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» Resume Star Wars
Star Wars - Pirate Fleet Campaign: EmptyJanuary 6th 2015, 16:02 by LegendaryExGamer

» We will call this new game: Star Wars Executor
Star Wars - Pirate Fleet Campaign: EmptyDecember 17th 2014, 08:28 by Xeen

» NPC Allies of Star Wars Executor
Star Wars - Pirate Fleet Campaign: EmptyNovember 4th 2014, 13:37 by LegendaryExGamer

» Dark Trooper Repair Droid version 1
Star Wars - Pirate Fleet Campaign: EmptyOctober 21st 2014, 14:04 by Xeen

» Vaul Ferros, Ronin
Star Wars - Pirate Fleet Campaign: EmptyOctober 18th 2014, 04:05 by Disco_Lemonade

» Star Wars Executor
Star Wars - Pirate Fleet Campaign: EmptyOctober 14th 2014, 17:12 by LegendaryExGamer

» Star Wars Executor
Star Wars - Pirate Fleet Campaign: EmptyOctober 2nd 2014, 17:21 by LegendaryExGamer

» Clan Campaign
Star Wars - Pirate Fleet Campaign: EmptyAugust 14th 2014, 20:44 by Xeen

» The Battle of KDY and Centerpoint Station (pirates game)
Star Wars - Pirate Fleet Campaign: EmptyJuly 28th 2014, 16:53 by LegendaryExGamer

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    Star Wars - Pirate Fleet Campaign:

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    Post  Guardian April 3rd 2014, 10:04

    Central location for data for non-Player character specific assets.
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    Star Wars - Pirate Fleet Campaign: Empty Updated List

    Post  Xeen April 6th 2014, 20:44


    3x PreFab Imperial Garrisons
    1x Capital Anti Orbital Turbolaser (on Todd's character sheet at Justins
    4x Starfighter defense guns (on Todd's character sheet at justins)
    60 Ground based concussion missile tubes (2d fire control, 3d damage)


    Some republic walkers on Todd's character sheet at Justins


    Last edited by Xeen on April 25th 2014, 19:24; edited 29 times in total
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    Post  Xeen April 6th 2014, 20:45

    x


    Last edited by Xeen on April 25th 2014, 19:25; edited 2 times in total
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    Post  Xeen April 10th 2014, 09:47

    The Neb B heads out with the Privateer Corvette and they end up coming back with the following:

    1. Gtroc 720
    2. YT-1210
    3. Loronar Medium Transport (Capital)
    4. Incom Sleuth
    5. Byblos Bomber
    6. X-23 Space Barge 5,000 Metric tons
    7. Starlight Freighter
    8. Mantaris Amphibious Transport
    9. Gymsnor-3
    10. Brayl Bulk Freighter

    Pip the NPC crew of the Iron Cross +1 across the board.
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    Post  Guardian April 10th 2014, 09:54

    Xeen wrote:The Neb B heads out with the Privateer Corvette and they end up coming back with the following:

    1. Gtroc 720
    2. YT-1210
    3. Loronar Medium Transport (Capital)
    4. Incom Sleuth
    5. Byblos Bomber
    6. X-23 Space Barge 5,000 Metric tons
    7. Starlight Freighter
    8. Mantaris Amphibious Transport
    9. Gymsnor-3
    10. Brayl Bulk Freighter

    Pip the NPC crew of the Iron Cross +1 across the board.  

    Will do - Sounds like I'll be creating electronic sheets for most of our ships. Justin - can you send me the original electronic sheet for that so I can mod and add the appropriate stuff (and have it moving forward)?
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    Post  Xeen April 11th 2014, 11:07

    The skills should be on the Neb B sheet. Basic Crew Skills
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    Post  Guardian April 11th 2014, 16:42

    Xeen wrote:The skills should be on the Neb B sheet. Basic Crew Skills

    I'm sure they are, but I heavily mod'd / fixed the iron cross and gambit w/ the spare parts from the smaller ships that weren't needed for the larger vessels or my ship (and I really don't want to re-type & format the ships that have already been done since it was already printed up/put together)
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    Star Wars - Pirate Fleet Campaign: Empty Rules Revisions

    Post  LegendaryExGamer April 15th 2014, 10:02

    Just a word to everyone out here.  You might want to hold off on building your force powers and such, because I am revising how it all works.  In fact, I am revising pretty much everything, attempting to overhaul the game and restructure how I am doing things.  

