![]() And upon re-watching more episodes, I FINALLY see that the Marauder did use its weapons. Furthermore, concept art of the Marauder from Atmosphere Visual Effects shows it having ordnance hard points for mounting missiles in these same locations, and the missiles look to be capital scale. So this write-up now has offensive weapons added for a little bite, but it's key features are still speed, maneuverability and its defensive packages. Later in season 2 episode 5 (S2E5) the Marauder is visibly show extending some kind of weapons from retractable hatches in the sides of its hull. In season 1 episode 12, the Raza crew mention using the Marauder for "precision strikes" on an enemy base. This alternate Marauder, having FTL, could also in turn add the Blink Drive to its FTL drive. This Raza crew modified their Marauder to have FTL capability (FTL Drive: x2). ![]() However, the Raza crew eventually encounter an alternate reality with versions of themselves that never lost their memories. The Marauder itself does not have FTL capability. Since this was never shown in the series, GMs have the option of ignoring this, or allowing the Marauder to have ordnance hard points, or letting the Marauder be stock without these but modified to carry them, or having this be a variant of the Phantom class Marauder design. This picture shows 4 missiles per side (3 light, 1 heavy), 8 in total, and all looking like possible Capital scale damage. ![]() On top of this, it needs to be said that the concept art of the Marauder by Atmosphere Visual Effects also shows it capable of using these same side hatch locations as hard points for mounting various missiles on both sides of its hull. This has been added into the Marauder's write-up, and now the little ship, aside from being relatively fast and hard to hit, has some fighting power too. While the Marauder to date has never fired a shot, in Season 1 episode 12 the team mentions using it for "precision strikes" on an enemy base, and in season 2 episode 5 the Marauder opens hatches on the side of its hull and extends retractable weapons of some kind. Since Dark Matter never really showed any craft matching the higher speeds of A-Wings or TIE Interceptors, the Marauder's speed shouldn't need to go any higher than this, and a speed of 8 still makes it one of the fast ships in Dark Matter of its size, just as the Raza is one of the faster capital ships due to its design and modifications. While the Marauder's speed is 8, if GMs think this is too slow, this can be upped to 9 or 10. The Marauder was a simple, straightforward ship, having much in common with other scifi ships like the Destiny's shuttles from Stargate Universe, and the Puddlejumper craft from Stargate Atlantis (all three series, of which, had some related creators behind them). Since these were never specifically mentioned in the Dakr Matter series, if GMs would prefer, they can remove these and let the Marauder's stealth rely solely on the skills of the pilot. To represent this, the Marauder has been given the Active Countermeasure Package (based on the A-Wing Enemy Targeting Jammer) and the Sensor Interruption Stealth Package, loosely based on the A-Wng jammer but adapted to work against sensors to improve the Marauder's stealth capabilities. While the Marauder does not have weapons to defend itself, it is meant to be fast and stealthy, as well as an expensive elite craft, worthy of the skills of veteran light ship pilots. It is primarily used as transport for the crew of the Raza to reach a planet's surface from the Raza in high orbit.ĭespite his memory loss, Kal Varrik retains an intuitive grasp of the Marauder's controls and serves as its pilot. The Marauder is designed for both atmospheric flight, and travel in the airless vacuum of space. Space for cargo is available directly to the rear of the passengers, and entrance and egress to the craft is through this storage space. The Marauder is the Raza's shuttle a "Phantom" class shuttle with two crew stations and four passenger seats in a single cabin interior. ![]() ![]() Rate Of Fire: 2 (if fire-linked) 4 (if not) Location: Lower front sides of hull, retractable) Rate Of Fire: 1 (if fire-linked) 2 (if not)Ģ Light Pulse Blasters (fire-link optional) Troops: 8-12 (replaces Cargo Capacity and Passengers) Skill: Space Transport Piloting (Marauder) Star Wars D/6 online character creator and play aid, play online with friends! Our Patreon: please help out with the running costs of the site! ![]()
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