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This guide is for the mini-game Gwent that can be found in Witcher 3 The Wild Hunt. The goal of this guide is to provide insight into various strategies you can use to win games from the early start of the game and the "High Stakes" tournament and complete your achievement "Collect them all". There are 5 different decks in The Witcher 3 mini-game Gwent but each will offer a different approach and within each deck, you can have various play styles. The 5th deck was added with the "Blood and Win" Expansion called the "Skellige Deck" and the other 4 decks represent the Nothern Realms, Scoia'teal, Nilfgaardian, and monsters. Of all the decks the Nothern Realms deck is the easiest, to begin with since the other decks require some farming to get the right cards and quantity of those cards. Also, each faction has it's leader cards that offer special buffs to specialize in your strategy. There are also neutral cards that impact the lanes of the Gwent games in the form of weather, Hero's, side characters, decoys, buffs among others. And finally, I will link to some interesting articles that helped me get started and collect all the cards in Witcher 3 The Wild Hunt to further expand your bits of knowledge on Gwent.

Overarching strategies.

At the start of the game, you will receive a starter deck of Gwent cards and the best way to receive more cards is by playing vendors and buying them of vendors these vendors will also play Gwent so you can also win some cards. It is best to travel around first and buy as many cards as you can and then double back to the vendors and play them for their card as each vendor will only drop one card after that you get random items. And then try some of the quests like "Gwent Playing Innkeeps" that drop cards by playing vs various characters who have in general better decks. The best deck for this early phase is the "Northern Realms Gwent deck" since most cards will be from that deck as well as most of the vendors selling cards, also you need a minimum of 22 cards in each deck and 10 neutral cards the latter is however not required. So, in the beginning, you won't be able to use the other faction decks due to the fact you do not meet the required minimum amount of cards in your deck even if so they might be too low in unit strength to win Gwent games and the 5th faction is from the Blood and Wine expansion you will unlock later on.

Starting Mastering Gwent:

  • Decoy cards: Remove a friendly card from the playing field so it can be played again. Great to retrieve opponent spy cards so you can play them your self or after your opponent uses a decoy card to retrieve your spy card and then plays it so you can retrieve again you can do this as long as you have decoy cards. Also works for the Medic cards so that you may play the Medic card and retrieve it and play it again to retrieve more units that were destroyed or used in a previous round.
  • Commanders Horn: Limited to one per row and doubles all units in that row, excluding Hero cards. Good synergy with Medic cards who can retrieve discarded cards.
    Commanders Horn
  • Spy cards: Place a card on the opponent side to receive 2 random cards from your deck, however, this will count towards your opponent total points. Great synergy with the Decoy card to buff your hand with more cards from your reserve can include any card so Hero cards also can appear.
    Spy Card
  • Scorch cards: Kills the strongest cards including friendly cards. Great vs Monsters and Scoia'tael decks who rely heavily on Muster cards. But be aware is will kill all the strongest card so when you play it for instance vs a play of Muster cards with a strength of 4 and you have a card with a strength of 4 those will also be discarded and when you have a higher unit strength card it will only kill that card and not opponent card with a lower value.
    Scorch Card
  • Medic cards: Revives one card and play it instantly no hero(Witcher, Yennefer, etc) or special cards(Scorch, Decoy, etc) and weather(Biting Frost, etc) cards allowed. Great synergy with all regular unit cards combined with the Decoy card you can keep retrieving cards as long as you have decoy cards to retrieve the medic card.
    Medic Card
  • Tight Bond cards: Doubles the strength of all cards with the same name. One downside is that you need at least 2 cards of this type for the bonus to count on the field if you only have one make sure to reroll it at the start of each game.
    Tight Bond Card
  • Muster: Place one card on the field and it will pull all cards with the same name from the deck even if they're not in your current hand. Great synergy with Commanders Horn card since you only need to play 1 Muster card to field ALL of the same name cards. However, be sure to only have 1 in your deck at the start of the game if you have more than reroll that card for maximum effect. Retrieving the card with the Medic card also does not play the entire set from a previous round or discarded card from Scorch.
    Muster Card
  • Leader card: Foltest: Lord Commander of the North, clears all weather effects allowing you to drop the Clear Wheather cards freeing up space for Decoy cards, Scorch cards as well as one type of weather card best suited for your current deck composition.
    Leader Card
  • Hero cards: You will have none at the start but some might randomly drop from won Gwent games but most have to be won in special quests that tend to be harder to win. And is not affected by any positive(Commanders Horn, Decoy, Medic) or negative effect(weather cards, scorch) from any friendly or opponent card. This works great with Biting Frost if you have a strong front line Hero card line up so you can play the Biting Frost card without a negative effect but in return, the Commanders Horn will not work nor does any other buff.