    Call it a game re-balance if you will.  

    Force Powers are more complicated, but relatively simple.  
    -Base Attribute is your power level
    -Control, Sense and Alter are all advanced skills (they cost 10 points to buy, each, without a master).  They cost double to raise and all start at 1D (this stacks with attribute).  They have straight cost with a master/book/holochron.  

    ALL Advanced skills cost 10 points to purchase the initial 1D (I'm pretty sure its always been this way) 5 points is the cost for any skill you don't have.

    New skill purchase, instead of just spending 5 points to buy a skill, then the die code to pip it, you spend 5 points and purchase the skill at 1D above attribute.  

    Specializations are 5 points, and purchase the skill at 1D above base skill.

    Scale revisions will be more granular.  Just as Character to Speeder, to Walker to Starfighter is a 2D difference for each I will be adding several sub Capital scales.

    Corvette
    Destroyer
    Cruiser
    (Are all Capital scales with varying degrees resistance)

    Battleship
    Dreadnought
    Super Capital
    (Are all advanced capital scales with varying degrees of resistance)

    Death Star
    (Self Explanatory)

    Some things didn't make any damn sense in the game.  

    Lets look at some examples:
    -The Tantive IV, technically, should have been cut to pieces by the Imperial I that was in pursuit of it.  But they were shooting like hell to hit it.  
    -Nebulon B Frigates going toe to toe with an Imperial I/II at Endor.... Impossible?  No, its just a much smaller ship, harder to hit.  
    -Corellian Corvettes at Endor, were actually viable and maneuvered a lot more like heavy frieghters.  

    For some people, this will have little to no effect.  For people like Ryan, it will make him both more invincible and less invincible at the same time.  Reducing his ship's overall ability to soak fire, yet making his ship a LOT harder to hit by both capital ships and starfighters.

    I will be releasing a full rules revision to everyone once its done. In the interim, we can keep things the same. Just keep track of your points, the revision is not likely to cripple anyone, its just going to scale better.



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    Star Wars - Pirate Fleet Campaign: Empty Preliminary Damage soak

    Post  LegendaryExGamer April 15th 2014, 12:08

    Character = 1 Point per D
    Armor = 1 Point per pip
    Speeder = 2 Points per D
    Armor = 4 Points per D, 1 per pip
    Walker = 3 Points per D
    Armor = 6 Points per D, 2 per pip
    Starfighter = 4 Points per D, 1 point per pip
    Armor = 8 Points per D, 3 points per pip
    Corvette = 50 points per D, 17 per pip
    Armor = 75 points per D, 25 per pip
    Frigate = 75 points per D, 25 per pip
    Armor = 100 points per D, 34 points per pip
    Destroyer = 100 per D, 34 per pip
    Armor = 125 points per D, 44 points per pip
    Cruiser = 125 per D, 44 per pip
    Armor = 150 points per D, 50 points per pip
    Battleship = 150 points per D, 50 points per pip
    Armor = 300 points per D, 100 points per pip
    Dreadnought = 300 points per D, 100 points per pip
    Armor = 600 points per D, 200 per pip
    Super Capital = 600 Points per D, 200 points per pip
    Armor = 1200 points per D, 400 points per pip
    Mega Capital = 1200 points per D, 400 points per pip
    Armor = 2400 points per D, 800 points per pip
    Death Star = 2400 points per D, 800 Points per pip
    Armor = 4800 points per D, 1600 per pip

    Armor Assumptions:
    Character = None
    Speeder = +1
    Walker = +2
    Starfighter = 1D
    Corvette = 1D
    Frigate = 1D+1
    Destroyer = 1D+2
    Cruiser = 2D
    Battleship = 3D
    Dreadnought = 3D
    Super Capital = 4D
    Mega Capital = 4D
    Death Star = 18D
    Shields are always considered armor

    Size Assumptions:
    Character = Anyone up to 5m tall
    Speeder = any speeder class vehicle (anything under 5m are character scale to hit)
    Walker = Varies, walkers using legs are walker scale, fast walkers on repulsors can be speeder scale to hit
    Starfighter = Varies, all starfighters are starfighter scale for a reason
    Corvette = Up to 199M
    Frigate = 200M to 399M
    Destroyer = 400M to 599M
    Cruiser = 600M to 999M
    Battleship = 1000M to 2000M
    Dreadnought = 2001M to 6000M
    Super Capital = 8000M to 12000M
    Super Cap+ = 14000M to 20000M
    Death Star = 30KM radius

    Damage per scale:
    Damage is always assumed to do the average: 3 points per D

    Effects of Command:
    Taking direct command of a weapon and you roll full damage, no less than 3 points per D.  In any form of combat speeder scale and up.  Character damage is resolved normally.  

