The Cyber Mage |
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So I'll be kicking of a military themed campaign soon and I'm really looking to have the players be fighter pilots instead of a shared ship.
With that in mind I have some home rules I'm looking at implementing to try and make it work.
First off to address build points to spend, I'm using the section in the CRB to give each player a single ship of a specific tier. Player tiers are calculated per this formula APL - (Number of PCs - 1). For values less than one, the progression goes 1, ½, ⅓, ¼. This results in more BP spent than a single ship, but a lot of that is on redundant pieces so that's probably fine.
Second since action economy is the real killer for single man ships, each of their ships has a single generic AI that can fill the pilot, gunner, science, or engineering role as needed. This gives them two actions per round and the possibility of performing a minor action (likely usually snapshot). The AI has a flat skill bonus progression in all piloting, computers, and engineering of roughly equal to a player with it as a class skill, full ranks, and a starting ability score of a 10, but increasing it at each level based increase.
One player will be deemed the squadron commander and can perform captain actions for other player within the squadron (but not to boost the AIs).
That is the core of the system that I will be testing prior to the campaign. I'll report on my findings as testing commences.
I also have some advanced options unique to my campaign. I'll share those once I have sanitized them and solidified them.
I also created two custom frames that break some of the rules. Meet the Bomber and the Gunship. Each are tiny ships with the ability to mount a single heavy weapon (of the appropriate type), though at the cost of having no ability to gain additional weapons in their front arc.
Gunship
Size Tiny
Maneuverability average (+0 Piloting, turn 2)
HP 35 (Increment 5); DT —; CT 7
Mounts forward arc (heavy [direct fire only, no additional weapon mounts allowed]), turret (light)
Expansion Bays —
Minimum Crew 1; Maximum Crew 2
Cost 10
Bomber
Size Tiny
Maneuverability good (+1 Piloting, turn 1)
HP 30 (Increment 5); DT —; CT 6
Mounts forward arc (heavy [tracking weapon only, no additional weapon mounts allowed])), rear arc (light)
Expansion Bays —
Minimum Crew 1; Maximum Crew 2
Cost 8