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Freighter in Your Campaign
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Raven Redstar
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PostPosted: Mon Apr 02, 2012 2:35 pm    Post subject: Reply with quote

vanir wrote:
Our group just got into a million cred debt over a CEC corvette.
We've got collatoral in assets though. Freighter cpt. just about owns his mad modded YT1300, got a Jedi with a KSE Pinnace sporting bosha c'hi engines (*these are not the banned engines modification you're looking for*), a mashi horansi with a P38, disguise artist with a Y-Wing.

We found pretty consistently once you've got a tough alien/mix party with powered armour, or jedi in the group, and get up serious CP, the limiter on starships is the ability to crew them, credits is just no issue.


These guys all fly together? Do y'all have matching hyperdrive multipliers, it would be terrible if you had to wait a few days for the Jedi or whoever to catch up finally.
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vanir
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PostPosted: Tue Apr 03, 2012 12:53 am    Post subject: Reply with quote

We paid a fortune for hyperdrive mods so everyone has a x1 except the new corvette. We did spend another fortune on engineering a recessed docking bay with limited refuelling/crew transfer services so we can use the corvette as a tanker.

we go as a convoy. about to make the triellus run to the old corellian run, stopover at ryloth then off through brak sector and the five veils route to sargesso shadow port, then off to the enarc run around naboo and into harrin sector for a big campaign. we're coming ex nar shadaa, had some trouble with a hutt so now we're going to go pick a fight with imperials for fun. Jedi rumours in harrin sector, we have to check it out.

players don't know I have a full sector fleet between here and there however, who don't like little armed convoys acting like they own the place...
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Fallon Kell
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PostPosted: Tue Apr 03, 2012 1:25 am    Post subject: Reply with quote

vanir wrote:

players don't know I have a full sector fleet between here and there however, who don't like little armed convoys acting like they own the place...

I do so love big fleet action. Very Happy
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garhkal
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PostPosted: Tue Apr 03, 2012 6:50 pm    Post subject: Reply with quote

Well, unless they all make the same number on the Astrogation rolls, they will still arrive at different times....
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vanir
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PostPosted: Tue Apr 03, 2012 7:36 pm    Post subject: Reply with quote

garhkal wrote:
Well, unless they all make the same number on the Astrogation rolls, they will still arrive at different times....


Like the way the Rebel fleet didn't arrive in the two convoy groups, one for the starfighter force and one for the capital ships at Endor? owait, they did.

Very Happy just havin a dig

Nah we datalink a common course plot (entered separately per ship but calculated as a common course first) for each craft as a convoy with the same multiplier.
Just means extra astrogation roll by the lead ship. Plots a common course. Transmits to the rest of the convoy. Everyone else just has to make a base difficulty to enter the common course.

It's a good way to bypass varied skill, highest skill character plots convoy courses, everyone else trusts his calculations and does easier base rolls.
Problem is if he gets it wrong, everybody winds up inside a star...
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garhkal
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PostPosted: Tue Apr 03, 2012 11:45 pm    Post subject: Reply with quote

I can see that.. but i always thought that your roll even if you were Given the jump coordinates, was to also see if you inputted them right.
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Bren
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PostPosted: Wed Apr 04, 2012 5:08 am    Post subject: Reply with quote

vanir wrote:
Nah we datalink a common course plot...Problem is if he gets it wrong, everybody winds up inside a star...
Yes, we've done that for our starfighter squadron and task force movements as well. Regarding a bad master course plot, individual pilots could plot a course independently and check their calculations with the navigation leader. This would give you a check to avoid ending up inside a star.

garhkal wrote:
I can see that.. but i always thought that your roll even if you were Given the jump coordinates, was to also see if you inputted them right.
Inputing a predetermined course should be much easier than calculating a brand new course though.
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atgxtg
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PostPosted: Wed Apr 04, 2012 10:17 am    Post subject: Reply with quote

I think that what happens is that one ship plots all the coruses for the group and then the data is transmitted to the other ships. That way they all arrive at the same destination at the same time.
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garhkal
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PostPosted: Wed Apr 04, 2012 5:54 pm    Post subject: Reply with quote

Bren wrote:
vanir wrote:
Nah we datalink a common course plot...Problem is if he gets it wrong, everybody winds up inside a star...
Yes, we've done that for our starfighter squadron and task force movements as well. Regarding a bad master course plot, individual pilots could plot a course independently and check their calculations with the navigation leader. This would give you a check to avoid ending up inside a star.

garhkal wrote:
I can see that.. but i always thought that your roll even if you were Given the jump coordinates, was to also see if you inputted them right.
Inputing a predetermined course should be much easier than calculating a brand new course though.


