I have been tossing up a few ideas. One is where the group in charge of a corvette sized ship however I can't see how it would be fun for those who aren't the captain.
Any ideas?
I have been tossing up a few ideas. One is where the group in charge of a corvette sized ship however I can't see how it would be fun for those who aren't the captain.
Any ideas?
What kind of game are we talking about? Is this a military-run corvette, or a civilian-run corvette? If the former, then who is the authority? If the latter, is the captain the owner/master of the ship?
Running a corvette allied to the Alliance with PCs forming the captain and his best crew members along with an Alliance liaison gives plenty of roles to play. Doing the same with a ship sworn to a Hutt kadjidic could be fun too. What should be fairly uncommon is a truly unaffiliated ship of that size (or larger). Wandering PCs with minimal ties to any outside agencies works best with small groups of people, and that includes NPC crews. When those crews get into the scores, it's time to wonder who you're tied to.
Coordinate repair groups, man the engineering, weapons, coms (jamming and slicin), sensor, helm stations, coordinate your fighter support, be the fighter support, etc
Having a whole corvette at your command is a great opportunity for a lot of characters. And if you have ground combat heavy group there is always imperial stormtroopers entering ship … you know, sometimes ships can be defended successfully … and sometimes you are the guys who do lead the enter commando. Arrr. ^-^
Edited by SEApocalypseWatch Star Wars Rebels look at how they handle it especially the crew of the Ghost!
It boils down to why they're doing this and how it relates to your players?
As it currently stands I will give the players a choice, if they want to remain neutral they will be a mercenary group and have a corvette. However if they decide to join the empire or rebels they will get a Nebulon B (Under-crewed).
Coordinate repair groups, man the engineering, weapons, coms (jamming and slicin), sensor, helm stations, coordinate your fighter support, be the fighter support, etc
Having a whole corvette at your command is a great opportunity for a lot of characters. And if you have ground combat heavy group there is always imperial stormtroopers entering ship … you know, sometimes ships can be defended successfully … and sometimes you are the guys who do lead the enter commando. Arrr. ^-^
I like the idea of each player having a small group under them. What I'm thinking is that if the player is in charge of a number of guns they will role for themselves and then for the number of guns they are in charge of when firing. So for example say the captain orders "Concentrated Barrage" it's up to the player and all under him to roll for the guns. Then you may have a pilot instead of it just being them they will have wing under their command.
After seeing this might give them a little more xp to start to represent that they should be in the position that they are in.
Edited by Kezza921I would like to remind you of the blanked barrage, concentrated barrage and overwhelming barrage actions for sil5+ ships. As well of the leadership action, squadron and squad rules from the AoR GM screen and furthermore encourage to use minion-groups to order around, which again is a great opportunity for leadership roles to boost efficiency of allied minions.
So, in the Roll20 campaign I’m in, our group has recently moved up from a Gozanti to a CR-90. One that we defeated in battle, and took from our enemies. So, we’re pretty chuffed about that.
What we were doing before the upgrade, and what we will continue to do afterwards, is have PCs that are in charge of the various groups, and doing all the rolling for their department. We do not currently have a Captain — he was an NPC that got killed a couple of missions before my character joined the group. We tend to operate by consensus, at least most of the time.
My character is the Ace:Gunner in the group, and is the “Weapons Officer” for the ship. I roll for all his attacks, and all the other attacks that are to be performed by the NPCs in that department.
When we’re not on the ship, we either roll only for ourselves, or if we’re with a larger group then each PC may have some NPCs assigned to them. In our next session, we’re about to go into a ground combat, and my character is going to be leading the attack with a couple groups of NPCs, but the rest of the crew is going to be elsewhere and other PCs will be in charge of them.
Our GM has said that we’re going to resolve the first couple of rounds of combat in each case as if they were normal, and then switch to the Mass Combat rules to handle the rest.
That makes perfect sense to me, because otherwise we would all be rolling way too much for way too many people and groups.