View Full Version : Medium Transport

4 February 2001, 01:17 PM
Ok now I've been thinking about this idea for quite a while and tried to come up with plausible stats for it a few times before but I need to figure things out for sure. If you were to take a Gallofree yards medium transport and upgrade it some then transfer it into a carrier capable of holding x amounts of starfighters what would the stats be about. Also how many starfighters could it possibly hold?

4 February 2001, 01:46 PM
Coincidentally, I modified a gallofree transport about a month ago for my current, ongoing campaign I'm running.

So here's what I've got:

Modified Gallofree Transport
Type: Medium Transport
Scale: Capital
Length: 90 meters
Skill: Space Transports
Crew: 6 gunners:8
Passengers: 40
Cargo Capacity: 3000 metric tons
Consumables: 4 months
Hyperdrive Multiplier: x1.5
Space: 3
Hull: 2D
Shields: 2D
Passive: 15 / 0D
Scan: 30 / 1D
Search: 55 / 2D+1
Focus: 4 / 3D

2 Twin Laser Cannons
Fire Arc: turrets
Crew: 1 each
Scale: Starfighter
Fire Control: 1D+1
Space Range: 1-3 / 12 / 25
Damage: 4D

3 Twin Heavy Laser Cannons
Fire Arc: 2 turrets, 1 fore
Crew: 2 each
Scale: Capital
Fire Control: 2D
Space Range: 1-5 / 20 / 50
Damage: 4D+2

Fighter Compliment: up to 8 fighters divided in two bays

In my game, the fighters that were carried in the ship (which was a "pirate" ship) were TIE fighters, so if the ship carries fighters of a large size, such as X-Wings, the compliment would probably shrink to 6. I made this ship for a sort of light assault carrier, capable of hitting a fixed location with a pretty hard punch in order to obtain cargo or other "goodies".

Obviously, flavor this to taste in your particular game.


4 February 2001, 01:49 PM
What I made out was similar to that however I placed in two turbolasers took out all of the twin laser cannons and added a bunch of ion cannons. But that is pretty much what I am looking for. I need to figure out some deckplans however, also instead of TIEs I used A-wing fighters with ion cannons.

4 February 2001, 02:21 PM
The deck plans i have from weg (from other space adventure yeah, yeah I know the floor plan doesn't really fit a 90m vessel but I just use the shape and redesign the interior to fit the scale)
show nowhere near enough room for 8 fighters.
fuel,parts,munitions, room for maintenance plus the addded weapons,shields and so on means no room UNLESS the hull was extended (like the far star).

5 February 2001, 03:49 AM
Wolfe TIE fighters are also extremely short compared to other starfighters. It is possible I think to fit 8 in racks inside the hull of the ship.

5 February 2001, 04:53 AM
I disagree with <b>wolfe</b>...I think you could fit at least six X-wings or Y-wings into a Medium transport. Check out ESB; when that one transport makes it off, it's escorted by two X-wings...which are severly dwarfed by the transport.

5 February 2001, 06:06 AM
I did modify a Corellian Corvette, slicing out much of the hull except the drive section, 'spine' and 'head', then fitting 'flight decks' either side of the spine, about 3 fighters each side... then you put Falcon-gunwell style gravity field generators to the flight decks so you can mount fighters on the underside of the decks too...thus putting the fighter compliment up to about 12...voila: a full squadron.
As for a Gallofree: I'd say it's perfect for converting to a fighter-carrier.

5 February 2001, 06:48 AM
I meant to say 8 TIE fighters ..
I'm aware of the size of tie fighters,but consider this if you were to "store" ties and xwings in the same style vessel(med transport) you would find that for every tie you could fit 2 xwings. how?

well, for storage purposes only you could place one xwing above another using racks,meanwhile you need racks just to house tie fighters at all, not to mention the gangway for the pilot to get into the fighter.I ran into this problem about 13 years ago trying to use the transport as a escort carrier:) using cross sections so you are looking at a 10-12m ceiling easy, with a curved hull..

Thats just storage not as an active hanger..I know this sounds picky but like I said I did this 13 yrs ago and ended up boxing out the hanger area of the hull as the shape (curved hull) just didn't give me enough room,and that was only as it was not adding more weapons, becuse ineeded the space for pilot and tech quarters,spare parts,added fuel,tractorbeam to guide the ties to the racks.
all this ends up cutting into hull space real fast (more than I thought)

Later when I landed my bird (helicopter) on the USS Enterprise (aircraft carrier) and saw the space needed for the fighters It made sense, even took pictures for later reference..
I appologize for sounding curt in my first post..didn't mean to be.:)
<small>[Edited by wolfe on 5 February 2001 at 12:11 PM]</small>

5 February 2001, 07:30 AM
You've got a point, wolfe. In fact, I seem to remember reading somewhere that TIEs are fairly high-maintenence, a side effect of their cheap construction and nimble maneuverability.
Whereas X-wings, and especially Y-wings, were chosen for the extremely low maintenence required.