IIRC when using preplanned routes, it is an easy diff to input them, vice the normal moderate or higher..
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Bren
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PostPosted: Thu Apr 05, 2012 11:18 am    Post subject: Reply with quote

garhkal wrote:
IIRC when using preplanned routes, it is an easy diff to input them, vice the normal moderate or higher.
I took a quick look and didn't find a difficulty listed in the 2E Revised rules. But Easy difficulty is about what I had in mind.
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CRMcNeill
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PostPosted: Thu Apr 05, 2012 7:33 pm    Post subject: Reply with quote

garhkal wrote:
Well, unless they all make the same number on the Astrogation rolls, they will still arrive at different times....


That opens the door to coordinated fleet jumps, with the entire fleet jumping on a course generated by Main Navigation aboard the flagship.
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Bren
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PostPosted: Sat Apr 07, 2012 3:10 pm    Post subject: Reply with quote

Given the way the astrogation skill and hyperdrive travel works in Star Wars the RPG, fleets must be using coordinated jumps to do what we see them do in the movies and the TV show - which is have multiple ships with different hyperspace speeds arrive in the same place and time in formation. Otherwise the fleet couldn't arrive in the same place, at the same time without losing formation to the point that it (a) impairs battle readiness and function, (b) has a significantly > 0 probability of ships crashing into each other, and (c) loses ships from the formation along the way due to misjumps that change to timing or location of emergence from hyperspace. We assume that ships can jump at a lower speed than their rated hyperspace speed, so all ships in the fleet typically jump at the speed of the slowest ship in the formation.
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Downstrike
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PostPosted: Sat Apr 07, 2012 5:16 pm    Post subject: Reply with quote

Might make for a fun game, Late for the Battle of Yavin or something similar. Though some were on board with the Death Star's ability, some in the command thought a reserve force would be the safe bet. The players come out of hyper just a few seconds before the reserves appear which just happens to be about the time Chewy, Han and Luke are getting awards. The radiation and junk from the deathstar is messing with the player's ship so commo is out. Sensors are also messed up which should be the hint that the rebels don't know whats going on. maybe a few x wings are still on patrol, can talk to the players but not the base. They have to hold off the empire till someone can warn everyone else.
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CRMcNeill
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PostPosted: Sun Apr 08, 2012 12:24 pm    Post subject: Reply with quote

In the ImpSB, one of the support units of an Imperial Navy Sector Group is a Navigation section, with the responsibility of coordinating synchronized hyperspace jumps, sometimes even for ships with different starting points arriving at the same end point simultaneously.
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Bren
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PostPosted: Sun Apr 08, 2012 2:29 pm    Post subject: Reply with quote

I like the idea of "Late for the Battle of ..." where the GM could fill in the blank with some film or novel event. That could be a fun way for a group to start out with the Rebel Alliance (or the main film characters) before one of the big fleet actions - like say Endor. The players would then be in the group or crowd scene for the briefing - pick an actor that looks like your character or just assume the PCs are in the room, but just out of the shot. But if the group is concerned about canon or PCs being upstaged by Luke et al, then the GM could have the group miss the main fleet action. They end up misjumping or encountering some gravity anomaly or something. Of course this would need to paired up with something significant for the PCs to do so that they are just relegated to bench warmers. In tone I am envisioning something like the Deep Space Nine episode of Star Trek that had the crew of DS9 going back in time to the Trouble with Tribbles episode of the old show. The PCs are out to upstage the movie (or vice versa) just that behind the scenes the PCs are responsible for the enabling the movie characters' successes. This wouldn't work for all groups, but it might be fun for the right group.

For example (Endor): there is an additional Imperial Force of reinforcements headed to the Death Star construction site. The PCs run into the reinforcements - that could even be what causes the misjump - both forces pull each other out of hyperspace due to their respective mass shadows. The PC force has to delay, drive off, or destroy the Imperials to prevent the Imps from surprising the Rebel Fleet at Endor ruining the Rebel ambush and destroying the Alliance High Command.

For example (Yavin): Grand Moff Tarkin was in a hurry to display the prowess of his new battle station and he left before the station's complement of fighters could be loaded. Thus the only fighters on the station are those accompanying Lord Vader (or that escorted Tarkin's shuttle when he boarded). The PCs run into the convoy of Escort Carriers that are carrying the Death Star's actual fighter complement. The PC force has to delay, drive off, or destroy the Imperial convoy and prevent the fighters from reaching the Death Star before the Battle of Yavin.
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