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Bigkrieg Sub-Lieutenant
Joined: 20 Jun 2011 Posts: 69
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Posted: Wed Sep 26, 2012 12:33 am Post subject: Needing some ship ideas |
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Hey guys
my group and I are getting ready to start a new campaign next weekend. They are basically going to start off on a Trandoshan slave camp working in mines until a later point at which they are sold off. The first several adventures will take place at the camp and in the mines and those adventures will be used to "teach" some of the less experienced players and to give the party some back ground together. My question is, the group eventually wants to pirate and will probably end up stealing the Trando's ship to leave the planet. Can anyone help me with ideas of what kind of a ship Trando Slavers might have? I do not want to make the ship too powerful because I want the players to have something to work for.
Thanks! |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Wed Sep 26, 2012 12:56 am Post subject: |
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A few things to consider when choosing a ship for them:
-Weapons: Ion Cannons and Tractor Beams are important to pirates. After all, you want to capture the prize ship, not destroy it.
-Cargo Space: Does the ship have enough cargo space to carry looted goods? Or are you going to need enough extra crew to crew the prize ship so you can take it somewhere to sell? (Both the cargo and the ship itself has the potential to earn pirates a lot of money.)
-Speed: A pirate has to be able to catch their prey. This means one of three things: 1. They have a fast ship. 2. They have fast support craft (Fighters), or 3. They have some way to get close enough to their prize that speed isnt going to be an issue.
-Crew: Do you want something that your players can crew by themselves? Or will they be hiring people to help them crew the ship? This will have a lot of bearing on the kinds of ships that would work for them.
With all of that said, here are a couple of suggestions:
-Marauder Corvette
-Etti Lighter
-PB-950 Patrol Boat
-Vibre class Assault Cruiser
Hope some of that helps. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 26, 2012 5:22 am Post subject: |
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Bearing in mind Guardian's suggestions, I also recommend the 344 variant of the Guardian-Class Light Cruiser. It requires a 4-man crew plus 4 gunners, with room left over for 16 passengers, plus a brig with capacity for 6. It has a Space of 9, 200 metric tons cargo capacity, and 3 months consumables. Stock weapons are a little light (4 laser cannon), but its reasonable to assume that a slaver would upgrade that. Plus, the Guardian is a commonly used patrol vessel, so it would be relatively easy for this ship to pass itself off as legitimate law enforcement. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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schnarre Commander
Joined: 08 Oct 2007 Posts: 333
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Posted: Wed Sep 26, 2012 4:56 pm Post subject: |
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crmcneill wrote: | Bearing in mind Guardian's suggestions, I also recommend the 344 variant of the Guardian-Class Light Cruiser. It requires a 4-man crew plus 4 gunners, with room left over for 16 passengers, plus a brig with capacity for 6. It has a Space of 9, 200 metric tons cargo capacity, and 3 months consumables. Stock weapons are a little light (4 laser cannon), but its reasonable to assume that a slaver would upgrade that. Plus, the Guardian is a commonly used patrol vessel, so it would be relatively easy for this ship to pass itself off as legitimate law enforcement. |
...I agree. A Customs Frigate is something reasonable for this purpose, especially in terms of utility & play balance! Other options can arise later, depending upon how the campaign proceeds. _________________ The man who thinks he knows everything is most annoying for those of us that do. |
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