Even with the other factions special cards such as Decoys, Spy's and Scorch synergizes well however it will require a different play style something that will be covered later on in this Gwent guide for The Witcher 3 Wild Hunt. This setup is for mainly for the begin of the game but it can be used later on as well with more powerful cards. And remember to only have 22 cards and ensure those cards have the highest possible unit strength. Excluding special cards like Muster and Tight Bond make sure to count their total play value, for instance, Blue Striped Commando's have 3 cards(3 duplicates) times 4 unit strength giving a combined strength of 36 and can be doubled with the Commanders Horn too 72. And the Muster cards such as Gaunter O 'Dimm Darkness has set of 2 duplicates with a unit strength of 4 each but have a total value of 8.

Making combinations, the basics.

This deck composition is for the very beginning of the game and will contain cards you get in the base deck and then you will need to travel around to buy fro various vendors if you a are low Crones you can farm some world events marked with a ? for some loot and seel those at a vendor and then buy the cards he or she sells. And then a selection of cards you can win/find in the early game to buff up your Gwent deck strength. And a basic rundown of some strategy's you can use in the early game to win more cards after you exhausted the vendors by buying their cards.

Base Deck, 22 Unit Cards, 10 Special Cards combined unit strength 111.


The deck furthermore contains duplicates of the following: Blue Strip Commando's x 3, Gaunter O'Dimm Darkness, Crinfrid Reavers Dragon Hunter x 2, Catapult x 2, Trebuchet x 2, Ballista x 2,  any Wheather cards(I prefer biting frost) x 2, Decoy X 3, Commanders Horn x 3, Scorch x 2. My version of the game is bugged so I am missing 1 x Cinfrid Reavers Gradon hunter. 

With this deck is it very important to use your leader card ability for the most part in the 2nd or 3rd round. With the weather card to be used as well in the 2nd or 3rd round trying to force your opponent to play their weather cards or clear weather card(s) in the case without option, you can play any of your weather cards to wait out your opponent. Scorch card is especially harmed full for your Muster and Tight bond unit so either wait with playing those or play a higher card to block Scorch from hitting your Muster and Tight bond cards as well as trying to have higher card to match the unit strength number of your opponent making it less likely to play the Scorch card but this works both ways so use with care. Since your starter deck does not hold much Spy or Medic cards you can also use them to pull a card from the playing field to wait out a turn but watch out that this does not expose any of your other cards to the Scorch card on the playing field. Or use the decoy's to replay the opponent spy cards, the opponent will use decoy on your Spy cards so you can retrieve a spy card using decoy again and play it again and again as long as you have Decoy cards. If you do not have any Spy cards in play you can use it on the Medic card in the 2nd or 3rd round to retrieve other cards, simply use the Decoy card to retrieve the Medic cards and play them again. Also, a nice way to gain the upper hand is using the Scorch card to remove an opponent Spy from your side of the playing field and retrieve it the next round using the Medic card so it will automatically play to the opposite side and you get 2 more cards. Weather cards can also be nice to hide your Muster and Tight Bond cards from an opponent Scorch card by lowering their value and hide them behind an opponent or friendly cards. The Commanders Horn cards are great to boost unit strength numbers but only do this at the end of a round and wait out the opponent moves so that you can not be hit with a Scorch card since doubling the unit strength will make them stand out and vulnerable to Scorch cards. But remember to use your Leader card skill to clear the weather to get the full combined unit strength of that row. Also important to here is to note that winning a round grants you one random card from your reserve deck but this only goes for 1 round per game.

