Sea Power

Sea Power

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Auxilliary Merchant Pack
   
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Timeframe and Location: 1960s, 1970s, 1980s, Fictional
Mod Type: Kitbash
Object Type: Ship, Gun Cruiser, Merchant
File Size
Posted
Updated
3.125 MB
Feb 22 @ 10:06pm
Feb 27 @ 7:24pm
5 Change Notes ( view )

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Auxilliary Merchant Pack

Description
Adds 8 armed versions (and 1 new unarmed version) of base-game merchant ships to act as auxilliary merchant cruisers for raiding, convoy protection, or just for making scenarios more interesting with ambushes and targets that fight back. Should be disguised when under a false flag similar to the spy ships in-game.

All ships listed under Australia to make them easy to find in the editor.

Featuring:
Medium bulk carrier: an 80% scale version of the bulk carrier in game, unarmed.

Australian Prospector-class: armed version of medium bulk carrier with anti-aircraft cannons and SA-N-5 MANPAD launchers.

Marlin-class: Side trawler equipped with ESM equipment and 2 anti-aircraft cannons

Antares-class: Yuniy Partizan class of coastal freighters equipped with anti-aircraft guns and a SA-N-5 MANPAD launcher.

Jeparit-class: Poltava class of freighters equipped with anti-aircraft guns. Loosely based on HMAS Jeparit.

Super P-class: Super P-class freighters equipped with SS-N-2 launchers, anti-aircraft cannons, Grad launchers, and SA-N-5 MANPAD launchers.

Austral-class: Lancer-class container ships equipped with SS-N-2 launchers, anti-aircraft cannons and a SA-N-5 MANPAD launcher.

ACT 1-class: ACT 1-class container ships equipped with SS-N-2 launchers and SA-N-5 MANPAD launchers.

Strait-class RORO: RORO A with SA-N-5 MANPAD launchers and strong anti-aircraft cannons.

Mairangi Bay-class: Mairangi Bay-class container ships equipped with SS-N-2 launchers, anti-aircraft cannons, Grad launchers, a point-defence missile system using GWS-26 missiles (requires Type 23 dependency), and SA-N-5 MANPAD launchers.
6 Comments
IceWalloh Jun 28 @ 4:28am 
Right now in game you cannot get them to be identified as a neutral vessel. They'll initially pop up as one but once you get close you'll identify them as hostile. I think they'd be best used to fire anti ship missiles from an unexpected flank for those who make missions
still_guns Apr 27 @ 10:31am 
Also, figure out how to get them to be identified as merchants by the conn officer.
still_guns Apr 27 @ 9:59am 
Can I suggest some Soviet merchants as well, seeing as these are all using Soviet missiles?
IrishHitman Apr 20 @ 8:08am 
This is just what I needed for my own missions, cheers!
Tommytnt Apr 17 @ 8:06am 
Could you make a version with water cannons? I know that some ships have those to protect against pirates. Thanks!
AnicVoid Mar 14 @ 4:48pm 
I can already smell the warcrimes! :winter2019coolyul: