The Scavenger Tribes

By: David Ouimet

Revised January 12, 2002

Red Text indicates projects being developed and may not be active in the game.

 

Forced into a conflict not of their own making the Tribes have been forced to quickly adapt for the coming conflicts. With little to call their own except for the ultimate need to survive the Tribes must quickly utilize everything at hand and find their own way in the universe.

General Overview

The Tribes do not have the luxury of advanced technology or a vast industrial base to use, nor do they have a warrior culture to deal with the conflicts that have come to them. They do however have a great need, and the creativity and will to survive! The Tribes excel at find a way to use about anything they can get their hands on. At times the cobbled creations of the tribes are something for their enemies to fear, at others the enemy trembles with laughter.

The Tribes require a lot of care and thought to play. They have an inherently weak position but a number of ways to deal with the situation. While the Tribes do not have the strongest ships, economy, or troops but they do have numbers and a great deal of creativity. The Tribes must draw on their strengths to the ultimate to survive in the universe. There are a number of different type of Tribe leaders out there, from traders to raiders and everything in-between, I shall leave that to each leader to choose.

Special Abilities

The Tribes Economy

The Tribes sheer numbers are used to gather the need mineral and monetary resources needed. While as an individual the tribe members may not be a match for many other races, their numbers will grow rapidly allow them to keep pace with most. The Tribes have also developed a natural skill with Gambling; one of their outposts has a gambling deck that will provide the Tribes with much needed income. In addition to the normal sources of income, the Scavenger Crawler will gather many useful items from any natives on the planet. What exactly, if anything, is gathered depends on the type and number of natives.

Note that when it comes to the Galactic Bank, the Tribes are very different. Do to their natural ability to adapt and use many of the more common items they gain a special advantage. But this comes at a price; since the Tribes have not fully developed their technical skills some of the more advanced technologies will create havoc. This is represented in the way that the Galactic Bank converts MegaCredits[MC] into Galactic Credits[GC]. So long as the Tribes tech levels do not exceed the following; Hull level 6, Large Weapons level 6, Engine level 10 they will get 2 GC for every 1 MC transferred to the bank. Should any of those three techs[Hull, Large Weapons, Engines] exceed those levels the transfer rate flips around, becoming 1 GC for every 2 MC transferred to the bank. For this reasons many of the Tribe members have found it most useful to avoid developing these techs until it a must.

The Tribes Fleet

The Tribes fleet is better suited to raiding and defense than it is to direct conflict. Although they may refit their ships with many different devices, their fleet is not designed to go toe to toe with empires such as the Borg or the Evil Empire. Their ships are VERY well suited to raiding enemy systems and striking in unexpected locations. Many Scavenger ships can cloak or travel through hyperspace. The tribes unique ships are even able to pass through normal and grav mines without fear, however Laser and Web mine fields are twice as likely to strike a Scavenger hull than normal.

One of the reasons the Tribes are un-able to stand up in a serious fight, is their inability to understand the construction of super weapons. While they may use such weapons, and can even mount several types on the Reigendo Stratofotress they may not produce these weapons. Note that while swarms are semi-effective in the early game, during the later game swarms of small ships become ineffective.

The Tribes Fighter & Mechanized Forces

Ground Units

For ground combat the Ramager is the best the Tribes can field. Though the Tribes rarely use mechanized units for combat as their fighters are superior in this role, and while the Ramager is the best they have it is not very effective. The Tribes ground forces are much better suited to gathering resources with the Scavenger Crawler.

Fighter Units

The Tribes have a number of different fighter types, and all of which serve some useful role. The Havoc Fightingstar is the most powerful and well known of the Tribes fighters. Very well suited for space combat being extremely effective against fighters and useful against ships. The Havocs downfall is its high price and its inability to effectively support a ground war. For ground conflicts and for screening other fighters and ship the GunyviperX comes into play, this cheap fighter is not very effective alone but can be produced in large numbers. When the money is just not available for the Havoc but the Gunvyiper is found lacking, the Dragonfly is called into service. While not as useful as the Havoc, but more expensive than the Gunvyiper the Dragonfly serves when both roles must be filled.

