I've been working on a campaign to play with my group as a GM/Imperial player. I've been thinking of using a galaxy map and let my players jump from system to system, but thought of adding fuel to limit the distance they can travel. My setup for this is that a player will have a single small base ship(CR90, GR-75, Hammerhead, and Nebulon-b) with X number of fuel points. They can spend one point to jump to the closet system, two for two systems out, etc. A way to get fuel points would be through supply missions. GR-75s would be quite useful in carrying supplies such as extra fuel, ordinance and other cargo. I was wondering what everyone's thoughts would be on this. Later I can go in more detail on my campaign if people are interested. ?
My custom campaign: fuel points
I love the idea. I'd definitely want to include that in a campaign of mine. Definitely share this, and let us know how it goes.
Do what you like, I guess, but consider this. In the RPG every vessel has a consumables rating. That is the interval the vessel requires to resupply. This includes fuel, food, band aids, and so on. Most capital ships have enough fuel, food, ammo, whatever to last a minimum 1 year. Bigger vessels longer. So, adding fuel costs to Armada doesn't really fit. YMMV
The problem I see is that you have to vary the kinds of missions you do to get more fuel. You can only do so much with the systems in place for Armada.
It's something I recently thought about that could make a bit of a challenge to my players. They are starting out with low resources after Imperials found their base which caused them to scatter and flee taking what they can quickly. At some point I want to try to incorporate X-wing and Legion for smaller missions.
Take a look at the old Dark Stryder campaign from WEG. They had a limited fuel/consumables campaign in which you had a heavily modified CR90 along with a handful of X-Wings.
That may give you some ideas.
I would like to share some ideas too. I run my own stuff right now.
2 hours ago, TallGiraffe said:I would like to share some ideas too. I run my own stuff right now.
I've actually been keeping upwith that. It sounds like a lot of fun!
On 5/24/2018 at 8:30 PM, EagleScoutof007 said:They can spend one point to jump to the closet system, two for two systems out, etc. ?
Test carefully before you put this into action. It's easy for unforseen (bad) effects to pop up in systems like this.
Consider making the cost the square of the distance. With a 1:1 ratio, it's possible that it may be so easy for the players to jump so far that it would be impossible for the Empire to tighten a net around them!
On a semi-related topic, Ken Burnside just previewed a map for a definitely-not-Star-Wars campaign system. He's published a lot of campaign systems over the years a developed a unique philosophy: campaign systems shouldn't be about strategy, they should be about generating interesting battles.
On 5/25/2018 at 1:18 AM, Woobyluv said:Most capital ships have enough fuel, food, ammo, whatever to last a minimum 1 year. Bigger vessels longer.
Right, except for the
Raddus
. Which didn't carry enough fuel to get it through 24 hours. Guess the Resistance really skimped at their last gas station stop.
27 minutes ago, AllWingsStandyingBy said:Right, except for the Raddus . Which didn't carry enough fuel to get it through 24 hours. Guess the Resistance really skimped at their last gas station stop.
To be fair, most capital ships are operated with governments with access to trillions of credits. The Resistance could hardly afford to fully equip the ship when they had to scrounge or beg for everything.
2 hours ago, GhostofNobodyInParticular said:To be fair, most capital ships are operated with governments with access to trillions of credits. The Resistance could hardly afford to fully equip the ship when they had to scrounge or beg for everything.
If they dont have enough res to keep the ship, if not fully stocked, at least above 50%, whats the point in keeping the ship?!?
Its like carry around a 15kg rifle all day every day and only having a single bullet. It would be easier to carry a lighter hand gun with a bunch of bullets.
Its not like they need the crew space after all, since there was what, 400 resistance members? (How was the raddus running anyway, minimum crew for that thing was just over 1000)
Anyway not the topic to discuss that i suppose,
I like the idea of a campaign limited by "supply points", not just fuel points, with ships needing to visit friendly planets/stations/systems to refill their supply points to continue fighting/travelling.
13 hours ago, DrakonLord said:Its not like they need the crew space after all, since there was what, 400 resistance members? (How was the raddus running anyway, minimum crew for that thing was just over 1000)
Indeed, this is the line from TLJ that just really tipped me over the edge. They never needed to mention how many members the Resistance had it... we know as the audience they are the small band of underdogs. That's fine, leave it vague. But to offer explicit numbers for things that are just utterly preposterous (e.g.
"400 members in the whole Resistance"
or
"18 hours of fuel"
) is a slap across the face to the audience. Just like we didn't need TLJ to tell us that this was the entire Resistance. This could have simply been one of many cells spread across the galaxy, which would be far more plausible, but the TLJ establishes this as the entirety of the Resistance... ugh, dumb, implausible, and unnecessary.
