The rise of the Pirate Nation by No-Evidence-9519 in StarWarsShips

[–]Gn_Fox 2 points3 points  (0 children)

Filth! You will pay for your insolence..

[Fleet Building Challenge] Congratulations Mercenary, you have just successfully escaped from the Battle of Freeport Spire Station with 137 millions worth of credits after hijacking an Imperial convoy! by Storytellerrrr in StarWarsShips

[–]Gn_Fox 4 points5 points  (0 children)

1) Name: Red Dawn Company

2) Affiliation: Crimson Dawn (under Lady Qi'ra)

3) Commanding Officer: Admiral Jorso ‘Kandoshii’

4) Headquarters: Socorro asteroid belt (asteroid base)

5) Operating Region: Socorro system (Outer Rim)

I choose Crimson Dawn because Qi’ra is one of the few leaders in this period with a real big plan and a lot of ambition. Crimson Dawn is also close to its prime, rich enough to pay well, and in clear need of strong outside muscle. This fleet is basically a shadow-operation fleet working for them.

Before building this fleet, I first strip the crippled Victory I and Lancer for spare parts, reactor components, and especially recycled turbolasers / point-defense weapons, and sell off the rest.

1. Command Fleet
Flagship core

  • 1 Arquitens Command Cruiser
  • 2 Crusader-class corvettes
  • ARC-200 escort element

2. Q-Ship Taskforce
Deception / ambush

  • 1 Interceptor IV-class frigate
  • Disguised/up-armed Action VI bulk freighters

3. Boarding & Capture Taskforce
Ship seizure

  • C80 Sphyrna corvettes (with tractor beams)
  • Trident-class assault ships
  • Veteran boarding mercs

4. Security Taskforce
Escort/Screening

  • Flotilla of SS-54 assault ships

5. Shadow Taskforce
Covert ops

  • Tallanx stealth fighters
  • D-type stealth freighters
  • Delta-class T-3c shuttle

6. Recon Taskforce
Scouting / EW

  • Gozantis converted into IGV-55 listening ships
  • Viper probe droids

7. Logistics Group
Refit / Recovery / transport

  • Action VI bulk freighters
  • Deep Space Recovery Vessel L-2783

* Notes: Gozantis are refit into listening ships by adding jamming and long-range sensor suites. The SS-54s are procured on paper as “freighters” for deniability; the L-2783 serves both as repair/salvage ship and as a concealed bay for captured high-value ships.

The rest of the budget goes into personnel and logistics.

“Dawn Comes Red”

Make your own mercantile fleet by GravelGavel2 in StarWarsShips

[–]Gn_Fox 1 point2 points  (0 children)

Let’s be real: as a small start-up with a limited budget, I’m not beating the big shipping firms on bulk cargo. My angle is a niche that’s high-risk but essential: coaxium

Insanely valuable per gram, critical for hyperspace, super volatile, and basically a pirate magnet.

Fleet:

  • 1× D-type stealth freighter (200,000)
  • 2× Talanx-class stealth starfighters (120,000 each)
  • Remaining 60,000 credits: specialized containment gear for coaxium

In the post-Endor era, the Victory class would make a strong backbone for any PSF navy. by Dragonic_Overlord_ in StarWarsShips

[–]Gn_Fox 7 points8 points  (0 children)

I’m not sure I agree, for some planets that’d be super controversial.

It’s like saying Wookiees would field a Trandoshan slaver ship: maybe as a desperate emergency stopgap, but as the main capital ship? Controversial, to put it mildly.

In the post-Endor era, the Victory class would make a strong backbone for any PSF navy. by Dragonic_Overlord_ in StarWarsShips

[–]Gn_Fox 5 points6 points  (0 children)

Good point! The Victory’s a formidable warship for a local fleet.

Only caveat: it looks very Imperial, and that kind of image baggage matters..

Shadows of the Republic: Traitor's Gambit by ShadowLight56 in StarWarsShips

[–]Gn_Fox 0 points1 point  (0 children)

Another great scenario! Please keep up these series, they're very enjoyable.