Tribe Threats

The Tribes are a fairly well rounded race, but they really have problems with larger fleets. A fast moving heavy strike force can avoid the Tribes heavy warships while swatting down the swarms of ships fast enough to keep up with them. If there are a number of Grav mines deployed then none of the Tribes heavy hitters can move with any kind of speed. While their strike force will ignore them, they wont be strong enough to deal with more than a handful of capital ships.

Individual Tribe members are fairly weak in ground combat, their high growth rate allows them to keep enough numbers around to deal with a ground invasion or launch one of their own. However if caught in limited numbers they can be easily over whelmed.

The Tribe fleet is fairly average in the early game and picks up a lot of strength in the middle years, however they need to acquire a heavy warship or they will have some serious hardship in the later days.

Note that raiding and destroying a handful or even a ton of Tribe ships will have no effect unless you can take down their bases in the area as well. After an attacking fleet passes by the Tribes can often re-build most of their lost fleet with scavenged parts. This and their high growth rate will allow them to quickly recover from any attack that does not destroy them.

More Specific Details

Tribe Economy

There are many different aspects, and some of them will very from one playing style to another. The main points are all the about the same. The Tribes have a very high growth rate; use it. Also don’t be afraid to pick up the Tank-O-Tronic to raise it even higher. Early in the game you can kick out a large number of colonists to every world allowing you the best use of your Atolls and to gather contraband. Later in the game you can build a massive number of cities for additional income. The Tribes are not the most effective at collecting taxes, but it does add up. The choice between enslavement and ultra-conservative really depends on the current situation. Note that each Atoll is best outfitted with 1000 colonists [for gambling] and 20 high guards [to prevent spy attacks]. Park one Atoll over every world for the best effect, but be sure the worlds are not to close [15 light years] or it will hinder the gambling deck [See Tim’s website on gambling decks. http://www.vgaplanets.com/v4doc/devices.htm] Note that Atolls are mineral expensive in the early game, so you will have to balance the improved income from multiple Atolls with the mineral cost. To gather contraband in the best manner you should have at least 100,000 colonists on the base. All natives should be shipped back to worlds you can protect and support with Crawlers. Atolls, and Crawlers can be setup with allies to a mutual advantage, if you trust them.

You have Terra-forming ships Terra-formers available, so high soil planets can be improved to suite your needs. Of course border worlds and mining colonies can be left with very few colonists and a handful of mines and smelters. Once the world is stripped you can remove your people and detonate the base. Though its wise to re-establish at least a basic listening base with minimal structures to insure no one else does.

In addition Tribe ships will gather Salvage Pods when enemy ships are destroyed near them. These pods will often include weapons, engines, shields, metals, and supplies. Even super weapons can be salvaged at times. These pods should be taken back to one of your bases for use on your own fleet. If the pods are to far away for easy recovery then one should consider selling them to someone close, or blowing them up.

Do to the way in which the Tribes deal with the Galactic bank; it’s usually best to avoid raising your Hull/Engine/Large Weapon tech above the listed levels. Rather stockpile GC’s for Exotic Techs, Spying, and later use. Only when the higher tech hulls are really needed should you upgrade your hull tech. Note in the end you will have to upgrade if you wish to survive.

Note that some have claimed that you have limited Troop/Crew/HG training rates, they are flat out wrong. Simply set up a training world that you build 100’s of training centers on and send your Crew and 1 high guard to. Before long you will be cranking out millions of HG a turn, mainly for boarding actions other ship based duties.

The Tribe Fleet, Ship by Ship

[Unique Hulls Only]

Cavalry Class Gunship: This small warship is good for protecting early colony worlds from light raiders such as Borg Probes. The Cavalry is fairly well armored and shielded for its size and packs 6 small weapons and 6 point defenses systems giving it a reasonable punch and protection. A fairly cheap ship to build and it makes an effective light patrol ship but should not be used against main line warships. Note that this can also mount 3 of the smallest Large Weapons, which includes the Sand Caster. Cavalry class ships will continue to see use even in the later game as an Anti-Fighter escort, armed with 3 Sand Casters and a handful of Micro-Missiles and/or Turbo Lasers. In addition work is being done to develop Target Enhancers for the Cavalry.

Rogue Class Raider: The pride and joy of your early fleets. This hyper jump capable ship is cheap to build and has enough fuel capacity tied to a reasonable cargo and guest load to make it an effective colonization ship. The Rogue will probably be the mainstay of any early Scavenger fleet. When used in numbers they can take on almost any early threat that they can detect.