Northern Realms Gwent Deck.

 In the final stage of the game trying to complete quests such as High Stakes can be a challenge and should only be done after collection all the Hero Gwent cards that can be obtained by various quests during linked above. By now you should have gained substantial playtime with the Northern Realms deck and for many probably your go-to deck when playing more challenging Gwent quests. Not much will change over the above described overarching strategy you will do pretty much the same but with a more powerful deck more tailored to that overarching strategy. Some key features listed below.

  • Minimalistic deck: Only bring the bare minimum of cards, that of 22 unit cards and 10 Special cards.
  • Spy playstyle: Using Spy cards(4 in total) to gain the advantage by simply overwhelming your opponents with more cards.
  • Biting Frost: With a full frontline of hero's that are not affected by Biting Frost with the exception of your Spy cards and the Villentretenmerth card.
  • Scorch tactics: Using the special Scorch cards and the Villentretenmerth card to remove opponents cards.
  • Swarm Tactics: Using 2 sets of Muster cards to gain a high probability of getting at least one Muster card to play one card to gain 3 to 4 cards that can be buffed with the Commanders Horn.
  • Leader card makes it almost impossible to be affected by opponents Weather cards.

 Deck Composition: 22 Unit cards, of which are 8 Hero cards, 10 special cards, with the total strength of 144.

Front Line:

Ranged Units:(3 x Gaunter O'Dimm Darkness)

Siege Unit cards:(2 x Catapult)

Weather cards: (2 x biting Frost)

Special cards: ( 3 x Decoy, 3 x Commanders Horn, 2 x Scorch)

Very strong deck setup with a bit of luck getting to play all your Spy cards multiple times and soaking up some opponent spy cards combined with the Decoy cards. If you are do not have Decoy cards left you can opt to use the Medic cards to play more Spy cards in the next round(s). All in all, you can play 4 spy cards from your initial deck, then recover 3 more Spy cards with your Decoy's and play 2 Medic cards to regain 2 more Spy cards for a whopping total of 28 cards. Of course, this will be rare but it shows what potential this deck has with just using this tactic. Your Close Combat cards being mostly comprised of Hero's will make it impossible to be vulnerable to Scorch or Biting Frost. But be aware this will not block Scorch type cards from hitting your other none Hero cards. If you have Decoy cards leftover you could opt to use them on the Dun Banner Medic cards to recover cards from a previous round or Scorched cards. As well as using Decoy cards on the Villentretenmerth card. Another nice feature here is the Gaunter O'Dimm Muster cards but remember only Gaunter O'Dimm(Siege card) will play the Gaunter O'Dimm Darkness cards and not the other way around. The Commanders Horn cards will do nicely on your Siege cards especially if you can draw both Catapult cards. But be aware that boosting none Hero cards will make them vulnerable to Scorch cards so it would be wise to play the Commanders Horn when an opponent has passed a round or has no cards left to play. Also, make sure that if you are affected by an opponent weather cards to remove the debuff before playing Biting Forst cards or you will remove your own Biting Frost. There is one card I did not manage to get and that is the Phillippa Eilhart Hero card you could opt to replace Triss Merigold if you do have it since it has a strength of 10 over the strength of 7.

Nilfgaardian Empire Gwent Deck.

-Coming Soon-

Scoia'tael Gwent Deck.

 -Coming Soon-

Monsters Gwent Deck.

 -Coming Soon-

Skellige Gwent Deck.

 -Coming Soon-

Strategy's Case Study.

This section is dedicated to a case by case study where there is a video of a hand of Gwent and a short description of pro's and con's for each round and diving deeper into the strategy playing with various faction decks versus various faction decks. While no hand of Gwent is the same in the Witcher 3 there is an overlaying strategy and the videos are there to show you an application of various strategies to offer insight as well as a briefing.