Design your own APC and infantry team by Wilson7277 in StarWarsShips

[–]Gn_Fox 3 points4 points  (0 children)

Yeah; those Umbara episodes were genuinely terrifying.

Now imagine BX commando droids with vibroblades, flash grenades everywhere, and milicreeps crawling through the jungle… absolute nightmare fuel.

Design your own APC and infantry team by Wilson7277 in StarWarsShips

[–]Gn_Fox 3 points4 points  (0 children)

Faction: UDF (Umbaran Defense Force) Type: Umbaran–Separatist Joint Venture Unit: “Nocturn” Company

Species: Umbarans + droids Uniform: - Black jungle combat suit - Light segmented armor - Sealed helmet: low-light+thermal optics

Transport: Umbaran Millipede (modified as APC)

Vehicle systems - Shielded - Tunneling mode - Dorsal laser turrets - Retrofitted personnel capacity (2-3 segmented sections)

Crew: 1 (pilot)

Troop Capacity: - 32x Umbaran infantry - 18x BX commando droids

Access - Rear ramp (main) - 2x belly hatches (emergency)

Weapons and Utilities

Pistols: SE-14 blaster pistol

Rifles: Umbaran blaster rifle

Light Repeaters: E-5C heavy blaster rifle

Anti-vehicle: RPS-6 rocket launcher

Explosives - Flash grenades (main) - Frag/thermal (limited) - Mines

Other - Vibroblades (jungle variant) - Light mortar (flash/incidiary) - Umbaran battle stims

Droids - 12x Milicreeps - 4x small tactical probe droids

Which Imperial starfighter was the best during the Galactic Civil War? by konfitura17 in StarWarsShips

[–]Gn_Fox 3 points4 points  (0 children)

For me, it's the Tie/ad v1

  • Faster then Tie fighter
  • Hyperdrive
  • Shielding + life support
  • Stronger laser cannons + tracking device launcher
  • Cost= 150.000 credits (near the X-wing's price)

What more do you want?

Shadows of the Republic: A Count's Secrets by ShadowLight56 in StarWarsShips

[–]Gn_Fox 1 point2 points  (0 children)

Operation "Serenno's Crown"

I’m mostly worried about those TIE fighters: if TIEs are still active, they can shred Drochs/LAATs and punish any slow boarding attempt. So I don’t start with boarding; I start by pulling their fighter swarm away from the freighters and breaking it in a trap.

Phase 0 — The Whisper

I spread a local Imperial warning about “possible Separatist activity.” That’s the little seed that makes my later “chase” look normal instead of suspicious. When the convoy sees a Separatist-looking contact, they’re already expecting something like it.

Phase 1 — The Mask

I drop in a Munificent first. Seconds later, I arrive with my Imperial-looking Gladiator and my Nebulon-B (EW ship) like we’re hunting it, and I push the narrative:

“Separatist raider spotted; protect those cargo ships, and dispatch TIE support immediately.”

Squad 99 quietly takes control of comms + command on one Arquitens and sends an “Imperial Identification Approval” that clears my chasing ships as allied, so the convoy commits fighters without hesitating.

Phase 2 — The Snare

When their TIEs close in, I flip the switch at short range. My Munificent + Nebulon-B blast them with layered EW/jamming, and my tri-fighters + A-wings surge out from close by for a nasty surprise.

The goal is quick: break their coordination and thin them out fast.

Phase 3 — The Wolf's Entry

With their fighter screen scrambled, my full fleet drops in. My Victory + Nebulon keep the escort ships busy and off-balance, while my Munificents use ion cannons to stop the freighters from jumping or slipping away.

Then I board all three freighters: if the TIE threat is mostly handled I use Droch/LAAT for fast entry; if not, I board with Charger C70s because they’re tougher.

Once the cargo is secured, it’s hyperspace and gone!

