Hi,
I'm contemplating a naval campaign for my teenage sons, they can be the bridge crew of a Mercenary cruiser, an armoured varient without a third squad of troops and without extra modules. I started a thread here: http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=43836&sid=958ef4b5265aa40b780ffec16aeaa602
I'm moving on to details, particularly around Adventure 7 (Broadsword's) deckplans, and wondered if anyone had much experience with them. They look like they will work, but at a glance (trying to visualize people moving about) I see a couple of tweaks needed:
1) Owner is my commanding officer.
2) Captain is an exec/pilot
(I'm using an airforce influenced rank structure, so these guys are a major and a squadron leader, analagous to commander and lieut cdr * )
3) Ship's surgeon, will be a warrant officer
4) Cutter pilots, sticking to an airforce analogy will be warrant officers too, their gunners will be able starmen)
I'm giving these cutter pilots rooms of their own with the officers on D deck, and D deck lounge can be an officers mess. I see that troops on E deck would have to come up through the officers mess to get to the galley. Oh no! I think I may order them to go down a deck from 44 into the cargo area, to come up into the mess area 35, without bothering the officers!
That's it for now, I like the sickbay 'suite' which feels more realistic than a standard stateroom labelled 'sickbay'.
Are there any other user problems I should know about before I take command of my Broadsword??
* FYI: Human Republic Star Force ranks:
Chief Star Marshal
Star Marshal
Vice Star Marshal
Star Commodore
Group Captain
Major (instead of wing commander; commander being reserved for the commander of any spacecraft, 'captain' is not used)
Squadron Leader
Flight Lieutenant
Sub Lieutenant
Warrant Officer
Senior Flight Sergeant
Flight Sergeant
Sergeant
Corporal
Senior Starman
Leading Starman
Starman (Recruit)
I'm contemplating a naval campaign for my teenage sons, they can be the bridge crew of a Mercenary cruiser, an armoured varient without a third squad of troops and without extra modules. I started a thread here: http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=43836&sid=958ef4b5265aa40b780ffec16aeaa602
I'm moving on to details, particularly around Adventure 7 (Broadsword's) deckplans, and wondered if anyone had much experience with them. They look like they will work, but at a glance (trying to visualize people moving about) I see a couple of tweaks needed:
1) Owner is my commanding officer.
2) Captain is an exec/pilot
(I'm using an airforce influenced rank structure, so these guys are a major and a squadron leader, analagous to commander and lieut cdr * )
3) Ship's surgeon, will be a warrant officer
4) Cutter pilots, sticking to an airforce analogy will be warrant officers too, their gunners will be able starmen)
I'm giving these cutter pilots rooms of their own with the officers on D deck, and D deck lounge can be an officers mess. I see that troops on E deck would have to come up through the officers mess to get to the galley. Oh no! I think I may order them to go down a deck from 44 into the cargo area, to come up into the mess area 35, without bothering the officers!
That's it for now, I like the sickbay 'suite' which feels more realistic than a standard stateroom labelled 'sickbay'.
Are there any other user problems I should know about before I take command of my Broadsword??
* FYI: Human Republic Star Force ranks:
Chief Star Marshal
Star Marshal
Vice Star Marshal
Star Commodore
Group Captain
Major (instead of wing commander; commander being reserved for the commander of any spacecraft, 'captain' is not used)
Squadron Leader
Flight Lieutenant
Sub Lieutenant
Warrant Officer
Senior Flight Sergeant
Flight Sergeant
Sergeant
Corporal
Senior Starman
Leading Starman
Starman (Recruit)
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