    Direct Command of Gun emplacements is a difficulty of 5 per gun.
    Heroes manning gun emplacements do a minimum of 3 points D up the maximum their roll delivers.  

    General Command Rolls add a +1D competency bonus to your crew (Difficulty 10)

    The Effects of Tactics:

    General Tactics rolls add a +1D bonus to your damage & -1D to the damage you suffer in combat (Difficulty 10)

    Opposed Tactics rolls increase your damage and reduce the damage you take per success level above the opposition.  Per success level increase damage 1D (for all guns) and reduce damage by 1D (with a minimum reduction to 1D for Damage and no maximum on the damage gains).

    Fleet Wide Tactics is the same as general tactics (Difficulty 15)

    Fleet Wide Opposed Tactics is the same as Opposed Tactics (Difficulty 15 + opposing roll)

    Command and Tactics:

    Direct Command of gun emplacements + Tactics = Command the gunners and gain +1D Competency bonus and the Tactics roll adds to both hit rolls and damage rolls per gun.  

    Capital Ship Weaponry is standard on any capital ship, regardless of scale.

    Advanced capital ship weaponry requires High levels of re-engineering.  

    SCALING A WEAPON UP OR DOWN: Per scale add or subtract 2D from the weapon’s damage.  Moving up reduces its accuracy VS the previous scale by 2D

    Death Star Scale Damage is 4800 Points Per D; Characters may roll a wild die to determine if the weapon “explodes” on a roll of 6 into a higher damage category.  A roll of 1 indicates a glancing shot at half damage (2400 points + a new D6 roll of 200 points times the number displayed.  This is not a wild die).  

    ‘Exploding dice” consider that the weapon does the 4800 points + glancing shot damage (per six rolled) + another D6, non-wild, roll of 200 points times the number reflected.

    Note: The damage Generated by a Death Star Scale weapon is effectively equivalent to 1D of Armor


    New Advanced Skill: Ace Pilot
    Ace pilot conveys the ability of the pilot to pull off “trick” maneuvers. It only adds to skill for these special moves. They range from gunnery stunts, enhanced deflector shielding tricks and even insane piloting feats that would normally kill a pilot. The skill is technically applicable to Speeder scale upwards, and to a much lesser extent to capital ships. Capital ships become more and more difficult to perform these stunts in as they grow in size.

    1D = Up to 3 Maneuvers
    1. Bank Hard: +2D to Full Dodge (Difficulty: 20 on piloting); full round action
    2. Angle Screens: +2D to shields for damage soak and resistance purposes for one attack (Difficulty: Starship Shields: 20)
    3. Deflection shot: +2D to gunnery aiming ahead of your target (Adds one level to the difficulty); duration: 1 shot
    4. Full Throttle: Add 2 to space (Difficulty: 20 on piloting, 15 on piloting with an astromech droid); Duration: 10 rounds
    5. Double Front: Doubles forward deflector screens (Difficulty: Starship Shields 5, 20 if shielding remains aft as well)

    2D = Up to 3 Maneuvers from the previous and below
    1. Combat Roll: +1D To dodge, adds 1 difficulty level to adversaries (Difficulty: 20)
    2. Role reversal: +2 to dodge Adds 2 difficulty levels to adversaries, requires wingman, you swap positions while weaving between incoming fire (Difficulty: 25)
    3. Double Shields: Doubles shielding (Starship Shields: 25, or 15 if you transfer power from one system); Duration: 5 Combat Rounds; or persistent if you transferred power
    4. Match Speed and heading: You lock on to your adversary, conferring +2D to hit, they must actively attempt to break the pattern by exceeding your piloting roll. (Difficulty: 25 + 1 per space unit difference in speed; can increase space by up to 10); duration: Until they beat your roll
    5. Hard Lock: Lock with sensors, conferring +3D to hit and +1D to damage (Difficulty: Sensors: 25); duration: persistent until they break sensor lock by either jamming you or piloting out of it.