-Coming Soon-


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Operation PitchFork Strategic Battle-plan.

My own initiative to ponder on the options based on current data taking into account assets as described on the Operation PitchFork website.
The plan will cover the generic formation of units, recon and intel gathering planning and planning for ship boarding and large-scale troops deployment on planets to secure portions or the entire planet.
Operation PitchFork states it wishes to deploy around 100.000 players in the entire operation, might be more or less but a large volume of players will be present.
Furthermore, there will be no grand armada, it will be more a loose formation of countless players.

Besides this white paper, I am also working on a study on analyzing SC ships.
This white paper is up on the Operation PitchFork Forum and my own website.
It will be a continuous project and I will be adding new chapters as I go along.
Everything is subject to change, SC is still early Alpha anything and everything can change.

I draw experience in advising Armed Forces worldwide, but I specialize in small unit and guerilla tactics.
Some of my "work" has been taken into account fighting ISIS and forming the NATO rapid response Brigade in Europe.
My rework of Headquarter Command units has been employed both in NATO members countries and none NATO member countries.

I. Enemy Intel, species case study.
II. Battle Formations.
III. Recon and Intel, the gathering and processing of intel into a fleet-wide format.
IV. Staging and Supplies.
V. Phase 1, Getting into Vanduul Space.
VI. Phase 2. Forming Beach Head(s).
VII. Phase 3. Securing Systems and Planetary Assault(s)
VIII. Phase 4 Consolidating and Reforming.
IX. Phase 5. Retrieval of enemy assets, harvesting technology.
X. Phase 6. Withdrawal to UEE space, Securing a System(s) to be incorporated in UEE space.
XI. Phase 7. Retrieving and dislodging of friendly assets.
XII. Standing down.


Chapter I:

Lore on the Vanduul is fairly limited and mostly subject to change.
This chapter will probably be the last chapter finalized when more is known/released.
Under normal circumstances, this is where any planning begins, behavior and physiology study.

Chapter II:

In the SC verse, the main force would consist of a Navy with Marines and Army forming the ground forces.
Note there is a difference in terms make sure you know what term you are using to prevent confusion.
A Navy Squadron differs from an Air Force Squadron, a Regiment while listed separately is about the same as a Battalion but due to heritage or branch, these might be different in size.
However, they are usually fielded in a Brigade structure.
An easy and well-written piece is found on Wikipedia here: https://en.wikipedia.org/wiki/Military_organization#Formation

Chapter III:

The gathering of intel by reconnaissance or a more traditional intelligence agency type.
However, Recon and Intel are usually boring and take patience forget about the colorful hot/cold recon type of language.
That is a myth, Recon is the absence of combat when combat occurs this means you have been compromised resulting in a partial failure of your mission., complete failure if captured or killed.
In order to properly study your prey, you need to observe them undisturbed.
Then and only then will you be able to learn patterns, what then leads to finding valuable secrets.
You will only find secret bases, command posts by carefully tracking and monitoring.
If you are spotted they might and usually relocate those valuable assets.

The terms Force Recon does not mean per say combat, it means you bring considerable firepower.
This serves the purpose of deterring the enemy engaging your positions, quickly smashing through weakly defended area's, mostly used directly at the front line to scout ahead of the main body.
But prolonged engagements are usually avoided this is a mission for combat units.
Force Recon is also employed screening and scouting out flanks of independent formations.
Furthermore, this means while being able to field considerable firepower mobility and speed are key.

In short forget about glorious battles, if there is one it will be for your life.
Recon is boring and takes a lot of patience but is invaluable to any military operation.

But then you are half way all the knowledge in the world counts for nothing if it is not processed and archived so it can be used appropriately.
Also important is to double check and follow up on information deemed valuable.
Ensure that educated guessing and gut feelings are refined into real data, the assumption is the mother of all fuck-ups.
Ensure all data is tagged and assigned to a sector/planet but that is may overlap since convoys might cross several sectors and birth several planets/stations.
Also why it would be wise to have 1 single body handling this vital task to ensure 1. information is shared at all times, 2. no mistakes are made, no information is faulty, 3. No competition over resources.
What other teams might do is up to them but you must ensure that the foundation of the operation is sound.

