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Gravitas / Re: Captain (Hardholder)
« on: June 25, 2010, 12:37:45 AM »
The captain didn't take a lot of major differences mechanically, but by virtue of the changes to the fiction, these small changes have a large impact on gameplay.
Specifically, as a Captain, you can have a starship. Or you can have a fleet of freighters and frigates, or with the right option, a space station. Obviously the former options are going to be mobile; you now have an entire galaxy at your fingertips, and you're in possession of one of the ships with the power to help shape it.
While I'm not going to detail everything on this topic here, having a capital ship has an impact on how battle is going to go. Specifically, there are now weapon grades. Starfighter grade weaponry will do -1 harm to anything with capital ship grade armor, while capital ship grade weaponry will do +1 harm to anything with starfighter grade armor. The difference here is that capital ship grade weapons can not specifically target starfighters. (But this doesn't mean you can't tell your players they're in the path of a capital ship main gun)
As far as capital ship grade weaponry on personnel... That's up to you as the MC. I'll refer to a point in my own test game, in which the Marine (Gunlugger proxy) rolled a mixed hit under fire to get away from a shot fired from an orbital cannon. He was given the choice to save a helpless child or run for cover--he chose the former. Debris from this caused 5-harm, less 2 armor, bringing him from 2-harm to 5-harm.
Harm inflicted and received by your ship/fleet/station is based on your gang size, combined with your armor. It is understood that your starship has weapons, and you can flavor these as you see fit, however, there is no set number for your starship weaponry. This is handled just like gang warfare.
Questions/comments/complaints?
Specifically, as a Captain, you can have a starship. Or you can have a fleet of freighters and frigates, or with the right option, a space station. Obviously the former options are going to be mobile; you now have an entire galaxy at your fingertips, and you're in possession of one of the ships with the power to help shape it.
While I'm not going to detail everything on this topic here, having a capital ship has an impact on how battle is going to go. Specifically, there are now weapon grades. Starfighter grade weaponry will do -1 harm to anything with capital ship grade armor, while capital ship grade weaponry will do +1 harm to anything with starfighter grade armor. The difference here is that capital ship grade weapons can not specifically target starfighters. (But this doesn't mean you can't tell your players they're in the path of a capital ship main gun)
As far as capital ship grade weaponry on personnel... That's up to you as the MC. I'll refer to a point in my own test game, in which the Marine (Gunlugger proxy) rolled a mixed hit under fire to get away from a shot fired from an orbital cannon. He was given the choice to save a helpless child or run for cover--he chose the former. Debris from this caused 5-harm, less 2 armor, bringing him from 2-harm to 5-harm.
Harm inflicted and received by your ship/fleet/station is based on your gang size, combined with your armor. It is understood that your starship has weapons, and you can flavor these as you see fit, however, there is no set number for your starship weaponry. This is handled just like gang warfare.
Questions/comments/complaints?