Next time my group plays, they'll be heading to a system wherein they will encounter a Vindicator class heavy cruiser. It will be in their way, and they just might feel squirrely enough to try to run past it, or heaven forbid, try to fight it. I have not yet had the opportunity to run a ship combat with capital ships at all. I have some questions, especially about this ship in particular. (Vindicator is listed in the AoR CRB on page 280.)
1) If a weapon is listed as dorsal mounted, it cannot fire to the ventral side, correct? And the opposite with ventral mounted weapons. Example: a Vindicators have five dorsal mounted medium turbolasers, fire arc: forward. So any target in the forward arc, above the main deck is a valid target. Targets in the forward arc, below the main deck, are not valid targets.
2) Weapon firing arcs start at the center line of the ship. So if a weapon has a fire arc of starboard and does not mention ventral or dorsal, it can cover everything extending out from the center line to the furthest reach of its range, both ventral and dorsal. Example: Vindicators have five starboard quad turbolaser batteries. They can fire above and below main deck, from the center line, extending out starboard to their maximum range.
3) Weapons can be grouped and act like minions. Each group would have its own initiative, or is there just one initiative for the whole ship? And who rolls that, the captain? Example: A Vindicator has six forward, eight port, eight starboard, and eight aft point defense laser cannons. Each one of those is its own minion group? The skill and characteristic involved would be from Imperial gunnery stats. So, Imperial gunners have a 2 Agility and they have the Gunnery skill. The dice pool for the six forward point defense laser cannons firing as a minion group would be GGGYY.
4) An Imperial class star destroyer (Silhouette 8) can put a CR90 blockade runner (Silhouette 5) in its ventral belly hangar. Can a Vindicator (Silhouette 7) fit a YT-1300 (Silhouette 4) in its ventral belly hangar? I'd think so.
5) A ship can only benefit from one Pilot Only action per round. However, additional actions in a round can be taken by other crewmembers. A Vindicator has 2500 crew. It has dedicated comms stations, defense stations, sensors stations, and so forth, not to mention, apparently 58 gunnery stations. How many actions might be appropriate in a capital ship's turn? There are five PCs on their ship; they can take five separate actions in a round.
5) My players aren't going to make it, are they...