot hide in the signature of a planet or asteroid belt, but has to be somewhere close to the 100 diameter limit.
One tactic that the Ugznaezdouzgzu uses is to deploy the 30-ton ships boat as a lure. Dangling the boat just at the edge of sensor range, it will broadcast a distress signal to a merchant in the area, but only with enough signal strength for that merchant to hear. The Ugznaezdouzgzu having previously detected the merchant with her long-range sensors, the corsairs know how close the nearest help really is!
As the merchant approaches to provide aid, and hopefully comes alongside the ships boat, the Ugznaezdouzgzu powers up and threatens the merchant to "accept death or surrender and save your worthless bean eating hides!" Meanwhile the ships boat, in apparent 'dead-mans-tumble' suddenly powers up as well, pinning the merchant between two armed ships! The boat discharges the 12 troops, who quickly board, search and strip the merchant of all her useful goods.
If the merchant ship is intact, a portion of the frozen watch will be revived, and sent across as a prize crew. This is the main purpose of the frozen watch. One factor that helps keep corsair crews loyal is the Autodoc, often the best Imperial model on the market. This lets boarding parties and the crew as a whole knows that if they get into a bad scrape, they will be taken care of. The G-Carrier and Air-Raft are carried to allow interface activities, since the frozen watch and extra cargo capacity can quickly be converted allowing the Ugznaezdouzgzu to act as a mercenary cruiser whenever the piracy business gets too hot!

file_23.gif
 
Originally posted by Father Fletch:
Ship: Ugznaezdouzgzu
Class: Ugznaezdouzgzu
Type: Corsair/Light Frigate
Architect: Father Fletch
Tech Level: 13
<snip>
Brilliant! Love the descriptive text, and the ship design. Could I do this up as a T20 design for my starships page (with all credit being yours of course)?
 
Certainly, that is exactly why I posted it! Please feel free to use it as you see fit. It just came to me as the perfect ship for your Star Legion to go hunting. :D
BTW, Vokskhon is a Class A starport in the Vargr side of the District. It seemed appropriate as a planet of origin, though I must admit I don't know it's TL or population.
 
Originally posted by Jame:
Grendel - I think I mean both, but I'd be happy with stats and a description. The K'kree will never see hide nor hair of me, unless it's truly the last thing they see
file_23.gif
!
Sorry for not getting back to you about this, but I have been busy with this trivial thing called life. Thank Gawd<tm> it's over now.....

As for the ships, I have a hold of a very K@@L spreadsheet that Falkayn designed. I have found a few Vargr corsair vessels in the 1000dTon range that you might be interested in. I will post them here.
 
Originally posted by Father Fletch:
Certainly, that is exactly why I posted it! Please feel free to use it as you see fit. It just came to me as the perfect ship for your Star Legion to go hunting. :D
BTW, Vokskhon is a Class A starport in the Vargr side of the District. It seemed appropriate as a planet of origin, though I must admit I don't know it's TL or population.
I've checked the systems I've got and the closest to Vokskhon is Voksghors in C subsector 0201 (E575358-5 504) which is listed as having a corsair base. Another (better?) possibility is Gzaedors in C subsector 0507 (A223400-B 102) which has a type G base, which I think is a generic Vargr naval base - given the law and tech level, probably more the sort of corsair base that could produce the Ugznaezdouzgzu class.

I'll put the class up in the same format as the other ships this weekend.
 
Falykan

Here are those two vargr ships. They were both from Travellers Digest 7.

OEGVENG CLASS GUNNED CORVETTE
GL-8125CG2-142300-60000-0 MCR 1062.1 800TNS
1 BATTERY PULSE LASERS, 2 BATTERIES SANDCASTERS
TL=13, CREW=21, 21 STATEROOMS, EP=96, FUEL=256, AGILITY=5, CARGO=4, FUEL SCOOPS, NO PLANT

AENOEGRR STRIKE CRUISER
GS-G222FG2-103300-080E7-0 MCR 9421.53675 7KTNS
1 BATTERY MESON GUN, 3 BATTERIES LASERS, 3 BATTERY MISSILES,FUEL PLANT, FUEL SCOOPS, EP=1050, FUEL=2450, TROOPS=0, CARGO=44, TL=13, CREW=78, AGILITY=?

Cheers
Richard
 
Originally posted by RichardP:
Here are those two vargr ships. They were both from Travellers Digest 7.

OEGVENG CLASS GUNNED CORVETTE
GL-8125CG2-142300-60000-0 MCR 1062.1 800TNS
1 BATTERY PULSE LASERS, 2 BATTERIES SANDCASTERS
TL=13, CREW=21, 21 STATEROOMS, EP=96, FUEL=256, AGILITY=5, CARGO=4, FUEL SCOOPS, NO PLANT

AENOEGRR STRIKE CRUISER
GS-G222FG2-103300-080E7-0 MCR 9421.53675 7KTNS
1 BATTERY MESON GUN, 3 BATTERIES LASERS, 3 BATTERY MISSILES,FUEL PLANT, FUEL SCOOPS, EP=1050, FUEL=2450, TROOPS=0, CARGO=44, TL=13, CREW=78, AGILITY=?
Richard, this is a bit embarrassing, but I can't interpret those USPs very well (I mean I could look them up in my copy of T4, but ...).


Could you break those down and give me their computer models, drive ratings etc?

Thanks!
 
No problem, afterall I couldn't drive your spreadsheet without your kind help.

Right: Gunned Corvette:

800tns, config: needle, J2, M5, Power Plant 12, Comp 7FIB, Armour 1, Meson Screen F2, Nuclear Damper F3, Sandcasters F4, Pulse Lasers F6.

Strike Cruiser
7ktns, config: cone, J2, M2, Power Plant 15 Computer 7Fib, Armour F1, Meson Screen & Nuclear Damper F3, 3 batteries of F8 fusion guns (my earlier mistake, probably 50tn bay weapons), 1 spinal meson gun factor E, 3 batteries of factor 7 missiles (3 groups of 10 missile turrets)

Cheers
Richard
 
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