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"Full Thrust Pirates" Topic


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Cuchulainn21 Apr 2016 5:12 a.m. PST

After reading the excellent thread started by Soviet Canadian TMP link I've decided to finally take the plunge and run a small game in a month or two at my local club. This could be a big flop although Sci-Fi has definitely got much more popular recently, so fingers crossed! :O)

Because it might go pear shaped I don't think I'll invest too much money in it initially. However I have a small number of Irregular Miniatures starships in a box; add a few more and we'd be good to go. Next thing then is what fleets to have them representing?

All these mighty powers with their cutting edge technologies are fine, but I always enjoy playing slightly less powerful forces, and I really like pirates! I've read quite a few AAR of FT games, but I've yet to see any with pirates playing a role. Do any of you play them? Has anybody designed ships unique to pirates? I've been tinkering around with SSD's based on an escort cruiser. I've added cloaking devices found in Project Continuum, but they're not the latest model, so the sensors on military ships can track them but weapons can't lock on them (a bit like Star Trek), but civilian vessels can't do the same. I suspect with the limits of cloaked ships not being able to see outside the cloak, these devices will only really be good for beating a hasty retreat.

The most controversial design however would be the cruiser-carrier conversion! I know the rules state clearly that only dreadnoughts and carriers can carry fighter, but such conversions were attempted in WW2, and it wasn't really technical problems that stopped them entering service, so why not? I replaced two of the beam weapons (the third was downgraded to C class), the shield generator, and one of the firecons with a fighter bay, cloaking device, and a Normal Space Drive upgraded to an 8.

What do you guys think? I'm having such fun putting these designs together it's hard to know if they're any good. And what would the reaction be of seasoned FT veterans to such a carrier? Would you say let's go with it, or would I get instantly banished from the galaxy? :O)

John Treadaway21 Apr 2016 5:42 a.m. PST

The trick is to do what makes you happy. If it's fun and fair, other players should be happy too.

Job done.

John T

Tom Reed21 Apr 2016 6:10 a.m. PST

Just remember to build some freighter "Q" ships!

Gaz004521 Apr 2016 6:35 a.m. PST

I've dabbled, the drawback for pirates is that they need to disable their targets-needle beamsand guided missiles etc by targetting specific systems…….they come unstuck against 'regular navy'.
Go with merchant types with limited weapons and lightly armed attackers, perhaps an escort vessel or two, not much better than the pirates……..have a look at coastal battles in the Channel in WW2 and convoy escorting for scenario ideas…….

TheStarRanger21 Apr 2016 7:09 a.m. PST

Cuchulainn, per your comments " the rules state clearly that only dreadnoughts and carriers can carry fighter" and "the third was downgraded to C class" it sounds like you are looking at pre-Fleet Book level rules from the 2nd edition Full Thrust and More Thrust rules since both of those were changed with the Fleet Books and Project Continuum rules are an expansion of those.

Thus more people playing Fleet Book or Continuum level rules would not have an issues with a carrier/cruiser. Depending on the type of pirates you run, they could be armed with weapons that take out systems like needle beams and EMP beams if they want to damage but not destroy ships.

bhall38921 Apr 2016 8:19 a.m. PST

I've been dabbling with the idea of external mounted fighters, and gunboats, ala CAM ships in WW2. Rearming is done in the hanger/cargo spaces, either on merchantman hulls or assault type ships. Someone has a miniature representing this I believe, but I can't remember who.
So, quick launching is possible, but no dedicated fighter bays. Turn around times for re-arming in a game is not possible. We have managed that once or twice using dedicated carriers, but not normally.
I'm planning to arm the fighters with needle beams, needle missiles etc.,.

Brian

tmason22 Apr 2016 6:00 a.m. PST

Although I haven't tried it myself, another option for pirates is to have expanded crews and board the transport ships. Perhaps a couple of needle guns to damage the engines first, then board, kill/ capture the crew and steal the cargo.

Gaz004522 Apr 2016 7:30 a.m. PST

There are boarding party rules in FT or at least the later version (s)…….they can also target ship systems once onboard too iirc.

thedrake23 Apr 2016 7:57 a.m. PST

I use a version of pirates--the Capellans from the old Terran Trade Authority books. Tend to use a lot of smaller ships with needle beams and EMP/ion cannons on them to capture other ships. I have posted some of my solo campaign AAR's of them against the FSE on star-ranger.com along with SSD's. Can post some of them here if interested.

For further inspiration check out these links below:

link

link

nift.firedrake.org/P-ANShips.htm

thedrake23 Apr 2016 8:03 a.m. PST

Also fun to use pirates as random events which I do in my solo FSE-Capellan campaign too.

link

TheBeast Supporting Member of TMP24 Apr 2016 7:14 a.m. PST

Heck, if you go to the ancient and honorable Unofficial GZG Encyclopedia Galactica, you'll see some strange breakaway 'empires', and even some corporate entities.

My own Texaco Free Trade Zone was a rogue corp which set up a small, hidden 'nation' after being trashed, literally, by competitors.

Each ship's 'Marketing Rep' had the same duties as an old Soviet political officer. ;->=

Doug

Edit: 1) As for the designs, you really have to try them out. I've seen plenty of unholy monsters showing glass jaws.

2) I've NO problems with you sticking with the original rules, but many (most?) of us have at least moved on to the fleet books, so a lot of things are more relaxed. However, that fact alone changes how we evaluate things.

Cuchulainn24 Apr 2016 10:30 a.m. PST

Some great posts here guys, thanks very much to everyone for replying.

I'm a bit of a wimp on this one, for the first game I'm thinking of using FT Lite. I know it's pretty basic, but it'll give the lads (and lass) is the club a chance to see what they're like. Two nice little fleets all dolled up in paint and decals, simple rules, and it just might take off!

When I get my models done and dusted, I'll take a few photos and let you see them.

TheBeast Supporting Member of TMP24 Apr 2016 10:34 a.m. PST

Nothing wimpy, indeed!

However, that's much closer to the fleet book design, of which I spoke, so take your time for the adjustment. ;->=

REALLY looking forward to the ships.

Doug

SovietCanadian26 Apr 2016 6:55 a.m. PST

I agree with TheBeast, using the FT:Lite rules for your first game(s) is not wimpy at all. I actually believe that such 'simplified' introductory rules should be available for every rule system. Becoming familiar with the basic mechanics is something that everyone has to go through, and a stripped-down set of rules helps immensely.

Also, we seem to think somewhat alike, as my second purchase of FT was going to be the Ravagers (Pirates) fleet pack (+ a pirate carrier and fighters) from GZG, plus a handful of transports and Cal-Tex destroyers (to act as convoy escorts / corporate/system warships).

Also, this link might interest you, it is fan stats for the GZG Ravagers – link – they are covered in Needle beams and EMPs for disabling your targets. Although I will say that the sheer amount of different weapon systems that they mount is kind of a headache to look at.

Lastly, I am not a seasoned player, but I will agree with what is stated above and say that whatever you want to do for ship designs is fine, so long as your opponent is okay with it, and you both have fun :D

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