I'm supposed to believe that the entire Resistance, responsible for resisting the First Order's spread across the entire galaxy is
400 PEOPLE?!
Seriously, smaller than my high school graduating class? When a real-world naval carrier has a crew of over 6,000? In the "old canon," with all the technical manuals and various bits of detail snuck into things like WEG resources, Decipher's CCG, and the Computer Sims we knew that Nebulon-B medium frigates had crews of around 800.
It's like TLJ, in it's effort to be as subversive as possible, had to spit on everything it possibly could, since it certainly didn't need to introduce arcing turbolasers, incredibly finite fuel reserves, absurdly low crew counts, worthless capital ship shields, Mary Poppinisms, the Holdo Maneuver, Force Ghost Lightning, ubiquitous (and simultaneously worthless) cloaking devices, or so many other things to tell the story it wanted to tell... and yet it did.
Since I plan to get this campaign started on Friday. Ill make a new thread for it and report how it'll go with my players. To start them off, they will pick a location on a galaxy map. After picking a ship, upgrades and squadrons(5 points of fuel), the Empire arrives creating a blockade and they will try to escape. After passing the blockade they have a choice to go through a nebula or asteroid field as the Empire chases them. There will be a hyperspace jump point to reach where they'll have help standing by. After the escape I'll have three supply mission they can choose from. I may add a few twists and turns, but what i have planned so far.
On 5/27/2018 at 5:10 PM, GhostofNobodyInParticular said:To be fair, most capital ships are operated with governments with access to trillions of credits. The Resistance could hardly afford to fully equip the ship when they had to scrounge or beg for everything.
I call BS on this right here...The Resistance was being funded and supplied by the New Republic, albeit clandestinely. It's horse crap to say it was running out of fuel days after the governments destruction. There was no time between TFA and TLJ. Everything about the scenario is pure crap...
4 minutes ago, Woobyluv said:I call BS on this right here...The Resistance was being funded and supplied by the New Republic, albeit clandestinely. It's horse crap to say it was running out of fuel days after the governments destruction. There was no time between TFA and TLJ. Everything about the scenario is pure crap...
I was unaware that the funding was official or extensive. I thought it was just a few sympathetic senators/planetary leaders.
4 minutes ago, GhostofNobodyInParticular said:I was unaware that the funding was official or extensive. I thought it was just a few sympathetic senators/planetary leaders.
Apparently, you missed the part where I said it was clandestine, which means not official. Just the idea that there was a resistance to oppose the FO and not the Republic itself is pure crap. An organization that seizes power by force of arms does not give up its arms. It might happen generations down the line, but not when the wounds are still fresh. As I said, everything about the scenario is pure crap...
2 minutes ago, Woobyluv said:Apparently, you missed the part where I said it was clandestine, which means not official. Just the idea that there was a resistance to oppose the FO and not the Republic itself is pure crap. An organization that seizes power by force of arms does not give up its arms. It might happen generations down the line, but not when the wounds are still fresh. As I said, everything about the scenario is pure crap...
I misinterpreted it.
While I agree overall with the irrationality of the situation, given that it is so makes me more easily accept that the Republic did not do much to properly fund the Resistance. Especially as the funding was unofficial.
Well, I have no problem with folks adding a home rule for their enjoyment of the game. I just find it unnecessarily cumbersome. I would be trying to find ways to speed up the game, not slow it down. YMMV.
If this doesn't work, I'll drop it from the campaign. I just thought using fuel points would be a way to simulate being low of supplies where my players make certain decisions with limited options. Think of it, you're a rebel, your base was attacked and you scramble to grab what you can and flee. Makes sense to be low on supplies
5 minutes ago, EagleScoutof007 said:If this doesn't work, I'll drop it from the campaign. I just thought using fuel points would be a way to simulate being low of supplies where my players make certain decisions with limited options. Think of it, you're a rebel, your base was attacked and you scramble to grab what you can and flee. Makes sense to be low on supplies
It was a major thing in Rebels too. They had at least 2 episodes revolving around fuel runs, maybe 4.
Personally, I like the idea.
I’ve always thought of making a Battlestar Galactica-like pursuit RPG for Armada, and fuel/supplies was always something essential for that style of game. Good luck!
In all fairness, fuel for hyperdrives was a thing back in the WEG Star Wars D6 game, though, except as a mission to steal a shipment, was just part of the ship's consumables.
The crew that stole Tarkin's Carrion Spike, had to refule it in their travels.