I could be wrong, of course.

5 February 2001, 08:11 AM
On a side note...with such limited space, if one could find some old Xi Char droid starfighters, you could fit about twice to three times as many starfighters in that thing. All you'd need was upgraded software packages, and they'd at least be a decent distraction.

5 February 2001, 08:32 AM
I thought that I read somewhere that only the "bridge" area was habitable most of the time on Gallofree transports. The rest was cargo space and engins.

5 February 2001, 08:46 AM
As they are no longer in production I really doubt you'll find one thats stock anymore:)
the deck plans I have from otherspace has one converted into a prison ship.
the EVV book states the transports interior is open and uses cargo pods and also lists many adapted to troop transports and such.

5 February 2001, 11:54 AM
<p align=justify>Yes, it's true, the hull of the Gallofree Medium Transport is left open. You can see this on the pictures, we get from the ship. The hull is not complete, just enough to hold the cargo pods together. An so, there's no atmosphere in it. The command pod is the only section of the ship, were life is possible.
So the first thing you would have to do, if you wanted to convert the ship into a light carrier, would be the completion of the hull. Then you would have to bulid sections for the hangar equipment in the emoty hull,...
I don't want to spoil your ideas, of course it's possible to do all these modifications, but I would prefer another transport ship for this assignment, such as the popular Action-series bulk transports.

Just my thoughts... :)</p>

5 February 2001, 01:13 PM
I had designed a Gallofree for a pirate gang- the ship looked like a simple gallofree, with cargo in it's open hull. However, the "cargo" was really just doctored up hull plating, and the target ship would suddenly find the medium transport behind it was spewing headhunters at it!

The inside of the ship was pretty much an open deck, a small, small store of feul or missiles, and an emergency medical center. Because the pirates only used the ship for a launch platform, i didn't worry about maintainance and such- they didn't have an crew inside, and any nessecary work was done back at their base.

I beleived i fit the 12 headhunters in ship by having 4 on cradles at the top curve of the ship (used retractable ladders on the cradle structure to reach them) and 2 rows of 4 fighters landed on the deck.

It was a tight fit, like in the corvette from X-Wing: Wraith Squadron, and pretty much they could only launch in groupd of 3 at a time, with a 2 second interval between each individual launch. This was still enough to suprise many unsuspecting marks.



The Admiral
7 February 2001, 06:32 PM
2 seconds between launching? Way to fast, just picture that for a second (or two ;-)) even five seconds would be really fast. Any ship would have to have enough time between launches to manouvere down the ship, and would have to do so carefully enough to avoid hittig anything in an extremely tight environment, and would also have to leave slowly enough that if the fighter in front had a problem, it would have at least a fighting chance of stopping before it added to the crisis.

"Vixen control, this is Fox one, I'm clearing the bay, oh, wait up, my forward repulsors twitching."
"Vixen, Fox three, my forward sensors are blown!"
"Fox one, I've now lost ion engines, thanks three."
"Fox five! Fox five! I've hit Fox three!"
"Vixen control, fox two, I'm clear, but I'm on my own!"
"Fox seven, I can't see to launch, am I clear for launch?"
"Fox one, Vixen control, can you clear the launch bay?"
"Vixen, this is Fox three, my power core's going loco, it won't shut down!"
"Vixen Fox one, negative, repeat negative launch. I've lost all drives and the comp says we ain't moving."
"Fox seven Vixen, you are not clear for launch."
"Vixen Fox two, I'm in trouble here!"
"Vixen, fox three, my core's gone critical, I'm bailing!"
"Fox three, fox one, don't eject you idiot,,,"
(Ka thunk)
"You're in the damn bay, aw hell."
"Vixen Fox four, I think I can get through!"
"Fox four Vixen, negative, we're getting out of here."
"Fox flight Fox one, abort launch proceedures, get set down where you can."
"Fox one fox four, the bays full, where am I going to set this thing down?"
"Frel's sake Bevan, I don't frelling know! Vixen, please advise!"
"Fox flight Vixen control, we can't hyper jump with you guys on 'pulsors, we're taking heavy ion damage."
"Aw hell,,,"

