Collection of Free Trader variants

I'm working on a collection of Free Trader variants (to be put out through TAS as soon as I solve for cover art). Right now I have deckplans for each variant, the construction data, and a 'datacard' area that is intended to summarize the information you'd want during play (for example, range and damage of a turret will probably be used more often then the turret's cost during play).

What else is useful to you for starship collections? Sample crews? Adventure hooks? Interior descriptions? Uses of the variant? Something else?
 
It's a good idea.

I would suggest a short paragraph explaining how this version differs from the standard one, whichever one you decide is standard. So for example, "80 tons of additional cargo space at the cost of one stateroom". This is to make it easier for someone to select what model they are interested in using rather than having to flip back and forth between the stat sheets.

A quirk or two for each variation would be cool. You could just say to use this quirk instead of a roll on the normal quirk table if you wished. This would mean you might end up with a situation where people know that the old A3c models have problems with harmonics leading to increased engine noise inside the ship or whatever.
 
FallingPhoenix said:
What else is useful to you for starship collections? Sample crews? Adventure hooks? Interior descriptions? Uses of the variant? Something else?
Deck plans for each variant would be very useful.
 
FallingPhoenix said:
I'm working on a collection of Free Trader variants (to be put out through TAS as soon as I solve for cover art). Right now I have deckplans for each variant, the construction data, and a 'datacard' area that is intended to summarize the information you'd want during play (for example, range and damage of a turret will probably be used more often then the turret's cost during play).

What else is useful to you for starship collections? Sample crews? Adventure hooks? Interior descriptions? Uses of the variant? Something else?
Adventure hooks focused on the variant would be nice.


AnotherDilbert said:
Deck plans for each variant would be very useful.
Good thing he already has confirmed deck plans for each variant. I would not buy a product that didn't have deck plans. I don't need someone to just write up a bunch of spec sheets. I can do that. It is the skills of illustration and drafting that I lack. :D
 
FallingPhoenix said:
I'm working on a collection of Free Trader variants (to be put out through TAS as soon as I solve for cover art). Right now I have deckplans for each variant, the construction data, and a 'datacard' area that is intended to summarize the information you'd want during play (for example, range and damage of a turret will probably be used more often then the turret's cost during play).

What else is useful to you for starship collections? Sample crews? Adventure hooks? Interior descriptions? Uses of the variant? Something else?

glad to hear you are taking the plunge...generally I'd say f you are designing a ship find some role or niche that isn't covered by a standard design and build a ship to fill that gap.

That's sort of how i have been doing my ships adding NPCS game use suggestions etc...I also like to give ships a bit of personality, odd things like a Skull cracker int he main galley due to where the weapons are mounted. or the engine room tends to be extremely hot during routine operations. You can also give them little advantages that aren't technically in the build rules..like a cargo hatch that allows acts as a loading ramp to cargo lift ...it drops down vertically cargo is loaded and lifts back up...etc.


I am trying to use this template for future ships t sort of formalize and organize things.
(illustration)
Overview:


History

Systems and Weaponry
Sensors
weapons
Electronic warfare

Internal details:(tyical arrangement, quirks, interesting modifications)
(Deckplans)
Passenger Areas:


Crew Areas:


Engineering spaces:


Cargo Areas


Ships performance:( insert any notes, or quirks here)
Atmospheric
Normal Space
Jump travel
Optional features

Hull points:
Armor:
Thrust:
Jump:
Sensors:
Weapons:
Passengers:
Low berth:
Cargo:
Endurance:
Skim refuel time:
Sensor DM
Attack DM


Power:
Power requirements:
Basic Systems:
J-drive:
M-drive:
Sensors:
Weapons:
Other( detail by type)

(Insert build sheet here)

Crew:
Pilot
Navigator
Gunner
Marines/specialists
Game Use:( I break them down into the following)

Party Vessel:

Adventure Setting:

Plot device:

Sample Vessel:
modifications
crew
shipboard procedures/activities etc)


Adventure Hooks/Plot Seeds
 
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