So, for an upcoming 1-shot game, I've broken down the Nebulon B's listed crew complement into minion groups to be commanded by bridge-crew PCs (except the ground troop complements- it shouldnt matter for a space game, though suggestions are welcome)
Imperial starfleet is known to be very officer heavy, about 3 or 4 enlisted per officer, so i use a lot of "Officer plus 3/4 minions" on tasks that might require a single roll (the officer's there to provide a blue die)
I also assume that there is three full shifts for every position. Including the Tie Fighters. I figure Sienar built TIE/LNs like Guardsmen Lasguns- incredibly relaible, to the point that after 8 hours of patrolling, the pilot lands, gets out, a new pilot gets in (with a fresh pilot-carried life support unit), the mechanic plugs in a fresh ion fuel cell, and the same tie flighter goes back out on patrol. I'm also assuming that engineering carries enough spare TIE parts to replace entire lost fighters in the field- the ship is limited by docking facilities, not pilots or fighter hulls.
The PCs will be handling the ship from a resourcce-management level, as well as dealing with customs inspections, talking with planetary govenors, putting down small rebelions, and other Fleet resoncibilities.
Base Nebulon B crew: 920
- 360 Starfighter crews (3 shifts, 1 pilot+1 crew chief+3 maintanace personell, 24 active fighters) (Flight Commander (highest ranking pilot) in charge)
- 324 Gun Crews (3 shifts, 1 officer+3 enlisted, 27 guns)
- 15 Astrogation section (3 shifts, 1 officer+4 enlisted)
- 30 Piloting section (3 shifts, 2+8)
- 15 Power room maintance (3 shifts, 1+4)
- 15 Engine Room maintance (3 shifts, 1+4)
- 36 Damage Control (3 shifts, 3 teams per shift, 1+3)
- 15 comunication techs (3 shifts, 1+4)
- 15 CIC personell (3 shifts, 1+4)
- 75 Ground troops (Major in charge)
- 15 support personell (3 mess crew, 12 medical personell)
- 5 command crew (Captian, 1st officer, Engineering, Ensign (maneuvering), Ensign (medical))
Thoughts? Anything i missed?
Anything