    3D = Up to 3 from above and below
    1. Terrain Cover: you use a capital ship’s hull as cover (while avoiding slamming into its shields): +1D to dodge, increase all piloting rolls by adversary by 3 levels and gunnery difficulty by 3 levels. (Difficulty: 30) Duration: However long it takes to traverse the capital ship.
    2. Shake Bandit: +3D to shake a matched adversary; full round action.
    3. Bridge Removal: Volley Fire your weapons, at point blank range into a Capital ship. Fire Twice per singular action. (Difficulty: Increase Terrain modifiers by 2 levels for piloting + Speed modifiers + normal terrain modifiers)
    4. Micro Jump: Make an emergency, micro jump under duress in a heavy fire situation in gravity well. (Difficulty: 30 + terrain modifiers + Astrogation 40 without astromech droid, 30 with astromech droid)
    5. Break Tractor lock: -4D to the fire control/skill of your adversary (Difficulty: 25)

    4D = Up to 3 from above and below
    1. Spray and Pray: you break your fire linkage (must have at least 2 guns) and pepper your adversary to death with hundreds weaker shots. +4D to hit; Per gun after the second add + 1D to hit. (Difficulty: Increase difficulty by 2 levels; Reduce damage per gun by 1D per weapon broken from the linkage after the first. Per gun after the second any hit roll assumes the target has been struck by multiple shots: 2 guns= 1 shot, 3 guns: 2 shots, 4 guns: 3 shots.)
    2. Ignore Shields: +4D to sensors; You determine where a ship’s shields interleave and either put a shot(s) through them. (Difficulty: Sensors: Character: 60, Speeder Scale: 50, Walker: 40, Starfighter: 30, Capital: 25)
    3. Slip Shields: +4D to sensors; you determine where a capital ship’s shields interleave and you fly between them (only covers you on the fight in, you have to figure it out again on the way out); (difficulty: 30 + Terrain Modifiers; + a Piloting roll of 40)
    4. Use Torpedos or Missiles to effectively target Starfighters (Difficulty: Negates Targeting Penalty and Range Modifiers) Difficulty: 1 action
    5. Patch it with Gum: Remove one Damage level from your fighter, recovering soak points. (Difficulty: +4D to starship repair; Target: 40; With Astromech: Target: 20; 1 action)

    5D = Up to 3 from above or 3 from below
    1. Defy Star Wars Physics: Flip your fighter end over end, either resuming your previous course again or reversing your path completely while retaining base movement. Adds an “Oh Shit!” factor to all of your adversaries that increases all their difficulties by 2 levels, Allows you to shoot them at point blank range with your main guns, and likely forces you to evacuate your lunch into your suit simultaneously… thank god it recycles Wink. (Difficulty: +5D piloting; target: 50 + terrain modifiers)
    2. Extend your food and air supplies: Effectively adds range to your fighter before you die from asphyxiation. (Difficulty: +5D to survival; .5 Days: 10, 1 day: 15, 1.5 days; 20, 2 days: 25, 2.5 days: 30, 3 days: 35, and so on and so forth)
    3. Saving your ass: (requires tool compartment or astromech droid) jettisoned tools allow you to deflect any missile based killing shot, and standard cannon shots. Jettisoning your astromech droid allows you to stop damned near any killing shot short of a superlaser… unfortunately good old R2 is atomiozed. Difficulty: Adds -5D to the enemy’s chances to hit you. If Droid and tools are used it adds -10D to their rolls. (Player may choose to do this after they are declared dead)
    4. Grab your ankles and pray: Hyperspace directly into the upper atmosphere of a planetoid (Difficulty: +5D to astrogation; Target: 40 without astromech droid, 30 with droid; Add 30 to the roll if the planet’s shields are raised)
    5. Say hello to my ass: Successfully allows you to eject clear of danger while ramming your fighter into a capital ship, hopefully doing more than smudging the paint. (Difficulty: +5D to piss your fighter away; Target: 30 + terrain Modifiers Unshielded, 60 + terrain Modifiers with shields up to slip the shields: Damage is 10D Destroyer scale, directly to the bridge or possibly the flight deck or a bank of refreshers if you botch)
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    Post  Xeen April 16th 2014, 07:11

    Ace Pilot looks like a good skill for anyone doing ship operations.
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    Post  Xeen April 20th 2014, 20:41

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    Last edited by Xeen on April 25th 2014, 19:26; edited 2 times in total
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    Post  Xeen April 20th 2014, 22:25

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    Post  Xeen April 21st 2014, 10:40

    Just a sum up for our game.

