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Another Campaign I would like to run
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Jamfke
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Joined: 20 Jul 2005
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PostPosted: Sat Sep 17, 2005 2:20 pm    Post subject: Reply with quote

Lord Aramus wrote:
yeah... too bad I don't currently have a starwars group Sad


Come on down!
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Jedi Skyler
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PostPosted: Sat Sep 17, 2005 2:24 pm    Post subject: Reply with quote

Alrighty then. Jamfke beat me to it! Confused
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Trusty
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Joined: 16 Jul 2005
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Location: North Little Rock, AR

PostPosted: Sat Sep 24, 2005 1:14 am    Post subject: Reply with quote

I like the idea of a rag-tag squadron with a rag-tag transport crew and a rag-tag transport to haul them around in. But it shouldn't be just X-Wings... It should be an assortment of A-Wings, Y-Wings, and maybe a B-Wing or two in the mix.

Aside from the chef in the galley, the mechanic, and what-not, you need to have the ship's captain be a hard case who resents the pilots and the assignment to "babysit" them. Over the campaign they could earn his/her respect though. And you could have the first mate and a gunner or something be the only friendly crew members other than the chef and the mechanic who like the pilots. And I'd make the crew of the transport not like the pilots...but not like the captain either. Could be lots of fun. You could model the atmosphere after the FarStar crew in the Darkstryder campaign.

Seems like the Corvette in that campaign could hold fighters with the modification and it is a common ship after all.

The only thing I could see is that it could get dull with just fighter to fighter combat all the time. I'd make them mercs who can fight on land as well as in space. You know, a well rounded crew.

Kind've like the SW version of the Dirty Dozen.
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Boomer
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PostPosted: Sat Sep 24, 2005 4:21 pm    Post subject: Reply with quote

I do indeed beleive ground missions are a good mix. They are rebels, they are limited, and must make efforts to become versatile and cover more bases with less resources.

But I still like the idea of slightly modifying the Empress to be a light carrier. It can carry about 28 X-Wings, or 28 total of other fighters about the same size, if carried as ready to launch fighters using the cargo doors to move through.
Less fighters than that means more cargo space, of course.

Part of some peoples adventures has always been customizing their equipment. From getting the money to upgrade their big ship, to their little individual craft, to the equipment they carry. Why go for the stock options everyone else has, when you can spend just a little more for something special and more powerful.
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Jedi Skyler
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Joined: 07 Sep 2005
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PostPosted: Mon Sep 26, 2005 1:20 pm    Post subject: Reply with quote

Quote:
The only thing I could see is that it could get dull with just fighter to fighter combat all the time. I'd make them mercs who can fight on land as well as in space. You know, a well rounded crew.


That's what I was referring to when I mentioned Wraith Squadron. Whereas Rogue Squadron was reformed with people who were primarily pilots who also had ground-based skills, the Wraiths are people who have land-based skills and also happen to be pilots- but piloting isn't their primary skill set.

Boomer is correct; you can make this campaign really fun by building it from the ground up. Make the team work to either get the money to purchase equipment or have them steal it from the Imps and then work for the money to modify it. If they're deep cover, they can either have a captain and crew given them by the Alliance, or they could have to hire a crew from scratch, which presents risks all of its own accord. You could take this so many different ways, it'd be hard become bored, unless for some reason the adventures kept being the same kind. Then it'd be time to throw something different at the players and see how they deal with it.
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Darius
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Joined: 24 Sep 2005
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PostPosted: Fri Sep 30, 2005 11:00 pm    Post subject: Reply with quote

try reading the x wing novels "wraith squadron" is basically what you are trying to create, but i assume pre battle of endor.
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Jedi Skyler
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PostPosted: Sat Oct 01, 2005 8:51 am    Post subject: Reply with quote

darius wrote:
try reading the x wing novels "wraith squadron" is basically what you are trying to create, but i assume pre battle of endor.


That's what I'm saying. The whole series will be an invaluable resource, but particularly the ones starting with "Wraith Squadron." They had a diverse team of specialists, but each of them could fly in addition to their main skills, which is what it sounds like you are after.
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KageRyu
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Joined: 06 Jul 2005
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PostPosted: Thu Oct 20, 2005 7:40 pm    Post subject: Reply with quote

Yes, I once ran a campaign something like this, with about four players. It was an all pilot campaign, as that was what the players really were in the mood for (back mid-nineties with the x-wing and tie-fighter games near their height). It was a lot of fun, though short lived. Ah, I still remember the adventures of Grey squadron.

