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General Tabletop Discussion
*TTRPGs General
Ship to ship combat
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<blockquote data-quote="jedavis" data-source="post: 5674068" data-attributes="member: 35933"><p>We had two instances of space combat in my Mongoose Traveller game last semester. In the first, the PCs were horribly outgunned; they had a far trader with one beam laser and 1g acceleration, and were being chased by a corsair with a plurality of pulse lasers and 3g acceleration... they managed to jump out of system right as it was closing, escaping with a scorched hull and a fused turret.</p><p></p><p>In the second, the PCs were trying to hijack a ship for its cargo. They tried some shenanigans in port, but failed, and ended up going after it in deep, uninhabited space. It turned out the merchant vessel was mounting equivalent armament to theirs in a pop-up turret, but they sabotaged the engines (they had an insider), got out of the firing arc of the turret, and subsequently plinked away at it until the crew jumped ship (they left a present in self-destructing form, though... fortunately, the PCs' explosives specialist disarmed it after they boarded but before it went off).</p><p></p><p>In both cases, we had a pretty good division of roles. There was a ton of skill overlap, but also more things to do than the party had people, so there was actually an interesting resource allocation problem. Against the corsair, the scout was piloting, the agent was astrogating furiously, the medic / engineer / merchant was engineering for extra speed, and I think the psion may have been manning the guns, actually... In the second case, the engineer was routing power and taping systems back together, the scout was flying, the agent was gunning I believe, and the psion's replacement (slain by automatic grenade launcher) was running sensors to boost the gunner's rolls (or occasionally penalize them...). Combat turns were actually very quick; it was pretty nice.</p></blockquote><p></p>
[QUOTE="jedavis, post: 5674068, member: 35933"] We had two instances of space combat in my Mongoose Traveller game last semester. In the first, the PCs were horribly outgunned; they had a far trader with one beam laser and 1g acceleration, and were being chased by a corsair with a plurality of pulse lasers and 3g acceleration... they managed to jump out of system right as it was closing, escaping with a scorched hull and a fused turret. In the second, the PCs were trying to hijack a ship for its cargo. They tried some shenanigans in port, but failed, and ended up going after it in deep, uninhabited space. It turned out the merchant vessel was mounting equivalent armament to theirs in a pop-up turret, but they sabotaged the engines (they had an insider), got out of the firing arc of the turret, and subsequently plinked away at it until the crew jumped ship (they left a present in self-destructing form, though... fortunately, the PCs' explosives specialist disarmed it after they boarded but before it went off). In both cases, we had a pretty good division of roles. There was a ton of skill overlap, but also more things to do than the party had people, so there was actually an interesting resource allocation problem. Against the corsair, the scout was piloting, the agent was astrogating furiously, the medic / engineer / merchant was engineering for extra speed, and I think the psion may have been manning the guns, actually... In the second case, the engineer was routing power and taping systems back together, the scout was flying, the agent was gunning I believe, and the psion's replacement (slain by automatic grenade launcher) was running sensors to boost the gunner's rolls (or occasionally penalize them...). Combat turns were actually very quick; it was pretty nice. [/QUOTE]
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