    For side stuff, I sent out strike teams to several locations. The ones that produced visible results were... The Tagge Co group brought back a 3,200 meter Star Destroyer, a Tagge Mining ship, and a Modular Task Force Cruiser. The second group brought back a Banking Clan Communication Ship. My character went on the third one. He traded the upgrade schematics (and lots of credits) to Rendili for a new version of my ship.

    We decided to make a couple Alt characters to give Chris some more experience with it. He made an Engineer and I made a Corellian spec ops type. We are part of the main character fleet but were left behind in the Mon Calamari Sector. We started on Dac in the middle of some crazyness. The Sector was under siege by the Imperials. The mon cals were rushing ship repairs and throwing anyone they could in the crew stations.

    I told them that I was a General, which was slightly believable with the red stripe on my pants. They gave me an MC10 with a full crew of nobodies. I brought along my "chief engineer" to make repairs. So we were sent out to the front and came out of hyperspace in a massive conflict. The Imps had 3 or so supers and tons of support ships squaring off against a massive mix of Rebel ships. We saw one ship that we needed to kill, a Legacy Super, which is a super Venator with a massive ship killing cannon. We charged their lines, came along side of the Legacy, blasted its shields in one spot enough to get into its side landing bay... We are in a small ship... So we shoved our ship inside it and opened up... The end result was the Legacy blew up and turned our ship into swiss cheese.

    We went back to the repair yards, as our ship was now worthless. I showed the rebels the battle footage and they gave me General Rank along with a small fleet of ships to command. When we returned to the battle, there were an additional 9,000 Star Destroyers in the fight. The rebels were falling back steadily. So I did some real nice astrogation maneuvers and came in behind the IMP lines along with a bunch of additional ships that wanted to tag along. Need less to say, we made a mess of things for the IMPS until they started to turn around. Knowing full well it was our turn to hurt, I made another quick calculation and jumped to the end of the IMP line and made a stand there... Then the Death Star showed up. Need less to say, the Mon Cal sector consists of stars and asteroid fields.

    Next we went to the Corporate Sector on a recruiting drive. I decided to dress in my full Generals Uniform for some effect. It was immediate... The Espos arrested me and took me to a Corp exec rich guy... This guy made me an offer I could not refuse. I was to become the Admiral of their fleet being sent to take out a 3km planet buster ship (Chris' ship). As his spikes were taking out the rest of my fleet, we jumped right next to it and started boarding actions. In the end everyone died except our new alts.
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    Post  Guardian April 21st 2014, 13:24



    Thanks for the info Todd.  

    Okay - I'm going to reply to all 3 posts in this one post.  Hopefully it's not too confusing.  I'm pulling the questions/items that seem to need to be addressed:

    Fleet Management:
    - Sounds like we are going to break up the fleets a bit. We should probably decide how we are going to do that.  I'm guessing we should go 1 of 2 ways: Set the fleets up based on task (IE: Line ships vs. Support & Special Ops ships), or break it up as evenly as possible to create two separate fleet structures.  The 2nd one makes more sense for true pirates, but as players (not characters) I hope we are on the same page in that we are in this together so treating it more military style (by task) is probably the better way to go... its not like we are going to be warring with each other etc.  
    - I don't mind helping with a segment, or whatever.  It takes time to keep all the stats and ships organized and we shouldn't bog 1 person down w/ all the work (except Justin - GM is screwed in a game like this Smile )
    - Standardization: I would really like to start standardizing our fleet for basic stuff.  IE: sell off all our mishmash fighters, use that cash to buy more materials to build more defenders, and have defenders in all our bays. This would simply keep the amount of "whats on this ship" kinda stuff to a minimum.  IMHO - We shouldn't have to spend more time out of game handling logistics than we do playing the game.  

