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F**ckin' Big Honky Tonky Starships

I think it's a final pre-layout version,(though rules for fuel consumption are strangely missing for some reason. Must E-mail Hunter about that) but I'd think if you wanted a copy you'd need to ask Hunter or Martin for one. I really shouldn't give them out.
 
Originally posted by BenBell:
I think it's a final pre-layout version,(though rules for fuel consumption are strangely missing for some reason. Must E-mail Hunter about that) but I'd think if you wanted a copy you'd need to ask Hunter or Martin for one. I really shouldn't give them out.
Understood. The latest fuel info I have is .5 tons per unit per 4 weeks operation thru tech 15.

Items I am looking for are:
1. Batteries for bay weapons and spinal mounts or limitation on squadron grouped ship size.

2. USP size for power plants.

3. Rules for force fields.

4. Something to limit small craft armament. Currently a 5 ton fighter can mount the same triple missile turret that requires a 100 ton starship hard point.
 
I stilllike the idea of mounting a pair of fusion guns on a small fighter. Gives it a real good punch. Makes fighters worth having in quantity.
 
Despite there being a lot of canon around the big warships, I'm a fan of the pre-High Guard days, when a 1200-ton ship was a "Cruiser" large enough to warrant putting a black globe in...
 
A Kinunir class cruiser is just big enough for an arrogant group of PCs to get stupid over. They might think they have a chance agaist it.
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No kidding. Although I always felt the Kinunir were somewhat undergunned.

Originally posted by vegascat:
A Kinunir class cruiser is just big enough for an arrogant group of PCs to get stupid over. They might think they have a chance agaist it.
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New guy warning (new to list, but a paleo-gamer).

Vegascat,

I have to say that I disagree about the Kinunir. It's not that tough. Its armor is weak and its agility is low. Which means it will get hit and damaged a lot. I don't even think the factor-1 black globe is that impressive. I'm not saying its a pushover for anybody with a Type S, but a clever group of PCs with a Type C or a pair of Type Ts probably could handle it.

I'm open to debate on this, especially once I get access to my High Guard files again , currently lost on the network somewhere. :mad:

Bob Weaver
 
A Kinunir with a good Captain in control should be able to thrash just about any reasonable ship PCs could get their hands on. But it should be small enough that the PCs might think they could take it in a battle, or boarding action. Especially when you include the marines in BD.
No sane PC group would try anything against a 100,000 ton cruiser and believe they have a chance. But a 1250 ton Kinunir might be closer to the PCs ship size making them think defying it is survivable.
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How often do you let your PCs get their hands on a 1000 ton or large ship that is armed to the teeth? :confused:
 
No sane PC group would try anything against a 100,000 ton cruiser and believe they have a chance.
I agree 100%

How often do you let your PCs get their hands on a 1000 ton or large ship that is armed to the teeth?
In my most active 'game' (moving twice in a year makes finding a gaming group hard) the PCs are the crew of a dedicated Navy anti-piracy ship of a small regional government. I designed 200, 400, 800 and 1000 ships for the AP squadron, and I'd put the 800 & 1000 ton ships against a Kinunir with confidence. But I don't let power-mad PCs with criminal records near stuff like that.

Peace,

Bob
 
The larger ships do not really have any place unless you are playing a military orientated campaign. Otherwise, the players would not stand much of a chance.

The larger ships do not appear at all unless we are running a military operation (all the PCs are in the Navy or Marines), and we tend to do little space combat because of the time involved.
 
question - these big GIANT FREEKIN ships mentioned - what kind of nukes can they carry and how many?? how far away must they be before firing- is this mentioned in any of the Books???
what is the max blast area??
 
Originally posted by Murph:
[QB]No kidding. Although I always felt the Kinunir were somewhat undergunned.

The TNE version wasn't too bad, with its primary fire power vested in a pair of 700Mj lasers. IMTU the Kinunir would be classed as a Destroyer Escort, though with its provision for marine assauls a Kinunir is fairly versatile.
 
Originally posted by trader jim:
question - these big GIANT FREEKIN ships mentioned - what kind of nukes can they carry and how many?? how far away must they be before firing- is this mentioned in any of the Books???
what is the max blast area??
No blast in space, so that's not a problem. According to _Striker_, a turret missile has a 15cm warhead, a bay missile has a 25cm warhead. Not having my _Striker_ nuke warhead table handy, I can't say for sure, but the bay missile could probably carry a TL15 100 kiloton warhead. It's probably fine if it's 30 km away, it's armored after all.

StrikerFan
 
Originally posted by Russ Andrews:
The larger ships do not really have any place unless you are playing a military orientated campaign. Otherwise, the players would not stand much of a chance.

The larger ships do not appear at all unless we are running a military operation (all the PCs are in the Navy or Marines), and we tend to do little space combat because of the time involved.
The big ships don't have a lot to do with average PCs, certainly, though they make a great deus ex machina if the PCs have gotten in over their heads with pirates/corsairs/etc. I use them mostly as background, and as a way of showing what the current large-scale threat level is. If the PCs start encountering CruRons in places they haven't seen them before, _something_ is going on, something they either want to find out about or something they want to get away from.

StrikerFan
 
Striker fan:
"The big ships don't have a lot to do with average PCs, certainly, though they make a great deus ex machina if the PCs have gotten in over their heads with pirates/corsairs/etc. I use them mostly as background, and as a way of showing what the current large-scale threat level is. If the PCs start encountering CruRons in places they haven't seen them before, _something_ is going on, something they either want to find out about or something they want to get away from."
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Back in the dayz of CT, we took THAT sign for a hint we were in deep daergh (Vargr epithet for inedible filth/excrement) if the IN showed anything bigger than a Destroyer.
Mighty glad we were when they did on Fulacin when the Zho ships popped in with Fighters launching (okay they were 600dt "patrol frigates, but in a Far Trader and a "modified"Scout we were seriously out tonned and gunned. :eek:

As for letting my Players in , say TNE handle a 1ktn Plus, they got their chance, and discovered what a money pit it was to re-arm/ re-equip, etc. Then pay the salaries? They signed 75% of her over to the government soon enough, but got to man her in wartime. Which warship? a FASA Tethys-class Merc Cruiser. The "pirates" they took it from destroyed two of their ships (a Scout and Fat Trader) before they subdued and/or killed the crew. Then they found out why the beggars were even in this three system main--scouring for parts to fix their Jump-drives (Those TL-14 parts are scarce in the wilds, ya know?
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They did have to keep up with a Marine contingent later aboard for Planetary Ops, too, so they didn't have it all to themselves. Made a decent commerce raider and Small raiding (planetary that is ) warship. Officially still listed as a Naval reserve Ship, IMTU of the "Reformed Coalition" (Another grandiose line to satirize on a different board, sorry--NOT!)
 
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