Has anyone seen my Capital Ship? I know it was right here.

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Volt875
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Has anyone seen my Capital Ship? I know it was right here.

#1 Postby Volt875 » Sun Oct 07, 2012 12:32 pm

Hi all, I was just wondering if there was a Deluxe verison of the capital ship rules or if the ones from SWEX should still work fine.
Last edited by Volt875 on Sun Oct 07, 2012 3:33 pm, edited 1 time in total.
"...If more of us valued food and cheer and song above hoarded gold, it would be a merrier world. But sad or merry, I must leave it now. Farewell!"- Thorin Oakenshield; The Hobbit by J.R.R. Tolkien

ValhallaGH
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Re: Has anyone seen my Capital Ship? I know it was right her

#2 Postby ValhallaGH » Sun Oct 07, 2012 2:37 pm

Volt875 wrote:Hi all, I was just wondering if there was a Deluxe verison of the capital ship rules

Nope. They got cut for deluxe. Not certain why, but I'm guessing that they were considered too "setting" for the Core.
if the ones from SWEX should still work fine.[/list]

Should be fine if you've got big wooden ships to worry about.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
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Volt875
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Re: Has anyone seen my Capital Ship? I know it was right her

#3 Postby Volt875 » Sun Oct 07, 2012 3:39 pm

ValhallaGH wrote: Should be fine if you've got big wooden ships to worry about.

That's exactly what I have to worry about ha ha (ok granted they're flying big wooden ships but whatever) Do space ships not do so well with those rules? I've never tried it.
"...If more of us valued food and cheer and song above hoarded gold, it would be a merrier world. But sad or merry, I must leave it now. Farewell!"- Thorin Oakenshield; The Hobbit by J.R.R. Tolkien

ValhallaGH
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#4 Postby ValhallaGH » Sun Oct 07, 2012 7:34 pm

They can work fine for any kind of big ship. However, they have certain assumptions written into them, assumptions that don't always fit the flavor of the setting. Which is why I said they have a lot of "setting" built into them.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

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Maine
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#5 Postby Maine » Sun Oct 07, 2012 11:34 pm

If you are interested in ideas...

Generally the rules for capital ships should only matter in a three cases:

- Travel
This is setting specific, and you can probably just make a GM call that fits your setting

- Non-combat, pre-combat, or post-combat encounters
Outside of roleplaying situations, the chase rules can probably suffice

- Combat
I'd run combat as a Mass Combat. PCs can participate to influence the combat just as in a regular Mass Combat. If this is a sci-fi setting, someone with engineering skills might attempt to boost or re-route energy to be more efficient, a fighter pilot might lead a squadron of small craft in a sortie, etc.


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