Now let's look how you apply these somewhat generic rules of thumb to SC.
How would you use a ship of a given type for recon and intelligence gathering?

Exploration Ships.
The main staple of the prolonged process of gathering information and mapping Vanduul space.
Have units/cells of 4 to 8 that can take shifts for long duration, carefully mapping the area then deploy to a planet's surface.
Furthermore, you will need to find new jump points in order to access Vanduul space.
Any known entries will be guarded, you want to sneak in and hide in an Asteroid belt.

Ships you will be fielding are Carrack. 600I, Constellation Aquila, Misc Freelancer Dur.
You will also need ground vehicles to explore planets and perform scans, those come with the above-mentioned ships.
Smaller ships can be used for short duration and reinforcing current operations.
Also, continuous monitoring of explored systems will be required this will be very useful to have on hand a large pool of small jump capable ships that can monitor systems.

Stealth Ships:
Stealth armor will only be used for force recon operations screening the main body.
They do not possess the electronics for long range scanning or long endurance.

Other ships:
While you will not use these, for the most part, there might be times operations require a larger formation of ground vehicles.
Flying in some Dragonfly's in a Caterpillar, think along those lines.
Also, something to consider is the possibility to have limited strike missions to distract, extract.

The Herald:
This ship will be important, I can see the use of such a ship on an alt to relay information on long distances.
This is not a set 24/7 job but a quick login to send and receive data from deep space.
In time other ships that offer the same capabilities might be added to the verse, the Carrack or other exploration ships also offer a strong antenna array
With upcoming modules/blades/chips, these ships can also relay information.

>>>More to Come<<<<

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Star Citizen: Tactical Military Analysis
of in-game ships, Part I.

Recently I took the plunge and got involved in Star Citizen a large scale MMO that entails space and ground on an almost realistic scale.
While by no means this game is new it is groundbreaking in almost every aspect due to the scale and comprehensive team play involved.
All systems/modules had to build be build from the ground up, taking inspiration from older and newer games but the tech behind it is a custom build.
You can get involved in Star Citizen the open world MMO or its single-player campaign called Squadron 42 by buying a game package.
If you want and you have disposable income you could opt to buy more or larger ships but by no means is this required as all ships will be obtainable.
Obtainable as in you can grind/build each ship depending on the size it will take x amount of time and resources to build or buy each ship.

Career-wise you can go multiple ways and if you want with the multiple accounts, by no means are you forced to take on a combat role.
To support these careers options mechanics will be released in modules that will allow you to do anything your heart desires, well almost.
A current list of Careers: Military, PMC, Mechanic, Scientist, Trader, Hauler/Freight, Passenger/VIP Transport, Salvager, and Entertainer.
Within those careers, you can try to position yourself as a leader of an Org or a member, basically, do whatever you want to practice.
For those who are new to Star Citizen/Squadron 42, an Org stands for Organisation what acts as your typical clan/guild as with any MMO.
When picking a none combat role you can hire players to fight for you, so if you do not want to fight you have simply had others do it for you.
Or join an Org that offers you protection from any combat so you can focus on your profession as you wish.

Opening Words.

For this article, I will be covering the military application of the current selection of ships in Star Citizen and Squadron 42.
Their roles on the websites are by no means set in stone and you could fit out a ship to do multiple or roles or swap role if you wish.
If you desire a different career this article can help you find out what role you could fulfill in an org supporting their efforts in Star Citizen.
Writing this article I take my experience as a Tactician/Strategist and apply this to the ships and mechanics of Star Citizen.
As you would deploy assets to the theatre and/or battlefield this article is for the application of each ship in a military capacity that does not per say involve combat.

