I've been looking at Spaceships again, this time in terms of modelling ships from Star Citizen. In that game they have a very, very small fighter called the P-52 Merlin. Only 4 tons, 13 yards long and skinny... and that's pretty clearly SM3. Wat do?
Now I realize that when converting ships over, you can and should take liberties with size modifiers. But I decided to give it a try and was surprised to see that SM light fighters hold up quite well! I decided that many components really couldn't be bought at less than SM4, necessitating the use of oversized systems. I'm interested in hearing what other, more experienced players think about the idea.
Some notes on SM3 ships:
Unavailable Systems
Most systems can be installed on a SM +3 ship. In addition to components unavailable at SM +4 or higher, those on the list below are also unavailable for SM +3 size slots. Such components can still be installed, however, using the oversized components rule.
You could remove the restrictions on batteries but instead limit the options that are permitted for those batteries so the caliber/wattage doesn't fall off the end of the table.
As a (cinematic) house rule, I'm thinking of having Spinal Batteries use some kind of piloting skill MoS or handling rating modifier rather than a flat +2. So the default battery is gimbal mounted, but fixed mounts require you to aim your whole ship as we normally see in space combat sims.
Habitats under these rules are available at SM +5, but only for the purpose of adding a single bunk, holding cell, or hibernaculum. Habitats are not available at SM +4 or less except as oversized components.
As a design switch for some settings, Control Rooms at size four are only possible if you omit either life support or an ejection seat. Without life support, only pilots wearing space suits or who have the appropriate Advantages (e.g. artificial intelligences) can fly the ship in an uninhabitable environment.
Use the appropriate armor tables to extrapolate dDR values for armor at SM +3. Armor values less than one are not available at that size modifier.
Going Overboard
Anything worth doing is worth overdoing, right? You can go one step down and even permit a SM +2 ship. This "ship" would require ten slots to hold the obligatory "control room" for the operator (which itself means I'm fudging rules for having +2 SM components). Two arms, two legs, a reactor (fuel cell), three slots of armor.... that leaves you two slots for accessories and you've reinvented power armor. :) Obviously not appropriate for every setting, but it doesn't seem like the rules actually break down.
Since the rules for weapons batteries are essentially workaround for the fact that over/undersized systems were not printed in the original Spaceships. I've been thinking of replacing the existing Spinal/major/medium/etc batteries with Fixed, Gimbal, and Turret mounts, treated more like they are in Star Citizen and Elite: Dangerous. Perhaps adding another option: batteries. But that's grist for another post.
Now I realize that when converting ships over, you can and should take liberties with size modifiers. But I decided to give it a try and was surprised to see that SM light fighters hold up quite well! I decided that many components really couldn't be bought at less than SM4, necessitating the use of oversized systems. I'm interested in hearing what other, more experienced players think about the idea.
Some notes on SM3 ships:
- SM=3
- Loaded Mass: 3 tons
- Length: 7 yards (21 ft)
- dST/HP: 10
- Hnd/SR: -1/4
Unavailable Systems
Most systems can be installed on a SM +3 ship. In addition to components unavailable at SM +4 or higher, those on the list below are also unavailable for SM +3 size slots. Such components can still be installed, however, using the oversized components rule.
- Control Room
- Habitat
- Passenger Seating
- Weapons, Major Battery
You could remove the restrictions on batteries but instead limit the options that are permitted for those batteries so the caliber/wattage doesn't fall off the end of the table.
As a (cinematic) house rule, I'm thinking of having Spinal Batteries use some kind of piloting skill MoS or handling rating modifier rather than a flat +2. So the default battery is gimbal mounted, but fixed mounts require you to aim your whole ship as we normally see in space combat sims.
Habitats under these rules are available at SM +5, but only for the purpose of adding a single bunk, holding cell, or hibernaculum. Habitats are not available at SM +4 or less except as oversized components.
As a design switch for some settings, Control Rooms at size four are only possible if you omit either life support or an ejection seat. Without life support, only pilots wearing space suits or who have the appropriate Advantages (e.g. artificial intelligences) can fly the ship in an uninhabitable environment.
Use the appropriate armor tables to extrapolate dDR values for armor at SM +3. Armor values less than one are not available at that size modifier.
Going Overboard
Anything worth doing is worth overdoing, right? You can go one step down and even permit a SM +2 ship. This "ship" would require ten slots to hold the obligatory "control room" for the operator (which itself means I'm fudging rules for having +2 SM components). Two arms, two legs, a reactor (fuel cell), three slots of armor.... that leaves you two slots for accessories and you've reinvented power armor. :) Obviously not appropriate for every setting, but it doesn't seem like the rules actually break down.
Since the rules for weapons batteries are essentially workaround for the fact that over/undersized systems were not printed in the original Spaceships. I've been thinking of replacing the existing Spinal/major/medium/etc batteries with Fixed, Gimbal, and Turret mounts, treated more like they are in Star Citizen and Elite: Dangerous. Perhaps adding another option: batteries. But that's grist for another post.
[Spaceships] SM3 ships-- request for comment
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