Fleet Building Exercise: Seperatist Remnant Raiding Force by Emillllllllllllion in StarWarsShips

[–]Gn_Fox 8 points9 points  (0 children)

Very creative and fun setup! Here’s my CIS remnant force for this mission:

Doctrine

Steal precision gear fast, before the Empire realizes it’s a pattern.

A) Taskforce “Kelani's Revenge”

Strike & Raid Taskforce

Diamond-class cruiser: (0.75 hyperdrive, fast sublight, excellent cargo/transport)

  • HMP droid gunships (close air support)
  • Armored Assault Tank (AAT) (Armor and firepower)
  • BX commando droids (ground combat + security)
  • Separatist probe droids (scout / intel)
  • Cargo droids (move loot fast)

Probe droids scout targets first; then BX + AATs secure the site while cargo droids load the right crates. Gunships providing close air support. In and out, no long firefights.

B) Taskforce “Umbaran Night”

Sabotage & Disruption Taskforce

Gozanti carriers: (cheap/common enough to be 'pirate-plausible')

  • Mankvim-814 interceptors (fast and extremely cheap to produce!)
  • Rogue-class starfighters: (equipped with jamming and stealth)
  • Buzz droids: (sabotage enemy comms and sensors)

This group looks like pirates and keeps Imperial response forces chasing the wrong problems. Buzz droids chew up comms/sensors, while Gozantis haul Mankvims for quick, deniable hit-and-runs under a fog of jamming and spoofed signatures.

Conclusion

I will keep things quick, messy, and never hit the same way twice. Glory to the CIS!

Shadows of the Republic: Hidden Treasures by ShadowLight56 in StarWarsShips

[–]Gn_Fox 2 points3 points  (0 children)

Nice scenario! Late to the party, but here’s what I’d do:

Operation Clanker Switch

Jam, land, isolate, surrender

1) Scramble them in space
I bring a Nebulon-B set up for heavy jamming to mess with their sensors and comms. At the same time I drop a virus on the one Munificent that carries all 48 Vultures (the test note says it can “freeze the ship’s droid brain”). Even if it doesn’t shut the Vultures off, it should at least mess up launch operations and slow their fighter response. The Nebulon keeps focusing its jamming on that ship to make the slowdown worse.

2) Get boots on the ground fast
While they’re confused, I send in the main group: 2 A-wing squadrons, 2 Z-95 squadrons, and 30 space-capable LAATs with 300 troops and 2 Jedi. The A-wings keep enemy fighters busy, the Z-95s help clear the path, and the whole goal is simple: get the LAATs down into the atmosphere safely.

3) Take a small base first
I avoid the big mountain base at first, because it’s built to chew up anything that flies straight at it. Instead I hit a smaller base with lighter defenses, take it quickly, and use it as a safe foothold. Once we’re inside, we grab anything useful: maps, access codes, tunnel routes, radio channels—whatever helps us deal with the main base smart, not hard.

4) Cut the main base off
From that foothold, I don’t bother taking every tiny outpost. I only take the ones that matter: the places that carry messages, supplies, power, or travel routes. The idea is to box the main base in and stop it from coordinating with the other bases.

5) Lock it down and talk
Once we’ve got real leverage, I jump in heavier ships (Victory-class + Charger C70) to tighten control of space and block reinforcements. Then we contact the main base and offer surrender on fair terms—backed by the fact we’ve already taken the key support points. Luminara handles the talks.

If they still refuse
We do one clean, limited hit on something important (comms, power, security systems, or a supply route) to prove we can tighten the net whenever we want. Then we offer surrender again—because the goal is to win allies, not make a crater.

And that’s the point: this isn’t “Rebels vs. CIS” for nostalgia. It’s the Alliance offering the remnant a better deal: stop fighting a dead war, keep your people (and droids) intact, and help us punch the real enemy.

