Hi again all. Irritatingly I am back with another ship build. I was playing with the Shrike and while I know many would balk at the idea of a 66 SP raider, there is a lot to be said for not tearing your hair out on acquisition tests for your bare-bones cruiser. All upgrades would be ship upgrades, which are gravy rather than necessities (other than turbo-weapon batteries!).
The concept was for a ship with amazing stealth (which it has) and which still provided a decent number of AP bonuses. The RT concept for this ship is not a criminal per se, but is certainly happy to run blockades staged by rivals as well as use the stealth to avoid combats he cannot win. Between the speed and the stealth, he should be able to pick his fights rather well. I also kitted it out to be exploration capable and not dreadful at trade. To put it in perspective most LCs and Frigates only end up with +100 Trade APs, so its comparable.
This hull is certainly better than the 73SP Sword-Class I also did as a thought experiment. Dropping the points to 61 is easy enough - competent crew and no warpsbane hull, but is the 7SP at the beginning that crucial when you have a "complete" ship to start with? The main problem I see with this ship is its future consorts - it will be hard to adequately match other hulls with it other than more raiders and Orions. Given that "big-shiny-pretty" cruisers are the seeming endgoal of most RTs, that could be problematic. Of course, this ship would remain a superlative scout and skirmisher even as part of a large fleet.
Not sure what else I could do to improve this, so please give me your opinions.
The ”Opacare Cursor”
HULL: Raider
CLASS: Salvaged, Refurbished and Repurposed Meritech Shrike-Class Raider
DIMENSIONS: 2 km long, 0.25 km abeam at fins approx
MASS: 6 Megatonnes approx
CREW: 15,000 Crew approx
ACCEL: 5.9 gravities maximum sustainable acceleration
SPEED: 10 MANOEUVRABILITY: +30 DETECTION: +18
VOID SHIELDS: 1 ARMOUR: 17 HULL INTEGRITY: 36
MORALE: 99 CREW POPULATION: 100 CREW: Crack (40)
TURRET RATING: 2 WEAPON CAPACITY: Prow 1, Dorsal
SPACE: 35 (35 used) POWER: 40 (40 used) SP: 68
COMPLICATIONS: Resolute, Wrested from a Space Hulk
ESSENTIAL COMPONENTS: Cypra-Pattern Class 2 Drive, Best Craftsmanship Miloslav G-616.b Warp Engine, Good Craftsmanship (Power) Single Void Shield Array, Warpsbane Hull, Command Bridge, Best Craftsmanship Vitae Pattern Life Sustainer, Good Craftsmanship (Space) Pressed Crew Quarters, RG-50 Auspex Multi-Band
WEAPONS: Prow: Best Craftsmanship (Power and Space) Sunsear Laser Battery (Strength 4, Damage 1d10+2, Critical 4, Range 9) Dorsal: Best Craftsmanship (Power and Space) Sunsear Laser Battery (Strength 4, Damage 1d10+2, Critical 4, Range 9)
CARGO BAYS AND PASSENGER COMPARTMENTS: Good Craftsmanship (Space) Cargo Hold and Lighter Bay
AUGMENTS & ENHANCEMENTS: Good Craftsmanship (Power) Augmented Retro-Thrusters, Empyrean Mantle, Good Craftsmanship (Space) Reinforced Interior Bulkheads
ADDITIONAL FACILITIES: Observation Dome, Trophy Room
SATELLITE CRAFT : 3 x Gun Cutters, 4 x Arvus Lighters, 4 x Halo Barges
SHIP MODIFIERS: Ballistic tests to fire ship’s weapons +10, Command tests made by the captain +5, Manoeuvre tests to avoid navigational hazards +5, Repair Tests +10, Tests to detect the ship when silent running are two degrees more difficult and at -15 to the skill test, Time in Warp is reduced by 50%, Warp encounters every 3 days, When misfortunes occur role twice and the GM selects the worst
ACHIEVEMENT POINT MODIFIERS: Criminal +150, Exploration +150, Trade +100
Edited to fix morale
Edited by Kadros