If you want to take a closer look at Star Citizen or Squadron 42 please visit the main website it also has the store where you can buy your start package.
A small request however if you want to register an account consider using my referral code, you will get 5000 UEC and I get some recruitment points.
Or find a plural of content on YouTube, more specifically I frequent these channels myself to keep up to date; BoredGamer, MinionSoldier, TheNoobifier.

How to analyze.

While I will do this in this article you the end user will have to analyze your specific situation and how this article applies to your own situation.
This will be an open world there for you have no restrictions other than the actual in-game mechanics, every ship can be applied multiple ways as you wish.
As more mechanics and ships are added the context of this application will change to some degree, in most cases will open new avenues of game-play.
Stick with your strong points but defiantly look to venture out with different game-play style(s), this will offer you the most insight.
This article will be made up of 1 page per manufacturer covering each ship and updating those page(s) when new ships are released.
If stats of a ship change or mechanics are updated those will also be updated in this article, I will try to keep it as up to date as possible.
Also, remember that this is a simulation and that there is no real space combat in the real world there for everything is theory crafting from a military perspective.
Todays tested and trailed military doctrines are applied to the Star Citizen Universe, or new doctrines are created from scratch and then applied to Star Citizen.
This also means you could theory craft your own doctrine and most likely some people will have their own doctrine.

Key Parameters.

These are the in-game mechanics that you are bound by, and will form the foundation for this analysis for each ship.
Be aware that mechanics might change if that does happen I will update the below listing of those key mechanics and their application and impact.

Travel Time:
Since moving from point A to Point B will take time, and this time will have a considerable impact due to the fact of duration.
Because there is a travel time that increases with the distance you will have to take into account hauling supply's, bringing in reinforcements take time.
You will also have to calculate fuel consumption with spare fuel in the case you have to divert.

Jump Points:
The method of inter-solar travel in the Star Citizen universe, what will impact gameplay as followed.
Jump points will have sizes this means the larger your ships the fewer jump points for travel, Capital ships and Fleets with Capital Ships be aware!
Jump Points will be choke points that will dictate control over a solar system unless you can find an alternate route.
Jump Points could be randomly generated in later versions, this means choke points can be bypassed.

Ship Manufactures:

From here on links to dedicated pages for each manufacturer in Star Citizen and Squadron 42.
Bare with me this is a large-scale project to undertake and requires some study, research and pondering.

Manufacturer, Aegis Dynamics. 
Aegis Dynamics

Manufacturer, Anvil Aerospace

Anvil Aerospace 

Manufacturer, Argo Astronautics
Argo Astronautics

Manufacturer, Banu

Manufacturer, Consolidated Outlands
Consolidated Outlands

Manufacturer, Crusader Industries
Crusader Industries

Manufacturer, Drake Interplanetary
Drake Interplanetary

Manufacturer, Esperia

Manufacturer, Kruger Intergalactic
Kruger Intergalactic

Manufacturer, MISC
Musachi Industrial and Starflight Concern

Manufacturer, Origin
Origin Jumpworks

Manufacturer, RSI
Roberts Space Industries

Manufacturer, Vanduul

- Paul "HisEvilness" Ripmeester.

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Star Citizen: Tactical Military Analysis of in-game ships, Part XV My Wishlist.

This list is a compilation of ships I consider missing, they might well be in the pipeline or will be conceived later on.
Here I reflect on some missing components ships and accompanying mechanics and ships that would offer greater synergy.
It is called my wishlist since I find that these ships are missing and would offer interesting or even critical gameplay options.
What ship manufacturer actually should produce them would be of no concern as any would do.
This list is entirely from a military point of view and not so much from a gameplay aspect but can still offer gameplay value to Star Citizen.


Ship/Planetary Assault Ship.

Yes I am aware there are several ships that are somewhat in this category but they are built from a gameplay point of view.
A ship designed to insert/extract troops put emphasis on protecting the passengers, weapons, turrets are for the sake of gameplay.
Troops would prefer to have a faster more protected ship and rely on friendly fighters to deal with enemy fighters.
Putting guns on a forward firing arc to provide an initial punch to a landing zone, however, this would not be a priority.
Having greater forward speed over being nimble, shorter travel time from and to landing zones.
Where you negate the chance of getting hit by spending less time over/in hostile areas.
A clear example would a Vietnam era Huey that was used in a troop transport role and a modified variant was used as a gunship.
But never did you see a ship performing both roles, weight restrictions, of course, played a role in the early version of the helicopter.


