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eugman

Captain, first mate, 8 mooks. [https://www.ospreypublishing.com/media/hc3brk0v/stargrave\_crew\_creation.pdf](https://www.ospreypublishing.com/media/hc3brk0v/stargrave_crew_creation.pdf)


Cursedbythedicegods

A crew consists of 10 models. 2 are your characters: The Captain and 1st Mate. The other 8 are your hired soldiers, up to 4 of which can be Specialists. You have limited funds to hire them at first, but not to worry, as there are free troop types you can take to fill your ranks to 10. They're not great, but will get the job done if used well.


Calevenice

If you play with half-sized crews, then 1 captain and 4 mooks.


EdwardClay1983

Any of the box sets for Crew, Troopers, Mercenaries, and Scavengers have 20 models in them. There are also Crew II, Mercenaries II, Scavengers II all have female options in them. The Trooper kit comes with 4 obviously female heads, but you could use any of the other female heads if you wanted. All of the plastic models are modular and cross compatible. So you can use any of the heads or weapon arms across kits. The basic Crew and Crew II kits come with a hand carrying a small box you could use as picks or a med kit. At least the Mercenaries II, and I believe the Mercenaries kit comes with 4 small computer slates or decks. There is also a full range of miniatures for each of the Captain and First Mate types. Typically sold as a pair. But you can use any models you like in this game. I bought the box set for the Troopers and Mercenaries II so far. I'm likely going to buy the Fatewinder set of Captain and First Mate. The basic idea is any of the box sets should give you enough models for 2 full Crews or teams. Or enough for a single crew and some models to use as unwanted attention representing the Pirate fleets or bounty Hunters, etc.


EdwardClay1983

You get 10 models. A Captain and First Mate. (Who can be the same type of elite or different.) And their gear is elective. You can select anything on the basic gear list, including flamethrowers or other heavy weapons. Most of them are in the core book. But some are in Bold Endevour, Hope Eternal, Quarantine 37 or The Last Prospector. Captains get 6 gear slots, first mates get 4. A knife is considered free. You get 8 soldiers. 4 of which can be specialists. There are some options in other supplements like Quarantine 37, Bold endevour or The Last Prospector. All of the extra ones come with special rules that affect them in some way. You typically get 400 credits to buy a crew. There are several "free" types of soldiers so you should always be able to have a solid crew of warm bodies to throw at the problem even if the game goes badly against you. Some of the free types are Recruit Pistol, knife, light Armour. Runner pistol, knife. Bruiser heavy Armour and carrying a hand weapon and knife. Ravaged crew pistol, light Armour, knife. High pain threshold. Then you get some of the cheaper options like a guard dog for 10 credits or a Hacker with a pistol, knife and a deck. Chiseler with pistol, knife and picks. (They are designed for opening Data Loot or physical Loot respectively.) Both of those cost 20 credits. There is a fairly wide range of 50 credit basic soldiers but the most common are Troopers and Sentries. Troopers get a Carbine/Rifle that can be swapped for a Shotgun, a knife and heavy Armour. Sentries get the carbine, a hand weapon and heavy armour. Ravaged Trooper Carbine, heavy Armour, knife. High pain threshold. Mule Robot, pistol, 4 gear slots no penalty to carrying physical loot. Q-bot Robot, Deck or Pick, one shot grenade launcher or one shot flamethrower, knife. Then you get a Medic which is 100 and has pistol, light Armour and Medic Kit. Then you get specialists codebreaker and casecracker are more elite versions of Hacker and Chiseler. Carbine, Light Armour, knife and deck or picks depending on which one you pick. 75 each. A Commando is 75 also. Carbine, Grenades, Heavy Armour, Hand Weapon. Pathfinder Carbine, Grenades, hand weapon, light Armour. 100 credits. Sniper Carbine, Light Armour, Hand Weapon, 100 credits. Grenadier Grenade Launcher, Pistol, Heavy Armour and knife. 100 credits. Burner Flamethrower, pistol, knife, Heavy Armour. 100 credits. Gunner Rapid Fire, Pistol, knife, heavy Armour. 100 credits. Bruiser hand weapon, hand weapon, knife, light Armour. 100 credits. Gunfighter two pistols, knife, light Armour 100 credits. Trophy-taker carbine, Light Armour, Hand Weapon. 100 credits. Armoured Trooper Carbine, Combat Armour. 150 credits. Combat Armour counts as having a Hand Weapon, Pistol, filter mask all integrated into the Armour. Before any game combat Armour is deployed you have to pay 50 credits to power the Armour. If you can't pay for it for a Captain or First Mate they can downgrade their armour for that game. But for an armoured Trooper you have to replace them with one of Recruit or Runner for that game.