Ramming Prows


Advice


I'm in the process of building a ship for my party. I came across the ramming prows from Near Space, and I thought "Hey, I'm the pilot, but also the best gunner, maybe this is a good way for me to do a little damage while I'm flying around."

Anyone use one of these yet? Is the (somewhat) low damage worth it for basically having to park next to an enemy?


I think if you spend all your time in close range of the enemy anyway it's a decent add on for your ship.


Generally, I don't, but in the interest of finishing space combats faster, I thought I might give it a try.

Though the Captain, our Trox Solarian, might not be real pleased that he can't fit in an escape pod and might have to go down with 'his' ship if it fails.

But that's what happens when I ask the group to participate in building our ship last month and here I am building it just in time for the game tomorrow.


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I continue to contend that escape pods should be a default feature for ships, and not require spending BP on them, let alone expansion bays.

Shadow Lodge

The ship building system lets you make ships of all sizes, including tiny little one person fighters or shuttles, where it makes sense there wouldn't be an escape pod.


gnoams wrote:
The ship building system lets you make ships of all sizes, including tiny little one person fighters or shuttles, where it makes sense there wouldn't be an escape pod.

Yeah, but even if you fill a dreadnought's expansion bays with escape pods, five unlucky souls in the minimum crew requirements will go down with the ship.

But, I'm with metaphysician, if your science fantasy includes escape pods, they might as well be built in for free on ships of a certain size and above.

Personally, I find escape pods to be pretty useless unless you're in orbit, so I don't care either way.


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Garretmander wrote:


Personally, I find escape pods to be pretty useless unless you're in orbit, so I don't care either way.

I read them more as players using in-game resources to give the GM an opportunity more than anything else. Nobody is going to come rescue you if you can't be rescued, basically.


Metaphysician wrote:
I continue to contend that escape pods should be a default feature for ships, and not require spending BP on them, let alone expansion bays.

I am half way there. My house rule is they do not take up a bay, but you pay the BP cost.


gnoams wrote:
The ship building system lets you make ships of all sizes, including tiny little one person fighters or shuttles, where it makes sense there wouldn't be an escape pod.

Not really. For literal one-man fighters, just reflavor it as an "ejection pod". You aren't climbing into an escape pod, your cockpit itself was designed from the getgo to function as an escape pod. Note, this is a real thing some aircraft have done, in place of ejection systems.


Metaphysician wrote:
gnoams wrote:
The ship building system lets you make ships of all sizes, including tiny little one person fighters or shuttles, where it makes sense there wouldn't be an escape pod.
Not really. For literal one-man fighters, just reflavor it as an "ejection pod". You aren't climbing into an escape pod, your cockpit itself was designed from the getgo to function as an escape pod. Note, this is a real thing some aircraft have done, in place of ejection systems.

Also those fantastically fast boats what consistently destroy themselves in the videos I watch on the internets.

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