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Battle Stations
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Esoomian
High Admiral
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Joined: 29 Oct 2003
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Location: Auckland, New Zealand

PostPosted: Wed May 18, 2011 9:08 pm    Post subject: Reply with quote

Bren wrote:
none of the Star Wars ships that we see in the films are intelligent/self-aware or possessed of single ship-wide supercomputers a la Star Trek. So this seems unlikely for most forces in Star Wars. But hey if you want some variant sort of thing, go for it. Might be a useful choice for some enterprising rebels.


Perhaps not but I have no problems believing that individual consoles may have the ability to perform some tasks unmonitored. Things like auto-pilot and the like.

As you say there isn't much evidence for this in the films post clone wars. The only post clone wars Imperial droidships I can find easily are the World Devastators and the TIE-Ds they create.
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Bren
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Joined: 19 Aug 2010
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Location: Maryland, USA

PostPosted: Wed May 18, 2011 9:17 pm    Post subject: Why not start with Skeleton Crew levels Reply with quote

My preference would be to make most of these decisions from a what is dramatic in a given episode/scene. But I can see how if the campaign focused on ship based combat there would be interest in having baseline numbers. Several folks have had some good ideas, but I think whatever is used needs to match up with (or supercede) existing rules.

Given that we already have rules and crew numbers for skeleton crews it should be pretty easy to figure out if ships can run with larger than a skeleton compliment on a regular basis. Just divide the total crew by the skeleton crew numbers. If the ratio is at least 4 then the crew can operate with 1 on 3 off watches and the ship really can only run with a skeleton crew.

For example an ISD-1 has crew of 36,810 and requires a skeleton crew of 5,000. This allows 7 watches which easily allows the crew to operate at a skeleton crew level constantly and in fact would allow operation at better than a skeleton crew. Note that for an ISD-1, operating with a skeleton crew gives a +20 to the difficulty. As the crew reports to battle stations the difficulty should decrease from +20 to +0. A simple method might be to use increments of +5, so an ISD would have the following readiness states:

Skeleton Crew +20 (Normal Operations in safe sectors)
Reduced Crew +15 (Normal Operations in non-safe sectors)
Operational Crew +10 (Yellow Alert)
Full Crew +5 (Action Stations/non-combat Red Alert)
Battle Stations +0 (Battle Stations)

Note: Not sure I am loving the names, but creative military types may have cooler sounding names.

I tend to assume that an ISD is overcrewed (they are probably big enough and the Empire has lots of people) and use a simple metric that each increase in operational level requires another 5,000 crew at stations.

Skeleton Crew +20 [5,000 crew]
Reduced Crew +15 [10,000 crew]
Operational Crew +10 [15,000 crew]
Full Crew +5 [20,000 crew]
Battle Stations +0 [25,000 crew]

This would allow an ISD to operate with a reduced crew using 3 round the clock shifts (which I believe has been done in a number of Navies during war time) and still allows the ship to be operational even after taking casualties.
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Bren
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PostPosted: Wed May 18, 2011 9:27 pm    Post subject: Reply with quote

Esoomian wrote:
...but I have no problems believing that individual consoles may have the ability to perform some tasks unmonitored. Things like auto-pilot and the like.
Me neither. Hyperdrive cutouts are automatic. An autopilot makes sense and I'm sure I've seen the Falcon described as having one (though it also has some weird mish-mash of multiple droid brains). And Imperial, Rebel, and Alliance vessels do have astromechs and such. I just don't think that post Clone Wars most people - Imperial or Alliance really trust droids to control weapons systems.

Quote:
As you say there isn't much evidence for this in the films post clone wars. The only post clone wars Imperial droidships I can find easily are the World Devastators and the TIE-Ds they create.
All that I am aware of as well. I was really just trying to stick to the films cause that's what I know and I wanted to avoid someone posting to tell me I'm wrong because in some EU novel, comic, Droids Cartoon, or what not there is some AI ship or droid/bio mixed crew vessel so of course they should be included.

I think a droid crewed ship, if it exists, ought to have some advantage over a bio crewed ship. Full crew 24-7 seems a reasonable advantage to me.
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vanir
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Joined: 11 May 2011
Posts: 793

PostPosted: Wed May 18, 2011 9:52 pm    Post subject: Reply with quote

Sounds about right to me. Old Republic ships had large droid complements listed. Newer ones took over with much more automation for subsidiary systems, reflected in lower average crew requirements and more consumables range in cruisers, but there is no reason why individual commanders wouldn't make use of droid complements in later times. Of course I should think the chances of a few individual units with quirky personalities is high, might have yourself a little droid mutiny led by a mad astromech.
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
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PostPosted: Thu May 19, 2011 9:27 pm    Post subject: Reply with quote

Bren wrote:
crmcneill wrote:
Esoomian wrote:
So while a droid ship might have lower effectiveness than a ship crewed by flesh and blood beings it would be combat ready much faster and suffer less from a surprise attack.


