Might be time for a House Rule distinguishing a hanger for a space craft and a garage for a non space craft. Make the price lower, for example .05 MCr/ton or even lower at .01 MCr/ton for non grav vehicles.
The Garage won't open to space (if it does you might impose a repair cost for all the...
Directional radiation away from likely detectors would be needed for stealth against an enemy equipped to detect stealth. Civilian systems probably would be unequipped to detect stealth vessels by default.
But stealth is part of the game so it must be assumed that even though unspecified...
Unless the line maintained the modules at every site then the pirates would just ignore the ship when it launched from its site with the modules, the only place they could be fitted with one as every other place the informants could tell them they loaded cargo or not. This is much more...
I wouldn't think that likely to be useful in space warfare. A intercept course (even one coming from behind) is unlikely to follow on the same path you did and the mine would immediately be drifting off that course.
Any close approach to a nuclear armed ship with nuclear dampers would neutralize their weapons AND that includes their own use of nuclear dampers. Also knocks out any fission power plants until refuelled.
Another option. Each skill can have a Jack of all Trades effect on other related skills being used with it.
Your steward above needs persuade to calm down the argument since it is in a steward associated situation his (for example) Steward 2 gets applied to his unskilled Persuade check...
Issue 1/ While under construction the word about this business Q ship gets out and pirates put it on the "do not approach" list. You can avoid this by making the ship far away then it has a long trip with no income. Better have deep pockets
Issue 2/ The most effective pirates would have...
Doesn't work very well. The merchant vessel typically has minimal crew, pirates carry extras whose only role is fighting the boarding action. They may carry extras to function as a "prize crew" and take the ship. The merchant vessel with minimal crew won't have the extras to take the pirate...
Part of the problem a pirate has is that the Merchant doesn't care how much damage or what type they do to the Pirate so long as it stops the attack BUT the pirate DOES care about the damage to the merchant. Too much damage to the merchant and the cargo will be destroyed in whole or in part or...
Not quite accurate. You want enough to cause enough damage that the pirate will take a financial loss. You want them to do the cost benefit analysis and say "let this one pass" without firing a shot.
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