The Krayt Fang "problem"

By RecklessFable, in Game Masters

I am a big believer in transponder codes being a problem if a ship is stolen or you attack Imperials directly. This does bring up GM challenges though.

The Long Arm of the Hutt suggests if the PCs go back to Tatooine on the Krayt Fang, they will have the same entry as exit... Tie Fighters. But if they are fighting TIEs, then what about the ship they come from? Why wouldn't they REALLY draw wrath when they attempt/make planetfall? How do they lose an ISD (or whatever) carries the TIEs when the planet is being watched? Maybe I'm just tired, but I'm struggling.

Because it's a beginner roleplaying adventure, and not a space warfare simulator :)

If you are really concerned about the coherence of the lore, swap the TIEs for a standalone Planetary Defense Force, or Mercenery Group (Z95s for example). Or just skip the encounter completely. It's the Outer Rim. Law enforcement is scarce, corrupt or non-existant

Edited by Rimsen
Added suggestions

When I played that game, the GM said the Krayt Fang had falsified transponder codes in it that could be swapped out. I think there were three, each with a different name and captain of record. I'm not sure if that's in the actual adventure, though; it may have been the GM's solution to the problem you raise.

My players considered the transponder on their own and went and purchased a new one. But my players are old RPGers before Star Wars so it's more of an experience thing for them to ask.

It's possible that whatever parent vessel the TIEs came from didn't remain in the system. It could have dropped them off to patrol then jumped away to drop off/pick up other patrols. Alternatively, they could be launched from a planetside garrison.

And either way, TIEs by themselves only have a sensor/comms range of close, so they would have to get within that range of friendly forces to send a communication on their own. It could be ruled, however, that something with a larger sensor range that had the TIEs within that range (such as a base or a capital ship) could hail and communicate with the TIEs despite the TIEs not being in sensor range of that source.

Even in that case, though, players flying any ship can make like Han Solo and take the Jamming action to cut off communication and keep their cover.

Edited by DarthHammer
39 minutes ago, DarthHammer said:

It's possible that whatever parent vessel the TIEs came from didn't remain in the system. It could have dropped them off to patrol then jumped away to drop off/pick up other patrols. Alternatively, they could be launched from a planetside garrison.

And either way, TIEs by themselves only have a sensor/comms range of close, so they would have to get within that range of friendly forces to send a communication on their own. It could be ruled, however, that something with a larger sensor range that had the TIEs within that range (such as a base or a capital ship) could hail and communicate with the TIEs despite the TIEs not being in sensor range of that source.

Even in that case, though, players flying any ship can make like Han Solo and take the Jamming action to cut off communication and keep their cover.

Ah, the RAW sensor and communication rules. They are idiotic. That is all.

On 4/7/2019 at 10:57 PM, HappyDaze said:

Ah, the RAW sensor and communication rules. They are idiotic. That is all.

Yes, clearly it was wrong of me to assume the OP is GMing using RAW. I should have just read his mind to figure out what house-rule he was using instead.

13 minutes ago, DarthHammer said:

Yes, clearly it was wrong of me to assume the OP is GMing using RAW. I should have just read his mind to figure out what house-rule he was using instead.

I didn't say you were wrong; I said those rules were idiotic. Don't be so quick to open your butt to hurt.

5 minutes ago, HappyDaze said:

I didn't say you were wrong; I said those rules were idiotic. Don't be so quick to open your butt to hurt.

Fair enough, I guess I read your comment as more dismissive than it actually was.

For what it's worth I agree that those rules don't make much sense, but they were a quick and easy way out of OPs predicament.