Er, wierd, not sure where that lot came from, but you get the idea,,,

<small>[Edited by The Admiral on 7 February 2001 at 10:34 PM]</small>

7 February 2001, 07:52 PM
I'm telling you, stock a Medium Transport with Droid Starfighters and you're set. All you've got to do is retrofit the interior; no need to seal off the ship, leave it open-air! They're droids, no pilots necessary. You can cram a bunch of them in there, they launch in a hurry due to their launch systems and automatic controls, and you maintain the element of surprise by having the exterior of the ship unaltered. I'm going to use this in a campaign sometime, this is a great idea. Talk about a great surprise attack! Sure, they're not too buff, but they'd have the jump on their opponents.

7 February 2001, 08:09 PM
you still have to maintain those droids,repairs,refuel,rearm,wash/wax,(you get the picture)
unless you plan on having hatchlings service those droid fighters there will need to be a hanger so your crew can work on them.

8 February 2001, 06:05 AM
wolfe does have a good point unless you'd like to be similar to the empire and just not give a D@#m about them.

8 February 2001, 07:45 AM
In regards to the "can't have 8 TIEs aboard the ship" crowd, the reason I put such a high number on this ship is because I viewed the ship as a mere "transport carrier", so to speak. There was not any refueling or repair stations aboard the ship. It's purpose was to move the fighters from point A to B where they could be launched, make an attack, be picked up (though because they were TIEs, they didn't expect to pick up any more than 1 or 2) and THAT'S IT!

Repair, refuel, maintenance and so on were done at the pirate base, which the Gallofree would dock inside for easy offloading/loading of TIEs.

Granted, if you had full hangar facilities on a ship the number of TIEs operated would probably be closer to 4, and I probably should have mentioned that on my stats. Overall, though, what a fictitious ship can or cannot do is entirely up to individual GMs. To squabble over 8, 6, or 4 fighters on a ship is rather trivial, especially if we're talking about illegal modifications.

Evil Steve
10 February 2001, 12:57 PM
I was, at one point, going to run a Rebellion campaign where the characters were starfighter pilots (4 players). I thought about using the Gallofree as 'the carrier from Hell'.

It was capable of docking 6 fighters, but two had to be in a condiditon of partial disassembly on the lower deck and the other four were boxing each other in. The intent of this craft, when it was modified to this duty was to be a mobile repair bay for a fighter squadron. Thus reducing the risk inherent with permenent bases. Due to bad luck, attrition, etc., it currently functions as a light carrier.

It had quarters (of sorts) for its own basic crew, the tech teams, and six pilots. Very uncomfortable. Probably comparable to the creature comforts on a submarine.

Just my 2 creds worth

10 February 2001, 07:38 PM
Heck grim if thats the case gut that sucker out and put in tie racks, just leave the front or rear areas for crew billets
basicaly there would just be a pressurized corridor that lead down the middle with doors leading to the tie racks and there you go. OR
remember the claws from the tie fighter games well they could be retractable, drop off the ties.
either way you could use hatchlings to do repairs external maintenance.

My group just did up partial deck plans for this as "a hmmm could it work?"
could fit 4 on either side of corridor
<small>[Edited by wolfe on 11 February 2001 at 12:36 AM]</small>

10 February 2001, 08:31 PM
:) well let's see, when compared to the Corvette who's hangar bay was modified into the "Last Stop Funktastic Disco Tech", or the race of birds who's soul purpose in life was to commit suicide crashing into any people (and leaving quite a mess behind), i think the pirate corvette was rather nice.

Besides, it was a total of about 12 meters (straight shot foward) for the pilots, and they were already warmed and on repulsors- all they had to do was hit the throttle, and bam, they're out and vectoring towards the target. Then, the next one would do a final check on his angle, and bam, he's out two.

Besides, these pirate weren't vert smart to begin with- they booby trapped they're base, and when they characters busted in, the pirates relased horrible, deadly animals called Thrasher Hounds inside the base to kill the characters.

Only a few of the hounds weren't killed in the booby traps meant for the characters.


3 December 2004, 12:45 AM
I am looking for a set of deck plans for this ship
I can modify it as needed, the ship my players have is a Galofree Yards Transport that has been seriously modified, I have dropped it from 19,000 tons to 10,000 tons in cargo, and upgraded the engines, added crew compartments, as well as enclosed the open underbelly. The Command Tower also has been removed and a cockpit added up front. if anyone can help me with finding a good set of plans it would be greatly appreciated