Random Starship Operations Manual Thoughts


General Discussion


1. Overall, I really like the way the book is generally designed: a toolbox, giving means for GMs to solve problems or enact ideas, rather than proscriptions on How Things Are Done. Even the most mechanical elements tend to be written in the manner of "Here are guidelines for how to do X", with some provisos about when to make modifications. Hopefully this constitutes a general trend against Rules As Written.

2. Both squadron and armada play offer some very useful options, though I feel like any given campaign should really only ever use one of them. Very important to ask your players whether they want their space adventures to be "fighter squadron", "lone tramp freighter", or "big capital ship possibly commanding other ships".

3. Relatedly, has anyone tried playing around with the armada rules to accommodate "single PC ship" play, where the players control one "armada" that consists of a single Capital unit representing their flagship? Obviously, the numbers and power of the opposing fleet would be *much* lower than in a traditional battle, but it might just be worth it for the simplification.

4. There are a ton of setting fluff and plot seeds to be found in the shipyards. The best kind of rules/equipment guide is the kind that does not skimp on setting fluff and plot seeds.

5. Yes, the "sensor use on planets" rules are borked, and should be ignored. Nothing is perfect.


The option a budget rules were very hard to find. pg. 79 for anyone who hoped to find it in the index.

I also really want to abuse force feild weapons. They do a lot of damage at the cost of draining shields equally as painfully.

Teleportation weapons seem hilarious in that a fighter can trade places with an ultranaught then run away before they have a chance to turn around.

VIs are awesome, and I'm going to have to convince myself not to just always buy them for a ship.

The lore behind all the premade ships is amazing.

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