Even in a fighter only campaign, there are lots of different missions that a fighter might perofrm, making each adventure more unique. It's just shifting focus slightly from ground based confrontation to air or space based conflict. Even in space, certain skills and attributes are useful, if not essential, such as Perception, Con, Bargain, Command, Technology, Astrogation, Alien Races, Planet Systems, Languages.
Pilots need to be versatile, and if their only skills are flying and shooting, they will be just as useless as any character who has a 13D blaster and no other skills above 3D. Lot of good a blaster does trying to negotiate, or bargain, or looking for a planet to get repairs at, etc...

As for support crew and personnel, you might need: Ships Captain, Ships Executive Officer, Security Officer, Weapons and Tactical Officer, Ships Engineer (usually too busy with ship functions to help pilots with their crafts though), Ships Doctor, Security Staff, Medical Staff, Engineering Staff, Gunners, Flight Officer, Ordinance officer for Squadron, Squadron Mechanics, Flight Crew (Ideally 2-5 people per fighter, but rebel conditions are less than Ideal, be happy to have 1 per 2-3 fighters). I am sure there are more that could be thought of, but this is the basics. Depending on the size of the ship they are on, there will be numerous other officers and personnel in the crew. If you need more info, feel free to ask Smile
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Jedi Skyler
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PostPosted: Fri Oct 21, 2005 12:26 pm    Post subject: Reply with quote

Quote:
Ships Engineer (usually too busy with ship functions to help pilots with their crafts though),


Depends... If there's a Chief Engineer and a few subordinates for him to direct, the pilots might then have half a shot at getting some serious attention- especially if the Chief is skilled at delegating work to be done. Also, if you can manage to land a Verpine Tech on your engineering staff, you've just put a BIG ace up your sleeve.
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KageRyu
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PostPosted: Sat Oct 22, 2005 1:57 am    Post subject: Reply with quote

Jedi Skyler wrote:

Depends... If there's a Chief Engineer and a few subordinates for him to direct, the pilots might then have half a shot at getting some serious attention- especially if the Chief is skilled at delegating work to be done. Also, if you can manage to land a Verpine Tech on your engineering staff, you've just put a BIG ace up your sleeve.


Nope, the ships engineer is different from the flight crew that works on the fighters. The duty of the ships engineer is the operations of the ship. The flight crew would be responsible for handling repairs, maintenance, and upgrades to the fighter squadron.
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Jedi Skyler
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Joined: 07 Sep 2005
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PostPosted: Sat Oct 22, 2005 3:47 pm    Post subject: Reply with quote

True, but you might be able to get away with a Ship's Engineer who also knows fighters as well as the big ships. Being with the Alliance, there are so many of their personnel who are jacks of all trades by necessity. While he may be too busy to be hanging around the fighter bay, he might be able to come by once and a while and say, "Nah, you want to put this THERE and that HERE. Try it and see what it can do..." to help out the fighter jockeys and their flight crew. May be a long shot, but hey- so was the Rebellion, right?
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KageRyu
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PostPosted: Sun Oct 23, 2005 8:18 pm    Post subject: Reply with quote

It is far more likely that the Characters who pilot the fighters would need to take on the secondary rolls as flight crew as well. Especially given the piecemeal nature of rebellion capital ships. Flight Ops isn't the Ship engineers duty, and the ships command would not look kindly at him abandoning his duty to work on the fighters. That is the purpose of the flight crew. It is not uncommon for pilots, even today, to take on extra duties learning basic maintenance of their craft. It IS uncommon for a ship's engineer on a carrier to wander up to the flight deck and start fiddling with the craft, especially since fighters and capital ships have different systems, just as Nuclear carriers and F-14s.
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Jedi Skyler
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PostPosted: Mon Oct 24, 2005 9:52 am    Post subject: Reply with quote

Right... but I'm not saying the chief engineer should be abandoning his duties. If they're so short handed that he has no help, then there's gonna be problems just being on a ship that size. The chief engineer would never have time to have any off time.

The idea I'd had in my head was kinda like Scotty on the Enterprise. He knew the engines. He also ran the tranpsorter. I personally would think that the transporters, given their touchy nature and specific requirements, would have a chief technician all their own, separate from the chief engineer. That's just my own opinion, and I'm willing to maybe change it. What you said made at least a little sense. Wink
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Chabit Rane
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Joined: 02 Nov 2005
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PostPosted: Fri Nov 04, 2005 2:29 pm    Post subject: Reply with quote

If your looking for a list a personnel for a large ship (capital scale)
here is a fair listing.

1-Captain 2-executive officer
3-chief engineer 4-security chief
5-ship's pilot 6-fighter pilot
7-marines 8-engineers
9-master-at-arms 10-logistics officer
11+ so on, so on,etc.
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Jedi Skyler
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PostPosted: Fri Nov 04, 2005 3:33 pm    Post subject: Reply with quote

Don't forget the flight crew- the mechanics that actually maintain the fighters.
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