Cymrudevourer
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Posts: 4
Joined: Wed 13 Jul 2016, 18:58

Ships

Mon 08 Aug 2016, 02:18

I guess the starting ships are sort of small trading types. But what other types of craft are covered in the rules? How far can you expand your craft? Could you say. . Add larger cargo holds and crew quarters expanding your craft into City sized colony ships?
 
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Umberto Octo
Posts: 127
Joined: Wed 24 Feb 2016, 06:01

Re: Ships

Mon 08 Aug 2016, 03:06

The Swedes will have to definitively answer that—so if I'm wrong, please correct me. :)

I've sussed out (from struggling through the Swedish part of the forum here) that there are 4 basic ship types based on size (players would probably start out in a Class III or IV sized ship, Class I and II being really small scout ships and pods), and then another half dozen larger crafts (battle cruisers and colony ships; massive transports and freighters).

It's an aspect I'm incredibly curious about based on the artwork for the ships and the idea of travelling in space more akin to submarines than airplanes.

Your idea of retro-fitting one ship to become larger and larger would be a great background in a longer campaign.
"Se til helvete å komme dere vekk. Det er ikke en bikkje! Det er en slags TING!
Det imiterer en bikkje. Det er ikke virkelig! Kom dere vekk, IDIOTER!"
 
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Zapp
Posts: 464
Joined: Sat 09 Apr 2011, 17:45

Re: Ships

Mon 08 Aug 2016, 10:05

There are ships of every size, from the smallest pod or shuttle, via adventurer-friendly freebooters and trade ships, to huge bulk freighters and cruisers (both civilian and military) - the five ship classes encompass them all.

The designers have made a choice to make all ships about equal in combat (very roughly speaking). In order for a fight against a very large vessel possible and interesting (i.e. winnable), all ships have about the same command and combat capabilities and are governed by the same starship rules.

I will leave it up to you to decide whether this is to your liking or not.
 
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baylox
Posts: 176
Joined: Fri 28 Feb 2014, 13:15

Re: Ships

Mon 08 Aug 2016, 10:25

Starships are modular, so you can choose to have more passenger compartments or more cargo hold or something else when you're building your ship. Afterwards (during play) you can add additional modules for even more cargo hold (for example). However, doing this doesn't not affect your Class, so if you start with a Class III freighter, it'll still be a Class III freighter even if you add additional modules. I'm sure that makes the ship bigger, but not bigger enough to change its Class rating (which would probably involve replacing the entire reactor core and other things and wouldn't be feasible to actually do).
Titta vad jag gjort! / Things I've created:
Coriolis - talanger och referensmaterial
Symbaroum - Unsung Heroes of the Abomitorium
Ur Varselklotet/TftL - mysterier & spelböcker
 
Cymrudevourer
Topic Author
Posts: 4
Joined: Wed 13 Jul 2016, 18:58

Re: Ships

Mon 08 Aug 2016, 11:27

Excellent. Thanks for the info guys. Are there boarding options in the combat? For instance could I disable the engines of an enemy craft then link my ship to it and send over a boarding pay to take it over? Effectively stealing the enemy craft?
 
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Umberto Octo
Posts: 127
Joined: Wed 24 Feb 2016, 06:01

Re: Ships

Mon 08 Aug 2016, 22:11

Thanks, Zapp & bylox!
Last edited by Umberto Octo on Fri 12 Aug 2016, 18:10, edited 1 time in total.
"Se til helvete å komme dere vekk. Det er ikke en bikkje! Det er en slags TING!
Det imiterer en bikkje. Det er ikke virkelig! Kom dere vekk, IDIOTER!"
 
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baylox
Posts: 176
Joined: Fri 28 Feb 2014, 13:15

Re: Ships

Tue 09 Aug 2016, 20:15

Excellent. Thanks for the info guys.  Are there boarding options in the combat?  For instance could I disable the engines of an enemy craft then link my ship to it and send over a boarding pay to take it over? Effectively stealing the enemy craft?
If your ship has a docking port (or whatever it'll be called translated), then the Pilot can attempt to dock with an enemy ship. The Technician can then try to open an airlock to the other ship which allows it to be boarded. There are a few modifiers in there so it isn't a piece of cake for the boarding pilot to accomplish, but having a more maneuverable ship than the opponent helps.

EDIT: So you don't actually need to disable engines to dock to the other ship. That said, critically damaging the maneuvering thrusters would be more helpful (which is part of the critical damage chart for ships). :)

EDIT 2: You're welcome, Octo! Let me know if you have any other questions. Coriolis is amazing, IMO, and I'll gladly help market it for Fria Ligan/Free League. :)
Titta vad jag gjort! / Things I've created:
Coriolis - talanger och referensmaterial
Symbaroum - Unsung Heroes of the Abomitorium
Ur Varselklotet/TftL - mysterier & spelböcker

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