Flint Class Merchantman: This ship can serve as an early transport, able to carry 4 pod's and only using 3 engines. In addition it has tractor strength of 300 allowing it to tow some of your earlier units. It's lightly armed to discourage raiders and has a cloaking device that partially hides its warp signature. This ship can serve well in protected areas for shifting cargo around early in the game. The Flint is currently being refitted with an improved cloaking device allowing it to fully cloak and the ability to gather salvage from 150ly’s and store it in the ships pod bays.

Phoenix Class Escort Carrier: An early carrier that was developed and later revised. It is lightly armed and can carry a small fighter complement of 150 fighters. It can serve as a fighter transport and early carrier or as a refueling base for larger fighter wings. Perhaps a more common use for this ship is the Global Icer, while the Scavengers find warmer planets to their taste some are just a little too hot and this ship can bring things down to a more reasonable level. The Phoenix can be refitted with the Inferno Device allow the ship to quickly heat up planets too more acceptable levels.

Atoll Class Star Post: The Scavengers' answer to orbital facilities. While mineral hungry this ship can solve some of your income problems thanks to its Gambling Deck. In addition its Ore Processing equipment makes those dirty smelters obsolete. The Atoll is well enough armed to deal with most light warships and if it's out gunned it can even cloak to avoid combat. Should extra funds be available the Atoll has a mobile repair factory and a mobile fighter factory along with a 7500 mass dry-dock allowing you to produce ships in deep space.

Hades Class Frigate: An effective early warship with a few nice abilities. It has an attack bonus of 110, which not only allow its shots to land more often, but also makes enemy point defense systems 10% less effective. Adequately armored this ship can last a little while for its limited weapon suite to take its toll on the enemy. What's perhaps more intriguing is the ship is perfectly suited for a Ram Scoop. If they can ever get hold of another races ship equipped with this device they can easily make the modifications to allow the Hades to collect fuel as it travels. The Hades Large weapon bays are being enlarged to mount up to a 700kt weapon and attempts are being made to mount a hyper drive to the hull.

Half-Flint Class Privateer: Perhaps the pride and joy of the Scavenger Merchant fleet. This ship trades off 2 pod bays from the Flint class hull for some improved combat ability and the ability to fully cloak. Not only can this ship fully cloak but it does not burn any fuel to do so, allowing it to remain cloaked indefinitely. This ship can also act as a raider against enemy merchants but should avoid a real fight at all cost. Perhaps if the Scavengers ever manage to acquire a Cargo Grapple the Half flint would be the idea hull to attach it to.

Inamorata Class Strike Ship: The main ship of the Scavenger Boarder Patrol and Strike fleets. The Inamorata is a very capable light warship, able to move to the scene of an incident very quickly and deal with any light warships they may be forced to engage. When used in small fleets they can even take down much larger opposition but should avoid large numbers of capital ships. This ship is very agile in a fight allowing it to avoid many incoming shots while landing most of its own. The Inamorata can even cloak for a very minor fuel cost. There are plans in the works to add a Gravatonic Accelerator to this ship, but the Scavengers have not been able to finish the revision without a model to go on.

Minnow Class Scout: This scout is the fleets expendable eyes and ears. It’s cheap and has a reasonable scanner on board. In addition it’s able to make short hyper jumps and can lower its sensor image with the help of a cloaking device. Do to the limited fuel capacity the Minnow will often find itself in hostile space and now way to return, but the ship has a built in self destruct device to deal with this situation.

Factor Class Cutter: A light patrol ship with a punch. This fast warship is fairly well armored and shielded and packs a massive 18 small weapon mounts on its small hull, combined with the Scavengers unique approach to small weapons this ship can be quite formidable, though it only mounts a single large weapon bay. Its long-range scanners are able to detect enemy ships out to 350 light years away and it’s equipped with a minesweeper to keep local space clear of enemy mines. The Scavengers have been working on adding a Tachyon Emitter to this ship but alas have not had any luck as of yet.