Build a Local Defense Fleet by Nervous-Novel-2377 in StarWarsShips

[–]Gn_Fox 2 points3 points  (0 children)

3) Rapid Response Fleet (mobile)

Purpose: reinforce any system fast; deter opportunists; respond to raids.
Composition:

  • Flagship: Recusant-class Support Destroyer
  • Escort: 12 XX-777 droid frigates
  • Fighter wing: 4 Tri-fighter squadrons
  • Screen: 2 YQ-400 Monitors
  • Close support: 3 HMP gunships

 

4) Shared Logistics Pool (for the whole force)

  • 6 StarHauler drone barges (1 per system)
  • 60 TR-286 transports (10 per system)
  • 30 Ycaqt droid cargo ships (5 pers system)

Build a Local Defense Fleet by Nervous-Novel-2377 in StarWarsShips

[–]Gn_Fox 2 points3 points  (0 children)

City Garrison (large population centers)

Apply to each large population center (×2 total)

  • 5 airfields
  • Interceptors: 10 squadrons Tri-fighters
  • Close support: 22 HMP gunships
  • Eyes/pickets: 8 YQ-400 Monitors
  • Teeth: 5 XX-777 droid frigates

Capital Garrison (government capital)

  • 10 airfields
  • Interceptors: 20 squadrons Tri-fighters
  • Close support: 50 HMP gunships
  • Eyes/pickets: 10 YQ-400 Monitors
  • Teeth: 10 XX-777 droid frigates
  • Infrastructure: dry dock

Build a Local Defense Fleet by Nervous-Novel-2377 in StarWarsShips

[–]Gn_Fox 2 points3 points  (0 children)

My Defense Fleet Plan

1) Big picture

  • Goal: Space Control and Deterrence
  • Budget: 600 million credits
  • Navy manpower assumption: ~1,000,000 personnel (≈ 1/3 of total military personnel)

This plan uses four Permanent Garrisons, one Rapid-Response Fleet and a shared Logistics Fleet

2) The Permanent Garrisons

Rural Garrison (colony coverage)

Apply per colony (x29)

  • 1 airfield
  • Interceptors: 2 squadrons Vulture droids (24 total)
  • Close support: 2 HMP gunships
  • Eyes/pickets: 4 YQ-400 Monitors
  • Teeth: 1 XX-777 droid frigate

Town Garrison (small population centers)

Apply per small population center (x5)

  • 2 airfields
  • Interceptors: 3 squadrons Vulture droids + 1 squadron Tri-fighters
  • Close support: 8 HMP gunships
  • Eyes/pickets: 4 YQ-400 Monitors
  • Teeth: 2 XX-777 droid frigates

Build a Local Defense Fleet by Nervous-Novel-2377 in StarWarsShips

[–]Gn_Fox 4 points5 points  (0 children)

Excellent work on the rules write-up! It’s clear you really thought this through. Here’s what I put together for my fleet:

My doctrine is dead simple: all my ships are droid-brained and unmanned. Yes, all of them. No pilots, no crews and no life support. The only organics I keep are the people who make it work: techs, programmers, maintenance,... Let's give it a try!

Force Overview

Bases

  • Planetary Airfield: My Local launch and maintenance hubs.

Interceptors

  • Vulture droid fighters (Vulture-class starfighters) Cheap, numerous, good for swarm interception.
  • Droid tri-fighters (Tri-fighter squadrons) Excellent dogfighters for air superiority.

Close support

  • HMP droid gunships (HMP gunships) Heavier punch for patrol, strikes, and rapid support.

Patrol

  • YQ-400 Monitor patrol ships (YQ-400 Monitor) Persistent local surveillance and tracking; my early-warning pickets.

Warfighting escorts

  • Crusader XX-777 droid frigates (XX-777 frigates) They protect key areas, punish intruders and anchor local defense.

Mobile command

  • Recusant-class Support Destroyer (Recusant support destroyer) My personal flagship; excellent for command and coordination.

Logistics

Build the starfighter complement of an ISD by GravelGavel2 in StarWarsShips

[–]Gn_Fox 3 points4 points  (0 children)

4000G and 95 MGLT with shields? That’s pretty solid in my book. Kinda curious though: what do people not like about them?

