Editing New Space: Ships

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'''Very Heavy Fighters''' are the tools of trade of military pilots and elite security personnel. They are fairly well armored and can rain down blazing death upon their enemies; especially Bombers will quickly fall victim to their guns.
 
'''Very Heavy Fighters''' are the tools of trade of military pilots and elite security personnel. They are fairly well armored and can rain down blazing death upon their enemies; especially Bombers will quickly fall victim to their guns.
 
  
 
'''Super Heavy Fighters''' are rather unique ships; some of them, like the [[Thunderbird]], are deep space reconnaissance craft, and others, like the Junkers [[Recycler]] come close to ultralight Gunboat-Bomber hybrids. The only things they all have in common are their low Bomber-like agility, a huge powerplant and the thickness of their hull plates.
 
'''Super Heavy Fighters''' are rather unique ships; some of them, like the [[Thunderbird]], are deep space reconnaissance craft, and others, like the Junkers [[Recycler]] come close to ultralight Gunboat-Bomber hybrids. The only things they all have in common are their low Bomber-like agility, a huge powerplant and the thickness of their hull plates.
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'''Gunboat''' is the designation given to the smallest and most agile class of warships. Unlike other warships, they are also built commercially for extremely rich mercenaries or deep-space scientist teams, mainly because they are still rather cheap compared to larger ships in both production and maintenance. Gunships are light Gunboats and handle slightly different than their larger brethren.
 
'''Gunboat''' is the designation given to the smallest and most agile class of warships. Unlike other warships, they are also built commercially for extremely rich mercenaries or deep-space scientist teams, mainly because they are still rather cheap compared to larger ships in both production and maintenance. Gunships are light Gunboats and handle slightly different than their larger brethren.
 
  
 
== Capital Ships ==
 
== Capital Ships ==
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In various roleplaying games, you have many rule sets where you can roleplay out Ship to Ship combat. Such rules are found in GURPS: ''Space'', LUG's ''Star Trek: the Next Generation RPG'' (Rules of Engagement, pg. 139-149), Star Wars Saga RPG, and perhaps many others.  However, I suggest you use [http://www.ironcrown.com/?page_id=232 Silent Death] rules to resolve Ship-to-Ship combat, especially when you are dealing with an armada of ships.
 
In various roleplaying games, you have many rule sets where you can roleplay out Ship to Ship combat. Such rules are found in GURPS: ''Space'', LUG's ''Star Trek: the Next Generation RPG'' (Rules of Engagement, pg. 139-149), Star Wars Saga RPG, and perhaps many others.  However, I suggest you use [http://www.ironcrown.com/?page_id=232 Silent Death] rules to resolve Ship-to-Ship combat, especially when you are dealing with an armada of ships.
  
In terms of ship combat, I suggest you treat the universe as Space Opera rather than Hard SF.  This allows for dog fighting and is generally safer for the player characters.  Hard SF battles means that ships are less agile and less able to turn on a dime (since in space, you don't have anything like a gas to push against).  You have to use maneuvering thrusters to change the speed of your ship and turn.  In New Space, however, the ships are pushing against something that fills the vacuum of space; Plasma and Solar Winds. This allows them to turn much more quickly; almost as if they are in an Atmosphere. However if you don't have ''Silent Death'', then use the rules of your Sci-Fi RPG.  If you have the SpaceMaster supplement -- ''Tech Law: Vehicle Manual''; then use those rules since these ships are built according to those rules.
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In terms of ship combat, I suggest you treat the universe as Space Opera rather than Hard SF.  This allows for dog fighting and is generally safer for the player characters.  Hard SF battles means that ships are less agile and less able to turn on a dime (since in space, you don't have anything like a gas to push against).  You have to use maneuvering thrusters to change the speed of your ship and turn.  In New Space, however, the ships are pushing against something that fills the vacuum of space; Plasma and Solar Winds. This allows them to turn much more quickly; almost as if they are in an Atmosphere. However if you don't have ''Silent Death'', then use the rules of your Sci-Fi RPG.  If you have the SpaceMaster supplement -- Tech Law: Vehicle Manual; then use those rules since these ships are built according to those rules.
 
 
 
 
== Custom Ship Jobs ==
 
 
 
It is possible, using the rules in GURPS: ''Space'', ''Traveler'', or the ''Tech Law: Vehicle Manual'', OR whenever D&D 4th Edition's answer to ''Space Frontiers'' comes out; for players to custom design their own ships or yachts. As GMs, you are encouraged to allow them the luxury.  Have them come up with a design for their ship or yacht and then judge it for play balance according to the rules.
 
 
 
However, also inform them that the ship is a custom job right down the line. This is a disadvantage, since it costs three times as much to repair a custom-made ship than one that is manufactured according to specifications.
 

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