Forgotten Class Junk: The utility ship of the Scavenger fleet. The Forgotten Class Junk is reasonably protected and armed but is not intended as a warship. Equipped with a Barbitic Mine Layer and Mine Sweeper this ship is able to protect key worlds with multi-layered minefields. The Scavenger high command is fully intent on adding a Warp Chunnel device to this ship once they figure out how to get a proto-type.

Heritage Class Carrier: The Heritage is the Scavengers' major carrier capable of carrying up to 800 fighters. The ship itself is lightly armed and adequately shielded but is not very fast so care should be used when deploying a Heritage. The Heritage is able to produce both type 2 and 3 fighters in deep space, provided the funds are available.

Omni Class Destroyer: A multi-role warship for the Scavenger fleet. One of the first of their ships to use a large number of heavy weapons. With 8 heavy weapons and 8 point defense systems this ship may be effective in a fight. However it is actually more useful for stripping plans from captured ships and confusing the enemy with its holo jammers. In addition to help in the fleet support role attempts are being made to mount Minefield Destabalizers on this hull.

Pretender Class Q Ship: This is an expanded large freighter; in addition to its single pod bay it carries 4 [10] large weapon mounts in place of the internal storage capacity. It may provide a nasty surprise to light raiders.

Apotheosis Class Assault Carrier: An upgraded version of the Phoenix, equipped with a cloaking device this ship can make surprise raids, or safely transport fighters up to the front for other carriers.

Deliverance Class Ship of the Line: This is very nice hyper capable ship. Well armed and shielded this ship is great general-purpose warship. In addition it has a limited fighter complement of 540 fighters and can transport up to 6 cargo pods allowing this ship to take up most of your cargo transport roles as well as acting as a warship and carrier. The sensor system of this ship is also well suited for a BioScanner but the Scavengers have not yet found a way to put in the new device. The Deliverance can also deploy laser mines, very useful for detecting enemy ships and engaging enemy fighters.

Masquerade Class Q Ship: Much like the Pretender the Masquerade hides some 225 fighters within its hull to surprise enemy raiders.

Omen Class Spec Ops Transport: This ship is very useful for removing light enemy warships within your space. Its hyperspace drive allows it to jump in and deliver its load of 800 troops using a boarding laser before the enemy can respond. Used in large enough numbers this ship can be a real threat. These ships are best used with fully trained High Guard assault troops.

Reigendo Class Stratofortress: This massive ship is the largest ship of the Scavenger fleet. Armed with a large array of conventional weapons along with a range of Super Weapons this ship can dish out large amounts of damage. In addition it’s extremely heavily armored and has very strong shields. It is also equipped with a minesweeper to deal with enemy minefields during an advance as well as a Warp Bubble Generator to break up enemy fleets. With this much mass the Scavengers could easily add the equipment needed to build a Jump Gate if they can acquire the technology. The Reigendo can mount the Anti-Matter Maul or World Crusher Missile; attempts are currently under way to modify the hull to handle the Nemesis Torpedo as well as increasing the ships maximum speed.

 

Reference Details

Scavenged Devices

Many Scavenger Hulls have additional Devices they can mount once the tribe members have learned how. In order to use a new device the Tribe members must have control of a HULL with the new device on it. Once they have a hull with the new device, all Scavenger hulls in that Tribe that can use the device will be upgraded to do so. For example the Inamorata normally just has a Cloaking device, but it can be refitted with a Grav Acc. In order to get this upgrade the Tribe must capture a ship with this device, a Meteor Class Blockade Runner for example. Once they have the have acquired the MBR then all of that Tribes Inamoratas will be upgraded to use the new device, in addition any future Inamoratas built will also have the device. SPECIAL NOTE: If your ship has not been upgraded to use a special device and you give it away, THAT ship can never be upgraded. However if has been upgraded and you give it away, then the new owner can use the device on that ship if they have had access to a ship that mounts the device normally. Note that only the Scavengers can enable a hull to be upgrade. If another race starts production of a Scavenger ship, they will not be able to upgrade the newly produced ships. What this really means is Scavenger ships in non-Scavenger hands can not be upgraded unless the Scavengers have upgraded their own fleet already, even then hulls not built by non-Scavengers will not be upgraded. [This is partly due to the way the data structure works in marking which ships can use what devices. See problems with the UA and race pack upgrades for similar examples.]

