Post by Falconer on Dec 9, 2021 0:30:19 GMT -5
Ship types in S&S RAW are as follows:
50 PPB - Destroyer
100 PPB - Cruiser
200 PPB - Starship or Battle Cruiser
500 PPB - Dreadnought
100 PPB - Freighter
The rules also cover Zangid Sting Carriers and Videni Kamikaze Carriers, but this is apparently a late addition not well-integrated in the rules; anyway, they follow idiosyncratic rules which should not be reiterated in detail here, especially since they don’t seem at all Star Trekkie.
For my campaign, I retro-converted the five main ship types to FJ’s five types:
50 PPB - Scout (Hermes)
100 PPB - Destroyer (Saladin)
200 PPB - Heavy Cruiser (Constitution)
500 PPB - Dreadnought (Federation)
100 PPB - Transport/Tug (Ptolemy)
It’s a bit odd for the Scout to have half the power of the Destroyer when they are almost identical in size and design and generation. But in play it worked pretty well, and I’m not sure I would have it any other way. I gave it a speed boost (inspired by the Everhart blueprints), and reasoned that it’s basically a tweaked Saladin. Like maybe it “really” has the same energy output, but “functionally” for game purposes you only have half as much to play with since the ship has been wired to sacrifice as much functionality as possible so as to squeeze out that extra bit of speed. Thus it can outrun all attackers. Makes it ideal for expanding the frontiers, and ideal for a green commander.
I added in the Siva-class Destroyer with 150 PPB as kind of an opposite of the Hermes—now Warp travel costs 10 rather than 5 EU/WF, but this still gives you a lot more energy to play with as long as you avoid higher speeds. Still feels like a mild upgrade as long as you be careful.
Also planning to add in the Bonhomme Richard-class Heavy Cruiser at 250 or 300, possibly also with some sort of downside, not sure.
We also have a small Trader in our campaign, for all intents and purposes a Firefly, which has been kind of tricky to shoehorn into this system. I don’t think it should be anywhere near as powerful, on paper, as any of the warships, but it should still be fun owing to “tricks up its sleeve.” Basically I ended up assigning it an amount of EU between 50 and 100 in any given session, as best suited the game, under the conceit that it was in varied states of disrepair and upgrade. If we were to play with that ship on a more ongoing basis, I would keep better track of this, and consider ditching the EU system altogether in favor of a system of a la carte abilities.
50 PPB - Destroyer
100 PPB - Cruiser
200 PPB - Starship or Battle Cruiser
500 PPB - Dreadnought
100 PPB - Freighter
The rules also cover Zangid Sting Carriers and Videni Kamikaze Carriers, but this is apparently a late addition not well-integrated in the rules; anyway, they follow idiosyncratic rules which should not be reiterated in detail here, especially since they don’t seem at all Star Trekkie.
For my campaign, I retro-converted the five main ship types to FJ’s five types:
50 PPB - Scout (Hermes)
100 PPB - Destroyer (Saladin)
200 PPB - Heavy Cruiser (Constitution)
500 PPB - Dreadnought (Federation)
100 PPB - Transport/Tug (Ptolemy)
It’s a bit odd for the Scout to have half the power of the Destroyer when they are almost identical in size and design and generation. But in play it worked pretty well, and I’m not sure I would have it any other way. I gave it a speed boost (inspired by the Everhart blueprints), and reasoned that it’s basically a tweaked Saladin. Like maybe it “really” has the same energy output, but “functionally” for game purposes you only have half as much to play with since the ship has been wired to sacrifice as much functionality as possible so as to squeeze out that extra bit of speed. Thus it can outrun all attackers. Makes it ideal for expanding the frontiers, and ideal for a green commander.
I added in the Siva-class Destroyer with 150 PPB as kind of an opposite of the Hermes—now Warp travel costs 10 rather than 5 EU/WF, but this still gives you a lot more energy to play with as long as you avoid higher speeds. Still feels like a mild upgrade as long as you be careful.
Also planning to add in the Bonhomme Richard-class Heavy Cruiser at 250 or 300, possibly also with some sort of downside, not sure.
We also have a small Trader in our campaign, for all intents and purposes a Firefly, which has been kind of tricky to shoehorn into this system. I don’t think it should be anywhere near as powerful, on paper, as any of the warships, but it should still be fun owing to “tricks up its sleeve.” Basically I ended up assigning it an amount of EU between 50 and 100 in any given session, as best suited the game, under the conceit that it was in varied states of disrepair and upgrade. If we were to play with that ship on a more ongoing basis, I would keep better track of this, and consider ditching the EU system altogether in favor of a system of a la carte abilities.