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Raistlinrox

What can be done by a pilot and done by others in a ship?

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There is a line in every ship's description, the Ship's Complement, but it never describes what exactly each member of the crew is capable of.  For example, pg 260-261 of the CR, the ILH-KK light freighter lists a pilot, co-pilot, and engineer, but the ship has 5 weapons listed also but no gunner in the ship's complement.  So can the pilot, co-pilot, or engineer fire these weapons?  

 

Pg 263, the Starwind Pleasure Yacht has a couple of similar weapons (the dorsal and ventral turret mounted laser cannons, compared to the port/starboard turret mounted ion cannons of the ILH) but the Pleasure Yacht has 2 gunners listed in ship's complement beyond the otherwise same listing as the ILH.  

 

If the gunning is restricted to the pilot or copilot in the ILH, can they (pilot and copilot) also do it in the Pleasure Yacht if there are no gunners?  Can someone at the "engineer station" (whatever that may be) fire the weapons in either ship?

 

In Suns of Fortune, pg 111, the J-type has 2 dorsal turret-mounted retractable dual laser cannons, and a complement that includes 1 gunner.  Obviously 1 gunner can't fit into both stations, but they have the linked quality, like the ILH's turret ion cannons

 

What are the guns that Han and Luke use in the Millennium Falcon considered?  They don't seem like they could be used by the pilot, since there is a chair for each gunner, and they seem to be turret-mounted.  

 

Also, with the facing becoming somewhat of a question of late, can a pilot fire a weapon that is aft-facing?  Or port/starboard facing?  It's all kind of confusing somewhat...

 

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I would refer you to page 237 table 7-7 of Edge of the Empire Core Rulebook. Additional Starship and Vehicle Actions. Nine different actions other crew members should be focused on. The 10th action, unlisted, is to fire a starship weapon as a gunner. There are enough actions here that your crew of 5 (assuming 1 is the pilot and can't do any of these) should each have 2-3 actions to choose between. On a freighter, as a GM, you can also have these stations be located at a few different points on the ship, especially when making repairs, so that you get that feeling in ESB when Han and Chewie are running around trying to fix the hyperdrive in the middle of a firefight.

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As for gunnery stations, I think its optional. Most ships, including the falcon, allow you to lock the guns into a forward position and make them pilot operated. This would probably link them. Otherwise, add crew for more effectiveness.

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There is a line in every ship's description, the Ship's Complement, but it never describes what exactly each member of the crew is capable of.  For example, pg 260-261 of the CR, the ILH-KK light freighter lists a pilot, co-pilot, and engineer, but the ship has 5 weapons listed also but no gunner in the ship's complement.  So can the pilot, co-pilot, or engineer fire these weapons?

 

GMs call. You can just decide, or make the call based upon the first attempt check results. In the x-wing computer games freighters with turrets could fire them independently by gunners, or fixed forward by the pilot, so that's an option thats still largely compatible with the mechanics.

 

Pg 263, the Starwind Pleasure Yacht has a couple of similar weapons (the dorsal and ventral turret mounted laser cannons, compared to the port/starboard turret mounted ion cannons of the ILH) but the Pleasure Yacht has 2 gunners listed in ship's complement beyond the otherwise same listing as the ILH.  

 

If the gunning is restricted to the pilot or copilot in the ILH, can they (pilot and copilot) also do it in the Pleasure Yacht if there are no gunners?  Can someone at the "engineer station" (whatever that may be) fire the weapons in either ship?

Again, up to you, but IMHO if the stats specify the need for a gunner, I'd say you need one.

 

In Suns of Fortune, pg 111, the J-type has 2 dorsal turret-mounted retractable dual laser cannons, and a complement that includes 1 gunner.  Obviously 1 gunner can't fit into both stations, but they have the linked quality, like the ILH's turret ion cannons

I don't have SoF yet, is it possible they were thinking along the lines of the y-wing? Where one weapon requires the gunner but the others can be fired by other station?

 

What are the guns that Han and Luke use in the Millennium Falcon considered?  They don't seem like they could be used by the pilot, since there is a chair for each gunner, and they seem to be turret-mounted.  

 Quadlasers, turreted, dorsal and ventral.

Also, with the facing becoming somewhat of a question of late, can a pilot fire a weapon that is aft-facing?  Or port/starboard facing?  It's all kind of confusing somewhat...

Again, depends on what you want it to do. See the assumption that 1 gun equals 1 hydraulic lazy boy is just that, an assumption. How a weapon system is mounted and where the operations console is physically located is entirely up to you. A smuggler having a rear facing quad laser that he can operate from the cockpit makes plenty of tactical sense and fits the star wars concept pretty well...

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That brings up another question about starships...if there is a spot listed on "Crew's Complement", is it required for that spot to be filled?  Not necessarily for gunners, but a copilot or engineer?  If it lists a copilot, do you HAVE to have one in order to pilot the ship?  Or if it says engineer, must you have someone at an engineer station to focus shields, etc?

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That brings up another question about starships...if there is a spot listed on "Crew's Complement", is it required for that spot to be filled?  Not necessarily for gunners, but a copilot or engineer?  If it lists a copilot, do you HAVE to have one in order to pilot the ship?  Or if it says engineer, must you have someone at an engineer station to focus shields, etc?

 

I wouldn't say you must have someone at each station, but if you're running with less than a full complement, then you might have folks hopping between seats to angle shields, jam communications, or plot a jump. Most of the time that can probably be hand-waved with narrative; but in combat, you could represent that by having characters spend a maneuver to switch between stations.

 

As far as minimum required crew, I'd probably shoot for 10%-20% of what the book lists as "Crew Complement" to be a bare bones skeleton crew. A ship with a crew of 10 can probably be kept aloft with just 2 people in the cockpit, but maintaining it and keeping the core systems running would probably require those two members to put in a lot of overtime.

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