    Goals:
    - Any idea of what Chris wants to accomplish with his engineer?  Is it going to be in conflict w/ Aaron (assuming Aaron is going to play again)?  Whats his ship & is he looking to be a 1 ship guy?  Is he wanting to command the ship of his old character?
    - Personal:
    -o Nano-Bots: Working with Justin to nail down details as we go, but if we can perfect the nano-bots we could use them fleet wide if you (Todd) wanted to as overall fleet commander.  Otherwise, if we are keeping separation of fleets, I will be making use of them at some point over a portion of the ships (once they are confirmed as a non-threat to the crews & characters).  
    -o Information Gathering: Working on building an information matrix so we can have leads on classified info, fleet movements, etc. (opportunities) on a larger scale.  Thus far we've been working off of our info from the past, but eventually that will become stale... especially with the galaxy at conflict and major changes coming about.  

    Ship Stuff:
    - Venator: I have a couple ideas for that ship.  Obviously as a venator, it's probably going to always be a support ship but I'll add it to my listing of and start a managed fleet document.  
    - Strike Cruisers: What shape are they in? Damaged? Pristine? What needs do we have for them operationally?  Or do you want me to treat them as part of my mini-swarm type fleet (personal) if we don't want them in the core/line ship fleet?  Same for the discril and Quasar Fire (don't remember this ship btw)

    - Moving the base: Were we able to move the ship yards or did we get assaulted?  

    Funds:
    - Assuming as pirates, we are all taking a cut so need to finalize #'s on that.  Also if Chris' first character is gone, and he's going to be a single ship or employee of the fleet, then we need to decide how to deal with is cut (spread it out more would be my guess since we are supposed to be pirates working together, and not 1 big military fleet) but let me know your thoughts.

    Justin: Since my character wasn't directly involved in the last game, what was I doing? (Or if you know Todd, fill me in).  Just trying to keep things moving and if I need to fill in the time gap, then I would spend that time putting together the science group/fleet ship(s).

    Thanks for the info and let me know how we want to play these (I think I got all the main points that I recognized from the last few posts)

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    Post  LegendaryExGamer April 21st 2014, 13:45


    Justin: Since my character wasn't directly involved in the last game, what was I doing? (Or if you know Todd, fill me in). Just trying to keep things moving and if I need to fill in the time gap, then I would spend that time putting together the science group/fleet ship(s).

    You were doing anything you wanted to do :0

    The Strike Cruisers are in pristine condition
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    Post  Xeen April 21st 2014, 14:28

    We are one fleet with two task forces. Line ships and Special ops. Honestly with your ships hyperdrive and the fact the venator has a 1/2 along with the others being easier to modify to 1/2. That would give you a small fleet to use in this manner.

    As for the fighters, yeah we need to standardize. Ryan, it is really up to you for your ships and stuff. We are not producing anything yet and will not be for a while. Defenders are possible, but not likely for us to build. If you want to sell all those fighters, please be my guest lol. I know your nano stuff is going to be expensive.

    Which brings me to that, I will skip on the nano stuff. I know justin wont completely screw us as Eric would... I just dont want to deal with that unknown lol.

    As for the Togorians cut of the bacta stuff... Yeah, we can split that lol. Chris may object, but I will take care of his needs for him.

    In the end, that is my big reason for splitting things up. Your a leader here as well, and should have plenty of ships to control. Those ships fit your style best. Most of whats left are line ships or some support for it. Off the top of my head, there is 12 dreads, 2 bulk-dreads, 3 Dominator Dreads, 1 SD, 1 Massive mining ship, 1 Communications ship, and 1 taskforce cruiser... there may be a couple others but not sure. (think there was 3 gunships and 3 corvettes that my alt may have recruited)
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    Post  Guardian April 21st 2014, 14:36

    Xeen wrote:We are one fleet with two task forces. Line ships and Special ops. Honestly with your ships hyperdrive and the fact the venator has a 1/2 along with the others being easier to modify to 1/2. That would give you a small fleet to use in this manner.

    As for the fighters, yeah we need to standardize. Ryan, it is really up to you for your ships and stuff. We are not producing anything yet and will not be for a while. Defenders are possible, but not likely for us to build. If you want to sell all those fighters, please be my guest lol. I know your nano stuff is going to be expensive.

    Which brings me to that, I will skip on the nano stuff. I know justin wont completely screw us as Eric would... I just dont want to deal with that unknown lol.

    As for the Togorians cut of the bacta stuff... Yeah, we can split that lol. Chris may object, but I will take care of his needs for him.

