LinkDead |
Design the HQ (Optional): Many squadrons consist of starships too small or claustrophobic for long-term use. Instead, these starships regularly dock within a larger flagship that serves as the team’s headquarters (HQ). The HQ is primarily a utility vessel built with the heavy freighter or carrier base frame. The HQ’s effective tier equals the squadron tier, and it gains only 25% the number of starship Build Points normally granted to a starship of its tier. However, the cost of its base frame and any hanger bay or shuttle bay expansion bays is only 10% the normal cost (minimum 1 each). The HQ must be outfitted with enough hanger bays or expansion bays to accommodate the entire squadron. The HQ can combine three shuttle bays to accommodate a single Medium starship. In addition, the HQ’s minimum crew is reduced to four, and it loses all weapon mounts except a single turret with a mount for a light weapon.
An HQ is a good fit for a squadron piloted by independent adventurers, giving them a place to retire between encounters and interact face-to-face. It increases the squadron’s number of Build Points available by accommodating some of the expansion bay facilities (like a medical bay or tech lab) that the smaller starships might otherwise have installed. However, it’s also an added complication. If an HQ isn’t a good fit for your group or campaign, it’s entirely possible to do without one. Alternatively, in a game where the PCs are part of a larger organization like a military or commercial expedition, there could be a much larger ship nearby that serves as their HQ but is run by NPCs.
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I've emphasised a few points above to make it easier to see, hopefully this helps to make my query easier to follow.
You build a HQ using the Heavy Freighter Base Frame which is *Large*, a Large ship can't be outfitted with a Shuttle Bay as that requires a Huge or larger ship, it also can't be outfitted with a Hangar Bay as that requires a Gargantuan or larger ship, therefore by the rules it can't be a HQ as it can't be outfitted with enough of either to accommodate the number of ships involved.
In this instance, is the Heavy Freighter supposed to be a Bulk Freighter OR is there supposed to be an exception that allows for the Heavy Freighter to be outfitted with a Shuttle Bay? I'm thinking the former is more likely than the latter.
Garretmander |
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I also noticed a unique form of stacking in the HQ rules that can save you a pretty penny.
Note: the stacking is most likely unintended.
Space station frameworks ships are 1/5 the cost, HQs are 1/10 the cost. Technically, this reduces a supercolossal base ship to 5 BP from 250 BP. Granted, you might not be able to afford much more at level<4, but you can technically operate from an asteroid base that you later upgrade to a mobile city. And one hangar should hold the whole squadron (supercolossal hangars hold 8 medium ships.)
avr |
A heavy freighter can fit up to four launch tubes, each of which can take a fighter. It might be that bulk freighter was intended (probably is since launch tubes aren't mentioned and so won't get reduced in price), but heavy freighter does technically work.
Hithesius |
I also noticed a unique form of stacking in the HQ rules that can save you a pretty penny.
Note: the stacking is most likely unintended.
Space station frameworks ships are 1/5 the cost, HQs are 1/10 the cost. Technically, this reduces a supercolossal base ship to 5 BP from 250 BP. Granted, you might not be able to afford much more at level<4, but you can technically operate from an asteroid base that you later upgrade to a mobile city. And one hangar should hold the whole squadron (supercolossal hangars hold 8 medium ships.)
The space station framework cost is in addition to the base frame cost, not instead of it; note the example there. A Base Ship space station HQ would be 25 BP for the frame, plus 5 BP for the space station framework, for 30 BP total. For the frame alone, that's tier 5. Given that the cheapest power cores available for supercolossals are all 50 BP, the total cost is at least 80 BP, with a minimum tier of 12.
Cutting the space station framework technically helps, if you can accept furnishing the ship with only 2 BP to spare at tier 11. Enough for a discounted hangar and not much else.
While a supercolossal HQ ship is mathematically possible, it will be somewhat more delayed than other designs.
Ayrkire |
I have a party that just hit level 3 starting book 2 of Against the Aeon Throne. Can they make a squad of 4 ships at level 3? I'm not sure what APL -3 is when they are level 3. I suppose I could always limit it to 3 ships in the squad.
If I understand correctly the 3 ships would all have 55 BP at level 3 and HQ would then only be 25% of the 55BP? Doesn't seem like enough to actually make one. Although as long as the encounters are fair for 3 interceptor or fighter ships of 55BP maybe I'll rule of fun a bare bones HQ for them if it can't normally be done.
Open to any suggestions or corrections if I misunderstand it.
Garretmander |
I have a party that just hit level 3 starting book 2 of Against the Aeon Throne. Can they make a squad of 4 ships at level 3? I'm not sure what APL -3 is when they are level 3. I suppose I could always limit it to 3 ships in the squad.
If I understand correctly the 3 ships would all have 55 BP at level 3 and HQ would then only be 25% of the 55BP? Doesn't seem like enough to actually make one. Although as long as the encounters are fair for 3 interceptor or fighter ships of 55BP maybe I'll rule of fun a bare bones HQ for them if it can't normally be done.
Open to any suggestions or corrections if I misunderstand it.
each member of the squad would be in a tier 1/2 ship, with only 40 BP at APL -3. The HQ would have 25% of 95 (tier 3) for build points, or 23 BP. It's basically unbuildable until level ~8 or so sadly. It doesn't stop you from making an NPC run HQ for later on as your PCs advance.
Hanomir |
It doesn't stop you from making an NPC run HQ for later on as your PCs advance.
