Bringing the aesthetic of Crusher Joe into Stars Without Number (SWN) is a fantastic choice. Studio Nue’s designs—specifically those by Shoji Kawamori—feature that perfect "used future" look: chunky, functional, and bristling with specialized sensors.
In SWN terms, these ships often punch above their weight class due to the high level of "Crusher" customization.
1. The Minerva (Crusher Team Ship)
The Minerva is a heavy-duty versatility craft. In SWN, it sits between a Free Merchant and a Patrol Boat. It’s fast, incredibly durable, and carries the team's smaller vehicles.
| Statistic | SWN Value |
| Hull Type | Corvette (customized) |
| Armor | 10 |
| Hit Points | 40 |
| Speed | 3 |
| Sensor Range | 100,000 km |
| Free Hardpoints | 2 |
Fixed Equipment:
Ship’s Locker: Contains the "Galleon" tank and "Fighter" units.
Atmospheric Flyer: The Minerva is fully capable of atmospheric entry and landing.
Advanced Sensors: Gives a +1 to all Bridge crew checks involving scanning or detecting stealth.
Weaponry: Dual Spinal Lasers (use Large Blue Laser stats).
2. The Siren (Pirate Heavy Cruiser)
The Siren (belonging to Big Murphy) is a terrifying, asymmetrical beast. In SWN, this is a Heavy Frigate or even a small Cruiser meant to intimidate and overpower merchant lanes.
Hull Type: Cruiser
Armor: 15
Special Ability: "The Claw." The Siren is equipped with massive grappling arrays. If it successfully hits a ship of a smaller hull class, it can initiate a boarding action immediately without reducing the target to 0 HP.
Recommended Loadout: * Plasma Beam: For melting through hulls.
Flak Cannon: To swat away Joe’s pesky fighters.
3. Crusher Team Fighters (TR-5 Harpy / Dongoro)
These are the tactical "birds" launched from the Minerva. In SWN, these are standard Strike Fighters.
Speed: 5
Armor: 5
Weaponry: Sandthrower (for defense) or Multifocal Laser.
Trait: High Maneuverability. Pilots gain a +1 bonus to Evasive Action maneuvers.
4. Converting the "Vibe" to Mechanics
To make these feel like Crusher Joe ships rather than generic SWN ships, apply these House Rules:
Crusher Modifications: Crusher ships always have at least one "Pretech" component (p. 100 of the core book) representing their elite status, usually in Engines or Sensors.
External Hardpoints: Many Crusher Joe designs feature external fuel tanks or weapon pods. You can grant +2 Power at the cost of -1 Speed to represent these "bulky" retrofits.
The "Crusher" Skill: If a PC has the Pilot skill and is a certified Crusher, they can spend 1 Command Point to automatically succeed on a "Stunt" check once per engagement.
Comparison Table: Ship Scale
| CJ Ship Class | SWN Equivalent | Primary Role |
| Team Leader Ship | Corvette | Multi-mission/Transport |
| Combat Fighter | Strike Fighter | Interception |
| Pirate Mothership | Heavy Cruiser | Area Denial / Boarding |
| United Space Force | Battleship | System Defense |
Gemini said
To build the Minerva accurately in Stars Without Number, we have to account for its paradoxical nature: it’s a civilian ship that performs like a military prototype.
In SWN terms, we use the Corvette hull as the base but apply the "Luxury" or "Specialist" modifications to reflect its high-end Crusher tech.
The Minerva (Corvette Class)
"A Crusher's pride isn't in their blaster; it's in their ship's ability to get them out of a black hole in one piece."
Fitting & Equipment (The "Crusher" Build)
The Minerva is packed with utility to ensure the team can handle any contract, from planetary surveys to hostage rescues.
Weaponry
The Minerva isn't a warship, but it's "Crusher-Spec," meaning it carries enough firepower to punch a hole for an escape.
Dual Spinal Lasers (Large Blue Lasers)
Damage:
Power/Mass: 4 Power / 2 Mass
Special: Can be fired by the Pilot in a pinch, but best handled by a dedicated Gunner.
Point Defense Lasers
Damage:
Power/Mass: 3 Power / 2 Mass
Special: Grants a +2 to defend against incoming torpedoes/missiles.
Unique Crusher Modification: "The Minerva Overdrive"
As an AI-assisted craft, the Minerva has a unique pretech-equivalent modification.
The Kirua Protocol: Once per combat, the Pilot may push the engines to their limit. This grants an immediate +2 to Speed for one round and allows the ship to ignore the "Hazard" penalties of flying through asteroid belts or debris fields. After use, the ship's Power is reduced by 2 until the engines are serviced at a port.
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