    Yeah - we should probably ease Chris into this and handing him trillions isn't going to make his life easy Smile Having him a line commander of a ship or small contingent will probably keep him in the action so I'm good with that idea.

    We'll see how the nano-stuff works out.  It may have to go away or it could be amazing - yet to be seen.  I don't know if Justin will go for it, but I'm wondering what happened to Mon-Cal?  Is it blown into space dust or did they just kill off the population?  

    I'll work on developing a fast strike force fleet.  I'll reach out to Justin this week and see what I can use some of my cash to get this jump started and get standardization rolling.  Even if it's not defenders, I think getting a TIE factory to go w/ our headhunter one and having 1 type of good fighter will keep our logistics minimized.  Same with people though - I'd like to hire some trainers or invest in high quality schooling for our skilled people to train up the others so we don't have 4-5 different skill levels etc.  IE if we can make the cash work to reduce our personal time overhead, thats a good thing Smile
     


    Last edited by Guardian on April 25th 2014, 11:15; edited 1 time in total
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    Post  Xeen April 21st 2014, 14:45

    I think we will build our own fighters in the long run, as in our own design. For now I am going to buy a bulk of a couple fighter types. If you can get your hands on a fighter plant, thats cool. The z-95 is just there atm, doesnt get used for much.

    BTW we did get out with our shipyard, and everything else. We were hit by a quick strike force, not many ships and they all died horribly. We were already getting ready to leave.

    I agree for the skills of guys. I have 6 pages or so of NPC stats, and there are many NPC types on each page. I will keep track of it that way till I dont need to.

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    Post  LegendaryExGamer April 21st 2014, 16:46

    The Mon Cal Sector is Space dust and Asteroid fields now. Grand Moff Tarkin Vaporized every planet in the entire sector with the Death Star I.

    The Emperor dies on the Death Star II above Endor. His essence transfers to Byss, and when he steps out of the clone chamber, Mac is there waiting juiced up from the Valley of the Jedi and kills him again, and again and again until all his clones and he are destroyed.

    Mac takes Coruscant and then starts sending Imperials against other imperials as he impersonates the emperor.

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    Post  Guardian April 21st 2014, 17:45

    LegendaryExGamer wrote:The Mon Cal Sector is Space dust and Asteroid fields now.  Grand Moff Tarkin Vaporized every planet in the entire sector with the Death Star I.

    The Emperor dies on the Death Star II above Endor.  His essence transfers to Byss, and when he steps out of the clone chamber, Mac is there waiting juiced up from the Valley of the Jedi and kills him again, and again and again until all his clones and he are destroyed.

    Mac takes Coruscant and then starts sending Imperials against other imperials as he impersonates the emperor.  


    HAHA - I love it... We are officially in league with the Emperor!

    The reason I asked was two fold, and since the planets were destroyed - I was thinking we could potentially harvest core materials from the planets to manufacturer more of the spears that were burned thru during the "bacta event" Smile Not sure if thats possible but we should check into it for sure. The other reason is irrelevant since the planets were destroyed.

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    Post  Xeen April 21st 2014, 21:53

    Everyone gets...

    45,693,333,333,333.33 credits
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    Post  Xeen April 22nd 2014, 08:59

    I have an idea, we can take those Bull Shit battledroids (some anyway) and pick up 5D in starship piloting, gunnery, and 3D in shields and throw them in the fighters that we plan to get rid of.

    We need to think of a use for those droids, I dont have one yet... maybe they will be a nice distraction in corporate sector while I rob all of their weapons store houses.
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    Post  Xeen April 22nd 2014, 13:28

    Actually the droids may also be used on a massive extermination campaign on Kathol LOL. There are several Species there that we cannot let live. Others are fine if they cooperate.
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    Post  Xeen April 23rd 2014, 11:35

    I think I am going to choose Kathol to run. I like Elrood but been there ran that for several campaigns. I have never been in Kathol at all... ever.

    This is still up for debate though, Ryan if you feel strongly about running Kathol speak up. I will say that whoever runs Elrood should have a majority say in Minos Cluster as well. It is not as well developed as Kathol or Elrood, but there is stuff there.
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    Post  Guardian April 28th 2014, 10:32


    Any idea of next game weekend? I believe Todd is out the next 2 weekends May 3rd & 10th, I'm out the 17th for sure. So Can we do the 24th and try to plan around all being available?(

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