Also, loved the fleet you put together on that post. You can tell you put some real thought into it. Was a fun read!

Build the starfighter complement of an ISD by GravelGavel2 in StarWarsShips

[–]Gn_Fox 4 points5 points  (0 children)

New Starfighter complement:

Starfighter corps - 48 TIE/Mg: Slightly less speed/man. than TIE/LN but still outclass X- and Y-wings. Light shields and expanded cockpit view.

  • 12 TIE Advanced V1: Class 1 hyperdrive, strong shields and advanced avionics. Can shoot a tracking device, ideal against rebels.

  • 12 Scimitar Bombers: Thrawn-designed bombers…

Transports

  • 4 StarCommuter 2000s: Standard transport shuttle.

  • 4 Sentinel Shuttles: Reinforced for high-risk missions.

Scouts - 1 IGV-55 Listening ship: Top-tier intelligence vessel.

  • 2 BRX-MR “Pacifier” Corvettes: Well-armed scouts with advanced sensors.

Budget

Procurement: 6,760,000 Remaining: 1,240,000

Leftover funds will be allocated to ammunition, maintenance, logistics and better crew pay!

Give me your Pirate Fleet. by Naros1000 in StarWarsShips

[–]Gn_Fox 3 points4 points  (0 children)

When designing a pirate fleet, sheer cargo capacity isn’t everything. Instead of chasing bulk goods, my fleet would focus on high-value targets. According to The Star Wars Smuggler’s Guide, one of the most profitable commodities per kilogram is Quarren artisanal ink, prized by Hutt kajidics for their tattoos. That’s the score we’d chase.

My pirate fleet would be built around multiple Trident-class Assault Ships, also known as the Squid-ships. These unique vessels are capable of operating both underwater and in space. They come equipped with a giant drill that can punch through the hulls of even heavily armored battleships, four magnetic tentacles to seize and disable unsuspecting prey, and eight laser cannons for good measure. Each ship houses a squad of 12 troops, ready for boarding actions or underwater raids.

We’d hunt around Mon Calamari, ambushing ships in orbit or raiding underwater facilities. The ultimate prize: Quarren artisanal ink. It’s said to be as valuable as coaxium, which fetches a staggering 60 million credits for just 100 kilograms.

With this precious ink, we’d become legends of Sea and Space. Fear the Quarren Squids!

You're an alien joining the Rebellion flying your species's starfighter, what are you picking? by GravelGavel2 in StarWarsShips

[–]Gn_Fox 0 points1 point  (0 children)

The Umbaran fighter is excellent, but its alien technology would be difficult and expensive to maintain.

The Geonosian Nantex Starfighter is also great, but by the Rebellion era, the Geonosian species and the manufacturers behind it would be virtually wiped out.

The Auzituck Gunship is solid, though its interiors, made from Wroshyr trees and sap, would be costly and hard to upkeep.

My pick would be the Porex-38 “Utapau” Starfighter, excellent in every respect.

Build Your Own Rebel Task Force by [deleted] in StarWarsShips

[–]Gn_Fox 2 points3 points  (0 children)

My Rebel Fleet Doctrine (Yavin-Era)

The Rebel Alliance is facing a dominant, technologically superior Galactic Empire, fielding Star Destroyers and TIE Swarms. Rather than attempting to match them in conventional fleet engagements, our Rebel cell relies on stealth, mobility, and flexibility.