Agreed. Player-run HQ ships just don't really work mechanically prior to level 8-10, and even later on the GM might be better off leaving them to NPC-ship status. They did allow for this pretty explicitly:
"If an HQ isn’t a good fit for your group or campaign, it’s entirely possible to do without one. Alternatively, in a game where the PCs are part of a larger organization like a military or commercial expedition, there could be a much larger ship nearby that serves as their HQ but is run by NPCs."
JiCi |
I feel like there are some planning to be done if you want a Carrier...
- It offers 10 bays... but you have to pick a Hanger Bay, which takes 4 bay slots. (-4 bays/6 remaining)
- You can add a second Hanger Bay. (-4 bays/2 remaining)
- You might need workshops to repair the ships. (-1 bays/1 remaining)
- You will need a powerful core, or 2 with a Housing (-1 bay/0 remaining)
- You might need weapons for each mount, hence the 2nd core.
- You can add External Expansion Bays... or you need 4 to convert into a 3rd Hanger Bay.
- The Carrier's turn modifier would increase to 4, because you have "3 extra bays".
- Cargo holds are still valuable to carry whatever you need for the ships' maintenance.
A Base Ship might be better, because there have an unlimited number of bays... and you can have as many Hanger Bays you wish, and Power Core Housings to power everything up. No need for External Expansion Bays and its turning penalty... since you have unlimited space.
Garretmander |
I feel like there are some planning to be done if you want a Carrier...
- It offers 10 bays... but you have to pick a Hanger Bay, which takes 4 bay slots. (-4 bays/6 remaining)
- You can add a second Hanger Bay. (-4 bays/2 remaining)
- You might need workshops to repair the ships. (-1 bays/1 remaining)
- You will need a powerful core, or 2 with a Housing (-1 bay/0 remaining)
- You might need weapons for each mount, hence the 2nd core.
- You can add External Expansion Bays... or you need 4 to convert into a 3rd Hanger Bay.
- The Carrier's turn modifier would increase to 4, because you have "3 extra bays".
- Cargo holds are still valuable to carry whatever you need for the ships' maintenance.A Base Ship might be better, because there have an unlimited number of bays... and you can have as many Hanger Bays you wish, and Power Core Housings to power everything up. No need for External Expansion Bays and its turning penalty... since you have unlimited space.
If it's the HQ it can only mount a single light weapon in the turret. Which really saves you on your PCU budget.
Alangriffith |
I feel like there are some planning to be done if you want a Carrier...
- It offers 10 bays... but you have to pick a Hanger Bay, which takes 4 bay slots. (-4 bays/6 remaining)
- You can add a second Hanger Bay. (-4 bays/2 remaining)
Why would you add a second bay? One Hanger Bay fits 8 tiny ships, so that's a fighter per PC even for a group of 8 (and in a more normal group of 4 or 6 you can fit some NPC fighters to protect the ship, or just leave it unused)
- You might need workshops to repair the ships. (-1 bays/1 remaining)
I guess - not sure there are any rules for that though.
- You will need a powerful core, or 2 with a Housing (-1 bay/0 remaining)
- You might need weapons for each mount, hence the 2nd core.
As Garretmander said, you can only have a single light weapon. Also if the PCs are all in fighters you wouldn't want them to be overshadowed by the firepower of their HQ anyway. You can use the normal rules to have higher-level PCs run a carrier as their ship if it would be the main focus (and have NPC fighter pilots), not the squadron HQ rules in SOM.
- You can add External Expansion Bays... or you need 4 to convert into a 3rd Hanger Bay.
- The Carrier's turn modifier would increase to 4, because you have "3 extra bays".
A *Third* Hanger Bay? Are you confusing Hangers Bays and shuttle bays? You can fit 8 tiny craft in a single bay, 3 bays would be 24 craft!
- Cargo holds are still valuable to carry whatever you need for the ships' maintenance.
There are no rules on needing anything for ship maintenance, plus I'd rather assume that this is covered in the other bays (hanger bay contains refuelling and rearming for fighters, tech workshop contains spare parts if you're using it for maintenance). Might want cargo bays anyway for loot if you're playing pirates, or for vehicles if you want to do ground missions.
JiCi |
If it's the HQ it can only mount a single light weapon in the turret. Which really saves you on your PCU budget.
Huh... sounds like a bad idea ^^;
Why would you add a second bay? One Hanger Bay fits 8 tiny ships, so that's a fighter per PC even for a group of 8 (and in a more normal group of 4 or 6 you can fit some NPC fighters to protect the ship, or just leave it unused)
Racers, Interceptors and Fighters... readily available depending on the mission? If not... yeah, treat it as your garage with only the ships for your PCs.
I guess - not sure there are any rules for that though.
Tech Workshop, maybe? I haven't seen a Mecanic Workshop as an available bay.
As Garretmander said, you can only have a single light weapon. Also if the PCs are all in fighters you wouldn't want them to be overshadowed by the firepower of their HQ anyway. You can use the normal rules to have higher-level PCs run a carrier as their ship if it would be the main focus (and have NPC fighter pilots), not the squadron HQ rules in SOM.
I see.
A *Third* Hanger Bay? Are you confusing Hangers Bays and shuttle bays? You can fit 8 tiny craft in a single bay, 3 bays would be 24 craft!
Scratch that, see above.
There are no rules on needing anything for ship maintenance, plus I'd rather assume that this is covered in the other bays (hanger bay contains refuelling and rearming for fighters, tech workshop contains spare parts if you're using it for maintenance). Might want cargo bays anyway for loot if you're playing pirates, or for vehicles if you want to do ground missions.
The issue I see is that PC might never have a ship as their HQ, and how this is covered that much.