Either redesign a ship like the Hoplite or design a ship from the ground up with features as followed.
1. Robust defense in terms of shielding and armor but without having to sacrifice to must speed or none at all.
2. Drop the manned turret for a PDS system for defense purposes only.
3. When multi-crew ensure the 2nd player is the crew chief and runs all the systems from a station, including the ramp/docking collar.
4. Being able to traverse very fast in a straight line but does not require it to be nimble.
5. Room for up to 10 fully armored players and weapon racks that allow for modding of kits and store extra ammo.
6. Possibility for modular design so it can be modded for MEDEVAC/Gunship but fitting modules will feature trade-offs.
7. Docking collar that has a low yield emp device that can short door locks for rapid boarding actions.
8. Atmospheric flight, retain some of the above it not all for planetary assault.

In short terms have a dedicated transport that excels only at that with the possibility of some support roles such as MEDEVAC.
Other ships should support it and the only focus should be on getting troops on or off the battlefield.
Also, it should be cheap and easy to produce in terms of Star Citizen lore so it would be good for mass-production and be readably available.


LSAD, Light Special Assault Deck.

A concept ship for special forces operations without the need for a land base but with coastal access.
Modified for the Star Citizen Universe to perform long endurance operations from orbit.
This can either be a direct assault to take the planet or to perform a quick tactical raid with the need for large-scale support.
With the release of the Tumbril Nova the logistics for dropping large vehicles in an orderly fashion comes in to play.
Furthermore, it also adds the dimension of large-scale assaults that require dedicated support in terms of storage, repairs, and deployment.
A dedicated ship that allows for the housing of marines their equipment and vehicles with medical and repair facilities to support their deployment.
All space is dedicated to such a role and will only allow for a modest PDS and turret defense and should at all times be escorted by a capital ship.

This ship should have most of its internal space dedicated to storage if several Tumbril Nova's, various Rovers and bikes.
Paired with the above-mentioned Assault ship that could be fitted with a module to sling load a Tumbril Nova or several rovers/bikes.
Having docking space for several Assault Ships that can be docked and either load vehicles or have marines embark the ship.
Then disembark the Assault ships for a combined assault on the planet/moon or celestial body.
Room for repair and a modest medical bay to provide critical battlefield healthcare to wounded Marines, at least room for 1 operating room.
Then a recovery ward with a staff of nurses to provide after-care and recovery for wounded Marines.


1. Robust workhorse, size wise a large corvette or a small frigate.
2. Medical and Repair facilities.
3. Large bunk space to house 20 to 30 Marines and all the support staff and ship crew.
4. Command and Control bridge for ground operations and perhaps small drones/satellites for optical recon.
5. Room to store at least two Tumbril Nova's, several Rover variants and bikes for ground operations.
6. Room for storing and deploying at least 2 planetary assault ships.
7. Preference for orbital assault but with the possibility to land and deploy/recover Marines and vehicles.
8. Does not need to be fast or nimble but able to keep up with other caps ships of its size.
9. Sturdy shielding and armor to withstand some sustained fire, at least long enough to deploy ground troops and relocate.

As it stands there isn's a ship that fills to role or gap in Star Citizen gameplay, logistics-wise it is a much-needed addition.
Possible to modify the ship to aid in disaster relief planetside like a hospital ship does, could even be retooled with mods to a hospital ship.
But as it stands it will be some what of a niche ship that will be suited for medium to large sized Orgs to conduct planetary operations.

Coming Soon.

ROG Ryujin 360

I am writing this article because I could not find much in terms of troubleshooting the new ASUS ROG AIO, this covers the ROG Ryujin
© 2016 -2019 Paul "HisEvilness" Ripmeester. All Rights Reserved.