Maybe a ship could split the difference and have systems able to run on automatic (i.e. droid crewmembers) until the station is manned by a normal crewman
Both ideas seem reasonable but generally counter to what we see in Star Wars. It seems only the CIS had ships with mixed crews of this type (mostly droid with some biologics). The prejudice post Clone Wars is against battle droids and none of the Star Wars ships that we see in the films are intelligent/self-aware or possessed of single ship-wide supercomputers a la Star Trek. So this seems unlikely for most forces in Star Wars. But hey if you want some variant sort of thing, go for it. Might be a useful choice for some enterprising rebels.


I like that.. Opposed Tactics rolls by the surpriseee against the surprised. Winner gets a better chance of being ready first.
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vanir
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Joined: 11 May 2011
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PostPosted: Thu May 19, 2011 9:51 pm    Post subject: Reply with quote

In our starship combat, assuming each player fleet commander planned entry and egress of the combat zone we generally substitute tactics rolls for initiative. It's only when a starfighter pilot becomes embroiled in a furbee or under special conditions that it reverts back to PER rolls.

It usually comes down to if you have preparation time for any given round of combat (or are commanding the field) you get a tactics roll.
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Fallon Kell
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Joined: 07 Mar 2011
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Location: Tacoma, WA

PostPosted: Fri May 20, 2011 8:43 pm    Post subject: Reply with quote

garhkal wrote:

I like that.. Opposed Tactics rolls by the surpriseee against the surprised. Winner gets a better chance of being ready first.

I'd do that if the ships met unexpectedly, and I might make them roll Command instead of Tactics, but why would you roll opposed tactics if one is surprised. Wouldn't the ship doing the surprising have already brought its crew to battle stations? Not to do so would be like robbing a bank in your bathrobe...
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vanir
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PostPosted: Fri May 20, 2011 9:35 pm    Post subject: Reply with quote

If the strike force doing the surprising didn't plan their egress very well, an opposed tactics: capital ships roll is justified for the Imperial commander they attack, for example, to have deployed his fleet off screen in such a way that this is the roll the strike team will have to beat following the surprise attack, if they expect to simply hyperspace away again past the pickets.

It doesn't help against the suprise round of combat, but it does about its consequences. If you didn't manually plan out your tactics.
Since most Imperial cruiser Captains have good tactical skills it is always best to plan every detail of a strike mission, to negate every possible opportunity they might have to use them.

What players want to do is look for ways to avoid a tactics roll, not cause one. Not against Imperial officers, they spend most of their character points on that and command where characters go for blaster/dodge, they usually win.

Treat tactics skills like all the things the players of all characters on both sides didn't think of, but become plausible in the scene. Players don't often sit down and plan escape strategies, but it would've been covered in the off-screen mission briefing...or did it? Here's where you do need tactics skills for force commanders, if there's anything you forgot to think about prior to entering combat you can always roll a tactics to bring it up with the GM as a viable option, a sort of elimination round negotiation if you wind up somewhere hopeless you figure your character should've seen coming even if the player didn't.

I mean we've tried to use the tactics skill as creatively as possible so that it becomes useful. It is the main skill of Imperial commanders and so I try to use it from their point of view even when using it for someone else.

When a player is in a command role so as to use tactics he's using henchmen like a starfighter squadron assigned under him or command of a troop assault craft, so I think in terms of how an Imperial commander would be using tactics, mostly to simplify minion activities to keep the action moving, not having to roleplay every Imperial command scene for the characters but simply describing tactical deployment in sweeping terms and using a few rolls to describe major events.
If the PC party is part of a saboteur team to assault a starport I may use tactics: squads of whomever the best commander present is, to represent the first ten minutes of combat deployment and decide the footing the party begins their action sequences with, how much support is available, if other tactical objectives were successful as the action unfolds.

If operating henchmen with any frequency players can certainly have problems lacking command and tactics skills. Even at the squad level they can bring new elements to help players influence the battlefield, but in game terms at this level I use tactics as a simple initiative replacement, field commanders with consistently good tactics always gain the combat advantages. I might let players use a tactics to set up an ambush, or obtain high ground, or organise troops into cover, but it becomes more role play here and I begin to structure a trench war the more they use it.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Aug 22, 2021 4:16 pm    Post subject: Reply with quote

Giving this topic a bump on account of the work I did recently on starfighter squadron alert levels. Obviously, alert levels wouldn't just be applicable to how many starfighters are ready to launch, but also to the number of cannon immediately available, and other systems, as well.

Since my understanding of the rules (and the state of my own house rules) have evolved since I originally made this post, I'm thinking the simplest way to rule this would be blanket dice penalties based on readiness states. Since most of my other rules (like Battery Dice and the Crew Quality Modifiers) give dice bonuses based on conditions, readiness state would apply dice penalties based on the listed condition of the ship, which roll off after a set number of rounds. The Captain's Command Skill could then be used to generate a modifier that increases or decreases the time taken, depending on his level of competence.

It's important to note that I see this mainly being used by GMs are part of the planning for a game session, as a method to provide a degree of granularity for the GM. Even if combat doesn't occur, it can be useful tool for the GM to provide details to the PCs about the forces in whatever system they happen to be in, such as "there's an ISD and its escorts in-system. They don't appear to be paying any direct attention to you, but based on the number of TIE fighters and the power signatures from its weapon emplacements, they are likely on Standby Alert, which means they're expecting some kind of trouble."
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