Scavenger Crawler

Each Crawler will gather resources from up to 100,000 natives of a given type. One Crawler will be needed for each 100,000 natives of a given type for the maximum return. Note that if there are 100,000 Insects and a 100,000 Humans then you only need 1 crawler, however if there were 200,000 Insects you would need TWO crawlers. Below is a quick table of what is produced for each 100,000 natives on the planet.

Amphibian: 200 Repair Units Avian: 30 Random Units of Contraband

Bovinoid: 100 Units of Supplies Ghipsoldal: 20 Medical Units

Humanoid: 1 type 1 Fighter Insectoid: 10 Units of Food

Reptilian: 100 Units of Armor Siliconoid: 300 Units of Ordinance

Scavenger Small Weapons

Tribe Members will overload small weapons doing double the normal damage. This applies to normal damage, not to special types such as Kill and System.

Scavenger Salvage

If a Scavenger ship or base sees a ship destroyed there is a very high chance that a salvage pod will be gathered from the remains. The pod is gathered at a random Tribe ship or base within range.

Scavengers & Super Weapons

Scavengers cannot build Super Weapons. However the Reigendo can mount a number of different types, including the Anti-Matter Maul and World Crusher Missile. Also note that that the Anti-Matter Maul may be used to destroy Jump Gates by setting the gate as the Kill target and being at the same location. The Gate will be destroyed and some of the Moly will be recovered, none of the MC’s will be saved.

Scavengers and Mines

Unique Scavenger Hulls [Hull types that only the Scavengers start with] will not strike Grav or Barb mines. Note they will still be pulled out of hyperspace, and are twice as likely to hit Web and Laser mines.

Scavenger Q Ships

Scavenger Q ships are supposed to look like normal freighters. In addition they can change their ID code by setting the command code to NID. Note some races like the EE will see right through this if they care to look.

Scavenger Fleets

For the early game grouped Rogues work well for raiding with Cavalries defending key systems. Note that having a Phoenix around to get fighters into spaced based wings can be handy but you wont have many fighters early in the game.

As soon as you can develop Inamoratas, you have a great raiding force. Even fairly cheap configurations are very effective. I usually start out with Blaster Cannons and Micro Sand Casters. Of course you will have to adjust your load out depending on the targets.

Later in the game you’re going to have to switch to heavy hitting ships, or in the case of the Tribes ships and fighters. The Deliverance makes a great attack ship, but only when backed up by a few hundred fighters. The Deliverance itself is an ok warship, good for early attacks and defense. But as soon as the big boys come out to play it needs fighters. With a full load of fighters it cost about the same as a Cube but is a bit stronger.

The Reigendo is of questionable use until you have a specific need. Until you get super weapons or the ability to build Jump Gates the ship relay is not needed except as a super heavy carrier. Once you gain a few super weapons though this ship comes into its own and can easily turn the tide of a fight, again though it must be supported with fighters or a fighter screen.

New Structures

Parts Re-manufacturing Center:

Converts Ship Parts to other ship parts
Cost 1500 Tech 3 Supplies: 25 a turn

1 Superlaser-> 3 Turbo Laser Arrays (Large weapons)
1 Protomatter->60 Particle Cannons
2 I25+5 Cober 350->1 Warhop2020
1 Sandcaster->5 Micro Sandcaster
3 N30 Fusion Drive->1 Fusion Cannon
2 N20 Fusion Drive->1 Servodyne 600
4 Ion 2 Drives->1 Micro Quad
4 R50 Mega Fusion Drive->1 Blaster Cannon
2 Turbo Thrusters->1 Trylium Thruster
85 Electro Gravitonic Drive->1 Mauler Beam
10 Flake Cannons->1 Base Anti Air Craft Cannon
5 Ion Cannons->1 Base Ion Cannon
2500 Neutronium+1 GS-BFS 3000->1 Base Shield
4 Heavy Lasers->1 Base Laser Cannon
1 Plasma Bolt->10 Plasma Guns

The Vault

The Vault is a hidden structure allowing the Tribes to hide some resources in case the base is destroyed. This way should a base be destroyed they can come back later and recover the stored goods. Of course there is always some risk that a sneaky race may find the vault.

New Devices:

Debris Dust Off: in 150 light-years of space, picks up all Debris, and puts it into pods in the pod bay.