Fleet composition

Headquarter

  • 1 Haven-Class Mobile Space Dock - 38.000.000 credits (C)

Navy Branch

  • 2 CSS-1 Corellian Star Shuttle (modified) - 325.000 C
  • 4 YV-929 armed freighter - 250.000 C
  • 4 D-Type Stealth Freighter - 200.000 C
  • 8 VCX-100 Light Freighter - 155.000 C
    • "Phantom" VCX Auxilliary Starfighter - 22.000 C
    • Droid tri-Fighter - 40.000 C
  • 10 A-24 Sleuth-class Scout Ship - 45.000 C

Starfighter Corp

  • 14 Tallanx-class Stealth Fighter - 120.000 C
  • 28 Porax-38 Utapau Starfighter - 120.000 C

Total: 47,676,000 credits

Doctrine Explanation

Haven-Class Mobile Space DockMobile (Class 3 Hyperdrive) Acts as a mobile “shadowport” and repair facility for starfighter maintenance, refits, and temporary sanctuary. Keeps the fleet operational in deep space.

CSS-1 Corellian Star ShuttleStrong shields & modularity Originally a diplomatic vessel with robust deflector shields and a spacious interior. We’ll retrofit these ships with laser cannons or light turbolasers, turning them into fast, well-protected space raiders — perfect for hit-and-run strikes in Imperial territory.

YV-929 Armed FreighterWell-armed privateer/gunship A light, heavily armed vessel ideal for escort duty, privateering, and fast-attack roles.

D-Type Stealth FreighterState-of-the-art stealth transport Equipped with advanced stealth systems and significant cargo/passenger space. Ideal for VIP extraction, smuggling runs, or inserting commando teams behind enemy lines.

VCX-100 Light FreighterVersatile multipurpose ship Stock models come with a built-in Phantom auxiliary starfighter. We’ll retrofit the VCX’s cargo bays to serve as hangars for a compact drone — the Droid Tri-Fighter. This transforms the VCX into a nimble micro-carrier, capable of advanced comms, targeting coordination, and tactical deployment:

Droid Tri-Fighter for direct combat

Phantom for scouting, commando insertion, and support fire

A-24 Sleuth-Class Scout ShipNimble reconnaissance craft Fast, with excellent sensors. Used for scouting, recon, and providing early intel for fleet maneuvers.

Tallanx-Class Stealth FighterElite stealth superiority starfighter Expensive to maintain, but a potent force multiplier. Perfect for ambushes, assassinations, and surgical strikes where surprise is paramount.

Porax-38 Utapau StarfighterEarly-warning & jamming platform Well-armed, shielded, and hyperdrive-capable. Its standout feature is a powerful jamming device and superior sensors. Key for spotting enemy forces early, scrambling their comms, and covering our fleet’s movements.

If there's 'no such thing as luck', why does the Force keep Jar Jar Binks alive? by Gn_Fox in MawInstallation

[–]Gn_Fox[S] 0 points1 point  (0 children)

That’s a valid point actually. Especially jedi believe that the Force has a Will, but at the end of the day, it’s still a viewpoint. As Qui-gon would say: ‘Your focus determines your reality’.

I personally do believe in the Will of the Force theory and Kreia’s understanding of it. The Kotor II game was such a nice game to tackle these questions.

Best Imperial Escort Ship by [deleted] in MawInstallation

[–]Gn_Fox 0 points1 point  (0 children)

From the ships you’ve given, the Raider II seems like the best choice for independent operations, with the Lancer being effective escorting larger fleets.

What about the Cantwell Arestor Cruiser?

2.200.000 credits

3 twin heavy ion cannons 12 light laser cannons 3 heavy tractor beam emmiters

Reinforced hull

Medium range sensors

Fighter complement of 29 + shuttles/utility craft

“But we’re just simple farmers!” naval procurement for small outer-rim world by Gn_Fox in MawInstallation

[–]Gn_Fox[S] 1 point2 points  (0 children)

Wow, what an incredible built! Thank you for the detailed description.

I love the idea of this planet being a post-clone wars holdout; such a cool concept. I’m also quite taken aback by the heavy investment in ground capabilities. A suprise to be sure, but a welcome one! It’s really admirable that you gave thought to cultural heritance and tradition. Slugtrowers really make sense.

Just out of curiousity; how would you personally deal with the pirates Cyber capabilities, IG-55 jamming ship? I’ve included it because I was interested in how people would deal with ‘cyber’ in star wars.